[Mod] Asteroid and comet realm [0.5.1] [asteroid]

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

[Mod] Asteroid and comet realm [0.5.1] [asteroid]

by paramat » Post

Image

^ Nicely cratered

For Minetest 0.4.14 and later
Depends default
Licenses: Code MIT. Media (textures) CC BY-SA 3.0
See license.txt for license information

Download, extract and rename to 'asteroid' https://github.com/paramat/asteroid/archive/master.zip
Browse code https://github.com/paramat/asteroid

Suitable for use as a stacked realm that adds to core mapgen.
A realm of asteroids and comets is created in the volume chosen by parameters, by default between y = 16000 and y = 20000, and extending to the edges of the world.

In this realm player gravity is changed and sky is set to a simple space skybox.

Asteroids have muliple layers, outer to inner: dust, gravel, cobble and stone with ores.
Asteroid stone is rich in iron, mese crystal, copper, gold and diamond.
By crafting, stone can be broken down into cobble, cobble into gravel and gravel into dust.
Asteroid stone can be crafted to dark stone bricks, stairs or slabs.

Comets have layers of snow and ice blended with asteroid structure depending on depth below surface.
Comets are surrounded by a misty atmosphere of water vapour which hides the nucleus from view. The atmosphere has a smoother shape than the comet it surrounds.
Comet ice and snow can be crafted to default:water_source.

Both have surface craters and weblike cave systems.
Ore distribution varies with location, controlled by a 3D noise.

Image

^ Comet with atmosphere
Last edited by paramat on Sun Sep 04, 2016 03:59, edited 7 times in total.

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

That asteroid in the first screenshot is taller than MC's worldheight.

Thermal_Shock
Member
Posts: 85
Joined: Mon Jun 24, 2013 09:10

by Thermal_Shock » Post

paramat wrote:That asteroid in the first screenshot is taller than MC's worldheight.
That's not surprising considering Minecrafts pitiful world height. The height really is one of the Minetest engines best features.

I haven't looked into it myself. But would it be possible to set the time in the world to be frozen at night to make it more like space?

User avatar
Evergreen
Member
Posts: 2135
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen
Location: A forest in the midwest
Contact:

by Evergreen » Post

Once again paramat, amazing job.
Back from the dead!

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Thermal_Shock wrote:I haven't looked into it myself. But would it be possible to set the time in the world to be frozen at night to make it more like space?
There may be a way to do that from within a mod, but you can also set 'time speed = 0' in minetst.conf to stop time. I'm not bothered with making things too realistic, i'm sort of considering default:air to be minetest's 'space', as there is no vacuum.

mauvebic
Member
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Post

I don't know if you intended for the mod to produce more comets than asteroids, but I altered the mod to collect stats on noise1, and it seems the average value is -0.8505~, whereas the threshold for asteroids is noise1 > 0.

Ideally, i'd like them to be the same thing - stone and ores on the interior, snow and icewater on the outer layer :-)

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Its written to have equal amounts of asteroids and comets on average, but the 'spread factor' of noise1 is 250 nodes so you would need to generate chunks (and sample noise) over a very large volume for it to average out, such as 500x500x500 nodes = 100s of chunks. The old perlin noise functions will always average to zero because their 'offset' is fixed at zero.
So essentially you just got unlucky :)
Last edited by paramat on Sun Oct 27, 2013 05:59, edited 1 time in total.

mauvebic
Member
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Post

from the logs i saw you're planning on updating this mod and mentioned something about adding more ores. For my game i use a completely different set of ores located in a seperate mod. Would it be possible to compartmentalize that aspect by registering the ores (and chances) to be used before ongen, then calling a generic place_ore function within ongen relying on that list?

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Cool glad you saw my late night ramblings ... um that may be possible if i learn how to do that but since it's so simple to edit the mod for your own ores i can't be bothered :) if anyone honeslty can't edit the mod for their own ores contact me and i may be able to edit it for you.

mauvebic
Member
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Post

I could probably do that bit and share back the result if you want it :-)

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Sure go ahead but do it for yourself :) i will gratefully look at your code but may not include it in my mod.
Last edited by paramat on Sun Nov 03, 2013 22:24, edited 1 time in total.

User avatar
Krock
Developer
Posts: 4650
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker
Location: Switzerland
Contact:

by Krock » Post

OMG, another awesome mod :)
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

I'm pushing commits to gihub and the version there is 0.2.0, once i'm happy with it i'll update the first post, until then the mediafire download remains version 0.1.1.
Last edited by paramat on Tue Nov 05, 2013 08:09, edited 1 time in total.

User avatar
general3214
Member
Posts: 122
Joined: Fri Oct 04, 2013 03:15

by general3214 » Post

paramat wrote:gihub
(should be github)
paramat wrote:mediafire
Why are you using both? Downloads can be made on GitHub in the Releases section; read the article Creating Releases to learn how. You do not need to add binary files, as Minetest mods are already compiled the moment they are coded.

EDIT:
paramat wrote:I'm pushing commits to gihub and the version there is 0.2.0, once i'm happy with it i'll update the first post, until then the mediafire download remains version 0.1.1.
GitHub Help wrote:Step 6: If this is an unstable or imperfect Release, you can check the Prerelease box to notify users.
Last edited by general3214 on Tue Nov 05, 2013 04:48, edited 1 time in total.
Avatar made by Annahstas

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Thanks.
Gihub heh sounds like a gay porn site :)
Indeed i am tempted to stop using mediafire for releases, less work for me, my laziness likes the sound of that.

User avatar
general3214
Member
Posts: 122
Joined: Fri Oct 04, 2013 03:15

by general3214 » Post

paramat wrote:my laziness likes the sound of that.
And this, ladies and gentlemen, is the future of today. (joke)

EDIT: When creating a release on GitHub, the description can be used as a changelog.
Last edited by general3214 on Tue Nov 05, 2013 05:24, edited 1 time in total.
Avatar made by Annahstas

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Soon at github will be a commit for:
A new multilayered asteroid structure: dust-gravel-cobble-stone(-lava in larger asteroids).
All 0.4.7 stable ores except coal.
Perlin noise varied asteroid / comet size and structure roughness.
Last edited by paramat on Fri Nov 08, 2013 06:30, edited 1 time in total.

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Another commit pushed to github.
Comets have a new dirty structure, the snow and ice structure is smoothly blended into asteroid structure as depth increases.
Fissures in asteroids no longer pass through the lava cores.
Last edited by paramat on Fri Nov 08, 2013 07:59, edited 1 time in total.

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

First post updated and with new screenshots.

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Version 0.3.1 is now at github, many improvements but still slow generation, the fast-gen luavoxelmanip version is coming soon for 0.4.8.
Last edited by paramat on Fri Nov 15, 2013 23:05, edited 1 time in total.

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Version 0.3.2 at github, lava has been removed (yay mauvebic!).
Many new screenshots in first post.
Last edited by paramat on Fri Nov 15, 2013 23:14, edited 1 time in total.

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Version 0.3.3 at github.
Craters are added on-generated-chunk.
Asteroid material in comet is now hidden below the surface.

User avatar
Evergreen
Member
Posts: 2135
Joined: Sun Jan 06, 2013 01:22
GitHub: 4Evergreen4
IRC: EvergreenTree
In-game: Evergreen
Location: A forest in the midwest
Contact:

by Evergreen » Post

paramat wrote:http://i.imgur.com/QDneaHy.png


Crater in version 0.3.3. You can see how the comet vapour cloud is the 3D 'snow biome' of this realm, turning any small asteroids intersecting it's volume to comet material.
No paramat, when he said releases, he meant this.
Back from the dead!

mauvebic
Member
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Post

the perlin maps made all the difference, it's blazing fast now :-)
Last edited by mauvebic on Mon Nov 18, 2013 02:43, edited 1 time in total.

User avatar
paramat
Developer
Posts: 3700
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
IRC: paramat
Location: UK

by paramat » Post

Evergreen, aha thanks that will be useful.

Mauvebic, thank so much for testing! i'm very happy it works and works fast :)
Last edited by paramat on Mon Nov 18, 2013 06:31, edited 1 time in total.

Post Reply

Who is online

Users browsing this forum: Google [Bot] and 35 guests