[Mod] Webworld [0.1.1] [webworld]
- paramat
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[Mod] Webworld [0.1.1] [webworld]
Download https://github.com/paramat/webworld/archive/master.zip
and rename mod folder to webworld
Code https://github.com/paramat/webworld
For latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL
A simple mapgen that fills all space with a blend of 'normal y=1 surface world' and a web of floatlands above and giant caverns below. The web creates a near-continuous path up or down through the world, a good excuse for collaborating on a server building bridges and exploring vertically to any other realms that may be stacked above or below.
You may spawn underground so disable damage, enable freemove and switch noclip if the screen is black.
You may have to travel 8000+ nodes to find the floatland web.
Last edited by paramat on Mon Feb 16, 2015 01:20, edited 3 times in total.
- HeroOfTheWinds
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Re: [Mod] Webworld [0.1.0] [webworld]
WHOA..... Now that is wicked cool! I look forward to testing this one out... However, I do notice that those underground caverns have almost no light at all. What kind of biome system are you using or planning to use? Any chance we're gonna see any of watershed? :3
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
- paramat
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Re: [Mod] Webworld [0.1.0] [webworld]
You can (only just) see in the screenshot the biomes thin out to nothing below sea level.
Instead of importing watershed/riverdev biomes i might add this feature to riverdev since that has no floatlands.
Instead of importing watershed/riverdev biomes i might add this feature to riverdev since that has no floatlands.
- philipbenr
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Re: [Mod] Webworld [0.1.0] [webworld]
Looks good. I think that this one could be the magpen of Lux_Solis (replace highlandpools, which is slower, and magpen6). If you can change the underground spawning, perfect.
Re: [Mod] Webworld [0.1.0] [webworld]
This looks amazing! It will go good with the server I want to set up.
One thing I noticed was grass and flowers generated under ground. Besides that I am very impressed.
One thing I noticed was grass and flowers generated under ground. Besides that I am very impressed.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
- philipbenr
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Re: [Mod] Webworld [0.1.0] [webworld]
Could you make it so the grass isn't landscaped? (grass on all sides except the bottom) It looks bad when a tree on a ledge. I probably could change it myself, but I don't think that it will be that easy to find it... :P Anyway, if you won't I will have to do it myself.
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Re: [Mod] Webworld [0.1.1] [webworld]
This would make an excellent fantasy style or dystopian server. Does this take up a lot of cpu? Also, is it compatible with other worldgen mods?
I like cryptocurrencies and I can make some decent textures if anyone wants any.
My Deviantart: http://experimentalcatalyst.deviantart.com/
Knotholes! viewtopic.php?f=9&t=10531
My Deviantart: http://experimentalcatalyst.deviantart.com/
Knotholes! viewtopic.php?f=9&t=10531
- paramat
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Re: [Mod] Webworld [0.1.1] [webworld]
Lua mapgen will cause a second or so of server lag when a mapchunk is generated, this can be irritating on a multiplayer server. Compatibility: that depends, i use my own mod grass node, you may need to replace that with 'default:dirt_with_grass' to make other mods work.
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