[Mod] Duane's Experimental Mapgen [mapgen]

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[Mod] Duane's Experimental Mapgen [mapgen]

by duane » Tue Jul 09, 2019 09:42

This is an experimental mod I'm playing with. It's not and will never be useful for servers or long-term games. It can be used with C mapgens, as long as you avoid putting a surface terrain over the normal surface.

It uses layered worlds, similar to Realms. I've tried to make the biome/decoration code as similar to the minetest game as possible. It can even spawn coral and other water decorations. However, there are still a few missing features.

The realms.conf file, which you must copy from realms.conf.example, contains all the data about where each type of terrain occurs. It can be edited as plain text, and matches the format of Realms, except that you may use a number sign at the start of a line to denote a comment.

At the moment, the worlds included are:

dflats: A simple terrain with hills, seas, and a lot of flat space to build on. It includes a mysterious network of tunnels underground.

+ Spoiler


flat_caves: A different type of caves, very open to lateral movement.

+ Spoiler


floaters: A layer of floating islands. The larger masses of rock are hollow, making for interesting caverns.

+ Spoiler


geomoria: A hand-made dungeon complex modeled loosely on Tolkien's Moria.

+ Spoiler


intersect: The standard narrow, descending caves from the C mapgens -- good for connecting cave systems.

simple_caves: Rounded caves complexes that don't connect across chunk boundaries. These may be full of water or lava, as long as an intersect cave doesn't run through them.

+ Spoiler


Terrains may specify either the default biomes (bm_default_biomes) or the ethereal biomes (bm_ethereal) for their surface. My fun_caves biomes (bm_fun_caves_biomes) are available below ground. You must download and enable ethereal if you use the ethereal biomes.

Ores are generated differently from the game, in simple, sparse cubes throughout the terrain. Usually, digging deeper will get you better ore (but not more).

The source is available on github.

Code: LGPL2, GPL3, textures: strictly CC0

Mod dependencies: default, geomorph
Optional: bucket, match_three, flowers


Download: https://github.com/duane-r/mapgen/archive/master.zip
Last edited by duane on Mon Sep 16, 2019 06:33, edited 6 times in total.
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Re: [Mod] Experimental Mapgen [mapgen]

by duane » Tue Jul 09, 2019 09:44

My next addition will probably be some kind of cityscape that plugs in to the other mapgens. I have no idea how to make the terrain blend, so it may not be pretty.
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by TalkLounge » Tue Jul 09, 2019 11:54

You are crazy. The best mapgen I've ever seen. Your mods big_tree & integral were such amazing, that I decided to use them on my survival server. But this mapgen now. Incredible. +1
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Wed Jul 10, 2019 01:07

TalkLounge wrote:You are crazy. The best mapgen I've ever seen. Your mods big_tree & integral were such amazing, that I decided to use them on my survival server. But this mapgen now. Incredible. +1


Thanks for the vote of confidence, but something can be both pretty and unstable. My own experience at dating bears that out. : )
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by CalebJ » Wed Jul 10, 2019 01:26

Wow, this is really nice. Obviously it does seem unstable, but - wow. For an expiremental mapgen, this is fantastic. Just so many cool things in one, nice job!
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Wed Jul 10, 2019 05:44

CalebJ wrote:Wow, this is really nice. Obviously it does seem unstable, but - wow. For an expiremental mapgen, this is fantastic. Just so many cool things in one, nice job!


Thanks.

I've stuck the city base module in at origin, and probably fixed all the errors I introduced. It doesn't blend, but I'm not even sure if that's possible. Now I just need to figure out how to handle buildings.

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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by Skamiz Kazzarch » Wed Jul 10, 2019 06:55

Nice work. I realy like mapgen mods since I find the default ones get boring realy fast, so this is a nice change of pace.

Also couldn't resist this:
duane wrote:My own experience at dating bears ...
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Thu Jul 18, 2019 07:30

Skamiz Kazzarch wrote:Nice work.


: )

-------------------------------------

I got tired of falling to my death, so I added a water layer under the floaters. They also have cave environments in their hollow interiors. The spawn code for the floaters mostly works, if you set "mapgen_spawn_height" to around 570. Also, at some point, I added saplings for the cherry and oak trees.

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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by twoelk » Thu Jul 18, 2019 09:39

Duane wrote:...snip...>8..
I got tired of falling to my death, so I added a water layer under the floaters.
...8<...snap...

I wonder ...
maybe a new type of air node?
something that looks like air, maybe a bit more hazey but is thick enough to let the avatar swim on it - and if he needs to he can dive through it downwards, excluding any drowning effects though.

so just a layer of some rather thick air.

so technically similar to water but without all the fluid flowing cpu crunching stuff - just a static layer of another kind of air.

actually this could also be a region where water hitting it turns to mist without spreading like when hitting something solid.
hmm - so maybe when falling water hits this layer it adds a halo of one node thickness of vapour and mist at the connecting point but the water does not spread beyond that nor does it penetrate the thick air layer. A falling or flying player is slowed down in this area and can activly swim on it or if he decides to, dive through it with some effort. There should be no fall damage on hitting the layer.

I wonder some more ...
could this be the region where that special air is found to craft the airsword?
 

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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Thu Jul 18, 2019 10:22

twoelk wrote:so technically similar to water but without all the fluid flowing cpu crunching stuff - just a static layer of another kind of air.


Heh. I'm not sure if you're being partially serious or completely whimsical. The cpu load shouldn't be any more than an ocean would cause. It's just a bunch of source nodes sitting still. There's a layer of unfloodable air at the bottom of the first chunk in the floaters section. I haven't noticed any problems.
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by twoelk » Thu Jul 18, 2019 11:44

when in doubt consider anything I write here as nonsense ;-P

Duane wrote:There's a layer of unfloodable air at the bottom of the first chunk in the floaters section.

oops, never whent there

seems I need to explore more thoroughly
 

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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Fri Jul 19, 2019 05:03

I'm not happy with the vines connecting the floaters, so I removed them and put in a bunch of random teleport nodes. Right-click them to teleport to another area, but keep in mind that there's no return trip.
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by ShallowDweller » Fri Jul 26, 2019 22:28

duane wrote:I'm not happy with the vines connecting the floaters, so I removed them and put in a bunch of random teleport nodes. Right-click them to teleport to another area, but keep in mind that there's no return trip.

Bridge building time! :D
*accidentaly falls off the bridge*
Now where can I find my bones? hm...
ps: Great mod! The random teleporting sounds fun.
 

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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Sat Jul 27, 2019 05:37

ShallowDweller wrote:Bridge building time! :D
*accidentaly falls off the bridge*
Now where can I find my bones? hm...
ps: Great mod! The random teleporting sounds fun.


The worst part is, before I added the water, you just kept falling until you got tired and logged out.

------------------------------------------------

I've added ponds to the mountains in dflats. Valleys already has rivers, and floaters isn't really suited to them.

+ Spoiler
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by Yvanhoe » Sat Jul 27, 2019 05:59

dflats is really nice. The default mapgen fails at giving flat areas. The valleys are nice, but IRL, valleys are typically "flooded" with soil like in your mod. I like it!
 

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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by ShallowDweller » Sun Jul 28, 2019 06:10

duane wrote:
ShallowDweller wrote:Bridge building time! :D
*accidentaly falls off the bridge*
Now where can I find my bones? hm...
ps: Great mod! The random teleporting sounds fun.


The worst part is, before I added the water, you just kept falling until you got tired and logged out.

Woah! That sounds frustrating. Thanks for adding the water. :3
 

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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by Inocudom » Sun Jul 28, 2019 22:03

We need servers that host this mod. It's all about appreciation and variety.
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Mon Jul 29, 2019 01:54

Inocudom wrote:We need servers that host this mod. It's all about appreciation and variety.


It took me days to dig down to the flat caves, and I ran into this -- missing chunks from crashes earlier this week. It's the sort of thing you get when playing on a WiP mapgen. I'm still finding an occasional bug.

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Genesis

by duane » Mon Jul 29, 2019 08:00

I've added the "/genesis" chat command, which requires "mapgen" privilege. This will completely clear and recreate a chunk, destroying what was there and replacing it with normal terrain. (In theory, it should be exactly the same as it was originally, but my decoration code isn't completely repeatable yet.)

I've used this command to fix some missing chunks in my current game, and completely replace generated chunks of cloudscape with planets. I haven't had any problems, but it's possible typing /genesis will destroy your game world.
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Geomoria

by duane » Tue Jul 30, 2019 03:08

I've added the geomorphs from geomoria at -310 meters altitude. I didn't bother with connections to the surface, since there are so many ways to do that now.

+ Spoiler
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Realms Compatibility

by duane » Sun Aug 04, 2019 03:49

I've begun a new branch in which I'm largely rewriting the mapgen for compatibility with the spectacular Realms mod.

The new branch can be used with C mapgens, as long as you don't overwrite the surface. (Or maybe you want to. I won't say no.) However, I've noticed that mapgen v7 causes issues in floaters -- thin pockets of air appear at vertical chunk boundaries for some reason. (I suspect that old bugbear, overgeneration.) The only solution I've found is to use singlenode. /shrug

In order to get anything to generate, you must copy the realms.conf.example (the very same that realms uses) to realms.conf, and add a line for floaters. The parameters are exactly the same, with the optional addition of the offset, which compensates for the difference between land and sea level:

Code: Select all
tg_floaters | -33000 | 368 | -33000 | 33000 | 608 | 33000 | 400 | bm_default_biomes | biome_height_offset = 45


Note that none of realms' biomes will work. (I haven't tried any of the mapgens yet.) The compatibility is mostly one-way; the idea being that I can more easily share my mapgens with people using realms, not the other way around.

I might add biome compatibility at some point, but it's not a priority for me. Biomes in my mapgen are still nearly exact copies of the default game's biomes, with decorations placed in as close to the same manner the game places them as I can manage.

At this stage, only the floaters mapgen is in place, and its caves are bare, but you can see that it looks basically the same on the surface.

+ Spoiler


Edit: For anyone who is curious, the air gaps are being caused by a bug in mapgen v7, in the stable version of minetest. It overgenerates air into existing chunks. Turning ridges off in mgv7_spflags fixes the problem (but, of course, you have no ridges).

Since the problem occurs in new chunks, after the chunk below has been generated, there probably isn't anything I can do about it. When the new chunk is generated, my code has to assume that the information the game gives it is accurate.
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Tue Aug 06, 2019 06:23

My realms support branch now has fairly complete support for that timeless classic, ethereal, mixed with other biomes. You can have half your world ethereal and the other half default, if you wish.

+ Spoiler


The biome function is bm_ethereal, like so:

Code: Select all
tg_dflat | -33000 | 200 | -33000 | 33000 | 600 | 33000 | 300 | bm_default_biomes | spawn | geographic_heat

tg_floaters | -33000 | 600 | -33000 | 33000 | 900 | 33000 | 630 | bm_ethereal | biome_height_offset = 45


Naturally, you have to have ethereal installed and selected.

Note that I've also converted most of dflat, including ponds above sea level. I still haven't gotten any caves converted, but on the plus side, it runs much faster without them. : )
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Fri Aug 09, 2019 09:59

I've managed to get the dungeon geomorphs to write at any vertical level specified in realms.conf. That may not sound like much, but it took days of hair-pulling coding to get right. The geomorphs were explicitly designed to stay within chunk boundaries, and they involve lots and lots of fiddling little bits that have to fit together perfectly.

Now, I need to get the selection to work across chunk boundaries, fix the few disabled shapes, add decorations, etc..

+ Spoiler
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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by Kilarin » Fri Aug 09, 2019 22:22

This looks absolutely awesome! I hope to get time to look through it and experiment with it soon.
 

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Re: [Mod] Duane's Experimental Mapgen [mapgen]

by duane » Sat Aug 10, 2019 11:40

Kilarin wrote:This looks absolutely awesome! I hope to get time to look through it and experiment with it soon.


No hurry. I'm still working on it.

---------------------------------

I've added in the roads, ruins, and biome dusting (now compatible with ethereal's walkable leaves).

+ Spoiler


If you don't want them, you can specify no_roads, no_houses, and no_dust in the realm.conf.
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