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.Pyrollo wrote:Can you :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.
- 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.
[mod] Crater MG [cratermg] [mapgen]
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
Currently working on new mods.
Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
which version of minetest does it need? i have similar problems with the mapgen atm. at first it said:
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
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>
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]
- Pyrollo
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
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 ?
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 ?
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- Lone_Wolf
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
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
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
Technic is a dependency?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 ?
Currently working on new mods.
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
Yes an optional one, for minerals.
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
Now it works well!
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
it seems not anymore ;)Red_King_Cyclops wrote:Technic is a dependency?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 ?
- Pyrollo
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
Good !!juli wrote:Now it works well!
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).
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
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 ...
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 ...
- Pyrollo
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
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.
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.
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
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
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 :)
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
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 :)
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
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.
- Pyrollo
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Re: [mod] Crater MG [cratermg] [experimental] [mapgen]
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.
Removing the [experimental] tag as the mapgen has become stable.
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Re: [mod] Crater MG [cratermg] [mapgen]
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
Re: [mod] Crater MG [cratermg] [mapgen]
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
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
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