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[Mod] Planetoids [planetoids]

PostPosted: Fri Nov 20, 2015 22:38
by qwertymine3
Planetoids map generator for minetest

Image
Image
+ Screenshots

Use
Create new single node world and add the planetoids mod before loading

Config
More planet types can be added in settings.lua
Planet size and density can also be controlled here
There are also geometry settings (see spoiler)

Downloads
Download - rename to planetoids
https://github.com/Qwertymine/Planetoids/archive/master.zip
Github Page
https://github.com/Qwertymine/Planetoids

Depends
Default
Flowers
If nodes from other mods are added, these must be added to the depends file

License
This is licensed under the MIT license
+ License

Re: [Mod] Planetoids [planetoids]

PostPosted: Fri Nov 20, 2015 23:59
by mahmutelmas06
Could you check this topic
viewtopic.php?f=49&t=13619

Re: [Mod] Planetoids [planetoids]

PostPosted: Sat Nov 21, 2015 01:51
by lightonflux
With low gravity and jet pack this seems like a lot of fun.

Re: [Mod] Planetoids [planetoids]

PostPosted: Sat Nov 21, 2015 11:55
by prof-turbo
It doesn't need worldedit ?
Nice :D

Re: [Mod] Planetoids [planetoids]

PostPosted: Sat Nov 21, 2015 12:49
by qwertymine3
prof-turbo wrote:It doesn't need worldedit ?


Nope, this mod is completely stand-alone. :D

It only depends on the mods containing the nodes that the planetoids generate from. By default this is only the default mod.

Re: [Mod] Planetoids [planetoids]

PostPosted: Sat Nov 21, 2015 16:46
by paramat
This looks cute.

Re: [Mod] Planetoids [planetoids]

PostPosted: Sat Nov 21, 2015 16:54
by rubberduck
and very very funny too.

Re: [Mod] Planetoids [planetoids]

PostPosted: Sat Nov 21, 2015 21:35
by qwertymine3
Update!

Added some more planet-types
Added some basic surface population for non-solid nodes - e.g. flowers
Added new dependency flowers

P.S. no-one seems to have noticed the extra geometry settings, guess I'll have to post screenshots :(

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 01:08
by rubenwardy
This looks cool.

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 03:24
by benrob0329
This would make a neat multiplayer server!

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 11:40
by prof-turbo
Is there a parameter to increase or dicrease space between planets?
I think this wold make a cool kind of skyblock server :D

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 11:42
by Xanthin
Oh, I have to try that as soon as possible. With the Dragon Hunters world back in my mind. :)

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 12:26
by qwertymine3
prof-turbo wrote:Is there a parameter to increase or dicrease space between planets?
I think this wold make a cool kind of skyblock server :D


Increase the value of planet_size.scale in settings.lua - default is 3

+ Long Version

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 12:42
by qwertymine3
Update!

Re-organised settings.lua into 3 files.
settings.lua for main settings
planets.lua for planet definitions
populator.lua for basic populator definitions

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 13:11
by Hybrid Dog
nice, you could add perlin noise planets (see https://github.com/HybridDog/vector_ext ... #L406-L488), the only problem is that it may take too much memory because all the values need to be stored because minetest's perlin noise is a bit buggy (values exceeding [-1;1])
you would also reduce the maximum planet's radians at the mapchunk corners to 16

maybe you can help me with a mistake l don't find
l tried to make a "net noise", but somehow the points outside the chunk corners differ in each chunk
https://github.com/HybridDog/miscellane ... _noise.lua

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 14:35
by qwertymine3
Hybrid Dog wrote:nice, you could add perlin noise planets (see https://github.com/HybridDog/vector_ext ... #L406-L488), the only problem is that it may take too much memory because all the values need to be stored because minetest's perlin noise is a bit buggy (values exceeding [-1;1])
you would also reduce the maximum planet's radians at the mapchunk corners to 16


I'm not sure if I will do that in this mod - maybe in a separate but similar mod.
It shouldn't use much more memory than a single perlin mapgen though.

Can you explain why I would have to limit the radius to 16 though?

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 15:12
by Hybrid Dog
If you use that code, perlin noise values are calculated for a sphere, then those values get normalized. Normalization only works if every value is known. You can of course use bigger radians at chunk corners, but the code l linked to doesn't support it without editing it because that currently uses math.random.

You add it and make it configurable with a setting.

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 15:57
by qwertymine3
Hybrid Dog wrote:maybe you can help me with a mistake l don't find
l tried to make a "net noise", but somehow the points outside the chunk corners differ in each chunk
https://github.com/HybridDog/miscellane ... _noise.lua


The only thing (other than the undefined output order from using pairs - but that shouldn't matter), that I could see that could change with the chunk is the seed, if you've accidentally used the chunk seed rather than the map seed.

You're also not guaranteed to generate any points below minp, but IDK if that would affect the test you were doing

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 16:26
by qwertymine3
Hotfix!

Fixed occasional glitches/collisions in mapgen at sector boundries

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 18:33
by kaadmy
This might be very interesting in multiplayer with the planetoids close enough together so you can jump between them, and low gravity ;)

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 19:06
by Hybrid Dog
qwertymine3 wrote:The only thing (other than the undefined output order from using pairs - but that shouldn't matter), that I could see that could change with the chunk is the seed, if you've accidentally used the chunk seed rather than the map seed.

thanks a lot, the lines seem to at least direct to the joints everywhere
to make it work right l guess l also need to add that number to a specific s…
https://github.com/HybridDog/small_path ... b68840b3de
Image
l thought about using the "net" as frame for buildings, which become generated there.
l would need to add a new sort of building because l used the hut ones already as swamp huts.

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 22, 2015 22:21
by Don
This looks awesome. Great work!

Re: [Mod] Planetoids [planetoids]

PostPosted: Sun Nov 29, 2015 08:06
by qwertymine3
Update!

Added Perlin noise planetoid generation mode.
Added documentation to settings.

Re: [Mod] Planetoids [planetoids]

PostPosted: Mon Nov 30, 2015 19:47
by cd2
Wow!
That looks really cool!

Re: [Mod] Planetoids [planetoids]

PostPosted: Sat Feb 18, 2017 22:21
by qwertymine3
Update!

Nothing much, just added a mod.conf and made the mapgen automatically set the mapgen to singlenode.
Not yet added the new minetest 0.4.15 content, but will do at some point.

Re: [Mod] Planetoids [planetoids]

PostPosted: Thu Feb 23, 2017 05:08
by bigfoot547
+1000000
I love it!

Re: [Mod] Planetoids [planetoids]

PostPosted: Thu Feb 23, 2017 07:13
by googol
Wow
It`s chance do the new world or new subgame ;)
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