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[Mod] Canyon river systems [0.4.2] [canyon]

Posted:
Sun Feb 24, 2013 16:11
by paramat

Download
https://github.com/paramat/canyon/archive/master.zipCode
https://github.com/paramat/canyonFor Minetest 0.4.12 and later
Depends default bucket
Licenses: Code WTFPL, textures CC BY-SA 3.0
Designed for mgv6 but also produces interesting results in other mapgens.
Creates a worldwide river system of freshwater with varying water surface height.
Freshwater is bucketable. It has a flow range of 2 nodes and is non-renewable to hold it's shape on steep river sections.
<200ms per chunk on a mid speed PC.

Posted:
Sun Feb 24, 2013 16:26
by Mito551
I had this bug too, but without your mod. anyway, this thing is awesome, but i have the question. does your fourth screenshot represent different water heights/levels along the river?

Posted:
Sun Feb 24, 2013 16:31
by paramat
Thanks ... and yeah. Average riverbed level rises too in higher terrains.

Posted:
Sun Feb 24, 2013 16:38
by Mito551
paramat wrote:Thanks ... and yeah. Average riverbed level rises too in higher terrains.
that's cool. cooler than in minecrap!

Posted:
Sun Feb 24, 2013 16:48
by lkjoel
That's really cool!! This should definitely be in the real game (maybe just scaled down a bit, just because ;)

Posted:
Sun Feb 24, 2013 16:55
by Sokomine
This mod looks very intresting. Could you provide a working download link? Mediafire does not work without JavaScript. Something like github would be great.

Posted:
Sun Feb 24, 2013 17:26
by Sokomine
I'm sure you'll be able to understand github fast once you find the time to have a look at it :-) ubuntuone and dropbox seem to be popular as well. Thanks for your mod! I hope it can be part of my singleplayer world soon. It defenitely looks very intresting.

Posted:
Sun Feb 24, 2013 19:02
by Linxx
whoa!!!! that looks awesome!!!!!! :O

Posted:
Sun Feb 24, 2013 20:18
by Topywo
Looks very good!
I think the forcing delete error means there have spawn more than 49 entities.

Posted:
Mon Feb 25, 2013 00:03
by jordan4ibanez
This mod is kind of fast and kind of slow, kind of slow because for some random reason emerge thread got stuck in a loop telling me where every single water block was being placed. Nice mod though.

Posted:
Mon Feb 25, 2013 03:05
by Inocudom
This is indeed a very nice mod. In time, I hope there will be more variety in the height rivers can be at (as if they are flowing from mountaintop lakes.) Keep working on this mod, for it adds great beauty to mapgen (though the oceans would have to be deeper in order for them to be as deep as some of those river beds.)

Posted:
Mon Feb 25, 2013 08:09
by pandaro
+1 i like

Posted:
Tue Feb 26, 2013 12:01
by paramat
New screenshots in post 1 and 14.
Lots of big improvements coming with more parameters.
Another tip PERSISTENCE1 = 0.6 for rivers that snake and meander more.

Posted:
Tue Feb 26, 2013 15:08
by paramat
jordan4ibanez wrote:... emerge thread got stuck in a loop telling me where every single water block was being placed.
Version 0.1.1 has a lot of node digging and placing going on, which unfortunately get printed to the terminal, the next version has less placing of water nodes so there will be fewer messages, but still 2 or 3 per processed column. I thought there was a way of suppressing these dig / place messages but i can't seem to find the configuration setting at the moment ...

Posted:
Tue Feb 26, 2013 15:30
by BrandonReese
paramat wrote:jordan4ibanez wrote:... emerge thread got stuck in a loop telling me where every single water block was being placed.
Version 0.1.1 has a lot of node digging and placing going on, which unfortunately get printed to the terminal, the next version has less placing of water nodes so there will be fewer messages, but still 2 or 3 per processed column. I thought there was a way of suppressing these dig / place messages but i can't seem to find the configuration setting at the moment ...
Can you use set_node(pos, node) and remove_node(pos) instead of place_node and dig_node without it printing to the console?

Posted:
Tue Feb 26, 2013 15:52
by 4aiman
paramat wrote:I thought there was a way of suppressing these dig / place messages but i can't seem to find the configuration setting at the moment ...
Someone has told about debug_level option or smth like that. However, there's no such thing in my minetest.conf.example...

Posted:
Tue Feb 26, 2013 16:48
by paramat
BrandonReese wrote:Can you use set_node(pos, node) and remove_node(pos) instead of place_node and dig_node without it printing to the console?
Yeah most of the node operations in this mod are add_node and remove-node and these do not get printed to the terminal, however the 2 dig_node operations are essential to avoid lighting glitches and the 2 place_nodeings of water are my attempt to get the surface water flowing properly.
New map in post 16.

Posted:
Wed Feb 27, 2013 02:38
by dsalt
Like some other area-clearance code, canyon generation eats leaves and tree trunks; parts of trees are left in mid-air. Fun! ☺

Posted:
Fri Mar 01, 2013 06:33
by sfan5
This is awesome!

Posted:
Fri Mar 01, 2013 20:08
by paramat
Version 0.2.0, first post rewritten, new screenshots.

Posted:
Sat Mar 02, 2013 00:16
by kaeza
I just tested this, and it's very impressive.
Excellent work.

Posted:
Sat Mar 02, 2013 00:19
by Traxie21
It can crash your game (at least on latest git) If while you're waiting for the chunks to generate, you place a block, and another block in the same location. The world will be corrupted.

Posted:
Sun Mar 03, 2013 09:35
by Linxx
paramat wrote:I'm experimenting with making the canyons dry in some places, they can be made to go dry only in the centre of deserts. Any interest in this? It would be a feature that can be disabled.



I might make dry canyons a separate mod.
i agree it shoudl be separated into a new mod but if it can be put in this one it would be good too

Posted:
Sun Mar 03, 2013 10:59
by paramat
The way i feel now is that i'll develop dry crevices in a separate mod but using similar methods, this way i can make then deeper and more interesting. I've decided against dry rivers in this mod, they make the mod more complex and slower and i prefer the rivers to be continuous in desert areas.

Posted:
Sun Mar 03, 2013 17:02
by Inocudom
I love the idea of dry canyons along with rivers. Have you tried this mod with liquid_finite = true in the newest builds of Minetest?
You might be able to show off the beauty of your creations better if you use the base textures of Minetest. Why do you use the ones in the screens?

Posted:
Mon Mar 04, 2013 15:26
by 0gb.us
paramat wrote:Hi :) No i only use stable releases, look forward to trying finite water in 0.4.5.
Thank you. Someone who doesn't rush to the dev version "just because it's cooler" or has more options.
Many of us prefer to use the stable version, so when plugin developers start developing things using unstable features, those of us who use the stable version are left out.
Plugins that work in the stable version ALSO work in the unstable version, so you get greater compatibility by holding off for a bit.

Posted:
Mon Mar 04, 2013 17:55
by Linxx
paramat wrote:Hi :) No i only use stable releases, look forward to trying finite water in 0.4.5.
Heh i realise my textures are probably unpopular, i have a slow computer so make my own minimal textures to speed things up. I take screenshots during my normal gaming, it would be a big hassle to change the textures every time i want to take a screenshot.
Chasm mod is in progress ...

:O dude you blew my mind

Posted:
Tue Mar 05, 2013 00:54
by mendozajustin105
can anyone plz make a mode that is like buildcraft in minecraft plzz beacuze i get bored in minetest if it douesnt have buildcraft
email me at yahoo if you ALREADY made that mode heres my email : mendozajustin105@yahoo.com

Posted:
Tue Mar 05, 2013 09:36
by Traxie21
Please don't go Offtopic.
RealBadAngel's Technic mod is similar to BC/IC

Posted:
Wed Mar 06, 2013 01:04
by jojoa1997
could you make a mod that adds rivers. canyons but they are at ground level