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[Mod] Halfslab terrain Ringworld colony [0.5.1] [slabrealm]

PostPosted: Sun Apr 21, 2013 02:27
by paramat
Github https://github.com/paramat/slabrealm
Download https://github.com/paramat/slabrealm/archive/master.zip and rename folder to 'slabrealm'
Slabrealm 0.5.1 by paramat
For latest stable Minetest and back to 0.4.3
Depends default
Licenses: code WTFPL, textures CC BY_SA


Version 0.1.0
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By default the realm is found between 3900m and 4800m.
10 chunks / 800m thick with a shallow sea and mountains rising 300+m above.
The base is made from unbreakable 'slith' nodes.
Perlin generated caves with full nodes (caves are not smooth or easily walked).
Bug created caves and occasional holes to the underside.
Beaches and dunes with smooth transition to dirt / desert sand.
Above a chosen altitude the dirt and sand gradually thins out to leave full node rocky terrain.
Snow biomes create ice in water and add a slab thickness of snow to land, above a chosen altitude the snow thins out.
All transitions are varied by perlin noise.
Clouds occasionally drift westwards in a cute pixelated way.

Version 0.2.0
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Added dirt slab that changes to grass slab by abm, digging a grass slab now drops a dirt slab.
Digging any slab now drops that slab, they can then be crafted into full blocks if necessary.
Dirt, sand, desert sand and snow slabs are craftable from 2 full nodes side by side in the grid.
Full nodes are craftable from 2 slabs stacked in the grid.
Placing a slab above another slab creates a full node.
Increased PERSISTENCE1 and PERSISTENCE3 to 0.53 for more crazy terrain, overhangs, floaty stuff.
Added jungle biome.
Biomes chosen using 2 perlin patterns: temperature and wetness.
Snowing abm that adds snow slabs on new nodes such as trees grown from saplings or player constructions.
Apple trees, junglegrass in the new jungle biomes (with an option to add jungletree saplings if those exist in your version), papyrus at sea level, dry shrubs and cactus in deserts.
Tweaked default parameters: seas are shallower for faster generation; clouds, rockline and snowline are higher.

Version 0.2.1
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Improved snow abm: fixed bugs, abm can be disabled, snow now slowly accumulates slab by slab in wet snow biomes.

Version 0.4.0
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New biome system with 2 perlin noise patterns for temperature and wetness, temperature also falls with altitude, from these one of 7 biomes is chosen:
Desert (cacti and occasional dry shrub)
Rainforest (my own abstract fast generating jungletree)
Dry grassland (dense dry shrubs)
Deciduous forest (appletree saplings)
Wet grassland (dense junglegrass)
Tundra (cold and dry) (half slab snow, occasional dry shrub)
Taiga (cold and wet) (accumulating snow, occasional dry shrub, pine trees copied from the snow biomes mod but with some height variation)
New fast generating jungletrees and pine trees derived from those of the snow biomes mod by Splizard.
New weblike highly connected cave generation, long curving twisting fissures. Caves occasionally pierce the surface and expand below the surface by an amount varied by perlin noise.
Ore generation in stone: mese block, iron ore and coal.

Version 0.5.0
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1 km walls at roughly z = +-2000 to create a bishop ring space habitat between y = 4000 and y = 5000.
'Function at line *** has more than 60 upvalues', starting to pack paramters into tables.
Snowblock crafts to default:water_source.
Added lights but not yet added to wall.
Slabrealm:stone crafts to cobble.
Terrain is thicker, average 30 nodes.

Version 0.5.1
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2 colour walls. Redstone is added below hot biomes and continues up into the walls.


Biome system
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The 2 dimensional system was inspired by this site http://www.blueplanetbiomes.org/world_biomes.htm.
Savanna is coming in the future with an 8 biome system, it will sit between desert and rainforest, for the moment it is combined into a larger 'desert' biome. The largest biome is taiga which therefore conveniently runs into deciduous forest, desert plus savanna is also very large and this is also expressed in the system.


Desert (cacti and occasional dry shrub)
Rainforest (my own abstract fast generating jungletree)
Dry grassland (dense dry shrubs)
Deciduous forest (appletree saplings)
Wet grassland (dense junglegrass)
Tundra (cold and dry) (half slab snow, occasional dry shrub)
Taiga (cold and wet) (accumulating snow, occasional dry shrub, pine trees from snow mod)

PostPosted: Sun Apr 21, 2013 09:38
by MirceaKitsune
Once again, awesome work! Although I'm still hoping to see this become possible with one of the C++ mapgens eventually.

PostPosted: Sun Apr 21, 2013 09:43
by Mito551
that would be awesome to see this in the defaut game.

PostPosted: Sun Apr 21, 2013 16:26
by Inocudom
I feel that the player should be able to dig up slab nodes and them combine those into full blocks. That would be a better solution.

PostPosted: Sun Apr 21, 2013 16:53
by 12Me21
It would be cool if it also used stairs, but it seems like that would be hard to do, maybe not though.

PostPosted: Mon Apr 22, 2013 06:29
by Melkor
i really like this mod, no more jumping for nothing

PostPosted: Mon Apr 22, 2013 10:44
by paramat
Thanks for the positive comments :)

Inocudom, yeah i'll make slabs craftable into full blocks, and also try to make a full block replace a slab placed floating above another slab.

12Me21, yeah stairs are more difficult and can't be done with my method used here. I'm not too bothered though because they would make steep slopes walkable, when actually steep rocky slopes should perhaps be something you need to jump up ... it doesn't seem right to me that you could just walk effortlessly up the side of a mountain.

PostPosted: Mon Apr 22, 2013 12:26
by Jonathan
paramat,

Keep up the good work with all your map generator mods! It has been neat to see the progress you have been making.

PostPosted: Tue Apr 23, 2013 04:06
by paramat
Lots of improvements coming soon ... for the moment i recommend ...
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 PERSISTENCE1 = 0.53

... for more interesting terrain with holes, overhangs, float islands ...
Thanks ;)

PostPosted: Wed Apr 24, 2013 19:05
by paramat
Version 0.2.0.
Link in first post, details at the end.
EDIT now pushed to github repo.

PostPosted: Sun Apr 28, 2013 10:26
by MirceaKitsune
Nice... very nice! Also looks like it's at ground level now in one of the screenshots

PostPosted: Sun Apr 28, 2013 11:51
by paramat
No still at 4000m ;)
Pine trees, simple jungletrees and more biomes coming soon.

PostPosted: Sun May 05, 2013 00:07
by paramat
Version 0.4.0, big changes. Link, details and new screenshots in first post.
Next perhaps i will raise some 1 km mountain walls to create a 'Ringworld' / 'Bishop ring' space habitat.

Image

PostPosted: Sun May 05, 2013 08:58
by MirceaKitsune
paramat wrote:Version 0.4.0, big changes. Link, details and new screenshots in first post.
Next perhaps i will raise some 1 km mountain walls to create a 'Ringworld' / 'Bishop ring' space habitat.

Image


Nice idea! Would like to see something like this in Minetest :) I was initially a bit surprised when I saw the word Celestia in that screenshot :P

PostPosted: Mon May 06, 2013 09:49
by paramat
That was nomohakon's idea, his thread http://forum.minetest.net/viewtopic.php?id=3507 was my inspiration to work on a Ringworld. I already have a small scale version called slabworld mod but haven't released it yet.

PostPosted: Mon May 06, 2013 09:54
by paramat
Version 0.4.0 is now on Github, link in first post.

PostPosted: Mon Aug 05, 2013 08:48
by paramat
Version 0.5.0, first post rewritten.
1km walls 4km apart creating a Bishop ring space colony running East West.

PostPosted: Tue Aug 06, 2013 17:28
by paramat
Version 0.5.1
2 colour walls. Redstone is added below hot biomes and continues up into the walls.

PostPosted: Tue Aug 06, 2013 17:48
by Inocudom
Mauvebic could use this on his server as a realm. I wonder if he will?

PostPosted: Tue Aug 06, 2013 18:20
by paramat
I will surely tempt him, i will rewrite this to use luavoxelmanip, which will allow me to thicken up the wall quite a bit. Before that i will add a layer of lights buried in the wall as in slabworld mod ... so that with cavegen enabled the resulting bug-caves will carve space docks and dungeons in the walls.

Since this realm is thin and undulates by 500m it can take a while to find, by default the terrain between the walls is between y = 4000 and y = 4500 but only 30 nodes thick, the 1km walls are near z = +-2000.

PostPosted: Tue Aug 06, 2013 18:56
by paramat
Even without cavegen enabled, steep sections of wall can sometimes have holes in the slith, another unexpected effect i like.

PostPosted: Fri Sep 13, 2013 03:05
by paramat
I just saw savanna biomes have been added to Minecraft vanilla, i have had plans for these myself and would have enjoyed beating them to it.

PostPosted: Fri Sep 13, 2013 10:22
by rubenwardy
Nice!

PostPosted: Fri Sep 13, 2013 11:02
by jojoa1997
paramat wrote:I just saw savanna biomes have been added to Minecraft vanilla, i have had plans for these myself and would have enjoyed beating them to it, here's the future biome system:
http://i.imgur.com/ZOt7zx0.gif
http://i.imgur.com/JrzI3fJ.gif
Image from http://www.blueplanetbiomes.org/world_biomes.htm
I have coloured the biome diagram to match their image and have low temperature at the top to match the global distribution from north polar to equatorial. The largest biome is taiga which therefore conveniently runs into deciduous forest.
maybe if we had definable biomes via lua[spoiler]HURRY UP DEVS!! But take your time and make it good.[/spoiler] then you could have beet minevraft. But also the current snapshot is the biomes snapshot so you can't really say anything about it.
Edit:also it is cool that you will be adding those biomes.

PostPosted: Thu Oct 31, 2013 10:24
by Ikishida
Lol,its like we now have auto-jump!

PostPosted: Sat Nov 09, 2013 07:32
by Silent-Hunter
So which one generates faster, this one, or the other one?

PostPosted: Sat Nov 09, 2013 21:45
by paramat
This one, still fairly slow though, once 0.4.8 is here i will be rewriting all my mods to use the new LVM which will speed mapgen up a lot.

PostPosted: Sun Nov 10, 2013 07:45
by Silent-Hunter
Awesome! That's good to know. I'll go ahead and download this one then. Thanks!

PostPosted: Mon Nov 11, 2013 07:15
by Silent-Hunter
For some reason the sides of all the slabs are missing, so I went back to slabworld.

PostPosted: Mon Nov 11, 2013 08:19
by paramat
Ah i think i know why, the grass slabs use the 'default_grass_side.png' texture which has a transparent lower half.
Edit the init.lua to this:
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
minetest.register_node("slabrealm:grassslab", {
    description = "SR Grass Slab",
    tiles = {"default_grass.png", "default_dirt.png", "default_grass.png"},
...

This mod is much more developed than slabworld, has 8 biomes, 1km walls, slabs on smoother ground.