[Mod] Forest

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Inocudom
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Re: [Mod] Forest

by Inocudom » Mon Sep 22, 2014 18:08

Gael de Sailly wrote:
Inocudom wrote:Could you let others fork it and continue work on it?


Yes, you can continue my work, I have not really the sense of property, my aim is to improve Minetest and not to get a reputation for some things that I have made myself.

I think Minetest has a big potential but it is still not completely exploited, for example about the mapgen.

In brief, you can continue my work.

This kind of situation will be perhaps more convenient to manage with Github. I have troubles to understand how does it work.

Paramat and Krock can help you out with GitHub.

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Re: [Mod] Forest

by Gael de Sailly » Mon Sep 22, 2014 19:18

I've tried to understand for months, to no avail.
But today, I found a good tutorial, and I finally managed to push Forest 1.2 in my repo !

When we really need something, we understand better.
 

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Re: [Mod] Forest

by balthazariv » Wed Sep 24, 2014 18:28

Hello,
This mod work but i have this message appears
Code: Select all
Error[main]: set_mapgen_params():flagmask field is deprecated, see lua_apit.txt


Thanks for your works
 

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Re: [Mod] Forest

by Gael de Sailly » Wed Sep 24, 2014 18:39

It is a problem of Minetest versions. I've created this mod on February-March-April, the lastest Minetest was 0.4.9. Now it's 0.4.10, the syntax of this function has changed. It's not a bug, it means "Warning : in the followings versions of Minetest, the support for this syntax will be removed.
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Re: [Mod] Forest

by Nathan.S » Sun Oct 19, 2014 22:23

I keep getting an error that, from what I can tell, has something to deal with setting seasons.

Code: Select all
16:56:17: ERROR[main]: ServerError: caught (...)
16:56:17: ERROR[main]: stack traceback:
16:56:17: ERROR[main]:    [C]: in function 'set_node'
16:56:17: ERROR[main]:    /home/nathan/.minetest/mods/forest/init.lua:127: in function </home/nathan/.minetest/mods/forest/init.lua:109>


I looked at the init.lua file and the error seems to be happening in the last line here:
Code: Select all
minetest.register_abm({
   nodenames = {"group:season"},
   interval = 60,
   chance = 1,
   action = function(pos, node)


I don't think I have any other mod that controls mapgen, but I could be wrong.
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Re: [Mod] Forest

by Gael de Sailly » Mon Oct 20, 2014 06:58

I already knew this error. I thought I had corrected it. I'll fix it now. Look at the 7th post of the page 3, the problem is exactely the same. I think I've put the wrong version on Github on September 22nd.
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Re: [Mod] Forest

by Nathan.S » Mon Oct 20, 2014 23:34

Gael de Sailly wrote:I already knew this error. I thought I had corrected it. I'll fix it now. Look at the 7th post of the page 3, the problem is exactely the same. I think I've put the wrong version on Github on September 22nd.



Thanks. :)
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Re: [Mod] Forest

by paramat » Tue Mar 03, 2015 04:28

Hi, i saw on IRC you have a problem, see https://forum.minetest.net/viewtopic.php?p=167081#p167081
Due to a recent change in the noise code, the Z size of 2D perlinmaps must be set to 1, like this:
Code: Select all
   -- perlinmap stuff
   local sidelen = x1 - x0 + 1
   local chulensxyz = {x=sidelen, y=sidelen, z=sidelen}
   local chulensxz = {x=sidelen, y=sidelen, z=1}
   local minposxyz = {x=x0, y=y0, z=z0}
   local minposxz = {x=x0, y=z0}
   -- 3D noises
   local nvals_n1 = minetest.get_perlin_map(np_n1, chulensxyz):get3dMap_flat(minposxyz)
   -- 2D noises
   local nvals_n5 = minetest.get_perlin_map(np_n5, chulensxz):get2dMap_flat(minposxz)
 

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Re: [Mod] Forest

by paramat » Thu Mar 05, 2015 01:22

I'll make sure ores and decorations are registered for singlenode mapgen, so that 'generate ores/decorations' can be used.
 

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Re: [Mod] Forest

by voxelproof » Sat Dec 08, 2018 15:50

This mod should be moved into "Old Mods" section. It crashes in newly created worlds in 0.4.16 (at least in mg v5 and valleys), it's due to some fault in get_instant_temeperature function according to the debug message:

Code: Select all
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'forest' in callback LuaABM::trigger(): C:\Minetest\bin\..\mods\forest\init.lua:14: attempt to call field 'mod' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]:    C:\Minetest\bin\..\mods\forest\init.lua:14: in function 'get_instant_temperature'
ERROR[Main]:    C:\Minetest\bin\..\mods\forest\init.lua:170: in function <C:\Minetest\bin\..\mods\forest\init.lua:169>
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Re: [Mod] Forest

by Mantar » Sat Dec 08, 2018 19:15

It's using math.mod, which was removed in Lua 5.2. Replace it with math.fmod and you're good.
 

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Re: [Mod] Forest

by voxelproof » Sun Dec 09, 2018 13:38

Mantar wrote:It's using math.mod, which was removed in Lua 5.2. Replace it with math.fmod and you're good.


Thanks for the hint. The mod as I had managed to figure out in an eye's blink before it crashed provides pretty rich forests, much more robust than the default ones.
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Re: [Mod] Forest

by Gael de Sailly » Sun Dec 09, 2018 15:23

This mod is very old and badly coded (it was my very first coding experience), I don't recommend using it, now. I'm OK to move it in Old Mods.
If some people are interested, I could make a new, cleaner version of it.
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Re: [Mod] Forest

by voxelproof » Sun Dec 09, 2018 19:20

Gael de Sailly wrote:This mod is very old and badly coded (it was my very first coding experience), I don't recommend using it, now. I'm OK to move it in Old Mods.
If some people are interested, I could make a new, cleaner version of it.


As you probably noticed, I'm doing some preparations for a future mountain game and looking around for already existing useful for this purpose mods. The flora of the default MT game is just enough for testing terrain features in particular tweakings, but certainly lacks refinement and diversity necessary for serving as a nice "dressing" for the montainous vistas (and as a matter of fact also "moretrees" mod doesn't focus on forests as such). As I managed to spot your "Forest" looks very good, the trees are much higher and larger and their shapes are much more interesting and 'natural'. I'd be greatly thankful if you 'revived' this mod (for now it seems to overwrite existing map_meta, so it's essentially more a mapgen than a standalone woods mod). Thanks for your response and engagement :)
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Re: [Mod] Forest

by Gael de Sailly » Sun Dec 09, 2018 19:49

voxelproof wrote:for now it seems to overwrite existing map_meta, so it's essentially more a mapgen than a standalone woods mod

It is totally a mapgen since it has its own terrain shape and overwrites map_meta. It was my main project until I switched to Valleys Mapgen in February 2015.
But separating the terrain and biome parts would be a good idea if it's revived.
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Re: [Mod] Forest

by TumeniNodes » Sun Dec 09, 2018 20:05

Gael de Sailly wrote:If some people are interested, I could make a new, cleaner version of it.


I toyed with it some time ago, I know I'd be interested in an updated version... but no rush. It would make a nice alt to the heavy moretrees mod
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Re: [Mod] Forest

by Gael de Sailly » Sun Dec 09, 2018 20:42

Oh, forgot to say that the terrain part already exist as a stub: https://github.com/Gael-de-Sailly/forest_new
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Re: [Mod] Forest

by TumeniNodes » Sun Dec 09, 2018 22:57

oh, nice :)
git clone
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Re: [Mod] Forest

by voxelproof » Sat Jan 19, 2019 10:21

Since I suggested before that the mod isn't openable anymore, now I post a few screenies of this nice forest mapgen. Although its perlin noise - based map generator can't match that of Valleys, it's still very pleasant and the forest areas create nice, walkable environment. Certainly worth further maintenance.

Image

Image

Image
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