[Mod] Tunnel and magma networks [0.4.0] [intersecting]

User avatar
paramat
Developer
 
Posts: 3254
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

[Mod] Tunnel and magma networks [0.4.0] [intersecting]

by paramat » Sat Jun 14, 2014 04:04

Image


Download https://github.com/paramat/intersecting/archive/master.zip and rename folder to 'intersecting'
Code https://github.com/paramat/intersecting

intersecting 0.4.0 by paramat
For Minetest 0.4.12 and later
Depends default
Licenses: Code WTFPL, textures CC BY-SA 3.0

Unlimited tunnel and magma tunnel networks created from 3D noise.
3D underground 'biomes', each with a differing mix of 2 intersecting tunnel systems, the biomes create a few dead ends.
Mostly separate from this is a larger scaled magma tunnel network, if these magma tunnels come to surface in water, default lavacooling creates obsidian tubes.
Optional glowing lux ore craftable with 8 glass nodes to 8 lights, lux ore also spawns in desert dungeon walls.
You can use this with or instead of normal caves, disabling normal caves ('mg_flags = nocaves' in .conf) removes the lava caves and some features in the landscape.


Image
Last edited by paramat on Sun Aug 23, 2015 21:47, edited 20 times in total.
 

User avatar
HeroOfTheWinds
Member
 
Posts: 470
Joined: Wed Apr 23, 2014 23:16
Location: Hawaii
GitHub: HeroOfTheWinds
IRC: WindHero

Re: [Mod] Unlimited tunnel networks [0.1.0] [intersecting]

by HeroOfTheWinds » Sat Jun 14, 2014 04:37

Neat mod! Nice to have a ready-made path to get down to the good ores. ;)

Interesting how we both are working on underground mods right now... (see the screenshot in the screenshots thread)
I'll be lucky if I have the beta version up tonight, though....
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

User avatar
Inocudom
Member
 
Posts: 3019
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Unlimited tunnel networks [0.1.0] [intersecting]

by Inocudom » Sat Jun 14, 2014 04:46

HeroOfTheWinds wrote:Neat mod! Nice to have a ready-made path to get down to the good ores. ;)

Interesting how we both are working on underground mods right now... (see the screenshot in the screenshots thread)
I'll be lucky if I have the beta version up tonight, though....

Of course, you are working on large subterranean realms.
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

User avatar
Krock
Developer
 
Posts: 4152
Joined: Thu Oct 03, 2013 07:48
Location: Switzerland
GitHub: SmallJoker

Re: [Mod] Unlimited tunnel networks [0.1.0] [intersecting]

by Krock » Sat Jun 14, 2014 07:08

Noticed some rubbish from other mapgens while looking at the codes :P
https://github.com/paramat/intersecting ... it.lua#L76
Mod Search Engine - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

User avatar
paramat
Developer
 
Posts: 3254
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

Re: [Mod] Tunnel / fissure networks [0.2.1] [intersecting]

by paramat » Sat Jul 05, 2014 03:14

Version 0.2.1

Since each tunnel is the overlapping volume of 2 narrow bands of 3D noise, and since a fissure is a narrow band of 3D noise, it's possible to switch the 3D noises to create fissures, and also differing combinations of tunnels and fissures. I added a large spread (2048 node) 3D 'biome' noise to create 7 combinations of 3 types:
2 fissures.
1 fissure, 1 tunnel system.
2 tunnel systems.
As the fissures are quite destructive to the surface they are the smallest biomes. On a very large scale, the fissure biomes form narrow twisting sheets around the larger less fractured volumes of tunnel biomes.
Having biomes creates a few tunnels with dead ends.
One tunnel or fissure will always continue into an adjacent biome, creating a connected network.

Water plugs are 16 node vertical columns of sand.
Anytime default:tree is removed, the whole trunk above and below is erased too, to avoid floating trees.
Any sand, dirt or grass at or below y = 2 is not removed by this mod, to make fissures pass under lakes with almost no trace, and no floods.
Last edited by paramat on Tue Jan 06, 2015 03:28, edited 4 times in total.
 

User avatar
DS-minetest
Member
 
Posts: 1026
Joined: Thu Jun 19, 2014 19:49
Location: in front of my pc (which is at home)
GitHub: DS-Minetest
In-game: DS

Re: [Mod] Tunnel / fissure networks [0.2.1] [intersecting]

by DS-minetest » Sat Jul 05, 2014 20:12

wow
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
paramat
Developer
 
Posts: 3254
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

Re: [Mod] Tunnel / fissure networks [0.2.3] [intersecting]

by paramat » Sun Jul 06, 2014 04:40

Version 0.2.3
Added optional glowing lux ore spawning in stone and desert stone (and therefore in desert dungeon walls).
Water plugs changed to stone, looks better, also stable unlike sand.
Last edited by paramat on Sun Feb 15, 2015 23:26, edited 5 times in total.
 

User avatar
paramat
Developer
 
Posts: 3254
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

Re: [Mod] Tunnel / fissure networks [0.3.1] [intersecting]

by paramat » Mon Jul 07, 2014 07:48

Version 0.3.1
Fissures are removed as the tunnels themselves often form fissure shapes. Now there are 4 3D noises creating 3 linked tunnel systems, one system is filled with default:lava to create a magma network, where these occasionally surface in water Minetest lavacooling creates obsidian lava tubes. Now you can disable caves (mg_flags = nocaves) and still have lava.
 

User avatar
paramat
Developer
 
Posts: 3254
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

Re: [Mod] Tunnel / fissure networks [0.3.2] [intersecting]

by paramat » Fri Jul 25, 2014 22:56

Version 0.3.2

Now there are six 3D noises, three of these create two intersecting tunnel systems with tunnel junctions, one is a biome noise that creates three underground biomes, each with a different mix of two tunnel systems, this intentionally creates some dead end tunnels.
The remaining two noises create a mostly separate and larger-scaled magma tunnel system that occasionally intersects the tunnel systems. When these magma tunnels surface in water Minetest's default lavacooling creates obsidian lava tubes, when they intersect the caverns of subterrain mod the lava will spread creating lava caverns.
So now you can disable Minetest's default cave generation ('mg_flags = nocaves' in minetest.conf) and still have lava and lava caverns.
 

User avatar
paramat
Developer
 
Posts: 3254
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

Re: [Mod] Tunnel and magma networks [0.4.0] [intersecting]

by paramat » Sun Aug 23, 2015 21:50

Version 0.4.0
Add emerlen, emerarea. Add missing sand declaration. Noise object optimisation. Add 'paramtype = light' to light sources. Add sandstone detection for mgv5/mgv7. Fix code style issues. Add info to readme

Use of noise has been optimised and should run a little faster.
 

User avatar
Nathan.S
Member
 
Posts: 809
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [Mod] Tunnel and magma networks [0.4.0] [intersecting]

by Nathan.S » Wed Aug 26, 2015 17:53

Really cool stuff. I'd somehow missed this mod until the last update.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
burli
Member
 
Posts: 1608
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Tunnel and magma networks [0.4.0] [intersecting]

by burli » Sun Mar 27, 2016 09:05

Is it possiple to "reduce the third dimension"? This mod generates nice tunnels, but to much of them go steep vertical down. I would like to have more horizontal tunnles with more intersections
 

User avatar
burli
Member
 
Posts: 1608
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Tunnel and magma networks [0.4.0] [intersecting]

by burli » Sat Apr 09, 2016 06:40

Hm, I guess there is a memory leak or something. This mod crashes the second time with the message "Not enouth memory"

Code: Select all
2016-04-09 08:38:02: ERROR[Main]: ServerError: Lua: OOM error from mod 'intersecting' in callback environment_OnGenerated(): not enough memory
2016-04-09 08:38:02: ERROR[Main]: Current Lua memory usage: 1011 MB
 

User avatar
paramat
Developer
 
Posts: 3254
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

Re: [Mod] Tunnel and magma networks [0.4.0] [intersecting]

by paramat » Sat Apr 09, 2016 22:08

I should mention this mod has a heavy use of 3D noise, heavier than any core mapgen, and in lua mapgen noise uses large amounts of memory. LuaJIT has a low memory limit which causes OOM errors, so try using normal Lua.

You can squash or stretch the tunnel structure by adjusting the Y spread of the 3D noises.
For np_weba to np_webe try:
spread = {x = 192, y = 96, z = 192},
Or whatever value of Y spread you prefer. 96 means the structure will be squashed in a ratio 2:1.
Squashing will squash tunnel height so you may need to increase tunnel width TTUN to keep them walkable.
 


Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 7 guests