[Mod] Webworld [0.1.1] [webworld]

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paramat
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[Mod] Webworld [0.1.1] [webworld]

by paramat » Mon Oct 27, 2014 06:20

Image


Download https://github.com/paramat/webworld/archive/master.zip
and rename mod folder to webworld
Code https://github.com/paramat/webworld
For latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL

A simple mapgen that fills all space with a blend of 'normal y=1 surface world' and a web of floatlands above and giant caverns below. The web creates a near-continuous path up or down through the world, a good excuse for collaborating on a server building bridges and exploring vertically to any other realms that may be stacked above or below.
You may spawn underground so disable damage, enable freemove and switch noclip if the screen is black.
You may have to travel 8000+ nodes to find the floatland web.


Image
Last edited by paramat on Mon Feb 16, 2015 01:20, edited 3 times in total.
 

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Re: [Mod] Webworld [0.1.0] [webworld]

by HeroOfTheWinds » Mon Oct 27, 2014 06:43

WHOA..... Now that is wicked cool! I look forward to testing this one out... However, I do notice that those underground caverns have almost no light at all. What kind of biome system are you using or planning to use? Any chance we're gonna see any of watershed? :3
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
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paramat
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Re: [Mod] Webworld [0.1.0] [webworld]

by paramat » Mon Oct 27, 2014 09:47

You can (only just) see in the screenshot the biomes thin out to nothing below sea level.
Instead of importing watershed/riverdev biomes i might add this feature to riverdev since that has no floatlands.
 

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Re: [Mod] Webworld [0.1.0] [webworld]

by philipbenr » Mon Oct 27, 2014 22:45

Looks good. I think that this one could be the magpen of Lux_Solis (replace highlandpools, which is slower, and magpen6). If you can change the underground spawning, perfect.
 

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Re: [Mod] Webworld [0.1.0] [webworld]

by Don » Mon Oct 27, 2014 23:55

This looks amazing! It will go good with the server I want to set up.
One thing I noticed was grass and flowers generated under ground. Besides that I am very impressed.
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Re: [Mod] Webworld [0.1.0] [webworld]

by philipbenr » Tue Oct 28, 2014 21:29

Could you make it so the grass isn't landscaped? (grass on all sides except the bottom) It looks bad when a tree on a ledge. I probably could change it myself, but I don't think that it will be that easy to find it... :P Anyway, if you won't I will have to do it myself.
 

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Re: [Mod] Webworld [0.1.1] [webworld]

by Xevmescrige » Sun Nov 02, 2014 15:40

This would make an excellent fantasy style or dystopian server. Does this take up a lot of cpu? Also, is it compatible with other worldgen mods?
I like cryptocurrencies and I can make some decent textures if anyone wants any.
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paramat
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Re: [Mod] Webworld [0.1.1] [webworld]

by paramat » Sun Nov 02, 2014 16:32

Lua mapgen will cause a second or so of server lag when a mapchunk is generated, this can be irritating on a multiplayer server. Compatibility: that depends, i use my own mod grass node, you may need to replace that with 'default:dirt_with_grass' to make other mods work.
 


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