[Mod] MapGenerator - regular maps by Lua [lualandmg]
Re: [Mod] Again a Lua mapgen [yappy]
I really like it, but it doesn't work with this Nether Mod: viewtopic.php?f=11&t=5790&hilit=nether ... ugh the default minetest mapgen is terrible... I can't decide to use that or this. Any chance of merge? I'd love to use both o3o
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Re: [Mod] Again a Lua mapgen [yappy]
Thanks but I'm not sure how I can add a good way to add ores with the functionZombie471 wrote:but it doesn't work with this Nether Mod
Any chance of merge?
Code: Select all
minetest.register_ore(table)
This is currently the weak point of this mapgen. I'll post it here if there's any success with my next tries.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
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Re: [Mod] Again a Lua mapgen [yappy]
From newest Git:
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
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Re: [Mod] Again a Lua mapgen [yappy]
After some small updates - A new feature showcase is required:
Modify the "details" setting to get a coarse terrain.
Modify the "details" setting to get a coarse terrain.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
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Re: [Mod] Again a Lua mapgen [yappy]
After some noise changes and new grass generation, it got a new look:
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
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Re: [Mod] Again a Lua mapgen [yappy]
I saw your yappy multiplayer map in IRC. Keeping trees away from chunk borders is unnecessary because your trees should not be cutoff along chunk borders, the voxelmanip volume actually extends one 16 nodes beyond the chunk edges. Trees only get cutoff if you are placing "air" during mapgen, this is unnecessary since in singlenode the chunk comes already filled with "air".
The latest screenshots look good.
The latest screenshots look good.
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Re: [Mod] Again a Lua mapgen [yappy]
Oh thanks for this note. But there was a time when the trees were cut-off along the mapblocks.paramat wrote:I saw your yappy multiplayer map in IRC. Keeping trees away from chunk borders is unnecessary because your trees should not be cutoff along chunk borders, the voxelmanip volume actually extends one 16 nodes beyond the chunk edges. Trees only get cutoff if you are placing "air" during mapgen, this is unnecessary since in singlenode the chunk comes already filled with "air".
The latest screenshots look good.
I had to use those codes to prevent from getting those ugly parts.
Commit
I think the next step is to copy the normal/jungle tree generation code and add compability with the current MTG this way.
EDIT:
Are you sure about what you said?
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Re: [Mod] Again a Lua mapgen [yappy]
Yes i'm sure. Are you placing "air" in your mapgen? if not, do your trees check for "air" and "ignore" before placing? Outside the current mapchunk the tree nodes will be placed in "ignore" instead of "air". Also, if your trees exceed 16 nodes in height they will get chopped. That's all i can think of so far.
EDIT
All lines like this:
Should be:
EDIT
All lines like this:
Code: Select all
if data[vil] == c_air then
data[vil] = c_oak_tree
end
Code: Select all
if data[vil] == c_air or data[vil] == c_ignore then
data[vil] = c_oak_tree
end
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Re: [Mod] Again a Lua mapgen [yappy]
Oh, that was the problem. I did not expect any ignore nodes inside the loaded area.paramat wrote:Outside the current mapchunk the tree nodes will be placed in "ignore" instead of "air". Also, if your trees exceed 16 nodes in height they will get chopped. That's all i can think of so far.
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- Hybrid Dog
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Re: [Mod] Again a Lua mapgen [yappy]
I got problems with the riesenpilz mapgen. Somehow for a reason I don't know the big mushrooms generating doesn't work correctly:Krock wrote:http://i.imgur.com/3Zak3yx.png
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Re: [Mod] Again a Lua mapgen [yappy]
This is now my favourite mapgen :D
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Re: [Mod] MapGenerator - regular maps by Lua [lualandmg]
After three years I'm picking up this mod again to adjust it for the new API functions. This mod is now called "LuaLandMG", which is a slightly better name, which also marks an entire backwards compatibility break.
The average time spent for a chunk (usually (5*16)^3) on the surface is about 300 ms using LuaJIT.
- minetest.generate_ores()
...generates the ores now, instead of the custom function - minetest.get_mapgen_object() heightmap and heatmap
This mapgen provides both tables as long the current chunk is being generated - Pine tree nodes from MTG are used now
- New dry grass biome and dry grass decorations (requires MTG)
The average time spent for a chunk (usually (5*16)^3) on the surface is about 300 ms using LuaJIT.
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