Creating Ocean World with an island

DragonSoul
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Creating Ocean World with an island

by DragonSoul » Sat Sep 21, 2013 10:34

How can i create a world with just infinite ocean with just an island? Thanks in advance.
 

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Element
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by Element » Sat Sep 21, 2013 15:17

use world edit
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by PilzAdam » Sat Sep 21, 2013 15:50

Element wrote:use world edit

Worldedit doesnt help much, a mod + singlenode mapgen would work.
 

paramat
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by paramat » Sun Sep 22, 2013 00:12

Hybrid Dog wrote:How can paramat generate a default dirt ground only with generating stone?

Hm? i dont understand what you mean, which mod is this? :)
Last edited by paramat on Sun Sep 22, 2013 00:16, edited 1 time in total.
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by paramat » Sun Sep 22, 2013 00:15

DragonSoul wrote:How can i create a world with just infinite ocean with just an island? Thanks in advance.

Difficult but i would do it by using a sort of reverse version of my flatten mod. It would lower all terrain into the sea leaving just an island generated by normal mapgen. Not sure if i can get interested enough to write this ... possibly.
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by twoelk » Sun Sep 22, 2013 04:28

have been playing with a raised sealevel as in the WaterWorld server and adding a flattened mount Meru to form a flatter island. The results weren't convincing but you may succed better.

Another idea might be to raise the sea level and use WE to scale some generated plateau or mesa to rise above sealevel.
 

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by DragonSoul » Sun Sep 22, 2013 10:29

Thanks guys for all the reply, but how do u generate a infinite ocean firstly? I tried flatland mod but it create shadows in the oceans and using flatten mod would just take too much time also world edit causes shadows and lacking too. Is there any seed or mg_flags that could help create a infinite ocean easier or faster?
Last edited by DragonSoul on Sun Sep 22, 2013 10:33, edited 1 time in total.
 

paramat
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by paramat » Sun Sep 22, 2013 10:40

Flatten mod will be much faster soon due to the lua voxel manipulator. I might be able to derive this mod easily from flatten mod and then write the vmanip version for others to test. I am interested i like the idea.
You would generate an infinite ocean in mapgen V6, indev or V7 by removing plants and sinking the land into the sea.
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by twoelk » Sun Sep 22, 2013 11:50

1.create world
2. edit "water_level = 100" in map_meta.txt
3. enter world and fix issues if any

this will raise the water level to +100, as in 100 meters above the normal level.

4. find some suitable structure, like a nice hill underwater
5. use the WorldEdit mod to mark the region with pos1 and pos2
6.type "//scale 5" (or whatever suits your case) to enlarge a 20*20*20 block to 100*100*100

this will make whatever you chose big enough to build an island of. This will probably need practice untill you get good results.
If you choose well you might not need much editing to make a convincing island.

otherwise create world with raised waterlevel and generate a mountain in an unloaded area with the Mount Meru mod.

note: you may have problems with clouds

else: goto paramat
Last edited by twoelk on Sun Sep 22, 2013 11:59, edited 1 time in total.
 

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mauvebic
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by mauvebic » Sun Sep 22, 2013 16:54

twoelk wrote:2. edit "water_level = 100" in map_meta.txt

That works now? last i tried, it also raised the ground to 100. For island you might try a modified flolands :-)
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by twoelk » Sun Sep 22, 2013 21:06

hrmpf

er right you are!

This is not the way to make an ocean!
This is a good way to generate a giant cave:
Image

so much for not double checking :-(
I did generate the seafloor first and then raised the water - now if I could only remember - if I do find the old map I must fly towards the edge of the generated world and see if the newly generated land is also raised. I did do some filling airpockets with water........ oh well - was too easy to be true. Should really write down when things work - and not loose the notes.
 

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by mauvebic » Sun Sep 22, 2013 21:29

weird, it did not even do that for me first time i tried it, it just raised everything to 100.
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by twoelk » Sun Sep 22, 2013 22:04

ok now I found out what I did.
1. create map with Mapgenerator v7
2. open map, fly to above +100, close map, close Minetest (use "F5" and "/grant singleplayer all")
3. goto world folder delete "map.sqlite"
4. open map_meta.txt, edit "water_level = 100"
5. start Minetest, open map

May not be really playable without tweeking mapgen7 to add more recources.
Of 3 test runs one had mountains that just reached sealevel and one had airpockets filled with lava in midwater (as in cave generating displacing water) .
You may need several runs to find a good seed.

hopefully tripplecheck keeps me from babbling nonsense
 

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by DragonSoul » Tue Sep 24, 2013 11:09

twoelk wrote:ok now I found out what I did.
1. create map with Mapgenerator v7
2. open map, fly to above +100, close map, close Minetest (use "F5" and "/grant singleplayer all")
3. goto world folder delete "map.sqlite"
4. open map_meta.txt, edit "water_level = 100"
5. start Minetest, open map

May not be really playable without tweeking mapgen7 to add more recources.
Of 3 test runs one had mountains that just reached sealevel and one had airpockets filled with lava in midwater (as in cave generating displacing water) .
You may need several runs to find a good seed.

hopefully tripplecheck keeps me from babbling nonsense

Thanks, the method work but yeah the cloud is very much low but it doesn't really bother much.
 

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by proller » Tue Sep 24, 2013 14:49

simplest way:

mg_name = math
mgmath_generator = sphere
water_level = -30
 

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by DragonSoul » Thu Sep 26, 2013 13:16

proller wrote:simplest way:

mg_name = math
mgmath_generator = sphere
water_level = -30

Thanks but i prefer the waterlevel method, water level 50 gave me a lot of tiny and amazing looking islands to explore and there is a ocean floor.
 

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by paramat » Fri Sep 27, 2013 00:16

Would you still be interested in a mod that creates a single island of chosen size in an 'infinite' sea? I'm getting interested, it's a nice idea, i think i can derive this easily from flatten mod.
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by DragonSoul » Fri Sep 27, 2013 14:25

paramat wrote:Would you still be interested in a mod that creates a single island of chosen size in an 'infinite' sea? I'm getting interested, it's a nice idea, i think i can derive this easily from flatten mod.

I'm interested too, how about when enabling the mod, the game automatically sets the whole world with infinite ocean, while islands could be generated in the game used e.g. /island <radius>, the middle of the island is where you are standing and the height is also based on your position (from the sea floor to the bottom of your leg)
 

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by twoelk » Sun Sep 29, 2013 14:32

A mod with some parameters to tweek the result would be great. There should be at least two basic results possible. One should be a single central island of chosen size and the other a group of islands of a chosen variety . Another could be the hight structur, think single peak volcanoe island in contrast to an atoll like rim of flat islands.
For example generating say three islands of similar size and structur could be an interesting starting map for some fractions based game map. Also if a given seafloor depth could be chosen at a certain distance from 0,0,0 this could be used to make easily mergable maps in the future.

I think raising the sealevel is not the best approach. I'd rather have a correctly generated world with parameters to tweek the distributation of water directly.
Last edited by twoelk on Sun Sep 29, 2013 14:35, edited 1 time in total.
 

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by Tx_RushFan » Thu Dec 12, 2013 20:01

I would be very interested in such a mod.B
 

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by sfan5 » Thu Dec 12, 2013 20:20

Tx_RushFan wrote:I would be very interested in such a mod.B

This can't be made into a mod, you just need to change some things in map_meta.txt
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by Tx_RushFan » Thu Dec 12, 2013 23:16

Raising the water is ok but I'd have to raise it so high that the topmost parts of my navy ships would stick through the clouds. There should be a way to make a map with lots of water and some land instead of the other way around. There is way too much land made.

Right now I'm clearning land down to water level with worldedit. then I take the land at water level and change it to water. I get large patches of dark water. I tried the fix light thing but I guess I don't know how to make that work.
 

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by paramat » Thu Dec 12, 2013 23:51

This can be made into a mod ;) i can do it.
Also good news is that Minetest's mapgen dev hmmmm is considering having terrain slope off into the sea at the world's edges.
Last edited by paramat on Thu Dec 12, 2013 23:53, edited 1 time in total.
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mauvebic
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by mauvebic » Fri Dec 13, 2013 13:08

don't really need a mod for the water part, just add this to the end of mapgen.lua
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
-- Flooded World
local WATER_LEVEL = 100
local ymaxq = (80 * math.floor(32 / 80)) + 47

for i=1,11 do
    minetest.register_ore({
        ore_type       = "scatter",
        ore            = "default:water_source",
        wherein        = "air",
        clust_scarcity = 1,
        clust_num_ores = 1,
        clust_size     = 1,
        height_min     = ymaxq - 159,
        height_max     = WATER_LEVEL,
    })
end


As for the island part, you could probably adjust the height of floland to match.
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paramat
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by paramat » Fri Dec 13, 2013 20:25

^ Hacky but it works.

Another method for a flooded world ... hmmm recently delinked terrain level from water level in MGV6 so just set water level to a higher level.
Last edited by paramat on Fri Dec 13, 2013 23:40, edited 1 time in total.
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by mauvebic » Sat Dec 14, 2013 10:14

Prompt as ever, I complained about that water level thing seven months ago :p As for the hacky bit I hope you recognize it, i got the idea from moonrealms' atmosphere code :-)
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by paramat » Sun Dec 22, 2013 15:01

Early stages of a mod, just random islands for now https://forum.minetest.net/viewtopic.php?id=8066

mauvebic, yep ... and i got that method from PilzAdam's pre-LVM nether mod.
Last edited by paramat on Sun Dec 22, 2013 15:02, edited 1 time in total.
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Re: Creating Ocean World with an island

by dgm5555 » Sun May 18, 2014 09:50

Is there any way of reverse engineering the mapgen to figure out the seed required to generate a flat or island world, or perhaps a way of altering the height of the clouds? I'm getting a bit irritated by having clouds floating through my buildings?
 

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Re: Creating Ocean World with an island

by Amaz » Sun May 18, 2014 12:10

dgm5555 wrote:Is there any way of reverse engineering the mapgen to figure out the seed required to generate a flat or island world, or perhaps a way of altering the height of the clouds? I'm getting a bit irritated by having clouds floating through my buildings?

This could help if you set the top of the dirt to a low level (-500 or so): viewtopic.php?id=8952
 

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Re: Creating Ocean World with an island

by dgm5555 » Sun May 18, 2014 14:06

Amaz wrote:This could help if you set the top of the dirt to a low level (-500 or so): viewtopic.php?id=8952
Thanks

And I just found this (with more detail and options in the post)...
https://forum.minetest.net/viewtopic.php?p=138305#p138305
Temperest wrote:Make sure you have this line in your MINETEST_FOLDER/minetest.conf file:
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
mg_flags = flat

Mind you, it will make all of your worlds start generating flat lands... [so] change it back afterward.
 

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