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Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

Yeah it's best you make a fork as i tend to want to keep my mod exactly as i want it.
by paramat
Sun Jan 29, 2017 00:07
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8305

Re: Post your screenshots!

Ringworld, lovely.
by paramat
Sun Jan 29, 2017 00:04
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1348854

Re: How can I find (nearly) flat regions in the map?

I would use the heightmap within 'on generate' and break it into 16x16 blocks and analyse the range of heights in each block, if it's small enough (=< 1 or 2) flatten the surface of the block down to the lowest height.
by paramat
Sun Jan 29, 2017 00:02
 
Forum: Modding Discussion
Topic: How can I find (nearly) flat regions in the map?
Replies: 12
Views: 5280

Re: Post your mapgen questions here (modding or engine)

Probably coincidence but i may have accidently used the same seed number for bushes as for one of the flowers (each flower uses a different seed).
by paramat
Sat Jan 28, 2017 23:57
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 75950

Re: Minetest 0.4.15

> So if anyone wanted a hedge 3 blocks high, perfect for a maze, they could dig down 2 blocks, lay a line of trunks, cover them with dirt or what ever, then add the leaves and they wouldn't disappear, That would need leafdecay with radius 4 which is intenseive, bush leaves are only 1 node away from ...
by paramat
Sat Jan 28, 2017 23:53
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 51899

Re: Fastest settings/special build for slow computer?

In settings turn off all shaders, turn off all filters / mip-map. Use 'Opaque' leaves. Maybe even turn off smooth lightiing and particles.
In-game use '+' and '-' to adjust your view range, lower results in higher FPS.
by paramat
Sat Jan 28, 2017 23:45
 
Forum: Minetest General
Topic: Fastest settings/special build for slow computer?
Replies: 6
Views: 1637

Changes needed in mods using 'visual_scale'

See https://github.com/minetest/minetest/pull/5115 for details. You may have noticed that when using 'visual_scale = ' for a plantlike node the scale acts weird, turned out it was applied twice, squaring the value. This is now fixed but means you need to adjust your scale value. If you wanted a spec...
by paramat
Sat Jan 28, 2017 23:38
 
Forum: Minetest News
Topic: Changes needed in mods using 'visual_scale'
Replies: 0
Views: 1801

Re: Android developer needed

You can help without being a dev, feel free to contribute PRs.
by paramat
Sat Jan 28, 2017 23:31
 
Forum: Minetest News
Topic: Android developer needed
Replies: 21
Views: 8798

Re: [v2.1] New York City with paramat's mapgen

What version of MTGame are you using?

The author of this map has left Minetest.
by paramat
Fri Jan 27, 2017 13:43
 
Forum: Minetest Maps
Topic: [v2.1] New York City with paramat's mapgen
Replies: 64
Views: 31583

Re: How can I find (nearly) flat regions in the map?

Do you want to know a distant location before it has been generated? That would be difficult and intensive in mgv6 and mgv7 but in mgv5 there is a large-scale noise that controls vertical scale, you would just search for an area where that is small. Or if just detecting during mapgen then analysing ...
by paramat
Fri Jan 27, 2017 13:35
 
Forum: Modding Discussion
Topic: How can I find (nearly) flat regions in the map?
Replies: 12
Views: 5280

Re: How minetest actually works ("There is no tree, Neo")

Indeed these settings named with 'blocks' are in units of 16 nodes, a block is a 16 node cube. Active block range was 2 (32 nodes) now in dev it has been raised to 3 (48 nodes) but this also defines how large an area ABMs run in, and ABMs are intensive, especially leafdecay. As for linking leaf node...
by paramat
Fri Jan 27, 2017 13:22
 
Forum: Modding Discussion
Topic: How minetest actually works ("There is no tree, Neo")
Replies: 28
Views: 4531

Re: Post your mapgen questions here (modding or engine)

Thanks taikedz, and i agree with your replies to this offtopic stuff.
by paramat
Fri Jan 27, 2017 13:14
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 75950

Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

My mod doesn't look at 'is_ground_content', the only way to stop certain nodes being eaten is to add their content ids to these checks https://github.com/paramat/catacomb/blob/master/init.lua#L414 The mod is very destructive and dungeons are meant to be generated by visiting them before anything val...
by paramat
Fri Jan 27, 2017 13:09
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8305

Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

To check for all TBM nodes for every node excavated would slow down this mod, but you could do this by altering the code if you want.
This mod doesn't destroy cobble dungeons, but currently destroys desert or sandstone dungeons.
by paramat
Thu Jan 26, 2017 11:02
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8305

Re: Different soils for forests

Bottom one is potentially good.
by paramat
Thu Jan 26, 2017 10:56
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10140

Re: [Mod] Fun Caves [fun_caves]

Your 2nd screenshot in https://forum.minetest.net/viewtopic.php?p=220692#p220692 was the inspiraton for the lake areas of the mgv7 floatland realm.
by paramat
Wed Jan 25, 2017 17:56
 
Forum: WIP Mods
Topic: [Mod] Fun Caves [fun_caves]
Replies: 244
Views: 23780

Re: Post your mapgen questions here (modding or engine)

Falling nodes only fall if disturbed, until then they float. It's too intensive to check for floating nodes and make them fall, imagine if a huge floating island in mgv7 was made to fall. It's complex and intensive to trace a path through nodes to see if a node is connected to the ground. Making mor...
by paramat
Wed Jan 25, 2017 17:49
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 75950

Re: Minetest 0.4.15

Optional mobs are intended, but these require a huge amount of work, we never said they will be ready for 0.4.15, i expect more than a year away.
by paramat
Wed Jan 25, 2017 04:33
 
Forum: Minetest News
Topic: Minetest 0.4.15
Replies: 136
Views: 51899

Re: boat stuttering

Boats should be fairly smooth in previously-generated world, if not, check for overly-intensive non-mapgen mods.
by paramat
Wed Jan 25, 2017 04:30
 
Forum: Minetest Problems
Topic: boat stuttering
Replies: 5
Views: 1519

Re: Different soils for forests

Yes, we need a littered surface for rainforest.

UjEdwin, thanks i'll test the brown one.
by paramat
Tue Jan 24, 2017 05:38
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10140

Re: boat stuttering

That's simply Lua lag caused by other intensive mods running (what mods are you using?). If you have any Lua mapgen mods running generate new world before using the boat. Carts experience this too but the player has to build track before using the cart, so new world is not being generated when you u...
by paramat
Tue Jan 24, 2017 05:33
 
Forum: Minetest Problems
Topic: boat stuttering
Replies: 5
Views: 1519

Re: Post your mapgen questions here (modding or engine)

Taikedz, Biome distribution is determined by heat and humidity perlin noises, so is identical for identical seeds. > So if they are from the perlin noise, are they consistently distributed the same for any given mapgen + seed And given two worlds using the same mapgen + seed, will they have the exac...
by paramat
Tue Jan 24, 2017 05:25
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 75950

Re: Post your mapgen questions here (modding or engine)

burli, The large caves in mgv6 and mgv7 are the same, but the smaller tunnels are different. Mgv6 cavegen is found here https://github.com/minetest/minetest/blob/master/src/cavegen.cpp#L448 You need to call that from code like this https://github.com/minetest/minetest/blob/master/src/mapgen_v6.cpp#L...
by paramat
Tue Jan 24, 2017 05:08
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 75950

Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

> active_block_range from the minetest.conf ^ That, but i don't recommend reducing that as that affects all ABMs and active objects (mobs). You would actually want to raise it so that the dungeon generates earlier and at a further distance from the player. In 0.4.15dev it has been raised to 3 blocks...
by paramat
Tue Jan 24, 2017 04:39
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8305

Re: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]

Heh it is nuts when you set OBCHECK to false, if you set that to true it settles down after a while and is not so insane.
Each part of the dungeon generates by ABM when a player gets near each spawner node, so it generates as you explore it.
by paramat
Mon Jan 23, 2017 03:49
 
Forum: Mod Releases
Topic: [Mod] Unlimited dungeon generator [0.3.7] [catacomb]
Replies: 36
Views: 8305

Re: Different soils for forests

I actually want new surface nodes for coniferous forest, but i'm not too good with textures, so if anyone has textures for dead brown needles on a coniferous forest floor do submit them. For jungle lush green grass seems unsuitable, i expect it would be more like bare compacted dirt. So yes we are n...
by paramat
Mon Jan 23, 2017 03:41
 
Forum: Minetest Features
Topic: Different soils for forests
Replies: 42
Views: 10140

Re: Post your mapgen questions here (modding or engine)

OOM (out of memory) error? Some mods can use a lot of Lua memory and LuaJIT has a low Lua memory use limit, try using non-LuaJIT, there's a build available.
by paramat
Mon Jan 23, 2017 03:35
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 75950

Re: Post your mapgen questions here (modding or engine)

> As i don't have that much ram (as i guess that's the problem), Minetest can crash on me when i explore for a long time, so i thought about limiting the world size RAM use is mostly due to the client storing the visual meshes for the mapblocks (16^3 nodes), the max memory use is controlled by this ...
by paramat
Mon Jan 23, 2017 03:30
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 75950

Re: Post your mapgen questions here (modding or engine)

> How can I make biomes more even? Sometimes biomes are huge, sometimes I can see a snow biome from a jungle I'm sure i answered this elsewhere in the forum. Reducing persistence helps, but since it's all noise biome size will always be fairly uneven. Remember the overall general size of biomes is c...
by paramat
Mon Jan 23, 2017 03:18
 
Forum: Modding Discussion
Topic: Post your mapgen questions here (modding or engine)
Replies: 274
Views: 75950
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