[mod] Crater MG [cratermg] [mapgen]

Red_King_Cyclops
Member
Posts: 324
Joined: Sun Jun 16, 2019 20:17
Location: x=123, y=120, z=534

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Red_King_Cyclops » Post

Pyrollo wrote:
Red_King_Cyclops wrote:There isn't a good reason why I am spawning in stone. The mapgen is singlenode, the version is 5.0.1, and the game is minetest_game. I use noclip and fly to try to escape the stone, but the stone seems to fill the entire map.
Can you :
- post coordinates where you spawn;
- post the map seed;

Also, try to teleport at 0 500 0, you should be in air. If not, this may be a problem with installation.
I am using the seed "test". I spawn at 0.0 -0.5 -1.0. I teleported to 0 500 0 but I was still in the stone. The skybox still works. I uninstalled cratermg and reinstalled it, but that didn't work either.
Currently working on new mods.

juli
Member
Posts: 217
Joined: Sat Jun 11, 2016 10:31
GitHub: cpdef
In-game: juli

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by juli » Post

which version of minetest does it need? i have similar problems with the mapgen atm. at first it said:

Code: Select all

2019-07-04 17:47:27: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'cratermg' in callback environment_OnGenerated(): /home//.minetest/mods/cratermg/mapgen.lua:230: bad argument #1 to 'random' (interval is empty)
2019-07-04 17:47:27: ERROR[Main]: stack traceback:
2019-07-04 17:47:27: ERROR[Main]: 	[C]: in function 'random'
2019-07-04 17:47:27: ERROR[Main]: 	/home//.minetest/mods/cratermg/mapgen.lua:230: in function 'get_craters_list'
2019-07-04 17:47:27: ERROR[Main]: 	/home//.minetest/mods/cratermg/mapgen.lua:326: in function '?'
2019-07-04 17:47:27: ERROR[Main]: 	/usr/share/minetest/builtin/game/register.lua:419: in function </usr/share/minetest/builtin/game/register.lua:399>
my Minetest version is 5.0.1

i changed the debristotalchance then to 1 idk, that was just a shot in the blue, but then the full map was filled with stone.
here is my mapmeta:

Code: Select all

mg_biome_np_humidity_blend = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1.5
	spread = (8,8,8)
	seed = 90003
	octaves = 2
	persistence = 1
}
mg_biome_np_humidity = {
	flags = defaults
	lacunarity = 2
	offset = 50
	scale = 50
	spread = (1000,1000,1000)
	seed = 842
	octaves = 3
	persistence = 0.5
}
mg_biome_np_heat_blend = {
	flags = defaults
	lacunarity = 2
	offset = 0
	scale = 1.5
	spread = (8,8,8)
	seed = 13
	octaves = 2
	persistence = 1
}
mg_biome_np_heat = {
	flags = defaults
	lacunarity = 2
	offset = 50
	scale = 50
	spread = (1000,1000,1000)
	seed = 5349
	octaves = 3
	persistence = 0.5
}
seed = 0
water_level = 1
mapgen_limit = 31000
mg_name = singlenode
chunksize = 5
mg_flags = caves, dungeons, light, decorations, biomes
[end_of_params]


User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Pyrollo » Post

Ok, I found the reason why it worked for me... the problem is present only when technic is not enabled.

So the "stone everywhere" issue is fixed.

Juli, I use MT 5.0.1 but I don't have this 'random' error. Can you test again with last commit ?
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

User avatar
Lone_Wolf
Member
Posts: 2576
Joined: Sun Apr 09, 2017 05:50
GitHub: LoneWolfHT
IRC: LandarVargan
In-game: LandarVargan

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Lone_Wolf » Post

The random error has something to do with the numbers being negative/too large IIRC. Not very familiar with how it works but it's a pain
My ContentDB -|- Working on CaptureTheFlag -|- Minetest Forums Dark Theme!! (You need it)

Red_King_Cyclops
Member
Posts: 324
Joined: Sun Jun 16, 2019 20:17
Location: x=123, y=120, z=534

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Red_King_Cyclops » Post

Pyrollo wrote:Ok, I found the reason why it worked for me... the problem is present only when technic is not enabled.

So the "stone everywhere" issue is fixed.

Juli, I use MT 5.0.1 but I don't have this 'random' error. Can you test again with last commit ?
Technic is a dependency?
Currently working on new mods.

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Pyrollo » Post

Yes an optional one, for minerals.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

juli
Member
Posts: 217
Joined: Sat Jun 11, 2016 10:31
GitHub: cpdef
In-game: juli

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by juli » Post

Now it works well!
Image
Attachments
1.png
1.png (433.47 KiB) Viewed 816 times

juli
Member
Posts: 217
Joined: Sat Jun 11, 2016 10:31
GitHub: cpdef
In-game: juli

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by juli » Post

Red_King_Cyclops wrote:
Pyrollo wrote:Ok, I found the reason why it worked for me... the problem is present only when technic is not enabled.

So the "stone everywhere" issue is fixed.

Juli, I use MT 5.0.1 but I don't have this 'random' error. Can you test again with last commit ?
Technic is a dependency?
it seems not anymore ;)

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Pyrollo » Post

juli wrote:Now it works well!
Good !!

Don't forget it is only a mapgen, not a game. I mean I'm not sure at all it is playable as is. It should be integrated in some other game (like mars survival or something like that).
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

juli
Member
Posts: 217
Joined: Sat Jun 11, 2016 10:31
GitHub: cpdef
In-game: juli

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by juli » Post

yes i know ... i know marssurvive has some issues but maybe i'll take some time to fix some things or so.
But a question: Can i find ores in underground if i use this mapgen? It looks not that there are no caves yet, but that would be maybe no Problem ...

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Pyrollo » Post

Yes you should be able.

There are no caves, only kind of cracks, which becomes larger if you go deeper.

Ores are not scattered but present in vast volumes. There are also vast volumes of stone without any ore.

The idea behind that is, if you have technology to get on another planet, then you have technology to do large scale mining. And so, the game is to find interesting ore fields and exploit them.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

juli
Member
Posts: 217
Joined: Sat Jun 11, 2016 10:31
GitHub: cpdef
In-game: juli

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by juli » Post

that sounds pretty nice (i think that is just more realistic then normal ores and caves)! go one with this nice work :)
Just one idea which came in my mind: maybe you can add Canyons if u have much time?
like this: https://en.wikipedia.org/wiki/Valles_Marineris
Image
And what i have tested once with the normal mars game was, adding some different sand colors (like biomes), then the landscape looks more interessting. But that are just my ideas, so if u don't like them its no Problem :)

Red_King_Cyclops
Member
Posts: 324
Joined: Sun Jun 16, 2019 20:17
Location: x=123, y=120, z=534

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Red_King_Cyclops » Post

Earlier, this mod did not work for me because I did not have technic. Now that technic is optional, I am able to use this mod. I walked around the surface and so far the mod is immersive and cool.
Currently working on new mods.

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Crater MG [cratermg] [experimental] [mapgen]

by Pyrollo » Post

Just to remember, I have to integrate this mod to API listed here : An incomplete list of dimension mods

Removing the [experimental] tag as the mapgen has become stable.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

User avatar
voxelproof
Member
Posts: 1087
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: [mod] Crater MG [cratermg] [mapgen]

by voxelproof » Post

Another use for it in standard mapgens could be replacing ugly shaping of terrain by TNT blasts with craters created by your mod. Excellent work btw.
To miss the joy is to miss all. Robert Louis Stevenson

juli
Member
Posts: 217
Joined: Sat Jun 11, 2016 10:31
GitHub: cpdef
In-game: juli

Re: [mod] Crater MG [cratermg] [mapgen]

by juli » Post

can you add the groups
stone = 1 to cratermg:stone
and
stone = 2 to cratermg:sediment
like default:stone and default:cobble has?
Then it would be more simple to craft things using it

Post Reply

Who is online

Users browsing this forum: No registered users and 15 guests