[Mod] Experimental mapgen [mg]

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qwertymine3
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Re: [Mod] Experimental mapgen [mg]

by qwertymine3 » Sat Jan 30, 2016 02:51

redblade7 wrote:I don't understand, can you please explain?

I just want to make sure that this mod won't become/isn't broken with new versions of Minetest and then everything everyone's built has to be erased.


If you un-install the mod, and generate new terrain, the mg terrain and the new terrain with will be at different heights, due to the terrain being a different shape - so there will be a flat cliff between the old and new terrain (in some areas).

Here is an example in Minecraft:
+ Spoiler

This is not pretty, but hardly world-breaking.

This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.
If you haven't used any of those nodes, then this is fine - but it you have, this may make you structures look ugly.

You can fix this by keeping only the bit of the mod which adds the nodes - and removing the rest.
+ How I think you could do this
This small bit of the mod is unlikely to break in future versions of minetest, as it is mostly basic API definitions
Avatar by :devnko-ennekappao:
 

redblade7
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Re: [Mod] Experimental mapgen [mg]

by redblade7 » Sat Jan 30, 2016 05:28

qwertymine3 wrote:This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.


But if mg is being integrated right now, wouldn't the nodes be there correctly when you download/compile the latest Minetest version?

I'd rather keep mg as long as possible.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)
 

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Re: [Mod] Experimental mapgen [mg]

by qwertymine3 » Sat Jan 30, 2016 12:43

redblade7 wrote:
qwertymine3 wrote:This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.


But if mg is being integrated right now, wouldn't the nodes be there correctly when you download/compile the latest Minetest version?

I'd rather keep mg as long as possible.

The nodes that are being integrated, have had their name changed to fit the naming style of minetest_game. This means that your nodes will still become un-known nodes if you remove this mod.
Avatar by :devnko-ennekappao:
 

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Re: [Mod] Experimental mapgen [mg]

by ACrazyNewfie » Sun Jan 31, 2016 10:23

Nice village at spawn point using v6 and the seed 17211932737068890806.
 

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Re: [Mod] Experimental mapgen [mg]

by redblade7 » Fri Feb 05, 2016 05:15

qwertymine3 wrote:
redblade7 wrote:
qwertymine3 wrote:This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.


But if mg is being integrated right now, wouldn't the nodes be there correctly when you download/compile the latest Minetest version?

I'd rather keep mg as long as possible.

The nodes that are being integrated, have had their name changed to fit the naming style of minetest_game. This means that your nodes will still become un-known nodes if you remove this mod.


If there are conflicts, what will take precedent? mg is installed globally, as required (so are all my other mods, in a run-in-place setup)
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)
 

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Re: [Mod] Experimental mapgen [mg]

by Samson1 » Wed Feb 17, 2016 13:20

qwertymine3 wrote:
redblade7 wrote:I don't understand, can you please explain?

I just want to make sure that this mod won't become/isn't broken with new versions of Minetest and then everything everyone's built has to be erased.


If you un-install the mod, and generate new terrain, the mg terrain and the new terrain with will be at different heights, due to the terrain being a different shape - so there will be a flat cliff between the old and new terrain (in some areas).

Here is an example in Minecraft:
+ Spoiler

This is not pretty, but hardly world-breaking.

This mod does add some nodes though - all of those will become un-known nodes if you remove the mod.
If you haven't used any of those nodes, then this is fine - but it you have, this may make you structures look ugly.

You can fix this by keeping only the bit of the mod which adds the nodes - and removing the rest.
+ How I think you could do this
This small bit of the mod is unlikely to break in future versions of minetest, as it is mostly basic API definitions



The image is from Minetest, Minecraft does not have those textures :)
 

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Re: [Mod] Experimental mapgen [mg]

by Dragonop » Thu Feb 18, 2016 04:16

Sorry to disappoint you, but that's indeed, Minecraft, prolly an old version that you didn't played
 

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burli
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Re:

by burli » Fri May 27, 2016 06:53

philipbenr wrote:Cave system:

+ Images


Can someone explain how the cave generation works? I want to pull this out into a stand alone mod (without the ore generation)
 

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Re: [Mod] Experimental mapgen [mg]

by Nore » Fri May 27, 2016 12:08

It works like the ores: that means, it generates veins, but made of air. To get it into a mod, just take the ore code, and remove the registrations of ores that are not air :).
 

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Re: [Mod] Experimental mapgen [mg]

by burli » Fri May 27, 2016 13:38

Nore wrote:It works like the ores: that means, it generates veins, but made of air. To get it into a mod, just take the ore code, and remove the registrations of ores that are not air :).


Thx, I've already done that. Was a lot of work. But it works well with other mapgens like valleys


But I still have a question: why do you need two Voxel Areas? It's a lot of data for just one

Code: Select all
and insideva:containsp(pos0)


I tryed to remove this, but then the tunnels are much more dense. I have still not understand everything and it does not work perfect. The tunnels don't grow to the surface, especially if the terrain is higher. They stop around a height of +10

I try to fix this myself, but any help is welcome
 

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Re: [Mod] Experimental mapgen [mg]

by Nore » Fri May 27, 2016 13:59

VoxelAreas are not a lot of data: they only contain two positions. About the code you posted, could you post the context with it please?
 

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Re: [Mod] Experimental mapgen [mg]

by burli » Fri May 27, 2016 14:16

Nore wrote:About the code you posted, could you post the context with it please?

It's in the draw_sphere function

Code: Select all
    if x*x + y*y + z*z <= rad2 and insideva:containsp(pos0) and
        ((wherein == c_ignore and data[a:indexp(pos0)] ~= c_water) or
          data[a:indexp(pos0)] == wherein) then
      data[a:indexp(pos0)] = name
    end
 

Nore
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Re: [Mod] Experimental mapgen [mg]

by Nore » Fri May 27, 2016 14:20

Ah, yes: if you remove that line, it will cause overflows and write air where it shouldn't.
 

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Re: [Mod] Experimental mapgen [mg]

by burli » Fri May 27, 2016 19:41

It's working now. I just have the same issue as with the other lua cavegen: flying plants and sometimes a slighly damaged tree.

I hope that it will be possible to really replace the original cavegen with a lua mod, what means that the lua mod should be executed before the decoration
 

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Re: [Mod] Experimental mapgen [mg]

by casio33 » Thu Aug 11, 2016 06:10

Thank you for this awesome mod. But actually I would like to build the villages myself. Is there a way to use this mod without the villages?
 

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Re: [Mod] Experimental mapgen [mg]

by Nore » Thu Aug 11, 2016 08:17

Yes, but you will need to modify the source a bit.
If you want to remove the villages and the area they flattened, simply replace lines 19-21 (function is_village_block) of villages.lua by "return false".
If you want to remove the villages but leave the area flattened, so you can easily build on it, replace lines 326-342 (function generate_village) of villages.lua by "return {}".
 

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Re: [Mod] Experimental mapgen [mg]

by MacGregor2k » Tue Aug 16, 2016 14:25

Hello, I like this mod, I tried EthenD57's seed and mapgen, and thought I would try a random number from random.org to see what I could get: 20538555375274276391
Mapgen V6,
This one has a good sized city/village, complete with a fountain. I like your mod. thank you. :)
 

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Re: [Mod] Experimental mapgen [mg]

by casio33 » Thu Aug 18, 2016 17:31

Thank you for your answer. I tried it, but now the game does not start and says:

Code: Select all
2016-08-18 19:29:30: WARNING[Main]: BanManager: creating C:\minetest-0.4.14\bin\..\worlds\mg neu\ipban.txt
2016-08-18 19:29:30: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-08-18 19:29:30: ERROR[Main]: ModError: Failed to load and run script from C:\minetest-0.4.14\bin\..\mods\mg\init.lua:
2016-08-18 19:29:30: ERROR[Main]: C:\minetest-0.4.14\bin\..\mods\mg/villages.lua:323: 'end' expected (to close 'function' at line 315) near 'endfunction'
2016-08-18 19:29:30: ERROR[Main]: stack traceback:
2016-08-18 19:29:30: ERROR[Main]:    [C]: in function 'dofile'
2016-08-18 19:29:30: ERROR[Main]:    C:\minetest-0.4.14\bin\..\mods\mg\init.lua:341: in main chunk
2016-08-18 19:29:30: ERROR[Main]: Siehe debug.txt für Details.
 

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Re: [Mod] Experimental mapgen [mg]

by azekill_DIABLO » Mon Aug 21, 2017 13:38

casio33 wrote:Thank you for your answer. I tried it, but now the game does not start and says:

Code: Select all
2016-08-18 19:29:30: WARNING[Main]: BanManager: creating C:\minetest-0.4.14\bin\..\worlds\mg neu\ipban.txt
2016-08-18 19:29:30: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2016-08-18 19:29:30: ERROR[Main]: ModError: Failed to load and run script from C:\minetest-0.4.14\bin\..\mods\mg\init.lua:
2016-08-18 19:29:30: ERROR[Main]: C:\minetest-0.4.14\bin\..\mods\mg/villages.lua:323: 'end' expected (to close 'function' at line 315) near 'endfunction'
2016-08-18 19:29:30: ERROR[Main]: stack traceback:
2016-08-18 19:29:30: ERROR[Main]:    [C]: in function 'dofile'
2016-08-18 19:29:30: ERROR[Main]:    C:\minetest-0.4.14\bin\..\mods\mg\init.lua:341: in main chunk
2016-08-18 19:29:30: ERROR[Main]: Siehe debug.txt für Details.

seems like a some writing gone wrong there... Just go at the buggy file and just separate end from function
 

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