TriBlade9 wrote:Hey sofar! Welcome to the Minetest forums!
Anyways, thanks for porting your sedimentology plugin! I just downloaded and played around with it a bit. The idea is quite interesting and original. I like the slow and almost unnoticeable erosion, would be quite fun to have on a server. Have you tested it performance-wise?
Additionally, how does it handle non-default nodes?
EDIT: After testing a bit, it would seem that having too high of a block rate (eg, 5000) causes the server to become unresponsive after a bit.
rubenwardy wrote:Woah! This looks exciting!
It looks like you use place node and set node a lot. Have you looked at the lua voxel manipulator for this? It is usually faster when reading or writing lots of blocks in an area.
TriBlade9 wrote:Rather coincidentally, I happen to have been a user of your Botany plugin back when I ran a 1.7.2 Cauldron server. I loved the idea but eventually dropped it because of some compatibility issues for mods.
rubenwardy wrote:20 blocks a second probaly doesn't justify VoxelManip. It is best when you are changing more then 5*5*5.
afflatus wrote:I love the idea. However I would want to use it with some rather non-standard mapgen, so I'm going to have to modify it. Nevertheless I really like the idea of the landscape dynamically changing. I also want to be able to create ecological consequences, particularly relating to flora and fauna. Keep talking ...
sofar wrote:That's exactly the motivation for me to write this mod, and Botany as well. As a former Geology student I'm enjoying the *potential* of Minetest/MC but I hate how the game world is entirely *static*. There's so much lost potential for learning as well - how do we affect our environment? What constitutes sustainable practices?
I've not thought of adding a fauna aspect, that sounds very interesting and I think it should be possible to account for (e.g.) overgrazing.
Flora is well looked at in Sedimentology-mt - if not present, erosion works much, much faster. Planting trees or even flowers will radically slow down erosion, which encourages players to "take care" of landscapes and not leave them barren. I've seen this ruin many servers - all they have left after a long time is nothing but flat empty plains and extremely boring landscapes. Of course, Sedimentology's erosion aspect does help clean up some of that.
sofar wrote:I'm going to add support for non-default nodes, and already added a few mod-specific nodes in the git version: moretrees, mg, moreores, mesecons, to name just a few. These mods add things like "grass with leaves" and should now also properly degrade and displace just like the default dirt/grass nodes.
TriBlade9 wrote:sofar wrote:I'm going to add support for non-default nodes, and already added a few mod-specific nodes in the git version: moretrees, mg, moreores, mesecons, to name just a few. These mods add things like "grass with leaves" and should now also properly degrade and displace just like the default dirt/grass nodes.
Excellent! Have you looked into groups yet? It might simplify a few things.
sofar wrote:TriBlade9 wrote:sofar wrote:I'm going to add support for non-default nodes, and already added a few mod-specific nodes in the git version: moretrees, mg, moreores, mesecons, to name just a few. These mods add things like "grass with leaves" and should now also properly degrade and displace just like the default dirt/grass nodes.
Excellent! Have you looked into groups yet? It might simplify a few things.
I have but the most extensible way of handling this is to have a simple table format that can easily be read and understood. Groups would make that harder, and more complex.
To give you an example: for mg/woodsoils I made grass_with_leaves_2 decay to grass_with_leaves_1 (in turn) to dirt_with_leaves_2 to dirt_with_leaves_1 to default:dirt, all in succession. With groups I couldn't do much of that refined detail.
afflatus wrote:I just want to report that sedimentology is working rather nicely with my game. I found it easy to modify to suit my custom soil types. I'd push these changes but afaik no-one else is using the same soil types in quite the same way.
afflatus wrote:I'm in two minds about the cobble decay - it only seems to affect nodes on the flat, for reasons I can't quite figure. And breaks protection - although cobble buildings don't seem to be affected.
afflatus wrote:It means I may have to create a highways dept to maintain the roads, which is interesting. I didn't like the effect at first, but I'm getting used to it. I like the fact that it plays nice with woodsoils and my custom shrubs.
afflatus wrote:I'd love it if it affected snow blocks and acted to consolidate snow masses - melting stray nodes and freezing gaps between snow blocks. I have deliberately left out icydirt and permafrost because I think they should be immutable while frozen. The mod also doesn't seem to create undue lag, which is a pleasant surprise.
afflatus wrote:What I would love more than anything right now is a worldedit type command that could apply a speeded up erosion effect to things like box-cliffs.
I may just have to try hacking one up.
luewind wrote:Decided to try and play around with this mod but I can't get it working on every computer. It works on a school computer but error on my personal comp. I'm getting:
Failed to load and run script from
15:27:43: ERROR[main]: /home/chris/.minetest/mods/sedimentology_mt/init.lua:
15:27:43: ERROR[main]: /home/chris/.minetest/mods/sedimentology_mt/init.lua:36: attempt to call field 'get_mapgen_params' (a nil value)
Any Ideas?
also had to change it to sedimentology_mt because the - was causing issues on both systems.
luewind wrote:ya, I'm using 0.4.11 so I don't know if that is the issue.
That line is the one that is looking for the water level which I believe defaults to something like 0, so I don't know if its possible to use something like a try/catch block and have the catch default to zero?
sofar wrote:luewind wrote:ya, I'm using 0.4.11 so I don't know if that is the issue.
That line is the one that is looking for the water level which I believe defaults to something like 0, so I don't know if its possible to use something like a try/catch block and have the catch default to zero?
Yes, I still need to fix that, it's actually rather easy to do...
Chiu ChunLing wrote:I'm trying to develop a mod that will use moreblocks slopes to reduce some of the sharp edges on terrain types over time. Do you know of any mod that already does this (or is planning to add it, including yours)?
Chiu ChunLing wrote:Also, I was thinking of using ABM's to handle a lot of the action, I notice you use iteration to call minetest.after repeatedly. Is this superior in any way (other than controlling player radius of affected blocks) and does it have stack issues if you are attempting to run a server over long periods of time?
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