The first thing I'd try would be doubling or tripling the spread [(n,n,n)] of the river and valley fill noises, which will spread the features over a wider area. Be careful not to change the ratio of the numbers within each spread [fill is always (1,2,1)]. You could also try reducing the scale [second integer] of the terrain height and valley depth to flatten everything.blert2112 wrote:Using the C mapgen... How can I mellow out the terrain some? It's a bit too mountainous for my liking and I would like some flatter areas. Going to play with the noises a bit and see what happens in the mean time.
I run a ten-year-old lenovo T61 laptop with 4G of memory, and I constrain minetest so that only 3G are available to it. I also compile with LuaJit, but I hardly ever see out-of-memory errors. I used to get them a lot when I was using 512-pixel textures, but I scaled back to 128-pixel. I can force one by exploring as fast as possible (flying) for a half-hour or so, but if I rest any, the game usually drops enough visible chunks to keep going.blert2112 wrote:BTW, I still get Lua OOM crashes a plenty even with just the helper mod installed. ... Yes, yes... it's LuaJit's problem, well there are ways around that but no one seems to care too much. (Sorry, ranting) Anyway, I recompiled without LuaJit so we shall see if that helps.
I use these mods: body_pillow caverealms datastorage delete_unknown farming_plus gemalde integral kpgmobs mapp mobs mobs_bat mobs_birds mobs_butterfly mobs_crocs mobs_fish mobs_goblins mobs_jellyfish mobs_sharks mobs_turtles polbox slimes unified_inventory valleys_c wallhammer
I'm running Debian stable, so almost everyone here has a more modern operating system than I do. The newer versions of the libraries could be an issue.