[Mod] Experimental mapgen [mg]
- Krock
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Ehm... Ho do those cities generate or build? I've found none yet nor a command to force the generation of one
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- Evergreen
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- mathiaswolfgang
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Is really easy to find a city.
Look at the Debug Text.
The first thing I see it this...
A village spawned at: x=-152 z=88
I do not see a city but I know where to look for it.
If there is no city at the beginning, then you are too far away from it.
Then choose one way and go it straight away.
Look at the debug window and you will find a city, believe me.
But I get a problem at the start again.
I spawned in earth again. Buried alive.
Look at the Debug Text.
The first thing I see it this...
A village spawned at: x=-152 z=88
I do not see a city but I know where to look for it.
If there is no city at the beginning, then you are too far away from it.
Then choose one way and go it straight away.
Look at the debug window and you will find a city, believe me.
But I get a problem at the start again.
I spawned in earth again. Buried alive.
Last edited by mathiaswolfgang on Fri Nov 29, 2013 16:04, edited 1 time in total.
- Enke
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Very nice biomes mod.
Lush8
ExtraVars for Red Eclipse
<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
ExtraVars for Red Eclipse
<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
- philipbenr
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- paramat
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The biome system was derived from this viewtopic.php?id=6736derpswa99 wrote:This is the Biomes o' Plenty Mod I was looking for!!!!!!!!!!!!
... actually i'm in the mood for adding more biomes to that now.
Last edited by paramat on Wed Dec 11, 2013 06:40, edited 1 time in total.
D0431791: To disable villages, change the village_at_point function in villages.lua to:
paramat: maybe we could work together on a new mapgen some day?
Code: Select all
function village_at_point(minp, noise1)
return 0,0,0,0
end
- rubenwardy
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It keeps respawning a village it all ready created and I was over 500 blocks away.
A village spawned at: x=-324, z=269
A village spawned at: x=-324, z=269
A village spawned at: x=-324, z=269
12:14:21: ACTION[ServerThread]: Freejack places node default:torch at (-258,-153,215)
- default:torch 's place count is now 808
12:14:21: ACTION[ServerThread]: Freejack places node default:torch at (-260,-156,210)
- default:torch 's place count is now 809
12:14:21: ACTION[ServerThread]: Freejack places node default:torch at (-266,-159,208)
- default:torch 's place count is now 810
12:14:22: ACTION[ServerThread]: Freejack places node default:torch at (-268,-162,203)
- default:torch 's place count is now 811
12:14:22: ACTION[ServerThread]: Freejack places node default:torch at (-274,-164,201)
- default:torch 's place count is now 812
A village spawned at: x=-324, z=269
12:14:47: ACTION[ServerThread]: player Freejack crafts default:torch 4
12:14:47: ACTION[ServerThread]: player Freejack crafts default:torch 4
12:14:47: ACTION[ServerThread]: player Freejack crafts default:torch 4
A village spawned at: x=-324, z=269
A village spawned at: x=-324, z=269
12:15:11: ACTION[EmergeThread2]: Created mine at (-157,-177,367)
12:15:18: ACTION[ServerThread]: Freejack places node default:torch at (-276,-169,196)
- default:torch 's place count is now 813
12:15:29: ACTION[ServerThread]: Freejack places node default:torch at (-294,-149,260)
This is causing server issues.
A village spawned at: x=-324, z=269
A village spawned at: x=-324, z=269
A village spawned at: x=-324, z=269
12:14:21: ACTION[ServerThread]: Freejack places node default:torch at (-258,-153,215)
- default:torch 's place count is now 808
12:14:21: ACTION[ServerThread]: Freejack places node default:torch at (-260,-156,210)
- default:torch 's place count is now 809
12:14:21: ACTION[ServerThread]: Freejack places node default:torch at (-266,-159,208)
- default:torch 's place count is now 810
12:14:22: ACTION[ServerThread]: Freejack places node default:torch at (-268,-162,203)
- default:torch 's place count is now 811
12:14:22: ACTION[ServerThread]: Freejack places node default:torch at (-274,-164,201)
- default:torch 's place count is now 812
A village spawned at: x=-324, z=269
12:14:47: ACTION[ServerThread]: player Freejack crafts default:torch 4
12:14:47: ACTION[ServerThread]: player Freejack crafts default:torch 4
12:14:47: ACTION[ServerThread]: player Freejack crafts default:torch 4
A village spawned at: x=-324, z=269
A village spawned at: x=-324, z=269
12:15:11: ACTION[EmergeThread2]: Created mine at (-157,-177,367)
12:15:18: ACTION[ServerThread]: Freejack places node default:torch at (-276,-169,196)
- default:torch 's place count is now 813
12:15:29: ACTION[ServerThread]: Freejack places node default:torch at (-294,-149,260)
This is causing server issues.
-
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I suspect this might be because it is still trusting the C++ MapGen for "ground level". Somehow I doubt changing the heightmap array in "on generate" callbacks will be reflected in the actual ground level afterward, but I COULD be wrong.philipbenr wrote:If I create a new world, I always spawn underground/at water level.mathiaswolfgang wrote:I spawned in earth again. Buried alive.
- webdesigner97
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Very cool mapgen! I love it!
Visit me: webD97.de | @GitHub | @DeviantArt
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
A solution for over population could be that NPCs must be within X distance of spawner, and spawner can only generate Y NPCs.philipbenr wrote:overpopulation? I think that there would only be a certain amount of NPC's with a limited lifetime... But I might be wrong...
As a seperate idea, the spawner could be designed to look like a bed, so they are more incognito.
-
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I've been thinking of something similar for the peaceful_npc. They do not need to roam the entire map. If there's more of them in towns then that's fine. Unfortionately, peaceful_npc are not the most intelligent and drown often, so the loss rate is quite high.Novacain wrote: A solution for over population could be that NPCs must be within X distance of spawner, and spawner can only generate Y NPCs.
I had planned something like that for my villages. Unfortionately it doesn't work - the space above the bed is too tight in my cottages for the mobs to stand on (their collusion box is always vertical even when the animation is diffrent).Novacain wrote: As a seperate idea, the spawner could be designed to look like a bed, so they are more incognito.
A list of my mods can be found here.
-
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So I've completed a simplex noise algorithm (basically Perlin Noise v3) in pure Lua. Running luajit from the command line, it can generate a single 2D chunk of 80x80 noise values in just over 1 millisecond, and a single 3D chunk of 80x80x80 noise values in approximately 0.25 seconds. For real mapgen this would probably have to be done a few times for multiple octaves and probably different ore types (caves, etc.) and such, but IMO it's getting competitive enough to be worth the flexibility of doing things purely from mod code, especially because it doesn't mean having to get C++ changes past the dev team....
Last edited by prestidigitator on Wed Jan 29, 2014 08:56, edited 1 time in total.
-
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I generated an 1600x96x1600 map today and made an overview map:
Edit: This is not the full map, for the full map see viewtopic.php?pid=134164#p134164
Edit: This is not the full map, for the full map see viewtopic.php?pid=134164#p134164
Last edited by sfan5 on Sat Mar 22, 2014 11:56, edited 1 time in total.
-
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Looks fine. It seems far more structured/less small-scale than the usual mapgen.sfan5 wrote: I generated an 1600x96x1600 map today and made an overview map:
A list of my mods can be found here.
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