[Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

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paramat
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[Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by paramat » Post

*** Mod deleted and no longer available ***

Meru mod is a vertical 1 dimensional realm, 1D referring to large scale structure, and can act as a vertical connector between horizontal realms, such as the ground and the floatlands.
A single spike shaped mountain is created in newly generated chunks, at a random location within a chosen area; by default this area is +/-1024 for use in a new world, to add a mountain to an existing world you need to edit these area parameters to a completely ungenerated part of your world.
For testing this mod or for cheating edit parameter COORD = true, the co-ordinates of the mountain will be printed to terminal while within the generation area.
The mountain is a hollow cone made of stone and desert stone, with a smooth transition across biome boundaries. By default the height is 2km. There are a few cave entrances on the surface, these 'fissure system' caves expand under the surface helping the creation of a path upwards. If the mountain generates over water you can use the central conical void to jump down the last few hundred metres.
There are many parameters for fine tuning the structure, some parameters change smoothly with height or distance from the center. Reducing noise to zero at the center creates a perfect spike as a summit. Constant noise throughout often creates floating islands at the summit. Choosing zero noise throughout creates a smooth geometric conical shape. There is a parameter CONVEX to control whether the basic conical structure bulges outwards or is pinched inwards in the middle.
Last edited by paramat on Mon Jun 22, 2020 23:43, edited 12 times in total.

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Traxie21
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by Traxie21 » Post

+infinity^2


ZOMG
PLEASE.

Sheet. Now I have to clean the drool off my kindle.

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Menche
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by Menche » Post

Awesome! Found a patch of jungle on the side of one:
Image
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jojoa1997
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by jojoa1997 » Post

Does it affect lag a lot?
Coding;
1X coding
3X debugging
12X tweaking to be just right

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Menche
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by Menche » Post

jojoa1997 wrote:Does it affect lag a lot?
Yes. The blocks that contain the mountain take a long time to generate.
Last edited by Menche on Tue Mar 19, 2013 03:27, edited 1 time in total.
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Mihobre
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by Mihobre » Post

SO COOL but im not downloading
I wanna fly!!!
I wanna have feathery wings of silver, blue, and white!!!
I wanna soar high and touch the sky!!!
I wanna fly!!!

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by J-Block » Post

This. Is. Amazing.

The mountain is amazingly high, and it was really fun creating a hiking trail to the very top. I also like the idea of the mountain being hollow.

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by jolo10 » Post

how do I get the lag from my minetest?

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paramat
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by paramat » Post

Install all my mods then you'll get the lag big time ;)

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Zeg9
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by Zeg9 » Post

I don't understand why all your mods are so laggy... Is it the perlin noise that takes time, or env:add_node ?
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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paramat
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by paramat » Post

It's because my mods generate huge structures and LUA is slow, lag is unavoidable, ... I need a faster computer.

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khonkhortisan
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by khonkhortisan » Post

Shouldn't you have a link to the original flolands mod?

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paramat
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by paramat » Post

Good idea, done.

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Zeg9
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by Zeg9 » Post

Just tried this. It seems to be not that laggy with luaJIT.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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BrandonReese
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by BrandonReese » Post

I just installed this last night and scaled the mountain. I concur it wasn't too laggy with luaJIT.

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by GJH105775 » Post

paramat wrote:It's because my mods generate huge structures and LUA is slow, lag is unavoidable, ... I need a faster computer.
Lua is one of the fastes Launguages.
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

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Linxx
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by Linxx » Post

it looks like an island from SAO i'm so excited about it o.o

ch98
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by ch98 » Post

maybe make placement random and create ones with lava in hollow core.
I have stopped playing minetest, and may not come back to it again. I would like to thank everyone that made the amazing time I had playing it. This account is not in use anymore, and the email has been linked to a unused account. If any administrator reading this has time, feel free to delete my account. Thank you very much for the great experience.

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paramat
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by paramat » Post

I've been playing with this, hoping to make the spawn random.
I found a way to control the noisyness of the structure, to enable smoother tower like shapes. The cave system will be the new fissure system which provide occasional paths upwards. This mod needed much attention i will release a new version soon.
Last edited by paramat on Wed Jun 19, 2013 07:18, edited 1 time in total.

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Inocudom
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by Inocudom » Post

I like the fissure system, so your next release will be an interesting one.

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paramat
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by paramat » Post

So here is my current problem, how to generate one tower at a random location (within x z +-1000). A solution i saw in the 'modding questions' thread will not work because a meru tower occupies hundreds of chunks and may take more than one session to generate.

So i thought of deriving a co-ordinate from the world seed, but that seed seems to be not easily or quickly accessible from within a LUA mod.

Any better ideas? I need one random x z co-ordinate per world for the tower that can be quickly checked against the current chunk by an on-generated function.
Last edited by paramat on Fri May 31, 2013 05:12, edited 1 time in total.

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by Jordach » Post

You could use your perlin maps for three random places on the map.

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by Nore » Post

Did you try using

Code: Select all

local pr = PseudoRandom(seed)
local x = pr.next(-1000,1000)
local z = pr.next(-1000,1000)
?
Last edited by Nore on Fri May 31, 2013 14:02, edited 1 time in total.

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paramat
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by paramat » Post

Thanks for the suggestions, with kaeza's help i am now able to load the worldseed from map_meta.txt and will try using that to define a co-ordinate.

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paramat
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by paramat » Post

Thanks Jordach ... just realised it can be done with perlin noise :)

EDIT
It works.
Last edited by paramat on Sat Jun 01, 2013 00:12, edited 1 time in total.

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