That is exactly what I want for Jungle server. I can grow them where I want to. :) I do not think there are many other people left using v6 mapgen XD
[mod] Grunds [grunds] [biome]
Re: [mod] Grunds [grunds] [biome]
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Re: [mod] Grunds [grunds] [biome]
v6 is still the mapgen I use most of the time for my singleplayer worlds. Most of them exist just for mapgen testing (building happens on servers), but v6 just feels best to me.Gundul wrote: I do not think there are many other people left using v6 mapgen XD
A list of my mods can be found here.
Re: [mod] Grunds [grunds] [biome]
Grunds is online on Jungle server. Works perfectly for me so far.
I only had a little issue with my lua. It did not understand "goto" and "::gotohere::" command.
So I had to change in grundsmg/distribute.lua line 71-91:
I hope this is doing the same :)
It is working however X) And Jungle already has a new tree in it's "Arboretum" near LagoonCity.
I only had a little issue with my lua. It did not understand "goto" and "::gotohere::" command.
So I had to change in grundsmg/distribute.lua line 71-91:
Code: Select all
-- Eliminate points that are too close to each other
-- We cant predict accurately which will be points in surrounding
-- sectors but we can eliminate a bit too much considering surrounding
-- points that wont be there at last
local kept = {}
local no = true
for try = 1, tries do
for x = mins.x - surrounds, maxs.x + surrounds do
for y = mins.y - surrounds, maxs.y + surrounds do
local p = pts[x][y][try]
--Have to test if we have to eliminate only inside points
--if p.inside then
local xt, yt = p.x, p.y
for i = 1, #kept do
local xf, yf = kept[i].x, kept[i].y
-- Use manathan distance for perf purpose
local d = abs(xt - xf) + abs(yt - yf)
-- local d = (xt - xf)*(xt -xf) + (yt - yf)*(yt -yf)
if (d < distance) then
no = false
break --goto reject
end
end
if no then
kept[#kept + 1] = p
end
end
end
end
It is working however X) And Jungle already has a new tree in it's "Arboretum" near LagoonCity.
- Pyrollo
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Re: [mod] Grunds [grunds] [biome]
I see, this is an issue with Lua not Jit. Thought all MT instances would use LuaJIT now.
The change is in mapgen stuff so it wont affect the command.
The change is in mapgen stuff so it wont affect the command.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]
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Re: [mod] Grunds [grunds] [biome]
you had pixels i had to use my imagination "climb tree" adventureland Scot Adams. the treelife in minetest is what i imagined ..Pyrollo wrote: ↑Thu Apr 30, 2020 14:19Hehe :) From the beginning, I'm hopping to see someone build a village in these trees. You can have a look at Below the Root, the old video game from which inspiration came.cuthbertdoublebarrel wrote: ↑Wed Apr 29, 2020 23:02they look fantastic now will i be able to scale them and build a tree house up there ?ariel walk ways from tree to tree ?
that would be really sound if possible .
I am also a photographer who has an obsession with trees.
i search the ancient oak forests for the oldest and biggest of them all.
Project BrutalTest...hide your Petz
- pampogokiraly
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Re: [mod] Grunds [grunds] [biome]
I just tried it out and it is Insane!
First, because of the lag XD
Second, because it looks extremely cool :D
There are still some lighting problems that i hope you will fix, but this mod is still super cool!
First, because of the lag XD
Second, because it looks extremely cool :D
There are still some lighting problems that i hope you will fix, but this mod is still super cool!
All praise the Bacon God! The one and only god in MineTest
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Re: [mod] Grunds [grunds] [biome]
Can you tell me more ?
What is laggy ? Map generation, display, game ?
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- pampogokiraly
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Re: [mod] Grunds [grunds] [biome]
I dont know whats the difference between the display and the game, but one of those two for sure!
All praise the Bacon God! The one and only god in MineTest
- Pyrollo
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Re: [mod] Grunds [grunds] [biome]
Ok, I dont know how to describe it :Dpampogokiraly wrote: ↑Sun May 03, 2020 12:32I dont know whats the difference between the display and the game, but one of those two for sure!
If it's a FPS issue, this could be due to the huge amount of leaf nodes.
It could be an ABM issue or something like that (game computation) but no extra ABM is supposed to be added.
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Re: [mod] Grunds [grunds] [biome]
The only lag I could think of is that when you enter /grow_grunt.
Calculating the tree needs some time, especially when you use it on a
online server like Jungle and not in your singleplayer game. :)
But displaying the tree and it's vines, flowers and fruits is without
fps drops. At least on my machine :)
Calculating the tree needs some time, especially when you use it on a
online server like Jungle and not in your singleplayer game. :)
But displaying the tree and it's vines, flowers and fruits is without
fps drops. At least on my machine :)
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Re: [mod] Grunds [grunds] [biome]
The world resembles an old lemmings level! Congratulations
We need a lemming skin!!!!!
We need a lemming skin!!!!!
- apercy
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Re: [mod] Grunds [grunds] [biome]
Omfg! =D
Going to the Jungle in 3, 2, 1 !
- FreeGamers
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Re: [mod] Grunds [grunds] [biome]
Since this is generated programmatically, is it very CPU intensive?
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- Pyrollo
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Re: [mod] Grunds [grunds] [biome]
I tried to make it as much optimized as I could but it could still be intensive, depending on what you call intensive.FreeGamers wrote: ↑Sat May 16, 2020 09:17Since this is generated programmatically, is it very CPU intensive?
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Re: [mod] Grunds [grunds] [biome]
These treen certainly look amazing, I cannot wait for a feature-complete version! Good job!
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Re: [mod] Grunds [grunds] [biome]
those trees look like the place tree house villages would spawn
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55
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Re: [mod] Grunds [grunds] [biome]
AMAZING! the quality of this mod is great, i would recomend adding it to the Content DB page
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