[Mod] Universal geometry realm [0.4.4] [flexrealm]

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SegFault22
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by SegFault22 » Sat Jan 04, 2014 02:21

That image for the Flexy Realm in the main post, looks amazing. Without the water, that is what hill/mountainsides should look like by default. This would make Minetest more awesome, and less like Minecraft.
Just imagine, how awesome it would be; trees growing up from the mountainside, with lots of plants and flowers and stuff. Water could be included as Rivers running down the side, with semi-flat places for Lakes, and more steep places for Springs and underground lakes.
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paramat
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by paramat » Fri Feb 28, 2014 12:58

Version 0.2.16

I removed swampwater, now papyrus floats above 'normal' water.
My experiment of having 2 terrain generating noises with their 'spreads' in the golden ratio (harmonic terrain, a chord instead of a single note) was interesting and effective, but the extra 3D noise is processing heavy, i have removed this 2nd noise for faster generation.
I have created the 3D version of the 16x16 cloud-pixels used in my other mapgens, each cloud is confined to a 16x16x16 mapblock, so depending on the angle of the cloud layer, the cloud-voxels are square, triangular, hexagonal etc. Each cloud voxel contains stripes that vary their thickness depending on humidity at that point.
Last edited by paramat on Tue Jan 06, 2015 03:37, edited 1 time in total.
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by Inocudom » Fri Feb 28, 2014 17:42

One thing that is missing from this mapgen is support for other mods that generate ores, plants, trees, and strata. If you add support for those mods, VanessaE might find this mapgen to be very interesting. What sayeth you?
 

paramat
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by paramat » Mon Mar 03, 2014 07:30

Deleted screenshot.
Last edited by paramat on Tue Jan 06, 2015 03:38, edited 1 time in total.
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by Krock » Mon Mar 03, 2014 15:25


Like in a hamster wheel. O.O
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by hoodedice » Mon Mar 03, 2014 18:01

Krock wrote:

Like in a hamster wheel. O.O


*ahem*

Image


HAAAAAAAALOOOOOOOOOO

[spoiler=Another screenie]Image[/spoiler]
Last edited by hoodedice on Mon Mar 03, 2014 18:02, edited 1 time in total.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

paramat
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by paramat » Tue Mar 04, 2014 00:14

Yes or if you're my age you may think of Larry Niven's Ringworld :) although my screenshots are just a small cross section of a long tubular realm. Your post has inspired me to work on some configurable end-caps or walls for the tube realm option, a really short tube realm is a ringworld, and end caps can be made to cutoff to form walls, creating an open top ringworld. This means i won't have to convert my slabrealm mod (which is a ringworld) to LVM.

Simulation of a tubular space colony:
http://www.youtube.com/watch?v=UiO8CgGiWPM
Last edited by paramat on Wed Mar 05, 2014 20:32, edited 1 time in total.
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by philipbenr » Tue Mar 04, 2014 00:33

Hmm... Paramat, where do you get all this inspiration? I don't think I could think up any of these...

Edit: I looked up MC crazy world gen, and I must say, your work does look pretty darn good.
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by paramat » Tue Mar 04, 2014 09:39

Version 0.2.17
Auto selecting of range 2 flowing, or no flow water, dependant on realm angle: no flow when steeper than 45 degrees.
Endcaps / walls added to enable sealed tubular space colonies or walls to enable ringworlds.
Last edited by paramat on Mon Feb 16, 2015 00:09, edited 1 time in total.
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hoodedice
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by hoodedice » Tue Mar 04, 2014 10:20

paramat wrote:Yes or if you're my age you may think of Larry Niven's Ringworld :)


You are over 50 years old?

[spoiler]Larry Niven's landmark book on ringworlds was released in 1970.[/spoiler]
Last edited by hoodedice on Tue Mar 04, 2014 10:21, edited 1 time in total.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by LionsDen » Tue Mar 04, 2014 16:10

I was born before 1970 and I read the Ringworld books in the late 70's/early 80's.
 

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by lordpyridine » Wed Mar 19, 2014 22:47

This mod either does nothing or crashed Minetest. It is the only mod I have active.
 

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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by paramat » Fri Apr 25, 2014 16:51

^ Clearly it does nothing.

Version 0.2.18
Bugfix: dry shrub function had a missing line.
Removed ringworld option for tube realm to concentrate on O'Neill space colony with endcaps instead.
By default the 'planet sphere' option will create a small planetoid just above the clouds at world centre.
Last edited by paramat on Sun Oct 12, 2014 18:54, edited 1 time in total.
 

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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by HeroOfTheWinds » Fri Apr 25, 2014 21:02

This is just insane....... +1 is hardly enough. The amount of problem solving necessary to make this must have been huge. Outstanding!
Nam ex spatio, omnes res venire possunt.
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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by jenova99sephiros » Sat Apr 26, 2014 02:27

Fooooooooooo!!!
 

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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by paramat » Sun May 11, 2014 18:55

Screenshot removed.
Last edited by paramat on Mon Feb 16, 2015 00:10, edited 2 times in total.
 

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Re: [Mod] Universal geometry realm [0.2.18] [flexrealm]

by webdesigner97 » Sun May 11, 2014 19:49

paramat wrote:Image


Returned to this world to generate the clouds.


Image


Image


Swimming inside.

Somehow, it looks like Super Mario Galaxy ^^
 

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Re: [Mod] Universal geometry realm [0.3.0] [flexrealm]

by paramat » Sun Oct 12, 2014 18:59

0.3.0
Added cubic world option (unlimited size).
This mod now selects singlenode core mapgen and auto-edits minetest.conf to disable clouds.
In singleplayer the clouds are, for some reason, not enabled again afterwards you will need to do this manually.
Last edited by paramat on Tue Jan 06, 2015 03:39, edited 1 time in total.
 

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Re: [Mod] Universal geometry realm [0.3.0] [flexrealm]

by ExeterDad » Sun Oct 12, 2014 20:29

Makings of a cool wallpaper!
٩(̾●̮̮̃̾•̃̾)۶

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Re: [Mod] Universal geometry realm [0.3.0] [flexrealm]

by Amaz » Mon Oct 13, 2014 08:45

I really love the cube! Super awesome.
However, I sometimes get this error: (Pretty random, but fatal.)

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
09:42:02: ERROR[main]: ServerError: /home/amaz/.minetest/mods/flexrealm/functions.lua:640: table index is nil
09:42:02: ERROR[main]: stack traceback:
09:42:02: ERROR[main]:    /home/amaz/.minetest/mods/flexrealm/functions.lua:640: in function 'flexrealm_jungrass'
09:42:02: ERROR[main]:    /home/amaz/.minetest/mods/flexrealm/init.lua:593: in function </home/amaz/.minetest/mods/flexrealm/init.lua:223>
09:42:02: ERROR[main]:    /usr/local/share/minetest/builtin/game/register.lua:348: in function </usr/local/share/minetest/builtin/game/register.lua:336>


This is using the latest 0.4.10-dev.
 

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Re: [Mod] Universal geometry realm [0.3.0] [flexrealm]

by addi » Mon Oct 13, 2014 12:43

WOW! realy great work!
 

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Re: [Mod] Universal geometry realm [0.3.0] [flexrealm]

by paramat » Mon Oct 13, 2014 14:03

Thanks Amaz. Add this as a new line 640 in functions.lua:
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
local via = area:index(x - 1, y, z)
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by paramat » Thu Oct 16, 2014 04:27

0.3.1
The bug above is fixed.
-- remove lava
-- thin rivers with altitude
-- remove flexy realm option and flex noise
-- add cube centre parameters
-- add dyson cube
-- constant width fissures

I realised i could turn the cube inside out and add a dyson cube realm, so no more need for my 'dysoncube' modpack.
It is important to set the realm limits fairly close around your structure, otherwise a dyson sphere or dyson cube or tube realm will fill all space with their underground, or other realms may be processing but only placing atmosphere. Choose the atmosphere limit just above the highest possible mountain (roughly 2 * TERRS).
Last edited by paramat on Wed Mar 04, 2015 08:45, edited 2 times in total.
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by iangp » Mon Oct 20, 2014 21:18

O.O
God's not dead, He's surely alive!
エル プサイ コングルー

My mods (WIP):
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by fyregryph » Tue Nov 11, 2014 19:16

Wow, that is amazing! I can't believe something like that didn't require rewriting the engine! I always thought the lua api was somewhat limited, but there are always people like you who do amazing things which seem impossible.
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by paramat » Tue Nov 11, 2014 20:38

Just to be clear the direction of gravity does not change in this mod, that would require a major engne rewrite.
However i consider these realms just as interesting to explore when the player has the wrong gravity direction for the terrain.
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by twoelk » Tue Nov 11, 2014 20:43

I just wondered wether a mod could warp the coordinate system of minetest for the view displayed.

@paramat, your pictures are mind blowing as ever. (should have said that when I first viewed these of course)
 

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Re: [Mod] Universal geometry realm [0.3.1] [flexrealm]

by Martin_Devil » Wed Nov 12, 2014 05:25

WoW! Best work!
 

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Re: [Mod] Universal geometry realm [0.4.4] [flexrealm]

by MirceaKitsune » Sat Jun 13, 2015 13:04

Very good and interesting idea! Absolutely love this, well done.
 

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Re: [Mod] Universal geometry realm [0.4.4] [flexrealm]

by Tom » Sat Jun 13, 2015 14:58

Breathtaking.
 

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