[Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
- paramat
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[Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
Download, rename to 'noisegrid' https://github.com/paramat/noisegrid/archive/master.zip
Browse code https://github.com/paramat/noisegrid
For Minetest 0.4.12 and later
Depends default
Licenses: Code LGPL 2.1, textures CC BY-SA
For use with 'singlenode' mapgen.
City street grid areas, coastal intercity roads, tunnel roads with lighting, 2 dirt paths with wooden bridges over fissures.
Underground fissures and 2 tunnel systems, with glowing 'luxore' craftable to lights.
All default ores.
White road lines, raised half-slab pavements.
Mountains up to y = 256.
Tree, grass and flower areas with varying density.
Mod's own appletree drops saplings that are grown by voxelmanip.
Overgeneration is used in x and z axes for continuous roads and paths over chunk borders.
Spawnplayer function randomly searches a large area for land to spawn players on.
Players are spawned scattered up to 1280 nodes from world centre.
The player scatter from world centre can be set by parameter 'PSCA' in the functions.lua file, since oceans can be up to 2kn across searches will fail when PSCA is set too small.
^ Tunnel, fissure and luxore.
Last edited by paramat on Tue Aug 25, 2015 22:11, edited 30 times in total.
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
Could tunnels be possible as well as attempt to make bridges?
Sometimes there shouldn't be a junction at x paces - space that out on generation.
EDIT: Would it be possible to turn the roads off?
Sometimes there shouldn't be a junction at x paces - space that out on generation.
EDIT: Would it be possible to turn the roads off?
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
This and streets mod.... Hmmm. What do you think paramat? This mod is nice for making cities and developed areas. Another great magpen to download....
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
This looks very intresting. It could be a great mapgen for servers where the focus is on building. People love to build alongside roads on flat land.
On the long run, orientation on the map might become difficult. Perhaps seperating these street-fields by patches of nature might be best - that way, there'd be plenty of area for building, and between all those towns, there'd be land for trees and general ressource gathering.
On the long run, orientation on the map might become difficult. Perhaps seperating these street-fields by patches of nature might be best - that way, there'd be plenty of area for building, and between all those towns, there'd be land for trees and general ressource gathering.
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
Ummm your mod does'nt work for me...its just mountains but no roads
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
davidforsure!!! wrote:Ummm your mod does'nt work for me...its just mountains but no roads
paramat wrote:Unlimited road grid integrated into a singlenode mapgen.
Very nice! That's an interesting mapgen for creative servers. (Too less wood there for survival)
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
If you wanna take it one step further you could prolly include sewers, theyre usually built right under the street :-)
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
Jordach, good ideas, tunnels and bridges are possible. Within each chunk it's possible to 'switch off' each of the 5 road elements (each has a true/false), i might try doing this randomly for more variation.
philipbenr, i was actually inspired by the road infrastructure mod, that has many useful nodes but i didn't like the idea of manually placing them :)
Sokomine, the structure of this mapgen has streets on the coast, it's possible for there to be up to 2km of mountains between city areas, there should theoretically be more hills than street areas.
davidforsure!!!, no idea, the mod will automatically select singlenode mapgen so you don't have to do that manually.
Krock, perhaps i'll add in basic ores and trees etc. just to keep players happy while i experiment, just note the mapgen will probably change.
mauvebic, from watching MC videos i'm a fan of 'toilets you can jump down to access sewers' but i want to keep this simple as possible :) I'm a bit tired of ultra complex 5 second per chunk mapgens, lua mapgen works best when simple (until threaded lua mapgen arrives).
philipbenr, i was actually inspired by the road infrastructure mod, that has many useful nodes but i didn't like the idea of manually placing them :)
Sokomine, the structure of this mapgen has streets on the coast, it's possible for there to be up to 2km of mountains between city areas, there should theoretically be more hills than street areas.
davidforsure!!!, no idea, the mod will automatically select singlenode mapgen so you don't have to do that manually.
Krock, perhaps i'll add in basic ores and trees etc. just to keep players happy while i experiment, just note the mapgen will probably change.
mauvebic, from watching MC videos i'm a fan of 'toilets you can jump down to access sewers' but i want to keep this simple as possible :) I'm a bit tired of ultra complex 5 second per chunk mapgens, lua mapgen works best when simple (until threaded lua mapgen arrives).
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
Good :-) While your mapgens are very impressive, they're mostly for looking at...not so much for building in. It's just too big :-) This one seems to be very tiny and nice.paramat wrote: I'm a bit tired of ultra complex 5 second per chunk mapgens, lua mapgen works best when simple (until threaded lua mapgen arrives).
- paramat
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
New version at github.
Add fissures, ores, appletrees with saplings, flowers, grasses.
Add fissures, ores, appletrees with saplings, flowers, grasses.
Last edited by paramat on Wed May 21, 2014 02:47, edited 1 time in total.
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Re: [Mod] City grid mapgen [0.2.3] [noisegrid]
Is it possible to apply the roads after the world has been generated, because this way it makes it possible to make them follow hills and or other things, like tunnels, and here's a decent idea, when generating a tunnel, you should be able to check if the entrance is stone, because that will constitute a tunnel, while dirt would be a hill to drive up.
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Re: [Mod] City grid mapgen [0.2.4] [noisegrid]
Version 0.2.4
Sandstone paths throughout, code imported from path mod.
Tree areas with varying densities.
Removed zebra crossings, dot at junction centre.
Sandstone paths throughout, code imported from path mod.
Tree areas with varying densities.
Removed zebra crossings, dot at junction centre.
Last edited by paramat on Thu May 29, 2014 17:06, edited 1 time in total.
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Re: [Mod] City grid mapgen [0.2.4] [noisegrid]
Well, done. Great work!
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- Hybrid Dog
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Re: [Mod] City grid mapgen [0.2.4] [noisegrid]
The chunk generation of my swamps mod would be approximately as fast as your mapgen on your computer, I guess.paramat wrote:Chunk generation time less than 1 second.
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Re: [Mod] City grid mapgen [0.2.4] [noisegrid]
^ Edited, we're up to 2 seconds per chunk now with the new features.
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Re: [Mod] City grid mapgen [0.2.4] [noisegrid]
I need to test...paramat wrote:^ Edited, we're up to 2 seconds per chunk now with the new features.
EDIT:
Code: Select all
19:32:35: ERROR[main]: ServerError: ~/.minetest/mods/noisegrid/functions.lua:168: attempt to concatenate local 'zsp' (a nil value)
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Re: [Mod] City grid mapgen [0.2.4] [noisegrid]
I'll test and look into this, until then try changing lines 126 and 127 in functions.lua to:
My guess is a spawn location above sea level couldn't be found in 64 tries so this code makes the spawn search area larger.
Code: Select all
local x0 = 80 * math.random(-8, 8) - 32
local z0 = 80 * math.random(-8, 8) - 32
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Re: [Mod] City grid mapgen [0.2.4] [noisegrid]
paramat wrote:I'll test and look into this, until then try changing lines 126 and 127 in functions.lua to:My guess is a spawn location above sea level couldn't be found in 64 tries so this code makes the spawn search area larger.Code: Select all
local x0 = 80 * math.random(-8, 8) - 32 local z0 = 80 * math.random(-8, 8) - 32
Code: Select all
[noisegrid] chunk minp (208 -32 -512)
[noisegrid] 631 ms
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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]
0.2.5
Path node. Grass areas of varying density. Stability system. Spawnplayer at surface
Fix spawnplayer function.
Path node. Grass areas of varying density. Stability system. Spawnplayer at surface
Fix spawnplayer function.
Last edited by paramat on Thu May 29, 2014 17:06, edited 2 times in total.
- HeroOfTheWinds
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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]
Looking better and better!
Also, I can't help but feel that the player scatter variable has a very unfortunate name...
Also, I can't help but feel that the player scatter variable has a very unfortunate name...
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]
Nice! Will you add city houses not far from road and small wooden houses along sand path?
- Hybrid Dog
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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]
and please add ruins, mountains (shield and stratus) with glaciers and caves and tunnelsPavel_S wrote:Nice! Will you add city houses not far from road and small wooden houses along sand path?
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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]
Pavel_S, i was going to leave houses for players to build. Spawning houses is not my speciality i think i'll leave that to Sokomine and others.
Last edited by paramat on Sat May 24, 2014 18:35, edited 1 time in total.
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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]
I like it how it is for now... I also think that webdesigner97 might take interest in this....
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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]
I already did ;)philipbenr wrote:I like it how it is for now... I also think that webdesigner97 might take interest in this....
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