vm:set_lighting({day=0, night=0})
vm:calc_lighting()
vm:write_to_map(data)
burli wrote:No. Check this code.<snip>
KCoombes wrote:This will fix it.
KCoombes wrote:https://forum.minetest.net/viewtopic.php?f=9&t=10662&p=201614&hilit=map+fixer#p201614
This will fix it.
paramat wrote:The 'fun caves' mod is for use with singlenode mapgen.
paramat wrote:Ok, contact the mod author in the mod thread.
paramat wrote:Ok, contact the mod author in the mod thread.
burli wrote:I never used Worldedit.
Hm, generated and deleted nodes... The cavegen only generates air which should not cause shadows
burli wrote:I have disabled caves, dungeons and decorations and I use vanilla mc game 0.4.14 with valleys mapgen. The only installed mod is the lua version of v6 caves.
minetest.register_on_generated(function(minp,maxp,seed)
vm,emin,emax = minetest.get_mapgen_object("voxelmanip")
vm:set_lighting({day=0,night=0})
vm:calc_lighting()
vm:write_to_map()
end)
paramat wrote:I've just realised, mgv6 cavegen can overgenerate by up to 16 nodes.
At https://github.com/duane-r/fun_caves/blob/v6/mapgen.lua#L539 try:
vm:calc_lighting({x = minp.x - 16, y = minp.y - 16, z = minp.z - 16}, {x = maxp.x + 16, y = maxp.y + 16, z = maxp.z + 16})
vm:set_lighting({day=0,night=0},minp,maxp)
vm:set_lighting({day=0,night=0},{x=minp.x,y=emin.y,z=minp.z},maxp)
vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z},maxp)
paramat wrote:burli what changes have you made to the v6 branch?
This may be worth trying in non-mgv6 mapgens:
vm:calc_lighting({x = minp.x, y = minp.y - 1, z = minp.z }, {x = maxp.x, y = maxp.y + 1, z = maxp.z})
qwertymine3 wrote:burli, change set_lighting and calc_lighting to: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
vm:set_lighting({day=0,night=0},{x=minp.x,y=emin.y,z=minp.z},maxp)
vm:calc_lighting({x=minp.x,y=emin.y,z=minp.z},maxp)
Tested with fun caves, no issues seen in my test senario
Users browsing this forum: No registered users and 6 guests