The Aether Mod
This mod brings heavenly islands to Minetest. Heavily work in progress.
If anyone can help me with creating a biome in the sky instead of using voxel manip it would be much appreciated!
A video: https://youtu.be/ZZZ40m-Iw-I
Github: https://github.com/oilboi/Aether
License: CC0
[wip] The Aether [aether]
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[wip] The Aether [aether]
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- Hume2
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Re: [wip] The Aether [aether]
Good idea. I think, you don't use the Perlin noise correctly because of all these sharp edges. I can't find the mistake in your code. I only remember that I was having similar bugs.
I'd advice making the island more sparse, so they won't cast so many shadows. Also make them more flat to make it easier to build on.
I'd advice making the island more sparse, so they won't cast so many shadows. Also make them more flat to make it easier to build on.
If you lack the reality, go on a trip or find a job.
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Re: [wip] The Aether [aether]
Hey thanks a lot! I fixed it :D I also added diamondblock as a "decoration". And yeah! I'll try that tomorrow, flat islands sound niceHume2 wrote:Good idea. I think, you don't use the Perlin noise correctly because of all these sharp edges. I can't find the mistake in your code. I only remember that I was having similar bugs.
I'd advice making the island more sparse, so they won't cast so many shadows. Also make them more flat to make it easier to build on.
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- paramat
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Re: [wip] The Aether [aether]
2 floatland mods of my own (quite old):
viewtopic.php?f=9&t=8560
viewtopic.php?t=9175
There is a a way to stop shadows propagating downwards to worlds surface, or even stop propagating onto other floatlands. In the lua voxelmanip API there is a bool for shadow propagation from above, see https://github.com/minetest/minetest/bl ... .txt#L3142
You should use the 'mapgen object voxelmanip' in your mod it is faster as the voxelmanip is pre-loaded with the result of core mapgen, so no need to 'read from map'. When using this you need to use 'set lighting' and 'calc lighting' (which is where you use the shadow bool).
Also, use 'get perlin map' (bulk noise) instead of separate noise calls per node, again much faster.
See my mods for code examples for all these.
Your code indentation is a mess and makes it unreadable on github, only use tabs to indent.
viewtopic.php?f=9&t=8560
viewtopic.php?t=9175
There is a a way to stop shadows propagating downwards to worlds surface, or even stop propagating onto other floatlands. In the lua voxelmanip API there is a bool for shadow propagation from above, see https://github.com/minetest/minetest/bl ... .txt#L3142
You should use the 'mapgen object voxelmanip' in your mod it is faster as the voxelmanip is pre-loaded with the result of core mapgen, so no need to 'read from map'. When using this you need to use 'set lighting' and 'calc lighting' (which is where you use the shadow bool).
Also, use 'get perlin map' (bulk noise) instead of separate noise calls per node, again much faster.
See my mods for code examples for all these.
Your code indentation is a mess and makes it unreadable on github, only use tabs to indent.
- DrFrankenstone
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Re: [wip] The Aether [aether]
Edit: shadows propagating downwards has been solved in cloudlands, though the solution below would be more appropriate for aether than the one put in cloudlands.paramat wrote: There is a a way to stop shadows propagating downwards to worlds surface, or even stop propagating onto other floatlands. In the lua voxelmanip API there is a bool for shadow propagation from above, see https://github.com/minetest/minetest/bl ... .txt#L3142
I always wondered about that, I have that set in hallelujah mountains, and they still tend to black out the ground-level light if they spawn low enough for island and ground to both be visible (assuming the island was emerged first). I didn't notice the setting make any difference.
Also tried vm:calc_lighting(nil, false) and vm:calc_lighting(false).
Since it affects the chunk that receives the shadow, perhaps it's the chunk below the slylands that has to have propagate_shadow off, rather than skyland chunk that creates the shadow, so I should emerge a chunk under the islands?
Last edited by DrFrankenstone on Mon Mar 30, 2020 03:04, edited 6 times in total.
Re: [wip] The Aether [aether]
I think it's cool that you've started working on an aether mod for minetest and I wish I could help you with that.
Sadly I haven't gotten around to teaching myself some lua, so I can't help you with the programming at this time.
But since I like the current concept I just wanted to give you some encouraging words and some ideas to add or change.
And once I get around to learing lua I might even be able to help you with the making of this mod.
But until then keep up the good work on this heavenly counterpart to the nether.
I'm positive the ather will be wonderful.
Sadly I haven't gotten around to teaching myself some lua, so I can't help you with the programming at this time.
But since I like the current concept I just wanted to give you some encouraging words and some ideas to add or change.
- First of all I'd adjust the minumum height to at least 1000 blocks, maybe even higher (e.g. 5000 to contrast the nether mod).
Second of all a floatier gravity could see fit in here (cf. Other Worlds/Asteroids).
And third of all I'd have to agree with the other comments about how the islands should be a little more spaced out.
And once I get around to learing lua I might even be able to help you with the making of this mod.
But until then keep up the good work on this heavenly counterpart to the nether.
I'm positive the ather will be wonderful.
- MCL
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Re: [wip] The Aether [aether]
Nice idea! Is it supposed to be an (almost) exact copy or is it just inspired by the original Minecraft mod?
2014-02-14 - 2024-02-14 TEN YEARS OF MCL
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Re: [wip] The Aether [aether]
https://user-images.githubusercontent.c ... 161305.PNG
Brand new stone texture for The Aether instead of retexturing default.
Brand new stone texture for The Aether instead of retexturing default.
Yeet.
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