[Mod] Moon mapgen [0.17] [moon]
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Re: [WIP][MOD] Moon mapgen
??
I'm impressed
and baffled
how on earth did you do that?
oh - you didn't
you did it on the moon!
cool
I'm impressed
and baffled
how on earth did you do that?
oh - you didn't
you did it on the moon!
cool
Re: [WIP][MOD] Moon mapgen
:-)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.
Re: [WIP][MOD] Moon mapgen
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.arpruss wrote:My daughter suggests I do something like this for earth.
You can make a non-flowing non-renewable liquid so that it stays in place in the globe.
Re: [WIP][MOD] Moon mapgen
That would also be quite a project hahaha.
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Re: [WIP][MOD] Moon mapgen
Sorry ... viewtopic.php?f=3&t=13458
im leaving the server so I can't see this mod at full state D:
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
i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
Re: [WIP][MOD] Moon mapgen
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
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
Re: [WIP][MOD] Moon mapgen
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.
Last edited by arpruss on Mon Oct 26, 2015 00:50, edited 1 time in total.
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Re: [WIP][MOD] Moon mapgen
I will be looking around but not testing much.GJH105775 wrote:Eh, you can't just leave hahaha. I have been long gone and keep coming back just to look around.
Or playing.
Give me some EXTREME HARDCORE xD
i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
i have to say this sad thing viewtopic.php?f=3&t=13458&p=195719#p195719
Re: [Mod] Moon mapgen [0.17] [moon]
0.17: Fix for /goto on Linux (and maybe Windows).
- Andrey01
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Re: [Mod] Moon mapgen [0.17] [moon]
First version of mod looks like stone world what was default in old versions
Re: [Mod] Moon mapgen [0.17] [moon]
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.
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.
Re: [Mod] Moon mapgen [0.17] [moon]
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
[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
- AndroBuilder
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Re: [Mod] Moon mapgen [0.17] [moon]
Hi!
The idea of this mod is awesome, brilliant, great, and fantastic. I love it!
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...
The idea of this mod is awesome, brilliant, great, and fantastic. I love it!
I also had problems with newest stable minetest. The game did not even start, all what I get was this log:salahzar wrote:Can the author or any other assist me in understanding how to make it work this mod (?) with 0.4.16?
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.
- HoerMirAuf
- New member
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Re: [Mod] Moon mapgen [0.17] [moon]
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:
to:
that will make the mod runable again ... but how courios: with clouds on Moon ! ^^
To disable this change follow lines 617 - 632
to
Now the moon mod is working again. Hope this workaround will help some others ...
i changed the lines 27 - 31:
Code: Select all
if minetest.request_insecure_environment then
ie = minetest.request_insecure_environment()
else
ie = _G
end
Code: Select all
local ie = _G
if minetest.request_insecure_environment then
local ie = minetest.request_insecure_environment()
end
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)
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)
linux i386: Mintest 0.4.07 - 0.4.17
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