[Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

paramat
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[Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by paramat » Mon Mar 18, 2013 23:59

Image


Download https://github.com/paramat/meru/archive/master.zip rename mod folder to 'meru'
On github https://github.com/paramat/meru

meru 0.3.1 by paramat
For Minetest 0.4.12 and later
Depends default
License WTFPL

Meru mod is a vertical 1 dimensional realm, 1D referring to large scale structure, and can act as a vertical connector between horizontal realms, such as the ground and the floatlands.
A single spike shaped mountain is created in newly generated chunks, at a random location within a chosen area; by default this area is +/-1024 for use in a new world, to add a mountain to an existing world you need to edit these area parameters to a completely ungenerated part of your world.
For testing this mod or for cheating edit parameter COORD = true, the co-ordinates of the mountain will be printed to terminal while within the generation area.
The mountain is a hollow cone made of stone and desert stone, with a smooth transition across biome boundaries. By default the height is 2km. There are a few cave entrances on the surface, these 'fissure system' caves expand under the surface helping the creation of a path upwards. If the mountain generates over water you can use the central conical void to jump down the last few hundred metres.
There are many parameters for fine tuning the structure, some parameters change smoothly with height or distance from the center. Reducing noise to zero at the center creates a perfect spike as a summit. Constant noise throughout often creates floating islands at the summit. Choosing zero noise throughout creates a smooth geometric conical shape. There is a parameter CONVEX to control whether the basic conical structure bulges outwards or is pinched inwards in the middle.


Image
Last edited by paramat on Mon Aug 24, 2015 00:06, edited 11 times in total.
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Traxie21
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by Traxie21 » Tue Mar 19, 2013 00:33

+infinity^2


ZOMG
PLEASE.

Sheet. Now I have to clean the drool off my kindle.
 

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Menche
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by Menche » Tue Mar 19, 2013 03:09

Awesome! Found a patch of jungle on the side of one:
Image
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jojoa1997
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by jojoa1997 » Tue Mar 19, 2013 03:18

Does it affect lag a lot?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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Menche
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by Menche » Tue Mar 19, 2013 03:27

jojoa1997 wrote:Does it affect lag a lot?

Yes. The blocks that contain the mountain take a long time to generate.
Last edited by Menche on Tue Mar 19, 2013 03:27, edited 1 time in total.
An innocent kitten dies every time you top-post.
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Try Voxelands (forked from Minetest 0.3) by darkrose
 

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Mihobre
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by Mihobre » Sat Apr 13, 2013 07:01

SO COOL but im not downloading
I wanna fly!!!
I wanna have feathery wings of silver, blue, and white!!!
I wanna soar high and touch the sky!!!
I wanna fly!!!
 

J-Block
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by J-Block » Sun Apr 14, 2013 21:10

This. Is. Amazing.

The mountain is amazingly high, and it was really fun creating a hiking trail to the very top. I also like the idea of the mountain being hollow.
 

jolo10
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by jolo10 » Mon Apr 15, 2013 14:45

how do I get the lag from my minetest?
 

paramat
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by paramat » Tue Apr 16, 2013 23:24

Install all my mods then you'll get the lag big time ;)
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Zeg9
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by Zeg9 » Wed Apr 17, 2013 06:33

I don't understand why all your mods are so laggy... Is it the perlin noise that takes time, or env:add_node ?
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

paramat
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by paramat » Wed Apr 17, 2013 23:28

It's because my mods generate huge structures and LUA is slow, lag is unavoidable, ... I need a faster computer.
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khonkhortisan
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by khonkhortisan » Fri Apr 19, 2013 03:41

Shouldn't you have a link to the original flolands mod?
 

paramat
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by paramat » Sat Apr 20, 2013 07:26

Good idea, done.
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Zeg9
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by Zeg9 » Sat Apr 20, 2013 09:35

Just tried this. It seems to be not that laggy with luaJIT.
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See also the MT-Faithful texture pack (work in progress).
 

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BrandonReese
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by BrandonReese » Sat Apr 20, 2013 15:20

I just installed this last night and scaled the mountain. I concur it wasn't too laggy with luaJIT.
 

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GJH105775
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by GJH105775 » Thu May 23, 2013 03:05

paramat wrote:It's because my mods generate huge structures and LUA is slow, lag is unavoidable, ... I need a faster computer.


Lua is one of the fastes Launguages.
Check out my mod xtrablocks, has some different types of marble that you can build with or mine at different depths

I am not here regularly as I just kind of pop in and out. If you want to find me I'll be on quadcopterforum.com helping with multirotor builds and spending other's money haha.

http://i10.photobucket.com/albums/a119/ ... hicons.jpg
 

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Linxx
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by Linxx » Thu May 23, 2013 05:11

it looks like an island from SAO i'm so excited about it o.o
 

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ch98
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by ch98 » Thu May 23, 2013 14:50

maybe make placement random and create ones with lava in hollow core.
Mudslide mod Click Here
 

paramat
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by paramat » Fri May 31, 2013 01:26

I've been playing with this, hoping to make the spawn random.
I found a way to control the noisyness of the structure, to enable smoother tower like shapes. The cave system will be the new fissure system which provide occasional paths upwards. This mod needed much attention i will release a new version soon.
Last edited by paramat on Wed Jun 19, 2013 07:18, edited 1 time in total.
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by Inocudom » Fri May 31, 2013 02:23

I like the fissure system, so your next release will be an interesting one.
 

paramat
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by paramat » Fri May 31, 2013 05:09

So here is my current problem, how to generate one tower at a random location (within x z +-1000). A solution i saw in the 'modding questions' thread will not work because a meru tower occupies hundreds of chunks and may take more than one session to generate.

So i thought of deriving a co-ordinate from the world seed, but that seed seems to be not easily or quickly accessible from within a LUA mod.

Any better ideas? I need one random x z co-ordinate per world for the tower that can be quickly checked against the current chunk by an on-generated function.
Last edited by paramat on Fri May 31, 2013 05:12, edited 1 time in total.
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by Jordach » Fri May 31, 2013 13:32

You could use your perlin maps for three random places on the map.

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Nore
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by Nore » Fri May 31, 2013 14:02

Did you try using

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
local pr = PseudoRandom(seed)
local x = pr.next(-1000,1000)
local z = pr.next(-1000,1000)
?
Last edited by Nore on Fri May 31, 2013 14:02, edited 1 time in total.
 

paramat
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by paramat » Fri May 31, 2013 20:25

Thanks for the suggestions, with kaeza's help i am now able to load the worldseed from map_meta.txt and will try using that to define a co-ordinate.
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paramat
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by paramat » Fri May 31, 2013 22:43

Thanks Jordach ... just realised it can be done with perlin noise :)

EDIT
It works.
Last edited by paramat on Sat Jun 01, 2013 00:12, edited 1 time in total.
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paramat
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by paramat » Wed Jun 19, 2013 07:17

Version 0.2.0. First post rewritten.
Wider, unlimited height, fissure cave systems, random spawn within a chosen area, parameters vary with height and distance from centre.
Last edited by paramat on Wed Jun 19, 2013 07:28, edited 1 time in total.
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paramat
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by paramat » Sat Jun 29, 2013 16:38

Version 0.2.0 now pushed to Github (at last), link in first post.
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Johnyknowhow
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by Johnyknowhow » Sat Jun 29, 2013 22:24

I cant find the mountain!
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

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prof-turbo
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by prof-turbo » Sun Jun 30, 2013 11:56

Johnyknowhow wrote:I cant find the mountain!

Same for me... Do we have to generate it or to find it?
You should take a look at http://www.xorhub.com
 

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by LionsDen » Sun Jun 30, 2013 15:56

I had to find it. I used the mapping program http://forum.minetest.net/viewtopic.php?id=2896 to map my world and found it and ran to it. Turned out it was out of my sight because of the low sight values.
 

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