[Mod] 3D noise floatlands [0.2.0] [fracture]

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paramat
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[Mod] 3D noise floatlands [0.2.0] [fracture]

by paramat » Fri Apr 25, 2014 23:39

Image


Download and rename to 'fracture' https://github.com/paramat/fracture/archive/master.zip
Browse code https://github.com/paramat/fracture

For latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL

Use with mapgen v6 or v7.
Every few thousand nodes a weblike wall of floatlands will emerge, at it's thickest the wall creates an almost continuous route upwards, with minimal (and therefore more enjoyable) stair/pillar building. The large scale web extends through all space and creates a survival-travel challenge to reach any realm that may be stacked above.

Basic 3 biomes: appletree forest with flowers, grass. Desert with cacti and shrub. Taiga with snowy pines.
Dirt/sand stability system.
Vertical overgeneration for no discontinuities at chunk borders.
Layers of 16x16 clouds every chunk but not within 1kn of core clouds.
All default ores.
Fissure systems, large central voids.
Use of 2 simillar 3D noises with their wavelengths in the golden ratio for maximum dissonance: this breaks up the slightly gridlike appearence of 3D noise, the structures are more organic and have less grid alignments.

The option of using this mod as a realm in singlenode remains, edit the boolean in 'functions.lua' file, and YMIN YMAX parameters.
Last edited by paramat on Sun Feb 15, 2015 23:18, edited 18 times in total.
 

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Re: [Mod] 3D noise floatlands [0.1.0] [fracture]

by HeroOfTheWinds » Sat Apr 26, 2014 00:20

Cool! These look even better than the regular floatlands.

Just out of curiosity as a programmer, what exactly do you mean by "overgeneration"? I ask because it sounds like it could solve my problem of lakes I generate being leaky and overwritten at chunk edges.
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Re: [Mod] 3D noise floatlands [0.1.0] [fracture]

by paramat » Sat Apr 26, 2014 00:55

I use a basic vertical overgeneration in this mod and watershed, explained here
https://forum.minetest.net/viewtopic.php?p=138338#p138338

It means overgenerating the perlin noise maps, you do the noise and maths for a volume larger than the chunk being generated, hmmmm is using horizontal 16 node overgen in his MGV7 rewrite, to allow terrain blurring and his new biome system.
 

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Re: [Mod] 3D noise floatlands [0.1.1] [fracture]

by paramat » Sat Apr 26, 2014 05:00

Version 0.1.1
Vertical overgeneration. Tune parameters. Multilayer 16x16 clouds
 

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Re: [Mod] 3D noise floatlands [0.1.1] [fracture]

by Krock » Sat Apr 26, 2014 09:47

This version of the floatlands looks much better than the other,
could you add some ore generation, so the stone is not just stone :)
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

by paramat » Mon Apr 28, 2014 01:32

Version 0.1.2
Singlenode option (autospawn on land coming), default is a realm added above the clouds in standard mapgen.
Ores.
Fissures.
Cloud layers now separated by 160n.
Mod's own dirt and grass for a smoother game with fewer default abms active.
2nd 3D noise added in golden ratio for more organic less gridlike structures.
Last edited by paramat on Tue Jan 06, 2015 03:26, edited 1 time in total.
 

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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

by HeroOfTheWinds » Mon Apr 28, 2014 05:16

Keeps looking better! Have you considered having the ores generate in clusters? I found one solution to simulating clusters using abms and custom blocks, I can duplicate the code for it (from my updated skylands) if you like.


That tree looks like it's sitting on top of a gun. @_@
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

by Krock » Mon Apr 28, 2014 17:00

HeroOfTheWinds wrote:That tree looks like it's sitting on top of a gun. @_@

gun?
That's a clock!
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

by paramat » Mon Apr 28, 2014 21:41

Looks like a big gun turret to me.

Hero', thanks but i have my own ore generation methods that i prefer. I've decided to keep ores simple for now, i'm not sure where this mod is going, i started it as a simplified mapgen to experiment with floatland generation, then it seemed popular so i added some essentails like ores and fissures, now it's stuck halfway between experimental and playable. I have been thinking about how to add water pools to these floatlands, in a faster and simpler way than 'highlandpools', that challenge was the original reason for experimenting with this mod.
I intend to try your new floatland mod soon.
 

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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

by kpuonyer » Fri May 09, 2014 19:57

So, this might be a stupid reply, but I load the mod into my game, but I don't see anything. I made a new world and set the generation to v6, then I enabled the mod, but there was nothing there. Am I doing something wrong?
 

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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

by paramat » Fri May 09, 2014 21:14

The floatlands are above y = 208 you may need to fly around or a few minutes to find one.
If you set 'local SINGLENODE = true' in the functions.lua file there will be no minetest mapgen, only floatlands, and you will probably spawn falling through air.
 

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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

by paramat » Fri May 09, 2014 23:15

Version 0.1.4
By default the singlenode option is enabled, because i want to show off my new spawn player function :) This searches the space out to +-1280 nodes xyz and spawns players on stable ground.
Singlenode option also disables the core clouds.
 

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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

by paramat » Sun May 11, 2014 23:12

Im amazed to see there's a server using this :) So im making improvements. Need to work on how to integrate fresh water.
Version 0.1.4 disables core clouds in singlenode by using 'setting set', this will actually change your config file which will then need to be reset for other worlds. This is 'inconvenient' and i now miss the core clouds drifting through a floatland world so core clouds return in the next version.
 

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Re: [Mod] 3D noise floatlands [0.1.5] [fracture]

by paramat » Tue May 13, 2014 03:51

Version 0.1.5
Enable core clouds in singlenode. Add pinetree, pinewood, flowers, grass. Remove flora noise. 4 octave terrain.
Saplings grown by voxelnips coming soon.
 

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Re: [Mod] 3D noise floatlands [0.1.6] [fracture]

by paramat » Sat May 17, 2014 23:48

0.1.6
At last i learned how to grow saplings with voxelmanip, appletree and pine saplings added (the pine will spawn with snow).
Stone drops default:cobble.
Soil depth table added, soil must be as deep as the roots for a tree to generate. This keeps trees off the thin ledges with a single node depth of soil.
New noise parameters for larger floatlands.
Smaller pines.

Next i might create original and more suitable (drier) biomes for these floatlands

EDIT
New commit at github:
Yet again i forgot to update the spawnplayer function ... now fixed.
Player scatter at spawn is now set by parameter 'PSCA' in the functions.lua file, in units of chunks from (0, 0, 0). I have reduced the default to 8 = 640n.
 


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