[Experimental][Mod] More rocks / oregen / geology [rocks]

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Tomas Brod
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Re: [WIP][Mod] More rocks [rocks]

by Tomas Brod » Sun May 10, 2015 14:33

It indeed looks nice, I like the waving layers. We'll just consider any vertical edges to be "faults" like real geologists, and make up a good story about it!

The faults in a singe layer are caused by switching "geomes". But I have a bug hidden somewhere causing whole layers to be shifted on chunk borders (see on the left). Vertical intrusions are planned and can already be seen in crust layer.
Image

Also added a experimental vein generator based on quadratic and linear curves {P=(1-t)A+tB} {P=(1-t)^2A+2t(1-t)B+t^2C}. Could be used for hydrotermal veins.
Image
Step size for the quadratic curve is approximated by {step=sqrt(2)/(|AB|+|BC|)}.
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Re: [WIP][Mod] More rocks [rocks]

by sofar » Mon May 11, 2015 03:48

veins are, geologically speaking, usually faults, and therefore planes. They can be intrusions, and then they're shaped dendric (like a tree).

You may be able to get a fractal tree algorithm that works well.

But, the images themselves look pretty good as a start. I think that would work well. I would maybe try to make sure that the veins don't loop forever, that would make players only mine the veins. You want to make them dead end I think.
 

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Re: [WIP][Mod] More rocks [rocks]

by Tomas Brod » Mon May 11, 2015 10:26

sofar wrote:veins are, geologically speaking, usually faults, and therefore planes. They can be intrusions, and then they're shaped dendric (like a tree).

The quadratic curve will be used for (kimberlite?) pipes. Planes for hidrotermal veins.

Image
I think about making the plane to follow the quadratic curve and smoothly vary in width, and inclination. Alternative is to fill an area between two random curves (below).
Image(swag coordinates)
Or area between two curves with the same start and end point, but different curvature, which I like the most (below).
Image

You may be able to get a fractal tree algorithm that works well.

Nore has one in "mg". It produces nice caves and ores with regular turns and branches.

I would maybe try to make sure that the veins don't loop forever, that would make players only mine the veins. You want to make them dead end I think.

They do not loop forever. Start and end point is randomly placed in the current mapchunk. However limiting the length (start-end distance) is a good idea.
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sofar
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Re: [WIP][Mod] More rocks [rocks]

by sofar » Mon May 11, 2015 17:59

Nice, that looks like a great approximation...!
 

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Re: [WIP][Mod] More rocks [rocks]

by Tomas Brod » Thu May 28, 2015 06:14

I see that the state this mod is now is horrible. Now, as I passed my final
exams, i decided to spend more time on this. Since I cannot write a
complete geological simulator, I decided on the following strategy:

1. Under like 5km generate only igneous rocks.
2. Abowe that generate sandstone, that will serve as placeholder for more rocks.
3. Generate a fixed amout of layers of rocks there.
- some igneous layers could represent lava spills
- including metamorphic rocks
4. Shift everything around (possibly multiple times) to simulate faults.
5. Create some intrusions (name?) and underground volcanic activity.
6. Create some veins.

Using 2d noise as heightmap has one notable advantage: Looping over 80*80
nodes is faster than 80*80*80.

Minecraft mods I inspire from: Geologica, SGU bettergeo, geocraft.

Doing a complete geological mapgen could be possible too: Start with plate
tectonics, deposit rock in layer on top of each other, do some faults and
folding inbetween, put soil on top. This could produce an interesting
landscape.
 

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Re: [WIP][Mod] More rocks [rocks]

by Wuzzy » Sat May 30, 2015 04:18

With great interest I will be following the progress of this mod.
I have waiting for a mod like this for a long time. Because 1 “default” stone gets soooo boring. There is much potential in having a diverse set of rocks.

But especially I will be interested in how the map generator will turn out.

I would like to see if you would play around with different rock hardness levels, so that low-grade pickaxes may fail on hard stones. This would also finally eliminate the dumb strategy of digging straight down. But this is not so high-priority for now, because I probably can do it for myselves if I decide to fork this. What I am interested in is the mapgen, because my mapgen skills are nearly non-existant. :-(

Maybe it also makes sense to generally throw away all the default cruft as much as possible, I fear it will really just get in the way.
 

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Re: [WIP][Mod] More rocks [rocks]

by burli » Wed Jun 29, 2016 11:40

I tried this mod with the current dev of minetest, but it seems that it doesn't work

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sofar
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Re: [WIP][Mod] More rocks [rocks]

by sofar » Fri Jul 01, 2016 18:49

Maybe you want to contribute this mod to minetest-mods? Then maybe more people are going to be interested in helping development.
 

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Re: [WIP][Mod] More rocks [rocks]

by Gael de Sailly » Mon Jul 04, 2016 13:52

burli: just go 2 commits backwards:
Code: Select all
git clone git://repo.or.cz/rocks.git
git reset --hard HEAD~2
Just realize how bored we would be if the world was perfect.
 

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Re: [WIP][Mod] More rocks [rocks]

by Gael de Sailly » Mon Jul 04, 2016 14:24

This is a very promising mod, but sadly it has been left unfinished a year ago. So I've forked it on GitHub: here. I'd like to continue developing this mod.

I've pushed the history branch that do not includes the 2 latest commits. So, for a "stable" version, get the zip here.
I'm trying to solve the problem that burli showed.
Just realize how bored we would be if the world was perfect.
 

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Re: [WIP][Mod] More rocks [rocks]

by Gael de Sailly » Mon Jul 04, 2016 20:18

burli wrote:I tried this mod with the current dev of minetest, but it seems that it doesn't work

Image

Apparently it was intended, as we can see on layer.lua lines 46-48. I think it was an experiment to make visible the strata, that the author has not removed.
Just realize how bored we would be if the world was perfect.
 

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Re: [WIP][Mod] More rocks [rocks]

by Tomas Brod » Sat Jul 09, 2016 09:11

Thank you Gael de Sailly for bringing my attention back to minetest.
I did not abandon this mod, I just lost ideas of how to implement this.
I am surprised :) that author of the Valley mapgen is interested in this. I will do what I can, but I can't do on my own.
Now I will try implement the pipe, vein and various distributions from the screenshots in native code (mg_ore.cpp). I should resurrect my github account.
I remember that I done some experiments in the latest commits so please ignore them. Code that is worth something currently only is the pipe (sausage) and vein (fault) generators.

OT: Is there a doc or screenshot of the new "puff" ore distribution?
 

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Re: [WIP][Mod] More rocks [rocks]

by paramat » Sat Jul 09, 2016 21:23

We now have 'blob ore' and 'vein ore' in c++. 'blob ore' is a sphere deformed by 3D noise just like your nyancat ore.
'vein ore' is in the same form as the 3D noise tunnels in mgv7.
 

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Re: [WIP][Mod] More rocks [rocks]

by Tomas Brod » Sun Jul 10, 2016 07:04

paramat wrote:We now have 'blob ore' and 'vein ore' in c++. 'blob ore' is a sphere deformed by 3D noise just like your nyancat ore. 'vein ore' is in the same form as the 3D noise tunnels in mgv7.


I know 'blob' and 'vein', but 'vein' uses 2x3D noises thus very expensive. I was reading the source of mg_ore and found a new 'puff' type added in dcbb9533.
 

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Re: [Experimental][Mod] More rocks [rocks]

by Tomas Brod » Sun Jul 17, 2016 09:25

I found some old commits and stuff in my local repo so I pushed them to the origin (repo.or.cz)
and I also added tag last-usable-abadoned. I do not recommend reading the code :)
 

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Re: [Experimental][Mod] More rocks [rocks]

by burli » Mon Aug 08, 2016 10:21

Can someone explain the shortcuts of the textures like rocks_gls.png?
 

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Re: [Experimental][Mod] More rocks [rocks]

by Tomas Brod » Mon Aug 08, 2016 18:45


That textures are borrowed (WTFPL) from game Decoblocks as noted in decoblocks.txt. Try comparing checksums with eg geeqie.
Black Basalt, BLacK GRanite, Yellow SandStone...
 

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Re: [Experimental][Mod] More rocks [rocks]

by Tomas Brod » Mon Aug 08, 2016 19:02

Progress: pipe generator rewritten to C++.
What is more: I added support for sub-ores to Pipe and Blob (puff and sheet planned)
and extended Scatter to act as sub-ore.
Sub-ores spawn near or in their parent ores. Eg: diamonds in kimberlite.
You can check-out my code at git-hub, but it need some more work.
Example usage: init.lua

Edit to add images:
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Re: [Experimental][Mod] More rocks / oregen / geology [rocks

by burli » Tue Aug 23, 2016 18:26

I try to use the builtin tools from Minetest. I used the experimental 30 biomes mod from Gael de Sailly and add some stone nodes. Then I replaced some stones with the new rocks. Last but not least I add some stones as ores (currently just one)

I think this works very well

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