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[Mod] Webworld [0.1.1] [webworld]

Posted:
Mon Oct 27, 2014 06:20
by paramat

Download
https://github.com/paramat/webworld/archive/master.zipand rename mod folder to webworld
Code
https://github.com/paramat/webworldFor latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL
A simple mapgen that fills all space with a blend of 'normal y=1 surface world' and a web of floatlands above and giant caverns below. The web creates a near-continuous path up or down through the world, a good excuse for collaborating on a server building bridges and exploring vertically to any other realms that may be stacked above or below.
You may spawn underground so disable damage, enable freemove and switch noclip if the screen is black.
You may have to travel 8000+ nodes to find the floatland web.

Re: [Mod] Webworld [0.1.0] [webworld]

Posted:
Mon Oct 27, 2014 06:43
by HeroOfTheWinds
WHOA..... Now that is wicked cool! I look forward to testing this one out... However, I do notice that those underground caverns have almost no light at all. What kind of biome system are you using or planning to use? Any chance we're gonna see any of watershed? :3
Re: [Mod] Webworld [0.1.0] [webworld]

Posted:
Mon Oct 27, 2014 09:47
by paramat
You can (only just) see in the screenshot the biomes thin out to nothing below sea level.
Instead of importing watershed/riverdev biomes i might add this feature to riverdev since that has no floatlands.
Re: [Mod] Webworld [0.1.0] [webworld]

Posted:
Mon Oct 27, 2014 22:45
by philipbenr
Looks good. I think that this one could be the magpen of Lux_Solis (replace highlandpools, which is slower, and magpen6). If you can change the underground spawning, perfect.
Re: [Mod] Webworld [0.1.0] [webworld]

Posted:
Mon Oct 27, 2014 23:55
by Don
This looks amazing! It will go good with the server I want to set up.
One thing I noticed was grass and flowers generated under ground. Besides that I am very impressed.
Re: [Mod] Webworld [0.1.0] [webworld]

Posted:
Tue Oct 28, 2014 21:29
by philipbenr
Could you make it so the grass isn't landscaped? (grass on all sides except the bottom) It looks bad when a tree on a ledge. I probably could change it myself, but I don't think that it will be that easy to find it... :P Anyway, if you won't I will have to do it myself.
Re: [Mod] Webworld [0.1.1] [webworld]

Posted:
Thu Oct 30, 2014 18:36
by paramat
0.1.1

Re: [Mod] Webworld [0.1.1] [webworld]

Posted:
Sun Nov 02, 2014 15:40
by Xevmescrige
This would make an excellent fantasy style or dystopian server. Does this take up a lot of cpu? Also, is it compatible with other worldgen mods?
Re: [Mod] Webworld [0.1.1] [webworld]

Posted:
Sun Nov 02, 2014 16:32
by paramat
Lua mapgen will cause a second or so of server lag when a mapchunk is generated, this can be irritating on a multiplayer server. Compatibility: that depends, i use my own mod grass node, you may need to replace that with 'default:dirt_with_grass' to make other mods work.