[Mod] Moon mapgen [0.17] [moon]

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twoelk
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Re: [WIP][MOD] Moon mapgen

by twoelk » Post

??
I'm impressed
and baffled
how on earth did you do that?

oh - you didn't

you did it on the moon!

cool

arpruss
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Re: [WIP][MOD] Moon mapgen

by arpruss » Post

twoelk wrote:??
I'm impressed
and baffled
how on earth did you do that?

oh - you didn't

you did it on the moon!
:-)

Seriously, there is a ton of free public domain data available from NASA and USGS that makes it possible to do these things. My daughter suggests I do something like this for earth.

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Ferk
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Re: [WIP][MOD] Moon mapgen

by Ferk » Post

arpruss wrote:My daughter suggests I do something like this for earth.
That would be pretty cool! if accurate enough it could give a pretty illustrative idea of the size of each continent, etc. since each node would have a determined scale.. the moon is 0.273 earths in size.. so if you had a 150m/node resolution for the Moon, that would be about 550m/node for the Earth. That's a pretty amazing scale for the whole planet, less than 1 km! It would be possible to even pinpoint the location of a city. That's pretty amazing.

You can make a non-flowing non-renewable liquid so that it stays in place in the globe.
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GJH105775
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Re: [WIP][MOD] Moon mapgen

by GJH105775 » Post

That would also be quite a project hahaha.

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Re: [WIP][MOD] Moon mapgen

by Dorje » Post

Sorry ... viewtopic.php?f=3&t=13458
im leaving the server so I can't see this mod at full state D:
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719

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Re: [WIP][MOD] Moon mapgen

by GJH105775 » Post

Eh, you can't just leave hahaha. I have been long gone and keep coming back just to look around.
Check out my mod xtrablocks, has some different types of marble that you can build with or mine at different depths

I am not here regularly as I just kind of pop in and out. If you want to find me I'll be on quadcopterforum.com helping with multirotor builds and spending other's money haha.

http://i10.photobucket.com/albums/a119/ ... hicons.jpg

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Re: [WIP][MOD] Moon mapgen

by arpruss » Post

Just released 0.16: I reduced the number of moon:moonstoneXXX blocks in order to speed up initial media downloads if you want to run this on a server. Instead, I now dither the blocks. Hard to say what looks better.

Image
Last edited by arpruss on Mon Oct 26, 2015 00:50, edited 1 time in total.

Dorje
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Re: [WIP][MOD] Moon mapgen

by Dorje » Post

GJH105775 wrote:Eh, you can't just leave hahaha. I have been long gone and keep coming back just to look around.
I will be looking around but not testing much.
Or playing.
Give me some EXTREME HARDCORE xD

i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719

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Re: [Mod] Moon mapgen [0.17] [moon]

by arpruss » Post

0.17: Fix for /goto on Linux (and maybe Windows).

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Re: [Mod] Moon mapgen [0.17] [moon]

by Andrey01 » Post

First version of mod looks like stone world what was default in old versions

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Re: [Mod] Moon mapgen [0.17] [moon]

by salahzar » Post

Can the author or any other assist me in understanding how to make it work this mod (?) with 0.4.16?
I unsuccessfully tried but had big problems in having it working :(
Can you please teach me how should I install it and the steps to be able to run the mapgen correctly and to experience it? I need to make a demo to some teachers as a very interesting way to teach moon structure with minetest.

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Re: [Mod] Moon mapgen [0.17] [moon]

by salahzar » Post

actually I was helped via the IRC channel from @sfan5:

[20:53] <sfan5> you will need to install it as a new mod, create a new world (DON'T JOIN), enable the mod and only then join the world

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AndroBuilder
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Re: [Mod] Moon mapgen [0.17] [moon]

by AndroBuilder » Post

Maybe this will help, making it "round" :)

https://www.youtube.com/watch?v=joFWr3JzBOI

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Re: [Mod] Moon mapgen [0.17] [moon]

by parasite » Post

Hi!
The idea of this mod is awesome, brilliant, great, and fantastic. I love it!
salahzar wrote:Can the author or any other assist me in understanding how to make it work this mod (?) with 0.4.16?
I also had problems with newest stable minetest. The game did not even start, all what I get was this log:

Code: Select all

2018-01-15 18:38:32: ERROR[Main]: ModError: Failed to load and run script from ..\mods\moon\init.lua:
2018-01-15 18:38:32: ERROR[Main]: ..\mods\moon\init.lua:42: attempt to index global 'ie' (a nil value)
2018-01-15 18:38:32: ERROR[Main]: stack traceback:
2018-01-15 18:38:32: ERROR[Main]: ..\mods\moon\init.lua:42: in main chunk
2018-01-15 18:38:32: ERROR[Main]: Check debug.txt for details.
But noticed, that this mod still works well with 2015 minetest 0.4.13 version. It seems that this mod is abbadoned, and its author no longer read the forums. Since 2015 minetest engine changed a lot, so the code of this mod probably do not fit those new changes. That is my hypothesis. I can not fix this mod, but maybe someone smarter than me might have any clue what changes this code requires to fit new minetest lua api standards (if my 'diagnosis' is correct). Until then, however, you can visit the moon flying there in a rocket made in the older technology...

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HoerMirAuf
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Re: [Mod] Moon mapgen [0.17] [moon]

by HoerMirAuf » Post

Because i got the same problem with the moon-mod on minetest > 0.4.13 i got a look on the init.lua file:

i changed the lines 27 - 31:

Code: Select all

if minetest.request_insecure_environment then
   ie = minetest.request_insecure_environment()
else
   ie = _G
end
to:

Code: Select all

local ie = _G

if minetest.request_insecure_environment then
   local ie = minetest.request_insecure_environment()
end
that will make the mod runable again ... but how courios: with clouds on Moon ! ^^

To disable this change follow lines 617 - 632

Code: Select all

minetest.register_on_joinplayer(function(player)
	local override = player:get_physics_override()
	override['gravity'] = gravity
	player:set_physics_override(override)
	 -- texture order: up,down,east,west,south,north
	if sky == "black" then
		player:set_sky({r=0,g=0,b=0},'plain')
	elseif sky == "fancy" then
		player:set_sky({r=0,g=0,b=0},'skybox',
			{'sky_pos_y.png','sky_neg_y.png','sky_neg_z.png','sky_pos_z.png','sky_neg_x.png','sky_pos_x.png'})
	end
	local name = player:get_player_name()
	local p = minetest.get_player_privs(name)
	p['fly'] = true
	minetest.set_player_privs(name, p)
end)
to

Code: Select all

minetest.register_on_joinplayer(function(player)
	minetest.setting_set("enable_clouds",0)
	local override = player:get_physics_override()
	override['gravity'] = gravity
	player:set_physics_override(override)
	 -- texture order: up,down,east,west,south,north
	if sky == "black" then
		player:set_sky({r=0,g=0,b=0},'plain')
	elseif sky == "fancy" then
		player:set_sky({r=0,g=0,b=0},'skybox',
			{'sky_pos_y.png','sky_neg_y.png','sky_neg_z.png','sky_pos_z.png','sky_neg_x.png','sky_pos_x.png'})
	end
	local name = player:get_player_name()
	local p = minetest.get_player_privs(name)
	p['fly'] = true
	minetest.set_player_privs(name, p)
end)

minetest.register_on_shutdown(function(player)
	minetest.setting_set("enable_clouds",1)
end)
Now the moon mod is working again. Hope this workaround will help some others ...
linux i386: Mintest 0.4.07 - 0.4.17

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