[Mod] Experimental mapgen [mg]

Nore
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[Mod] Experimental mapgen [mg]

by Nore » Sat Sep 21, 2013 16:26

mg - Experimental Mapgen



A custom Lua-mapgen, with biomes, caves, villages, cliffs and ore generation.
Biomes:
  • Ocean
  • Dry grasslands
  • Wet grasslands
  • Forest
  • Jungle
  • Savanna
  • Desert
  • Tundra
  • Taiga
  • Beach
To use, enable the mod before playing a world for the first time (do not use it in an already used world).
Github repo: https://github.com/minetest-mods/mg
Screenshots:
+ Click to open!
Last edited by Nore on Tue Jan 26, 2016 20:49, edited 5 times in total.
 

jin_xi
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by jin_xi » Sat Sep 21, 2013 17:17

very nice!
 

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mauvebic
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by mauvebic » Sat Sep 21, 2013 17:21

along with blockmen's wasteland mod, these would all make awesome biomes for the default mapgen (which could use some more biomes) :-)
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by philipbenr » Sat Sep 21, 2013 20:06

I get this error:

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
13:03:09: ERROR[main]: Failed to load and run script from
13:03:09: ERROR[main]: C:\Users\----\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:
13:03:09: ERROR[main]: ...\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:4: attempt to call field 'register_on_mapgen_init' (a nil value)
13:03:09: ERROR[main]: stack traceback:
13:03:09: ERROR[main]:     ...\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:4: in main chunk
13:03:09: ERROR[main]: =======END OF ERROR FROM LUA ========


I run windows and I have a fairly new version of 0.4.7 from minetest github.

I want this so bad!!

PS: +100
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PilzAdam
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by PilzAdam » Sat Sep 21, 2013 20:38

philipbenr wrote:I get this error:

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
13:03:09: ERROR[main]: Failed to load and run script from
13:03:09: ERROR[main]: C:\Users\----\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:
13:03:09: ERROR[main]: ...\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:4: attempt to call field 'register_on_mapgen_init' (a nil value)
13:03:09: ERROR[main]: stack traceback:
13:03:09: ERROR[main]:     ...\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:4: in main chunk
13:03:09: ERROR[main]: =======END OF ERROR FROM LUA ========


I run windows and I have a fairly new version of 0.4.7 from minetest github.

I want this so bad!!

PS: +100

Your Minetest version is outdated.
 

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philipbenr
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by philipbenr » Sat Sep 21, 2013 21:37

I can. This is soooooo awesome. I love this mod, and will use for a long time to come.
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by sfan5 » Sat Sep 21, 2013 22:10

Quick Update:
  • Wells added to Villages
I also reworked the building spawn code because it was broken
Image
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paramat
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by paramat » Sun Sep 22, 2013 00:31

Wow you even created flat areas for villages, i will have to study how you did this.
Good to see you include savanna and a dry grass texture, i just added both to slabrealm mod. Your biome system is similar to the slabrealm one:

Image

Hybrid Dog wrote:↓primitive, but fast, river system↓

Nice, how did you generate it, is it at sea level?
Last edited by paramat on Sun Sep 22, 2013 00:33, edited 1 time in total.
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by Inocudom » Sun Sep 22, 2013 01:25

paramat wrote:Wow you even created flat areas for villages, i will have to study how you did this.
Good to see you include savanna and a dry grass texture, i just added both to slabrealm mod. Your biome system is similar to the slabrealm one:

http://i.imgur.com/ZOt7zx0.gif

Hybrid Dog wrote:↓primitive, but fast, river system↓

Nice, how did you generate it, is it at sea level?


The way I look at it, Hybrid Dog, paramat, and Nore could work together.
 

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by paramat » Sun Sep 22, 2013 02:39

We already do by reading each others code :)
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by Nore » Sun Sep 22, 2013 05:09

paramat, I looked at your biome map to create mine ;)
Moreover, I finally fixed the caves (the problem was that coordinates were floating-point). So that means: no more buggy caves and shadows, so caves are near the surface again.
 

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by paramat » Sun Sep 22, 2013 07:14

Cool :) I look forward to trying this mapgen in 0.4.8 stable. I realised this must be the flattening and smoothing-of-transition methods you have mentioned before.
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by Nore » Sun Sep 22, 2013 07:17

Not exactly, but not for from it (the thing I had done was too slow and a bit buggy).
 

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by sfan5 » Sun Sep 22, 2013 07:24

Pinetrees incoming!
Image
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by paramat » Sun Sep 22, 2013 07:25

Best pines i've seen, now you can have taiga and tundra biomes and have all 8 biomes.
Last edited by paramat on Sun Sep 22, 2013 07:26, edited 1 time in total.
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by Nore » Sun Sep 22, 2013 07:33

Now pines generate in taiga biomes, and have snow on the top!
Last edited by Nore on Sun Sep 22, 2013 07:33, edited 1 time in total.
 

paramat
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by paramat » Sun Sep 22, 2013 08:17

There's a new screenshot in the first post of the snowy pines, they are sooo beautiful, i have a 'thing' for snowy landscapes (and north European black metal of course).
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by sfan5 » Sun Sep 22, 2013 08:26

paramat wrote:There's a new screenshot in the first post

I made that screenshot :)
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Nore
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by Nore » Sun Sep 22, 2013 09:17

We need builders for the villages:
* the buildings should not be too big
* they should use default materials

Building ideas:
- Forge
- Inn
- Church
- Library
- Several house types
- etc.
Last edited by sfan5 on Sun Sep 22, 2013 09:48, edited 1 time in total.
 

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by sfan5 » Sun Sep 22, 2013 09:59

New Screenshot in the first post!
Image
New Buildings:
* More houses
* Fountains
* Cotton fields
Last edited by sfan5 on Sun Sep 22, 2013 10:08, edited 1 time in total.
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by Sokomine » Sun Sep 22, 2013 10:43

Nore wrote:We need builders for the villages:

It would be great to have a place to exchange schematics of houses in the new, compact .mts format.
A list of my mods can be found here.
 

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by aron1263 » Sun Sep 22, 2013 11:50

PilzAdam wrote:
philipbenr wrote:I get this error:
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
13:03:09: ERROR[main]: Failed to load and run script from
13:03:09: ERROR[main]: C:\Users\----\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:
13:03:09: ERROR[main]: ...\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:4: attempt to call field 'register_on_mapgen_init' (a nil value)
13:03:09: ERROR[main]: stack traceback:
13:03:09: ERROR[main]:     ...\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:4: in main chunk
13:03:09: ERROR[main]: =======END OF ERROR FROM LUA ========
I run windows and I have a fairly new version of 0.4.7 from minetest github.
I want this so bad!!
PS: +100
Your Minetest version is outdated.
Im also having that error but i have the new version of minetest.
 

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sfan5
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by sfan5 » Sun Sep 22, 2013 11:57

aron1263 wrote:
PilzAdam wrote:
philipbenr wrote:I get this error:
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
13:03:09: ERROR[main]: Failed to load and run script from
13:03:09: ERROR[main]: C:\Users\----\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:
13:03:09: ERROR[main]: ...\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:4: attempt to call field 'register_on_mapgen_init' (a nil value)
13:03:09: ERROR[main]: stack traceback:
13:03:09: ERROR[main]:     ...\Game Data\minetest-0.4.7 - Copy\bin\..\mods\mg\init.lua:4: in main chunk
13:03:09: ERROR[main]: =======END OF ERROR FROM LUA ========
I run windows and I have a fairly new version of 0.4.7 from minetest github.
I want this so bad!!
PS: +100
Your Minetest version is outdated.
Im also having that error but i have the new version of minetest.

You need a newer version of Minetest.
Try my or Fess builds
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

Nore
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by Nore » Sun Sep 22, 2013 13:43

The villages are now much better: instead of being a bunch of buildings thrown together, there are roads, etc. Moreover, the villages are bigger.
 

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sfan5
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by sfan5 » Sun Sep 22, 2013 14:00

Like this
Image
(Screenshot by BlockMen)
or this
Image
(Screenshot by me)
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sfan5
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by sfan5 » Sun Sep 22, 2013 15:14

New Screenshot added to first post.
+ Spoiler
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Inocudom
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by Inocudom » Sun Sep 22, 2013 15:31

This is a very well done mapgen that I hope will serve as inspiration for mapgen v7. Brilliance such as this must not be ignored.

You might want to spread caves out more, as they do seem a little crowded down there.

When the player reaches -1000, lava caves could appear here and there and could be lined with obsidian.

When dirt is placed near dry grass, the dirt could turn into dry grass itself (same thing applies if the dirt is placed near desert sand.)
Last edited by Inocudom on Sun Sep 22, 2013 15:33, edited 1 time in total.
 

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sfan5
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by sfan5 » Sun Sep 22, 2013 16:53

Churches added!
More buildings are coming.
Image

Edit:
Forges and Libraries added
Image
Last edited by sfan5 on Sun Sep 22, 2013 17:55, edited 1 time in total.
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by philipbenr » Sun Sep 22, 2013 21:00

I took Pilzadams build and it worked..

sfan5 wrote:
aron1263 wrote:
PilzAdam wrote:Your Minetest version is outdated.
Im also having that error but i have the new version of minetest.

You need a newer version of Minetest.
Try my or Fess builds
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Inocudom
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by Inocudom » Sun Sep 22, 2013 21:45

Will underground labyrinths (dungeons) be added to this mapgen, with the bigger ones being below -3000?

Have you seen the mod below?
https://forum.minetest.net/viewtopic.php?pid=102707#p102707
It has a few interesting ideas.
Last edited by Inocudom on Sun Sep 22, 2013 21:49, edited 1 time in total.
 

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