[Mod] River / mountain range mapgen [0.7.1] [watershed]

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afflatus
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Re: [Mod] River / mountain range mapgen [0.5.0] [watershed]

by afflatus » Sun Nov 02, 2014 01:09

Thanks Paramat.

That gets it close enough for gameplay purposes. I'm getting some weird effects due to the way snow is placed and I'm not quite sure where the snow line / vegetation line really ought to be. I daresay I'll figure it out.

paramat wrote:The whole river system was carefully tuned, each time you change one parameter you may need to adjust others to make things work.


Rivers are tricksy. I'm understanding how much work this must have been.

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Re: [Mod] River / mountain range mapgen [0.5.0] [watershed]

by paramat » Sun Nov 02, 2014 16:15

Snow should collect on stone too in snow biomes, as in my more recent mapgens, i have made a note for the next version.
 

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Re: [Mod] River / mountain range mapgen [0.5.0] [watershed]

by trev » Sun Jun 07, 2015 14:48

One word:

Awesome!
Do what you love, and you will love what you do! :)
 

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Re: [Mod] River / mountain range mapgen [0.5.0] [watershed]

by Minetestforfun » Thu Jun 25, 2015 22:47

This mapgen is it possible with a mapgen in version 6 ?
I tried it with a mapgen v6 and a new world in a local server with a 0.4.12-stable and it seems to change near nothing, maybe it's incompatible or i missed something to do ?
I can't also see flotting islands after more than 1hour of flying with speef privs, are they often generated or very rarrely ?

Thnka you in advance for your answers
 

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Re: [Mod] River / mountain range mapgen [0.5.0] [watershed]

by paramat » Fri Jun 26, 2015 22:02

By default, whatever mapgen you choose, this mod will override and select singlenode.

If you want to add this mod as a realm stacked above mgv5/6/7 then in functions.lua edit line 215 to:

local SINGLENODE = false

Then in init.lua edit all these parameters to new y values:

local YMIN = -33000 -- Approximate base of realm stone
local YMAX = 33000 -- Approximate top of atmosphere / mountains / floatlands
local TERCEN = -128 -- Terrain zero level, average seabed
local YWAT = 1 -- Sea surface y
local YSAV = 5 -- Average sandline y, dune grasses above this
local YCLOMIN = 207 -- Minimum height of mod clouds

Floatlands only appear directly over the summit of the mountain ridge (which is also the 'watershed' of the rivers) and are fairly rare, you could try editing parameter 'ATANAMP' to 1.0 or 0.9 for more and larger floatlands:

local ATANAMP = 1.0 -- Arctan function amplitude, smaller = more and larger floatlands above ridges
 

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Re: [Mod] River / mountain range mapgen [0.7.0] [watershed]

by paramat » Tue Jun 28, 2016 02:48

Updated after a year and a half with the 0.4.13 noise buffer memory optimisation.
Should use less memory for storing noise values, hopefully less prone to 'Out Of Memory' crashes.
Huge code cleanup, it really needed it.
Liquids should flow in mod fog and cloud now thanks to 'floodable = true'.

No parameters have been changed so old worlds are supported.
 

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