Cash's World Server

Should I add hostile mobs?

Yes
27
66%
No
11
27%
Yes. With conditions. Please post message specifying conditions to forum
3
7%
Other - Please post message with details to forum.
0
No votes
 
Total votes : 41

843jdc
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Cash's World Server

by 843jdc » Thu Apr 14, 2016 08:06

Scenario:
This world has experienced catastrophic global warming. The human population has been decimated along with most of the plant and animal life because of the extreme heat and shortage of water. Do you have what it takes to build a base that provides shelter, food, and water and survive?

To get money: Sell your gold at the bank near spawn or sell stuff in the shops.
To see how much money you have, say: /money yourname

General Information:
This server is intended for use by low-memory mobile devices. It will not have many mods.

The map is backed up often. But not for many days. If you get griefed you need to tell ADMIN as soon as possible so your creation can possibly be restored.

Wheat will not grow because of the extreme heat and lack of water. That means there are no wheat seeds, wheat, flour, bread, or straw. Cactus is abundant and trees still grow. People have learned that if the thorny skin on cactus is removed, the juicy pulp is edible and nutritious. Though apples are better than cactus.

Da Rulz: (Not complete)
  • Sexual harassment of any kind can result in penalties up to and including a permanent ban.
  • No explicit sexual comments in open chat. Since I can't totally stop this no matter how much I try, Please use PMs so that younger players that don't want to see that type of talk don't have to do so.
  • Pestering ADMIN for privs and/or free stuff can earn you a gag, heavy concrete shoes, and a teleport out in the middle of the ocean.
  • No flooding chat. Why do players like to do that anyway?
  • If using a hacked client, do NOT use it offensively or an a manner that harms other players. That includes mining a large area close to occupied locations.
  • No building over or under other player's areas. General rule: Whoever has protection blocks at ground level owns that area.
  • No extended harassment campaign against other players.
  • Bots - Hmm. This is a tough one. Depends on the bot and what it is used for.
  • Player Names -
    • If you pick one that I find offensive, expect that name to be banned permanently. Choose carefully. Items owned by that name likely will not be replaced.
    • Nonsensical names or names that consist of only numbers are highly vulnerable to deletion.
    • Choose your player name(s) carefully. ADMIN will not delete a player name so that you can choose a new one. Far too much trouble for me to do so. I have to shut down the server and edit several files to do so. General rule: There is a limit of 5 player names per IP address.

I do not need any co-admins or moderators at this time. Maybe later. If you ask to be one, you likely will not be chosen. Demanding to be one is much, much worse >:|

Don't even think about asking me to host a server for you. Not gonna happen. Ever.

I can be your friend if you want. However, I will not let you live with me, I will not give you things, and I don't want to be your bf.

I have things to do in life other than play or work on this server. Changes may take an extended time to accomplish. If there is something about my server that you don't like, feel free to tell me. I may or may not make changes to suit your request. I should at least tell you soon if I will do or try to do what you want. But don't ever threaten to leave my server forever if I don't do what you want. You may leave at any time. I might even help you do so with a /xban command. There are plenty of other good MT servers available for you to play on. Or you can start your very own MineTest server. Have fun.

This is a new server so expect bugs and changes.

Partial list of additional mods:
These mods may or may not have been altered by me.

Special Mentions that are not mods:
  • maikerumine's desert strata makes the deserts look amazing
  • botumin's space images. If you see them, I hope you are wearing a pressure suit

Mods to be considered for using or are being tested:

Mod Requests:
  • bmail - block mailer [url]krock-works.16mb.com/MTstuff/modSearch.php[/url]
  • rnd's antigrief
  • more trees
  • armor

Mods considered but not installed - Reason(s):

Videos by:

Useful Software that I have found:
MineTestMapper - Windows Version: https://forum.minetest.net/viewtopic.php?f=14&t=12139
Rogier's fork of sfan5's minetest-mapper-cpp https://github.com/Rogier-5/minetest-mapper-cpp
MinetestMapperGui - https://forum.minetest.net/viewtopic.php?f=14&t=12139

First attempt at a map for this world. This map is from a map file that I use for testing and is not the current map of Cash's World. Everything might not be shown because I need to edit the colors.txt used to make this image. The large gray areas are mountains that are 'chopped off' because of the weird way that MT generates mountains. Spawn is over to the right side of the image.
Image
Attachments
Cashs_World_Map_Old.png
Older map of spawn area
Cashs_World_Map_Old.png (954.64 KiB) Viewed 10192 times
Last edited by 843jdc on Sun Feb 12, 2017 16:40, edited 44 times in total.
 

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maikerumine
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Re: Cash's World Server

by maikerumine » Thu Apr 14, 2016 15:11

I cannot wait to play your world!

TenPlus1's farming redo is very low on memory consumption, give it a test. Or even comment out all the other foods if you just want cotton and wheat.
 

843jdc
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Re: Cash's World Server

by 843jdc » Thu Apr 14, 2016 17:11

You are very welcome to come play :)

I will look at that mod. I am using the default farming mod with changes made to it.

I decided on a desert world as a theme but mapgen isn't cooperating by not generating trees, grassy dirt, and other unwanted nodes. I quickly learned to not use world_edit's gui.

I used a Kindle Fire player as a 'test subject'. If the player couldn't log in, I removed mods. I am in the process of making changes so that I can reduce the number of image files for items that will not be in the game such as, wheat, flour, bread, etc and restore the mods. I would *love* to add rnd's machines also xD

Speedups have not been done yet. Media server, etc. Running Apache just to serve media files seems excessive. My server and Internet connection seem fine so far. Max players has been 11. The server sends more data than it receives from clients. *FAR* too much information is being seen by me as I watch the terminal scroll.. I'll have to find or write a script to save what I want saved such as players building or using items.

I hope to not delete many items because that can make players angry if they have used those items. But being a new server, changes should be expected. I have a lot to learn :) Being admin means not playing as much :( I am learning that a lot of people want to be chief instead of an indian. Aggravating. "/teleport player 0,5000,0" works well hehe.

I will play ESM because if its rich environment xD But I need to recompile my client so I can log in again.
 

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maikerumine
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Re: Cash's World Server

by maikerumine » Thu Apr 14, 2016 17:32

843jdc wrote:You are very welcome to come play :)

I will look at that mod. I am using the default farming mod with changes made to it.

I decided on a desert world as a theme but mapgen isn't cooperating by not generating trees, grassy dirt, and other unwanted nodes. I quickly learned to not use world_edit's gui.

I used a Kindle Fire player as a 'test subject'. If the player couldn't log in, I removed mods. I am in the process of making changes so that I can reduce the number of image files for items that will not be in the game such as, wheat, flour, bread, etc and restore the mods. I would *love* to add rnd's machines also xD

Speedups have not been done yet. Media server, etc. Running Apache just to serve media files seems excessive. My server and Internet connection seem fine so far. Max players has been 11. The server sends more data than it receives from clients. *FAR* too much information is being seen by me as I watch the terminal scroll.. I'll have to find or write a script to save what I want saved such as players building or using items.

I hope to not delete many items because that can make players angry if they have used those items. But being a new server, changes should be expected. I have a lot to learn :) Being admin means not playing as much :( I am learning that a lot of people want to be chief instead of an indian. Aggravating. "/teleport player 0,5000,0" works well hehe.

I will play ESM because if its rich environment xD But I need to recompile my client so I can log in again.


If you want an all desert world, i can give you code for the mapgen to do just that.

Simply, comment out all the biomes you do not want, and in decorations remove the unlisted biomes.
 

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Re: Cash's World Server

by maikerumine » Thu Apr 14, 2016 17:46

BOOM!

deleted old code


If you want, i can add my code to make sweet painted desert rocks, uses all default nodes...
Last edited by maikerumine on Thu Apr 14, 2016 18:01, edited 2 times in total.
 

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Re: Cash's World Server

by maikerumine » Thu Apr 14, 2016 17:59

TRY THIS:
Image


New code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--
-- Aliases for map generator outputs
--

minetest.register_alias("mapgen_stone", "default:stone")
minetest.register_alias("mapgen_dirt", "default:dirt")
minetest.register_alias("mapgen_dirt_with_grass", "default:dirt_with_grass")
minetest.register_alias("mapgen_sand", "default:sand")
minetest.register_alias("mapgen_water_source", "default:water_source")
minetest.register_alias("mapgen_river_water_source", "default:river_water_source")
minetest.register_alias("mapgen_lava_source", "default:lava_source")
minetest.register_alias("mapgen_gravel", "default:gravel")
minetest.register_alias("mapgen_desert_stone", "default:desert_stone")
minetest.register_alias("mapgen_desert_sand", "default:desert_sand")
minetest.register_alias("mapgen_dirt_with_snow", "default:dirt_with_snow")
minetest.register_alias("mapgen_snowblock", "default:snowblock")
minetest.register_alias("mapgen_snow", "default:snow")
minetest.register_alias("mapgen_ice", "default:ice")
minetest.register_alias("mapgen_sandstone", "default:sandstone")

-- Flora

minetest.register_alias("mapgen_tree", "default:tree")
minetest.register_alias("mapgen_leaves", "default:leaves")
minetest.register_alias("mapgen_apple", "default:apple")
minetest.register_alias("mapgen_jungletree", "default:jungletree")
minetest.register_alias("mapgen_jungleleaves", "default:jungleleaves")
minetest.register_alias("mapgen_junglegrass", "default:junglegrass")
minetest.register_alias("mapgen_pine_tree", "default:pine_tree")
minetest.register_alias("mapgen_pine_needles", "default:pine_needles")

-- Dungeons

minetest.register_alias("mapgen_cobble", "default:cobble")
minetest.register_alias("mapgen_stair_cobble", "stairs:stair_cobble")
minetest.register_alias("mapgen_mossycobble", "default:mossycobble")
minetest.register_alias("mapgen_sandstonebrick", "default:sandstonebrick")
minetest.register_alias("mapgen_stair_sandstonebrick", "stairs:stair_sandstonebrick")


--
-- Register ores
--

-- All mapgens except singlenode
-- Blob ore first to avoid other ores inside blobs

function default.register_ores()


--Maikerumine added for nicer looking deserts
--DEFAULT STRATA
minetest.register_ore({
   ore_type       = "sheet",
   ore            = "default:stone",
   wherein        = {"default:desert_stone","default:desert_sand"},
   clust_scarcity = 1,
   clust_num_ores = 3,
   clust_size     = 4,
   height_min     = 50,
   height_max     = 90,
   noise_threshhold = 0.4,
   noise_params = {offset=0, scale=15, spread={x=130, y=130, z=130}, seed=24, octaves=3, persist=0.70}
})

minetest.register_ore({
   ore_type       = "sheet",
   ore            = "default:clay",
   wherein        = {"default:desert_stone","default:desert_sand","default:stone"},
   clust_scarcity = 1,
   clust_num_ores = 12,
   clust_size     = 8,
   height_min     = 24,
   height_max     = 50,
   noise_threshhold = 0.4,
   noise_params = {offset=0, scale=15, spread={x=130, y=130, z=130}, seed=24, octaves=3, persist=0.70}
})

minetest.register_ore({
   ore_type       = "sheet",
   ore            = "default:sandstone",
   wherein        ={"default:desert_stone","default:desert_sand","default:stone"},
   clust_scarcity = 1,
   clust_num_ores = 12,
   clust_size     = 10,
   height_min     = 10,
   height_max     = 30,
   noise_threshhold = 0.2,
   noise_params = {offset=0, scale=15, spread={x=130, y=130, z=130}, seed=24, octaves=3, persist=0.70}
})

minetest.register_ore({
   ore_type       = "sheet",
   ore            = "default:dirt",
   wherein        = {"default:desert_stone","default:desert_sand"},
   clust_scarcity = 1,
   clust_num_ores = 12,
   clust_size     = 4,
   height_min     = -12,
   height_max     = 7,
   noise_threshhold = 0.4,
   noise_params = {offset=0, scale=15, spread={x=130, y=130, z=130}, seed=24, octaves=3, persist=0.70}
})

minetest.register_ore({
   ore_type       = "sheet",
   ore            = "default:gravel",
   wherein        = {"default:desert_stone"},
   clust_scarcity = 1,
   clust_num_ores = 8,
   clust_size     = 4,
   height_min     = 34,
   height_max     = 70,
   noise_threshhold = 0.4,
   noise_params = {offset=0, scale=15, spread={x=130, y=130, z=130}, seed=24, octaves=3, persist=0.70}
})

minetest.register_ore({
   ore_type       = "sheet",
   ore            = "default:coalblock",
   wherein        = {"default:desert_stone","default:stone"},
   clust_scarcity = 1,
   clust_num_ores = 12,
   clust_size     = 4,
   height_min     = 60,
   height_max     = 96,
   noise_threshhold = 0.4,
   noise_params = {offset=0, scale=15, spread={x=130, y=130, z=130}, seed=24, octaves=3, persist=0.80}
})

minetest.register_ore({
   ore_type       = "sheet",
   ore            = "default:desert_sand",
   wherein        = {"default:desert_stone"},
   clust_scarcity = 1,
   clust_num_ores = 8,
   clust_size     = 4,
   height_min     = 44,
   height_max     = 70,
   noise_threshhold = 0.4,
   noise_params = {offset=0, scale=15, spread={x=130, y=130, z=130}, seed=24, octaves=3, persist=0.70}
})


   -- Clay

   minetest.register_ore({
      ore_type        = "blob",
      ore             = "default:clay",
      wherein         = {"default:sand"},
      clust_scarcity  = 16 * 16 * 16,
      clust_size      = 5,
      y_min           = -15,
      y_max           = 0,
      noise_threshold = 0.0,
      noise_params    = {
         offset = 0.5,
         scale = 0.2,
         spread = {x = 5, y = 5, z = 5},
         seed = -316,
         octaves = 1,
         persist = 0.0
      },
   })

   -- Sand

   minetest.register_ore({
      ore_type        = "blob",
      ore             = "default:sand",
      wherein         = {"default:stone", "default:sandstone",
         "default:desert_stone"},
      clust_scarcity  = 16 * 16 * 16,
      clust_size      = 5,
      y_min           = -31,
      y_max           = 4,
      noise_threshold = 0.0,
      noise_params    = {
         offset = 0.5,
         scale = 0.2,
         spread = {x = 5, y = 5, z = 5},
         seed = 2316,
         octaves = 1,
         persist = 0.0
      },
   })

   -- Dirt

   minetest.register_ore({
      ore_type        = "blob",
      ore             = "default:dirt",
      wherein         = {"default:stone", "default:sandstone"},
      clust_scarcity  = 16 * 16 * 16,
      clust_size      = 5,
      y_min           = -31,
      y_max           = 31000,
      noise_threshold = 0.0,
      noise_params    = {
         offset = 0.5,
         scale = 0.2,
         spread = {x = 5, y = 5, z = 5},
         seed = 17676,
         octaves = 1,
         persist = 0.0
      },
   })

   -- Gravel

   minetest.register_ore({
      ore_type        = "blob",
      ore             = "default:gravel",
      wherein         = {"default:stone"},
      clust_scarcity  = 16 * 16 * 16,
      clust_size      = 5,
      y_min           = -31000,
      y_max           = 31000,
      noise_threshold = 0.0,
      noise_params    = {
         offset = 0.5,
         scale = 0.2,
         spread = {x = 5, y = 5, z = 5},
         seed = 766,
         octaves = 1,
         persist = 0.0
      },
   })

   -- Coal

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_coal",
      wherein        = "default:stone",
      clust_scarcity = 8 * 8 * 8,
      clust_num_ores = 8,
      clust_size     = 3,
      y_min          = -31000,
      y_max          = 64,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_coal",
      wherein        = "default:stone",
      clust_scarcity = 24 * 24 * 24,
      clust_num_ores = 27,
      clust_size     = 6,
      y_min          = -31000,
      y_max          = 0,
   })

   -- Iron

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_iron",
      wherein        = "default:stone",
      clust_scarcity = 12 * 12 * 12,
      clust_num_ores = 3,
      clust_size     = 2,
      y_min          = -15,
      y_max          = 2,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_iron",
      wherein        = "default:stone",
      clust_scarcity = 9 * 9 * 9,
      clust_num_ores = 5,
      clust_size     = 3,
      y_min          = -63,
      y_max          = -16,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_iron",
      wherein        = "default:stone",
      clust_scarcity = 7 * 7 * 7,
      clust_num_ores = 5,
      clust_size     = 3,
      y_min          = -31000,
      y_max          = -64,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_iron",
      wherein        = "default:stone",
      clust_scarcity = 24 * 24 * 24,
      clust_num_ores = 27,
      clust_size     = 6,
      y_min          = -31000,
      y_max          = -64,
   })

   --Mese

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_mese",
      wherein        = "default:stone",
      clust_scarcity = 18 * 18 * 18,
      clust_num_ores = 3,
      clust_size     = 2,
      y_min          = -255,
      y_max          = -64,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_mese",
      wherein        = "default:stone",
      clust_scarcity = 14 * 14 * 14,
      clust_num_ores = 5,
      clust_size     = 3,
      y_min          = -31000,
      y_max          = -256,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:mese",
      wherein        = "default:stone",
      clust_scarcity = 36 * 36 * 36,
      clust_num_ores = 3,
      clust_size     = 2,
      y_min          = -31000,
      y_max          = -1024,
   })

   -- Gold

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_gold",
      wherein        = "default:stone",
      clust_scarcity = 15 * 15 * 15,
      clust_num_ores = 3,
      clust_size     = 2,
      y_min          = -255,
      y_max          = -64,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_gold",
      wherein        = "default:stone",
      clust_scarcity = 13 * 13 * 13,
      clust_num_ores = 5,
      clust_size     = 3,
      y_min          = -31000,
      y_max          = -256,
   })

   -- Diamond

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_diamond",
      wherein        = "default:stone",
      clust_scarcity = 17 * 17 * 17,
      clust_num_ores = 4,
      clust_size     = 3,
      y_min          = -255,
      y_max          = -128,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_diamond",
      wherein        = "default:stone",
      clust_scarcity = 15 * 15 * 15,
      clust_num_ores = 4,
      clust_size     = 3,
      y_min          = -31000,
      y_max          = -256,
   })

   -- Copper

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_copper",
      wherein        = "default:stone",
      clust_scarcity = 12 * 12 * 12,
      clust_num_ores = 4,
      clust_size     = 3,
      y_min          = -63,
      y_max          = -16,
   })

   minetest.register_ore({
      ore_type       = "scatter",
      ore            = "default:stone_with_copper",
      wherein        = "default:stone",
      clust_scarcity = 9 * 9 * 9,
      clust_num_ores = 5,
      clust_size     = 3,
      y_min          = -31000,
      y_max          = -64,
   })
end


--
-- Register biomes
--

-- All mapgens except mgv6 and singlenode

function default.register_biomes()
   minetest.clear_registered_biomes()


   -- Hot

   minetest.register_biome({
      name = "desert",
      --node_dust = "",
      node_top = "default:desert_sand",
      depth_top = 1,
      node_filler = "default:desert_sand",
      depth_filler = 1,
      node_stone = "default:desert_stone",
      --node_water_top = "",
      --depth_water_top = ,
      --node_water = "",
      --node_river_water = "",
      y_min = 5,
      y_max = 31000,
      heat_point = 85,
      humidity_point = 20,
   })

   minetest.register_biome({
      name = "desert_ocean",
      --node_dust = "",
      node_top = "default:sand",
      depth_top = 1,
      node_filler = "default:sand",
      depth_filler = 3,
      node_stone = "default:desert_stone",
      --node_water_top = "",
      --depth_water_top = ,
      --node_water = "",
      --node_river_water = "",
      y_min = -112,
      y_max = 4,
      heat_point = 85,
      humidity_point = 20,
   })



   -- Underground

   minetest.register_biome({
      name = "underground",
      --node_dust = "",
      --node_top = "",
      --depth_top = ,
      --node_filler = "",
      --depth_filler = ,
      --node_stone = "",
      --node_water_top = "",
      --depth_water_top = ,
      --node_water = "",
      --node_river_water = "",
      y_min = -31000,
      y_max = -113,
      heat_point = 50,
      humidity_point = 50,
   })
end


--
-- Register decorations
--

-- Mgv6

function default.register_mgv6_decorations()
   minetest.clear_registered_decorations()



   -- Cacti

   minetest.register_decoration({
      deco_type = "simple",
      place_on = {"default:desert_sand"},
      sidelen = 16,
      noise_params = {
         offset = -0.012,
         scale = 0.024,
         spread = {x = 100, y = 100, z = 100},
         seed = 230,
         octaves = 3,
         persist = 0.6
      },
      y_min = 1,
      y_max = 30,
      decoration = "default:cactus",
      height = 3,
           height_max = 4,
   })



   -- Dry shrubs

   minetest.register_decoration({
      deco_type = "simple",
      place_on = {"default:desert_sand"},
      sidelen = 16,
      noise_params = {
         offset = 0,
         scale = 0.035,
         spread = {x = 100, y = 100, z = 100},
         seed = 329,
         octaves = 3,
         persist = 0.6
      },
      y_min = 1,
      y_max = 30,
      decoration = "default:dry_shrub",
   })
end

-- All mapgens except mgv6 and singlenode

local function register_grass_decoration(offset, scale, length)
   minetest.register_decoration({
      deco_type = "simple",
      place_on = { "default:sand"},
      sidelen = 16,
      noise_params = {
         offset = offset,
         scale = scale,
         spread = {x = 200, y = 200, z = 200},
         seed = 329,
         octaves = 3,
         persist = 0.6
      },
      biomes = {},
      y_min = 1,
      y_max = 31000,
      decoration = "default:grass_"..length,
   })
end


function default.register_decorations()
   minetest.clear_registered_decorations()


   -- Large cactus

   minetest.register_decoration({
      deco_type = "schematic",
      place_on = {"default:desert_sand"},
      sidelen = 16,
      noise_params = {
         offset = -0.0003,
         scale = 0.0009,
         spread = {x = 200, y = 200, z = 200},
         seed = 230,
         octaves = 3,
         persist = 0.6
      },
      biomes = {"desert"},
      y_min = 5,
      y_max = 31000,
      schematic = minetest.get_modpath("default").."/schematics/large_cactus.mts",
      flags = "place_center_x",
      rotation = "random",
   })

   -- Cactus

   minetest.register_decoration({
      deco_type = "simple",
      place_on = {"default:desert_sand"},
      sidelen = 16,
      noise_params = {
         offset = -0.0003,
         scale = 0.0009,
         spread = {x = 200, y = 200, z = 200},
         seed = 230,
         octaves = 3,
         persist = 0.6
      },
      biomes = {"desert"},
      y_min = 5,
      y_max = 31000,
      decoration = "default:cactus",
      height = 2,
      height_max = 5,
   })


   -- Dry shrub

   minetest.register_decoration({
      deco_type = "simple",
      place_on = {"default:desert_sand", "default:dirt_with_snow"},
      sidelen = 16,
      noise_params = {
         offset = 0,
         scale = 0.02,
         spread = {x = 200, y = 200, z = 200},
         seed = 329,
         octaves = 3,
         persist = 0.6
      },
      biomes = {"desert"},
      y_min = 2,
      y_max = 31000,
      decoration = "default:dry_shrub",
   })
end


--
-- Generate nyan cats
--

-- All mapgens except singlenode

function default.make_nyancat(pos, facedir, length)
   local tailvec = {x = 0, y = 0, z = 0}
   if facedir == 0 then
      tailvec.z = 1
   elseif facedir == 1 then
      tailvec.x = 1
   elseif facedir == 2 then
      tailvec.z = -1
   elseif facedir == 3 then
      tailvec.x = -1
   else
      facedir = 0
      tailvec.z = 1
   end
   local p = {x = pos.x, y = pos.y, z = pos.z}
   minetest.set_node(p, {name = "default:nyancat", param2 = facedir})
   for i = 1, length do
      p.x = p.x + tailvec.x
      p.z = p.z + tailvec.z
      minetest.set_node(p, {name = "default:nyancat_rainbow", param2 = facedir})
   end
end

function default.generate_nyancats(minp, maxp, seed)
   local height_min = -31000
   local height_max = -32
   if maxp.y < height_min or minp.y > height_max then
      return
   end
   local y_min = math.max(minp.y, height_min)
   local y_max = math.min(maxp.y, height_max)
   local volume = (maxp.x - minp.x + 1) * (y_max - y_min + 1) * (maxp.z - minp.z + 1)
   local pr = PseudoRandom(seed + 9324342)
   local max_num_nyancats = math.floor(volume / (16 * 16 * 16))
   for i = 1, max_num_nyancats do
      if pr:next(0, 1000) == 0 then
         local x0 = pr:next(minp.x, maxp.x)
         local y0 = pr:next(minp.y, maxp.y)
         local z0 = pr:next(minp.z, maxp.z)
         local p0 = {x = x0, y = y0, z = z0}
         default.make_nyancat(p0, pr:next(0, 3), pr:next(3, 15))
      end
   end
end


--
-- Detect mapgen to select functions
--

-- Mods using singlenode mapgen can call these functions to enable
-- the use of minetest.generate_ores or minetest.generate_decorations

local mg_params = minetest.get_mapgen_params()
if mg_params.mgname == "v6" then
   default.register_ores()
   default.register_mgv6_decorations()
   minetest.register_on_generated(default.generate_nyancats)
elseif mg_params.mgname ~= "singlenode" then
   default.register_biomes()
   default.register_ores()
   default.register_decorations()
   minetest.register_on_generated(default.generate_nyancats)
end

Attachments
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maikerumine
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Re: Cash's World Server

by maikerumine » Thu Apr 14, 2016 19:17

NOTE:

The above code is for mapgen V7 only.
 

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Re: Cash's World Server

by 843jdc » Fri Apr 15, 2016 02:44

Ok. Thanks
 

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Re: Cash's World Server

by BBmine » Mon Apr 18, 2016 15:13

Is there even any dirt? I just saw trees growing on sand.
God's not dead!
I actually did mine walls before I started playing this game....
Mods, Servers, and My Youtube Channel
Let us remember Just Test on April 16.
"Together, we will make America great again!" --President Trump
Please vote for the next video I should do here
I'm the most rottenist potato in the fridge.
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Re: Cash's World Server

by 843jdc » Tue Apr 19, 2016 00:07

Yes there is dirt. Lots of it underground and under water where the hot sun has not baked it dry and turned it into sand.

Also:
Beds now work.
Vending machines now work also. See my first post for more details.
 

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Re: Cash's World Server

by BBmine » Tue Apr 19, 2016 01:38

God's not dead!
I actually did mine walls before I started playing this game....
Mods, Servers, and My Youtube Channel
Let us remember Just Test on April 16.
"Together, we will make America great again!" --President Trump
Please vote for the next video I should do here
I'm the most rottenist potato in the fridge.
Copyright (c) 2017 Baggins Inc. (tm) All rights reserved.
 

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Re: Cash's World Server

by 843jdc » Tue Apr 19, 2016 05:42

Thanks.
 

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Re: Cash's World Server

by 843jdc » Tue Apr 19, 2016 15:19

I just saw maiki's video of my server https://www.youtube.com/watch?v=aAPUh6djI1Q I love his videos though I rarely watch them until the end. I watched this entire video.

I'm glad he likes my server :) However, he does quickly discover the limits of what I have done and he found several flaws that I was unaware of. I'll blame hastily announcing the server and admin's frequent use of the /giveme command for some of them.

This post is mostly to let players and potential players know that I am working on solving these problems. Maikerumine offered his help and I'll accept. Maybe together we can fix the major flaws. Mostly mapgen. I have been spending lots of time trying to get stairs and dyes back into the game and no time on mapgen. If I don't fix mapgen very soon, I may have to do what I don't want to do: regen the entire map. But players's building will be saved first. Those I know about and can find anyway.
 

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Re: Cash's World Server

by maikerumine » Tue Apr 19, 2016 16:15

map_meta
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all

    chunksize = 5
    mg_biome_np_heat = {
       flags = defaults
       lacunarity = 2
       octaves = 3
       offset = 50
       persistence = 0.5
       scale = 50
       seed = 5349
       spread = (750,750,750)
    }
    mg_biome_np_heat_blend = {
       flags = defaults
       lacunarity = 2
       octaves = 2
       offset = 0
       persistence = 1
       scale = 1.5
       seed = 13
       spread = (8,8,8)
    }
    mg_biome_np_humidity = {
       flags = defaults
       lacunarity = 2
       octaves = 3
       offset = 50
       persistence = 0.5
       scale = 50
       seed = 842
       spread = (750,750,750)
    }
    mg_biome_np_humidity_blend = {
       flags = defaults
       lacunarity = 2
       octaves = 2
       offset = 0
       persistence = 1
       scale = 1.5
       seed = 90003
       spread = (8,8,8)
    }
    mg_flags = notrees, caves, dungeons, noflat, light, decorations
    mg_name = v7
    mgv7_np_cave1 = {
       flags = defaults
       lacunarity = 2
       octaves = 4
       offset = 0
       persistence = 0.5
       scale = 12
       seed = 52534
       spread = (96,96,96)
    }
    mgv7_np_cave2 = {
       flags = defaults
       lacunarity = 2
       octaves = 4
       offset = 0
       persistence = 0.5
       scale = 12
       seed = 10325
       spread = (96,96,96)
    }
    mgv7_np_filler_depth = {
       flags = defaults
       lacunarity = 2
       octaves = 3
       offset = 0
       persistence = 0.7
       scale = 1.2
       seed = 261
       spread = (150,150,150)
    }
    mgv7_np_height_select = {
       flags = defaults
       lacunarity = 2
       octaves = 6
       offset = -8
       persistence = 0.7
       scale = 16
       seed = 4213
       spread = (500,500,500)
    }
    mgv7_np_mount_height = {
       flags = defaults
       lacunarity = 2
       octaves = 3
       offset = 256
       persistence = 0.6
       scale = 112
       seed = 72449
       spread = (1000,1000,1000)
    }
    mgv7_np_mountain = {
       flags = defaults
       lacunarity = 2
       octaves = 5
       offset = -0.6
       persistence = 0.63
       scale = 1
       seed = 5333
       spread = (250,350,250)
    }
    mgv7_np_ridge = {
       flags = defaults
       lacunarity = 2
       octaves = 4
       offset = 0
       persistence = 0.75
       scale = 1
       seed = 6467
       spread = (100,100,100)
    }
    mgv7_np_ridge_uwater = {
       flags = defaults
       lacunarity = 2
       octaves = 5
       offset = 0
       persistence = 0.6
       scale = 1
       seed = 85039
       spread = (1000,1000,1000)
    }
    mgv7_np_terrain_alt = {
       flags = defaults
       lacunarity = 2
       octaves = 5
       offset = 4
       persistence = 0.6
       scale = 25
       seed = 5934
       spread = (600,600,600)
    }
    mgv7_np_terrain_base = {
       flags = defaults
       lacunarity = 2
       octaves = 5
       offset = 4
       persistence = 0.6
       scale = 70
       seed = 82341
       spread = (600,600,600)
    }
    mgv7_np_terrain_persist = {
       flags = defaults
       lacunarity = 2
       octaves = 3
       offset = 0.6
       persistence = 0.6
       scale = 0.1
       seed = 539
       spread = (2000,2000,2000)
    }
    mgv7_spflags = mountains, ridges
    seed = 18000071060184329548
    water_level = 1
    [end_of_params]


 

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Re: Cash's World Server

by BBmine » Wed Apr 20, 2016 14:34

843jdc wrote:If I don't fix mapgen very soon, I may have to do what I don't want to do: regen the entire map. But players's building will be saved first. Those I know about and can find anyway.

If you have to do that, please let people know a week in advance so they can show you where their buildings are.
God's not dead!
I actually did mine walls before I started playing this game....
Mods, Servers, and My Youtube Channel
Let us remember Just Test on April 16.
"Together, we will make America great again!" --President Trump
Please vote for the next video I should do here
I'm the most rottenist potato in the fridge.
Copyright (c) 2017 Baggins Inc. (tm) All rights reserved.
 

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Re: Cash's World Server

by 843jdc » Wed Apr 20, 2016 15:28

I've made a mapgen that does mostly what I want. I am sending it to maikerumine now so that he can tweak it. Then if everything looks ok, I will make it the new map. So this is your advance notice right now.

I will run the old map on port 30,001.
Players can then either:
PM me on this forum the coords of their secret base.
Post the coords here in the forum.
Or as players log into the new map and if I'm sitting at my computer, I will send them to the old map where they can show me their building.

Players can then pick out a new spot for their building while I bring it to the new map and place it.

If you have any chests underground, now would be a good time to bring them to the surface. Use locked chests so players don't steal your stuff! Mineshafts and mines will likely be destroyed. 843jdc gets to make a new one as well.

I was really hoping that I wouldn't have to make a new map because it is a mess to do but I'm not surprised either. Growing pains can be painful sometimes. Oh well.

I hope everyone likes the new map. Mapgen version 7 made it interesting.Though I look forward to version 8.
Last edited by 843jdc on Wed Apr 20, 2016 15:30, edited 1 time in total.
 

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Re: Cash's World Server

by maikerumine » Wed Apr 20, 2016 15:29

BBmine wrote:
843jdc wrote:If I don't fix mapgen very soon, I may have to do what I don't want to do: regen the entire map. But players's building will be saved first. Those I know about and can find anyway.

If you have to do that, please let people know a week in advance so they can show you where their buildings are.

I can help with archive of peoples things.
 

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Re: Cash's World Server

by 843jdc » Thu Apr 21, 2016 14:28

Images posted here because I don't see a way to attach pics to forum PMs.
Attachments
maiki-old-map-3.png
Confirmation that Dropbox has it
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maiki-old-map-2.png
File Contents
maiki-old-map-2.png (16.45 KiB) Viewed 10192 times
maiki-old-map-1.png
DropBox folder
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Re: Cash's World Server

by maikerumine » Thu Apr 21, 2016 15:22

843jdc wrote:Images posted here because I don't see a way to attach pics to forum PMs.

I believe your zip utility is incompatible with mine. could you compress as tar or 7zip?
 

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Re: Cash's World Server

by 843jdc » Fri Apr 22, 2016 07:11

Maiki - Done

The new mapgen is looking pretty good. But there are a few more things that I would like to change before testing it out. May be ready by Sunday night. I hope.
 

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Re: Cash's World Server

by maikerumine » Fri Apr 22, 2016 15:49

After mapshrinking and cashworld game:
Image
I will send you the updated cashworld game as well as the map data soon.

I made a hackish abm mod that changes water source to dry_dirt to make things a bit more barren.
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Major screwup

by 843jdc » Thu Apr 28, 2016 19:15

Well isn't that just terrific? Sarcasm there.
Here I was about to do 1-2 final tests on the new mapgen so I go to delete the map in the test world. Problem is: I was in the wrong directory!! I immediately shut down the server.
With my working on the new mapgen, I haven't made a backup since Apr 18.
Several players, including myself, have done a lot of work since then. It's all gone :(

If I knew more about Fedora and the journaled ext4 filesystem, I *might* be able to recover it. I'm ticked as I'm sure others will be also. Sorry guys :(

Though I am losing things also, I will not spend time futilely trying to recover the map. I still have the backup from 18 April that I can use to save some of what players have built.

The server is shut down and will stay down until I have the new mapgen installed. The new mapgen needs a final check or two and it should be ready to go. Maybe tonight.

After this, I *will* find and use a script to do daily backups.

I haven't had this much 'fun' since I deleted glibc years ago on a running Linux system. I couldn't go to work and shut down the computer because it was the only working Linux OS that I had at the time. I had to recompile everything and reinstall. I was praying when I rebooted the system. Luckily it worked.

Ok. Hopefully by 11PM EST, we will have a new mapgen and I can start recovering. And anyone else that isn't too mad to leave :/
 

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Re: Cash's World Server

by BBmine » Thu Apr 28, 2016 19:47

Thankfully I accidentally left enable_local_map_saving = true, so I have the latest of my house and people around me from the 22nd.
God's not dead!
I actually did mine walls before I started playing this game....
Mods, Servers, and My Youtube Channel
Let us remember Just Test on April 16.
"Together, we will make America great again!" --President Trump
Please vote for the next video I should do here
I'm the most rottenist potato in the fridge.
Copyright (c) 2017 Baggins Inc. (tm) All rights reserved.
 

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Re: Cash's World Server

by 843jdc » Fri Apr 29, 2016 04:49

I swear, World_edit is a pain in the butt! Horrible mod. and/or a horrible person trying to use it :/

The server is down and it will stay down until I find out where world_edit put spawn!

BBmine - Do you have DropBox? Can you send me the link to what you have please?
 

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Re: Cash's World Server

by maikerumine » Fri Apr 29, 2016 13:51

World edit tut:

go to world you want to copy build and select area. (write down coordinate of south west corner, this is impotent.
type //save <nameofbuild> -this ends up in worlds folder in schems folder.

copy schems folder into new world folder
load new world, face north, now create a selection both 1 and 2 at the south west corner of where you want it placed. it helps to write down coordinate from existing world to get right.

now with area selected (same node for 1 and 2 is fine,) type //load <nameofbuild>
and type //y if necessary.

Now your building will be in correct location and you can repeat this process.


I hope this helps brutha.
 

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Re: Cash's World Server

by 843jdc » Sat Apr 30, 2016 05:50

It did. Thanks.

I have spawn moved into place. That large an area took a long time. Many short moves until it was in the right place.
The static spawn point has been set.
I am leaving the server down until I can set players so that they do not appear in the ground.
Server should be up tomorrow night. I have a lot of work ahead of me moving player buildings.
 

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Re: Cash's World Server

by 843jdc » Sun May 01, 2016 01:32

Server is up with the new map!
I am moving buildings to the new map right now.
 

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Re: Cash's World Server

by 843jdc » Thu May 05, 2016 19:45

Stairs and slabs are back in.
 

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Re: Cash's World Server

by 843jdc » Fri May 06, 2016 05:59

Dyes are in
 

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Server Crash

by 843jdc » Sun May 08, 2016 23:26

Server crashed. Not funny. Restarted and investigating.
 

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