[Mod] Asteroid and comet realm [0.5.1] [asteroid]

paramat
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[Mod] Asteroid and comet realm [0.5.1] [asteroid]

by paramat » Tue Jul 23, 2013 00:33

Image

^ Nicely cratered

For Minetest 0.4.14 and later
Depends default
Licenses: Code MIT. Media (textures) CC BY-SA 3.0
See license.txt for license information

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

Suitable for use as a stacked realm that adds to core mapgen.
A realm of asteroids and comets is created in the volume chosen by parameters, by default between y = 16000 and y = 20000, and extending to the edges of the world.

In this realm player gravity is changed and sky is set to a simple space skybox.

Asteroids have muliple layers, outer to inner: dust, gravel, cobble and stone with ores.
Asteroid stone is rich in iron, mese crystal, copper, gold and diamond.
By crafting, stone can be broken down into cobble, cobble into gravel and gravel into dust.
Asteroid stone can be crafted to dark stone bricks, stairs or slabs.

Comets have layers of snow and ice blended with asteroid structure depending on depth below surface.
Comets are surrounded by a misty atmosphere of water vapour which hides the nucleus from view. The atmosphere has a smoother shape than the comet it surrounds.
Comet ice and snow can be crafted to default:water_source.

Both have surface craters and weblike cave systems.
Ore distribution varies with location, controlled by a 3D noise.

Image

^ Comet with atmosphere
Last edited by paramat on Sun Sep 04, 2016 03:59, edited 7 times in total.
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by paramat » Tue Jul 23, 2013 02:28

That asteroid in the first screenshot is taller than MC's worldheight.
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by Thermal_Shock » Tue Jul 23, 2013 11:27

paramat wrote:That asteroid in the first screenshot is taller than MC's worldheight.

That's not surprising considering Minecrafts pitiful world height. The height really is one of the Minetest engines best features.

I haven't looked into it myself. But would it be possible to set the time in the world to be frozen at night to make it more like space?
 

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by Evergreen » Tue Jul 23, 2013 11:40

Once again paramat, amazing job.
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by paramat » Tue Jul 23, 2013 17:11

Thermal_Shock wrote:I haven't looked into it myself. But would it be possible to set the time in the world to be frozen at night to make it more like space?

There may be a way to do that from within a mod, but you can also set 'time speed = 0' in minetst.conf to stop time. I'm not bothered with making things too realistic, i'm sort of considering default:air to be minetest's 'space', as there is no vacuum.
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by mauvebic » Sun Oct 27, 2013 05:27

I don't know if you intended for the mod to produce more comets than asteroids, but I altered the mod to collect stats on noise1, and it seems the average value is -0.8505~, whereas the threshold for asteroids is noise1 > 0.

Ideally, i'd like them to be the same thing - stone and ores on the interior, snow and icewater on the outer layer :-)
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by paramat » Sun Oct 27, 2013 05:55

Its written to have equal amounts of asteroids and comets on average, but the 'spread factor' of noise1 is 250 nodes so you would need to generate chunks (and sample noise) over a very large volume for it to average out, such as 500x500x500 nodes = 100s of chunks. The old perlin noise functions will always average to zero because their 'offset' is fixed at zero.
So essentially you just got unlucky :)
Last edited by paramat on Sun Oct 27, 2013 05:59, edited 1 time in total.
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by mauvebic » Sun Nov 03, 2013 21:10

from the logs i saw you're planning on updating this mod and mentioned something about adding more ores. For my game i use a completely different set of ores located in a seperate mod. Would it be possible to compartmentalize that aspect by registering the ores (and chances) to be used before ongen, then calling a generic place_ore function within ongen relying on that list?
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by paramat » Sun Nov 03, 2013 22:05

Cool glad you saw my late night ramblings ... um that may be possible if i learn how to do that but since it's so simple to edit the mod for your own ores i can't be bothered :) if anyone honeslty can't edit the mod for their own ores contact me and i may be able to edit it for you.
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by mauvebic » Sun Nov 03, 2013 22:10

I could probably do that bit and share back the result if you want it :-)
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by paramat » Sun Nov 03, 2013 22:22

Sure go ahead but do it for yourself :) i will gratefully look at your code but may not include it in my mod.
Last edited by paramat on Sun Nov 03, 2013 22:24, edited 1 time in total.
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by Krock » Mon Nov 04, 2013 20:03

OMG, another awesome mod :)
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by paramat » Tue Nov 05, 2013 04:34

I'm pushing commits to gihub and the version there is 0.2.0, once i'm happy with it i'll update the first post, until then the mediafire download remains version 0.1.1.
Last edited by paramat on Tue Nov 05, 2013 08:09, edited 1 time in total.
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by general3214 » Tue Nov 05, 2013 04:43

paramat wrote:gihub

(should be github)
paramat wrote:mediafire

Why are you using both? Downloads can be made on GitHub in the Releases section; read the article Creating Releases to learn how. You do not need to add binary files, as Minetest mods are already compiled the moment they are coded.

EDIT:
paramat wrote:I'm pushing commits to gihub and the version there is 0.2.0, once i'm happy with it i'll update the first post, until then the mediafire download remains version 0.1.1.

GitHub Help wrote:Step 6: If this is an unstable or imperfect Release, you can check the Prerelease box to notify users.
Last edited by general3214 on Tue Nov 05, 2013 04:48, edited 1 time in total.
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by paramat » Tue Nov 05, 2013 05:00

Thanks.
Gihub heh sounds like a gay porn site :)
Indeed i am tempted to stop using mediafire for releases, less work for me, my laziness likes the sound of that.
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by general3214 » Tue Nov 05, 2013 05:21

paramat wrote:my laziness likes the sound of that.

And this, ladies and gentlemen, is the future of today. (joke)

EDIT: When creating a release on GitHub, the description can be used as a changelog.
Last edited by general3214 on Tue Nov 05, 2013 05:24, edited 1 time in total.
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by paramat » Wed Nov 06, 2013 03:18

Soon at github will be a commit for:
A new multilayered asteroid structure: dust-gravel-cobble-stone(-lava in larger asteroids).
All 0.4.7 stable ores except coal.
Perlin noise varied asteroid / comet size and structure roughness.
Last edited by paramat on Fri Nov 08, 2013 06:30, edited 1 time in total.
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by paramat » Fri Nov 08, 2013 06:37

Another commit pushed to github.
Comets have a new dirty structure, the snow and ice structure is smoothly blended into asteroid structure as depth increases.
Fissures in asteroids no longer pass through the lava cores.
Last edited by paramat on Fri Nov 08, 2013 07:59, edited 1 time in total.
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by paramat » Fri Nov 08, 2013 07:58

First post updated and with new screenshots.
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by paramat » Fri Nov 15, 2013 09:17

Version 0.3.1 is now at github, many improvements but still slow generation, the fast-gen luavoxelmanip version is coming soon for 0.4.8.
Last edited by paramat on Fri Nov 15, 2013 23:05, edited 1 time in total.
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by paramat » Fri Nov 15, 2013 23:05

Version 0.3.2 at github, lava has been removed (yay mauvebic!).
Many new screenshots in first post.
Last edited by paramat on Fri Nov 15, 2013 23:14, edited 1 time in total.
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by paramat » Sat Nov 16, 2013 11:41

Version 0.3.3 at github.
Craters are added on-generated-chunk.
Asteroid material in comet is now hidden below the surface.
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by Evergreen » Sun Nov 17, 2013 13:03

paramat wrote:http://i.imgur.com/QDneaHy.png


Crater in version 0.3.3. You can see how the comet vapour cloud is the 3D 'snow biome' of this realm, turning any small asteroids intersecting it's volume to comet material.
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by mauvebic » Mon Nov 18, 2013 02:25

the perlin maps made all the difference, it's blazing fast now :-)
Last edited by mauvebic on Mon Nov 18, 2013 02:43, edited 1 time in total.
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by paramat » Mon Nov 18, 2013 02:57

Evergreen, aha thanks that will be useful.

Mauvebic, thank so much for testing! i'm very happy it works and works fast :)
Last edited by paramat on Mon Nov 18, 2013 06:31, edited 1 time in total.
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by paramat » Mon Nov 18, 2013 06:55

Version 0.4.0 LVM/PM version, fast generation but no craters yet. Requires 0.4.7dev.
http://www.mediafire.com/download/83g9sfo70abr21z/asteroid040lvmparamat.zip
The previously posted 'asteroidlvm' 0.1.1 download had misnamed textures.
This will be pushed to the github repo when 0.4.8 is out, until then i will continue to work on pre-LVM 0.3.
Last edited by paramat on Mon Nov 18, 2013 07:04, edited 1 time in total.
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by mauvebic » Wed Nov 20, 2013 07:19

An update on the shadow issue,

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
    vm:calc_lighting()

what we started with, gives a few large shadows at random places
[h]____________________________[/h]
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
minetest.register_on_mapgen_init(function(mgparams)
    minetest.set_mapgen_params({mgname="singlenode", flags="nolight", flagmask="nolight"})
end)

made everything pitch black
[h]____________________________[/h]
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
    vm:set_lighting({day=0, night=0})

caused crash:
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
ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: LuaError: error: attempt to index a nil value

[h]____________________________[/h]
a combination of #1 and #2 gave the same result as #2. In all cases the problems occur at y < 0. :/
Last edited by mauvebic on Wed Nov 20, 2013 08:41, edited 1 time in total.
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by paramat » Wed Nov 20, 2013 08:55

:/
Last edited by paramat on Wed Nov 20, 2013 08:58, edited 1 time in total.
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by mauvebic » Wed Nov 20, 2013 11:06

I didn't expect 1 and 2 to work in tandem but i had to try after all else. Regarding #3, that may be a bug considering others are getting the same crash [post here and the one below].

I think minetest assumes y < 0 to be underground, which would explain why nolight would give pitch black and calc_lighting would fix most but not all of the shadows (calc_lighting giving the correct result if the chunk above was generated first).
Last edited by mauvebic on Wed Nov 20, 2013 11:12, edited 1 time in total.
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by paramat » Wed Nov 20, 2013 13:28

I just tried a singlenode mapgen with nolight flag, and ran pre-LVM asteroid mod, all nodes were dark and the player's hand went black below y = 14? 8/
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