[Mod] worldedge [worldedge]
[Mod] worldedge [worldedge]
worldedge is a mod that teleports the player to the other side of the world when they reach the edge.
When the player walks past 30000 in any direction they will be teleported to the other side of the world as if they walked around the world.
Krock has made it so when you teleport to the other side you will be at ground height.
This mod was created by Amaz and modified by Krock.
License - DWYWPL
Dependencies - none
Download - worldedge
Github - worldedge
Tested on Minetest 0.4.10
When the player walks past 30000 in any direction they will be teleported to the other side of the world as if they walked around the world.
Krock has made it so when you teleport to the other side you will be at ground height.
This mod was created by Amaz and modified by Krock.
License - DWYWPL
Dependencies - none
Download - worldedge
Github - worldedge
Tested on Minetest 0.4.10
Last edited by Don on Wed Mar 23, 2016 21:31, edited 3 times in total.
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- Napiophelios
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Re: [Mod]worldedge
oooh, I can use this to limit my worlds size?
I wanna trap my players to a smaller game area.
I wanna trap my players to a smaller game area.
Re: [Mod]worldedge
Yes. Just edit init.lua change the first 2 lines to the size you want. Make the second a few smaller so they don't keep teleporting. It is not perfect but it works.Napiophelios wrote:oooh, I can use this to limit my worlds size?
I wanna trap my players to a smaller game area.
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- Napiophelios
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Re: [Mod]worldedge
Nice it works well,
except I keep teleporting inside nodes.
I think its an easy fix tho.
except I keep teleporting inside nodes.
I think its an easy fix tho.
Re: [Mod]worldedge
you get teleported to the same height as what you was at. If you can find a way to fix this I will added it.Napiophelios wrote:Nice it works well,
except I keep teleporting inside nodes.
I think its an easy fix tho.
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
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Re: [Mod]worldedge
Yes. Amaz is AmazingAMMOnym wrote:Wow
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- paramat
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Re: [Mod]worldedge
It's possible to use noise to precalculate terrain before it is generated, so that the player can be placed at the surface on teleportation, it's complex though, see my 'spawnplayer' functions in my recent mapgens for examples. I'm a bit busy at the moment to do this for this mod.
Re: [Mod]worldedge
Unfortunately I know nothing about mapgen. If you are about to do it I would be happy. I know you are very good with mapgen. Maybe you can put it on you "if I get bored" list. I think this mod could be really good but I do not have the skills to do it.paramat wrote:It's possible to use noise to precalculate terrain before it is generated, so that the player can be placed at the surface on teleportation, it's complex though, see my 'spawnplayer' functions in my recent mapgens for examples. I'm a bit busy at the moment to do this for this mod.
If anyone wants to improve this mod please do so.
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- Hybrid Dog
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Re: [Mod]worldedge
Would it keep the mgv6 look (caves, cliffs,…) at the map corners?paramat wrote:It's possible to use noise to precalculate terrain before it is generated, so that the player can be placed at the surface on teleportation, it's complex though, see my 'spawnplayer' functions in my recent mapgens for examples. I'm a bit busy at the moment to do this for this mod.
- Krock
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Re: [Mod]worldedge
https://github.com/DonBatman/worldedge/pull/1
I will add a terrain height detection when I've got time.
I will add a terrain height detection when I've got time.
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Re: [Mod]worldedge
Thanks for that. It is now merged.Krock wrote:https://github.com/DonBatman/worldedge/pull/1
I will add a terrain height detection when I've got time.
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Re: [Mod]worldedge
I love this mod Don. Really use for when got a flat world. I might use this in my massive city. but First would need update the world a bit get work better.
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Re: [Mod]worldedge
Thank Amaz. He wrote it. And Krock for his help.Alt. Tester wrote:I love this mod Don. Really use for when got a flat world. I might use this in my massive city. but First would need update the world a bit get work better.
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- paramat
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Re: [Mod]worldedge
Don i never get bored hehe.
Yes there will be no change to the mapgen, the method would be similar to how player spawnpoint is chosen: use mapgen parameters and noise to precalculate the ground level at the teleport destination before that terrain is generated. You have to know exactly where to teleport to before teleporting.Hybrid Dog wrote:Would it keep the mgv6 look (caves, cliffs,…) at the map corners?
- Hybrid Dog
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Re: [Mod]worldedge
ok, l thought that you would change the map at the other side, where the player becomes teleported at, that it looks exactly like the current place and so the player doesn't notice teleporting.paramat wrote:Don i never get bored hehe.
Yes there will be no change to the mapgen, the method would be similar to how player spawnpoint is chosen: use mapgen parameters and noise to precalculate the ground level at the teleport destination before that terrain is generated. You have to know exactly where to teleport to before teleporting.Hybrid Dog wrote:Would it keep the mgv6 look (caves, cliffs,…) at the map corners?
Re: [Mod]worldedge
@paramat - if I had your skills I would not get bored either.
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- paramat
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Re: [Mod]worldedge
That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.Hybrid Dog wrote:ok, l thought that you would change the map at the other side, where the player becomes teleported at, that it looks exactly like the current place and so the player doesn't notice teleporting.
- philipbenr
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Re: [Mod]worldedge
Actually, it would be cool if you were to make it so the magpen would wrap around. That way, there would be possiblilty to make the world wrap around.
Offtopic: That feature could also make it possible to have different world modes. You could have it so there would be a wrap around world, and an infinite flat world... Just some cool ideas that have been thought of.
Offtopic: That feature could also make it possible to have different world modes. You could have it so there would be a wrap around world, and an infinite flat world... Just some cool ideas that have been thought of.
- Hybrid Dog
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Re: [Mod]worldedge
some time ago l tried to make my own mg noisesphilipbenr wrote:Actually, it would be cool if you were to make it so the magpen would wrap around. That way, there would be possiblilty to make the world wrap around.
Offtopic: That feature could also make it possible to have different world modes. You could have it so there would be a wrap around world, and an infinite flat world... Just some cool ideas that have been thought of.
viewtopic.php?f=3&t=156&p=158729#p158729
viewtopic.php?f=3&t=156&start=2625#p158957
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Re: [Mod]worldedge
I have always wondered wether such a transportation mod could not be combined with a restricted mapgen of sorts. This special "mapgen" could force a certain terrain along the predefined borders but leave all other parts of the map/world to what ever other mapgen is doing the job.paramat wrote:...
That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.
Such a border could be for example a broad stretch of desert that gradually draws to a certain hight that fits to the corresponding edge on the other side. My favourite version though would be a nice surrounding ocean of considerable depth and width. I guess other things such as a stretch of grassy plains or a high mountain ridge should also be possible. At least in theory. It might be usefull to restrict interaction in the borderlands to avoid people trying to build structures over the border.
- Hybrid Dog
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Re: [Mod]worldedge
this:twoelk wrote:I have always wondered wether this could not be combined with a restricted mapgen of sorts. This special "mapgen" could force a certain terrain along the predefined borders but leave all other parts of the map/world to what ever other mapgen is doing the job.paramat wrote:...
That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.
Such a border could be for example a broad stretch of desert that gradually draws to a certain hight that fits to the corresponding edge on the other side. My favourite version though would be a nice surrounding ocean of considerable depth and width. I guess other things such as a stretch of grassy plains or a high mountain ridge or a deep forest should also be possible. At least in theory. It might be usefull to restrict interaction in the borderlands to avoid people trying to build structures over the border.
could be used as an approximate height map:
for the whole world
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Re: [Mod]worldedge
lol
I had just edited out the forests as I don't think trees in the borderlands would work well :-D
I had just edited out the forests as I don't think trees in the borderlands would work well :-D
- paramat
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Re: [Mod]worldedge
What i mean of course is it could be done in a new core mapgen as well.paramat wrote:That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.
Also yes a mod could add matching borderlands to a core mapgen.
- ArguablySane
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Re: [Mod]worldedge
I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.Hybrid Dog wrote:<snip>
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
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