[Mod] Massive caverns [0.2.0] [subterrain]

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paramat
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[Mod] Massive caverns [0.2.0] [subterrain]

by paramat » Thu Jun 26, 2014 03:13

Image


Download, rename mod folder to 'subterrain' https://github.com/paramat/subterrain/archive/master.zip
Code https://github.com/paramat/subterrain

subterrain 0.2.0 by paramat
For Minetest 0.4.12 and later
Depends default
Licenses: code WTFPL

A fast, very simple mod to develop and replace the big caves of the now removed 'indev' mapgen.
By default massive caverns start to appear below y = -256.
Realm limits, blend distance and cave size / underground volume ratio are parameters for you to adjust.
By default caves are roughly 1/3rd of underground volume, and can be separated by up to roughly 800 nodes.

Use with my 'intersecting' tunnel mod https://forum.minetest.net/viewtopic.php?f=11&t=9521 for the full underground experience.
Last edited by paramat on Sun Aug 23, 2015 20:56, edited 6 times in total.
 

4aiman
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Re: [Mod] Fast generation big caverns [0.1.0] [subterrain]

by 4aiman » Fri Jun 27, 2014 20:58

Hey, nice job here, paramat!

Use with my 'interesecting' tunnel mod for the full underground experience of 1D, 2D and 3D forms.

Where I can find one? Forum's search returned nothing but this topic...
 

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Re: [Mod] Fast generation big caverns [0.1.0] [subterrain]

by HeroOfTheWinds » Fri Jun 27, 2014 21:10

4aiman wrote:Hey, nice job here, paramat!

Use with my 'interesecting' tunnel mod for the full underground experience of 1D, 2D and 3D forms.

Where I can find one? Forum's search returned nothing but this topic...

Intersecting mod: viewtopic.php?f=9&t=9521

Indeed, this is quite nice, paramat. Great option for people who don't want a bunch of extra nodes like in caverealms as well.
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
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Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]

by paramat » Sat Jun 28, 2014 07:11

Version 0.1.1
I added upper and lower realm limits with an exponential blend, insead of a flat ceiling cutoff the caves just stop forming in a natural looking way. It was a relief to see no noticeable slowing of chunk generation.
 

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Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]

by Hybrid Dog » Tue Dec 23, 2014 20:38

What's the difference to the intersect mod?

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Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]

by HeroOfTheWinds » Wed Dec 24, 2014 00:24

Intersect is a system of tunnels and lava tubes, rather than giant caverns. And the tunnels go on for miles...
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
 

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Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]

by Hybrid Dog » Wed Dec 24, 2014 11:42

HeroOfTheWinds wrote:Intersect is a system of tunnels and lava tubes, rather than giant caverns. And the tunnels go on for miles...

ok, thanks

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paramat
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Re: [Mod] Massive caverns [0.2.0] [subterrain]

by paramat » Sun Aug 23, 2015 20:58

Version 0.2.0
Noise object optimisation. Fix code style issues. Add info to readme

Should consume a little less memory and run a little faster now.
 

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Re: [Mod] Massive caverns [0.2.0] [subterrain]

by amadin » Sat Jan 02, 2016 07:17

How generate long horizontal caves for using with Pilzadam's nether mod with not very height ceiling.
Attachments
Nether_with_subterrain.jpg
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paramat
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Re: [Mod] Massive caverns [0.2.0] [subterrain]

by paramat » Sun Jan 03, 2016 02:34

In noise parameters you can squash the shape of caves by reducing the y-spread:
Code: Select all
spread = {x = 768, y = 256, z = 768}, -- squashed 3:1
 


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