[Mod] Mountain ranges [0.4.5] [landup]

paramat
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[Mod] Mountain ranges [0.4.5] [landup]

by paramat » Tue Jan 22, 2013 00:14

Mod deleted.
Last edited by paramat on Wed Mar 22, 2017 04:30, edited 12 times in total.
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Chinchow
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by Chinchow » Tue Jan 22, 2013 00:18

+1.55
Sometimes, it's harder to think up a mod than it is to create it.
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rarkenin
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by rarkenin » Tue Jan 22, 2013 01:06

+1.6180339887
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Josh
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by Josh » Tue Jan 22, 2013 01:59

+1 Can you slip when you walk up hill's? if not that would be cool.
Last edited by Josh on Tue Jan 22, 2013 02:00, edited 1 time in total.
 

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by kaeza » Tue Jan 22, 2013 03:21

+3.14159... ?
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by 4aiman » Tue Jan 22, 2013 09:49

No, +2.71828183... and then 3.14159... ;)
 

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Casimir
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by Casimir » Sat Jan 26, 2013 13:49

This is the best minetest mod ever (serious). Even better than those I made (serious).
It's hard to capture it in a screenshot, but I tried.
Image
(Here I used a alternated version with kind of fractal noise, but explaining it is going to be a longer text.)
 

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by lord_james » Sat Jan 26, 2013 15:45

+20

I hope something like this mod will be in default game
 

paramat
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by paramat » Sat Jan 26, 2013 23:43

This mod is still in it's simplest form, i released it as soon as possible because i know that new Minetest mapgen is coming that might do something similar haha :)

Casimir i love that screenshot ... and interested in your use of fractal noise.
Last edited by paramat on Sun Jan 27, 2013 01:30, edited 1 time in total.
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Casimir
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by Casimir » Mon Jan 28, 2013 00:40

On this map you can not see the hight, but the contour lines the normal mapgen, and the mod produce. Also the new "sand biom" and the hills without trees (both are raised up sea floor), and the bugs (middle thing).
http://ompldr.org/vaDk1eg/landup20130128.png

@ paramat
See here: http://forum.minetest.net/viewtopic.php?pid=66580#p66580
 

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davidpace
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by davidpace » Mon Jan 28, 2013 01:59

Wow. I am speechless. Beautiful mod. +100000000000101010101099999991823.99
Taking a break for a while see ya guys!

In some of my posts I will be putting "Secret" White sentences.. Tell me if you see them!!! :D
 

paramat
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by paramat » Mon Jan 28, 2013 02:04

Nice map. I want to find a way to avoid those bug plateaus by trying to force the upper chunks to generate before the lower ones. One way is to use the "explore map" mod http://forum.minetest.net/viewtopic.php?id=2950 which teleports you around the map to generate chunks. Fly up to y = 120 and look straight up to make sure you are only generating y = 48 and y = 128 chunks, then activate the explore map teleportation.

Is there another way? A way to force higher chunks to generate before surface chunks while exploring as normal on the ground?
Last edited by paramat on Mon Jan 28, 2013 07:54, edited 1 time in total.
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Nore
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by Nore » Mon Jan 28, 2013 05:42

It will be possible if that pull request gets merged... https://github.com/celeron55/minetest/pull/446
 

Vincentius_Maximus
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by Vincentius_Maximus » Mon Jan 28, 2013 06:21

This mod accomplishes something that I have wanted in Minetest. I like having mountains in maps now! :D Good work!
 

paramat
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by paramat » Fri Feb 01, 2013 02:59

I found an incompatibility with the snow biomes mod. When landup copies a snow:snow node upwards it is placed above air, the snow:snow "on construct" function doesn't allow this so snow:snow disappears from the landup biome turning alpine biomes into stone biomes. To fix this you can disable 3 lines in the snow biomes mod init.lua file by commenting them:

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
    on_construct = function(pos, newnode)
        pos.y = pos.y - 1
        local nodename = minetest.env:get_node(pos).name
        if nodename == "default:dirt_with_grass" or nodename == "default:dirt"
        or nodename == "trail:dirt_with_grass_walked" or nodename == "trail:dirt_walked" then
            minetest.env:add_node(pos,{name="snow:dirt_with_snow"})
        --elseif nodename == "air" then
            --pos.y = pos.y + 1
            --minetest.env:remove_node(pos)
        end
    end,
Last edited by paramat on Tue Feb 05, 2013 02:25, edited 1 time in total.
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Mgdie
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by Mgdie » Sat Feb 02, 2013 02:45

10/10 this should be added to vanilla.

Minetest doesn't have the pity minecraft 256 blocks limit, so why the same type of landscape is seem on minetest, minetest have the luxury of a 30 km not even earth gets that high.
Last edited by Mgdie on Sat Feb 02, 2013 02:50, edited 1 time in total.
 

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Linxx
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by Linxx » Sat Feb 02, 2013 05:02

this wound make some epic valleys
 

BZab
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by BZab » Sat Feb 02, 2013 09:15

Nice, but useless when ya wanna build - but on PvP, adventure, survival etc. servers - awesome
 

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Topywo
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by Topywo » Sat Feb 02, 2013 11:14

BZab wrote:Nice, but useless when ya wanna build - but on PvP, adventure, survival etc. servers - awesome


Awesome, yes. But also to build on:
- You already have the lower part for very big buildings
- Tunnels and bridges
- High lakes with dams
 

paramat
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by paramat » Thu Feb 07, 2013 08:31

Version 0.1.1.
First post has been rewritten with details, new screenshots and a method for generating bug free mountain areas.
Thanks for your replies :)
Last edited by paramat on Fri Feb 08, 2013 07:21, edited 1 time in total.
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Echo
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by Echo » Sat Feb 09, 2013 13:42

Wow, never thought my "explore map"-mod could really be useful. :-)

Your mod is great!
 

paramat
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by paramat » Tue Feb 12, 2013 11:43

Version 0.1.2, see first post.
Thanks Echo :)
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paramat
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by paramat » Sat Feb 16, 2013 00:52

Version 0.2.0, details and screenshots in first post.
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paramat
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by paramat » Fri Mar 15, 2013 20:37

Version 0.3.0, see end of first post.
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paramat
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by paramat » Sat Mar 16, 2013 17:43

Version 0.3.0 is now in a repo at github https://github.com/paramat/landup

This is my first attempt at using github so i may have made errors, however it seems to be there successfully ... :/
Will add my other mods to github soon.
Last edited by paramat on Sat Mar 16, 2013 17:45, edited 1 time in total.
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LazyJ
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by LazyJ » Tue Mar 19, 2013 23:39

Will the "Land Up", "Canyon", and "Chasm" mod keep running until the world is one giant mountain or canyon/chasm or is there a limiter so there will always be plains and hills to contrast with mountains and canyons/chasms?

These three mods of yours really make the landscape much more interesting! Thanks!
Last edited by LazyJ on Tue Mar 19, 2013 23:39, edited 1 time in total.
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paramat
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by paramat » Wed Mar 20, 2013 00:04

No it's limited. These 3 mods only modify newly generated chunks, once a new chunk has generated and been modified by the mod no more modification will happen after that in that chunk. Each mod is limited to a pattern of loops and curves, even with these 3 mods running the total amount of modified terrain will still be far less than 50%.
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acridstone
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by acridstone » Sun Mar 24, 2013 20:59

paramat wrote:Version 0.3.0 is now in a repo at github https://github.com/paramat/landup

This is my first attempt at using github so i may have made errors, however it seems to be there successfully ... :/
Will add my other mods to github soon.

thank you I will use it now
 

Zedm0n
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by Zedm0n » Thu Mar 28, 2013 13:55

This is good mod, but there are a few things that bug me:

1.) Most importantly the mountains are way too steep. It takes forever to climb up them and trying to climb down them with damage turned on is suicidal. I think the steepest (near vertical) walls should spaced out more or reserved for only the highest peaks.

2.) There are often huge cube shaped (over 100 meters) long areas carved out of the mountain ranges as if the mod decided to start rendering something else in the middle of it's work. These areas have completely smooth walls with no signs of erosion, dirt, grss, or trees. This detracts from the immersion factor of having a beautiful world to play in.

3.) When the land gets streched upwards it also stretches the ore deposites leading to very long vertical lines of ore.

All of this is happening with version 0.4.5 of minetest on version 0.3.0 of the mod.

Keep up the fine work,


Zedm0n
Last edited by Zedm0n on Thu Mar 28, 2013 13:56, edited 1 time in total.
 

Nore
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by Nore » Thu Mar 28, 2013 17:09

I have an idea to remove those holes in the mountains: when placing nodes, if the node being placed on is ignore, don't place and add the node to a special list, with its position. Every 10 seconds (or less), you should test for each chunck if it is loaded, and if so, place all the nodes inside the list that are in that chunk. If the server is shut, you should then save the list in a file in the world folder, and restore it when the server is opened again.
 

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