[Mod] Forest

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Inocudom
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Re: [Mod] Forest

by Inocudom » Mon Jun 09, 2014 00:24

Sokomine wrote:
Inocudom wrote:Bas080, Sokomine, and MirceaKitsune, what do you think of this mod? I recommend giving paramat's version of it a try:
http://www.mediafire.com/download/lyyiw ... estpm2.zip

I can't download from Mediafire as that site is broken. It does require Javascript for something that does not need Javascript.

It would be really nice to have the trees and forrests from this mod/mapgen together with mods like undergrowth etc. - they'd fit together very well. As for the spawning of the trees, perhaps less complex code might also do. Plantslib comes with some code that also spawns saplings for moretree trees (which then grow into those giants).

Look below. You should be able to download it now. If you can do anything for it, that would be great.
Attachments
forestpm2.zip
(70.7 KiB) Downloaded 73 times
 

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Re: [Mod] Forest

by Sokomine » Mon Jun 09, 2014 00:46

Thanks! I'll take a look at it (though paramat is the mapgen expert - not me :-))
 

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Re: [Mod] Forest

by paramat » Mon Jun 09, 2014 02:16

Yes i removed my version from mediafire, the official latest version of forest does use my speed improvements so forestpm2 is probably redundant now. I'll look at the code for that error.
 

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Re: [Mod] Forest

by Inocudom » Mon Jun 09, 2014 02:59

paramat wrote:Yes i removed my version from mediafire, the official latest version of forest does use my speed improvements so forestpm2 is probably redundant now. I'll look at the code for that error.

Will Gael de Sailly let you put this mapgen on GitHub?
 

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Re: [Mod] Forest

by Gael de Sailly » Sat Jun 28, 2014 13:53

This error comes from the code for seasons. After line 49 of seasons.lua, I have forgotten this line :
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
new_node = {name = "flowers:dandelion_white"},

I've defined several types of seasonnal transformations of plants. And the "transforms" needs a field "new_node", which does not exist. So on calling
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.set_node(pos, params.new_node)
(init.lua:124), we call set_node with (pos, nil).

I've not found this problem before because I've just tested a little, thinking my brothers and my sister would play Minetest and tell me if there was an error. And I've a little forgotten Minetest.

I've corrected this error and updated the download at the first page.
 

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Re: [Mod] Forest

by Inocudom » Sat Jun 28, 2014 18:10

You might want to add an option that controls whether there are seasons or not.

The volcanic biomes seem out of place and uninteresting (their surfaces consist of stone.) You might want to fix them up.

Would you consider adding support for the following mods?
Inocudom wrote:Please consider having this mod support mods that add additional plants and ores to worlds. Below are four great mods that add plants:
https://forum.minetest.net/viewtopic.php?f=9&t=7207-undergrowth modpack
https://forum.minetest.net/viewtopic.php?f=9&t=7143-dryplants modpack
https://forum.minetest.net/viewtopic.php?f=11&t=6921-ferns mod
https://forum.minetest.net/viewtopic.php?f=11&t=3898-plantlife modpack
Doing this task could make your forest mod more customizable and more popular in the end.

To anyone that reads this, how could custom mapgens be capable of such a thing? What would have to be done?
 

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Re: [Mod] Forest

by Gael de Sailly » Sat Jun 28, 2014 20:29

I will think about it. And I will completely rewrite my mod.
Mossmanikin's work looks interesting, but I have not yet had time to play it or to analyse the code.
Inocudom wrote:Well, it looks like Gael de Sailly might not be coming back for... Quite some time.

During the two latest monthes, I don't spend a lot of time on Minetest. I have a project on Löve (another Lua environement), and generally I spent less time on computer (awesome weather) and especially I had my baccalaureate.

But now, I am determined to continue working on Minetest, and create a Forest 2.0…
rubenwardy wrote:I actually glanced over this mod's title a few times, skipping it.

…or thinking about a better name !
 

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Re: [Mod] Forest

by Inocudom » Sun Jun 29, 2014 00:02

When doing the rewrite, a good thing to do is to allow for mods that generate ores, plants, and structures to do so. However, not even paramat has ever done such a thing. The only person that ever did anything of the like is Nore with his mapgen (he added support for Calinou's moreores mod and RealBadAngel's technic mod.)

If you wish to, you could use the following mod (the pedology mod by Wuzzy) to create ground covers for your biomes:
https://forum.minetest.net/viewtopic.php?f=11&t=9429&start=25
 

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Re: [Mod] Forest

by Inocudom » Mon Jul 21, 2014 05:02

Any progress lately?

I took three screenshots of this mapgen. People might care about it more if they see it in action:
Image
 

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Re: [Mod] Forest

by Bas080 » Mon Jul 21, 2014 22:08

Inocudom, where did you get the map in your top right corner?

Nice screenshots btw.
 

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Re: [Mod] Forest

by Inocudom » Mon Jul 21, 2014 23:55

Bas080 wrote:Inocudom, where did you get the map in your top right corner?

Nice screenshots btw.

https://forum.minetest.net/viewtopic.php?f=7&t=8489&start=125#p149093
Right here, Bas080.
 

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Re: [Mod] Forest

by Inocudom » Thu Jul 24, 2014 01:47

Image
Two more screens of this mapgen.
 

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Re: [Mod] Forest

by Inocudom » Mon Sep 22, 2014 12:44

Gael de Sailly, are you still working on this mapgen? If not, could you let others fork it and continue work on it?
 

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Re: [Mod] Forest

by Gael de Sailly » Mon Sep 22, 2014 17:00

Inocudom wrote:Could you let others fork it and continue work on it?


Yes, you can continue my work, I have not really the sense of property, my aim is to improve Minetest and not to get a reputation for some things that I have made myself.

I think Minetest has a big potential but it is still not completely exploited, for example about the mapgen.

In brief, you can continue my work.

This kind of situation will be perhaps more convenient to manage with Github. I have troubles to understand how does it work.
 

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Re: [Mod] Forest

by Gael de Sailly » Mon Sep 22, 2014 17:03

Actually, I've changed my project. I work on a "mapgen library", a mod which adds features for the map generation. I will post a new topic on it.
 

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Re: [Mod] Forest

by Inocudom » Mon Sep 22, 2014 18:08

Gael de Sailly wrote:
Inocudom wrote:Could you let others fork it and continue work on it?


Yes, you can continue my work, I have not really the sense of property, my aim is to improve Minetest and not to get a reputation for some things that I have made myself.

I think Minetest has a big potential but it is still not completely exploited, for example about the mapgen.

In brief, you can continue my work.

This kind of situation will be perhaps more convenient to manage with Github. I have troubles to understand how does it work.

Paramat and Krock can help you out with GitHub.

Humility is the greatest friend of open-source projects. I am glad that you have learned that.
 

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Re: [Mod] Forest

by Gael de Sailly » Mon Sep 22, 2014 19:18

I've tried to understand for months, to no avail.
But today, I found a good tutorial, and I finally managed to push Forest 1.2 in my repo !

When we really need something, we understand better.
 

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Re: [Mod] Forest

by balthazariv » Wed Sep 24, 2014 18:28

Hello,
This mod work but i have this message appears
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
Error[main]: set_mapgen_params():flagmask field is deprecated, see lua_apit.txt


Thanks for your works
 

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Re: [Mod] Forest

by Gael de Sailly » Wed Sep 24, 2014 18:39

It is a problem of Minetest versions. I've created this mod on February-March-April, the lastest Minetest was 0.4.9. Now it's 0.4.10, the syntax of this function has changed. It's not a bug, it means "Warning : in the followings versions of Minetest, the support for this syntax will be removed.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

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Re: [Mod] Forest

by Gael de Sailly » Wed Sep 24, 2014 18:47

In fact, it's not a problem.
 

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Re: [Mod] Forest

by Nathan.S » Sun Oct 19, 2014 22:23

I keep getting an error that, from what I can tell, has something to deal with setting seasons.

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
16:56:17: ERROR[main]: ServerError: caught (...)
16:56:17: ERROR[main]: stack traceback:
16:56:17: ERROR[main]:    [C]: in function 'set_node'
16:56:17: ERROR[main]:    /home/nathan/.minetest/mods/forest/init.lua:127: in function </home/nathan/.minetest/mods/forest/init.lua:109>


I looked at the init.lua file and the error seems to be happening in the last line here:
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_abm({
   nodenames = {"group:season"},
   interval = 60,
   chance = 1,
   action = function(pos, node)


I don't think I have any other mod that controls mapgen, but I could be wrong.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

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Re: [Mod] Forest

by Gael de Sailly » Mon Oct 20, 2014 06:58

I already knew this error. I thought I had corrected it. I'll fix it now. Look at the 7th post of the page 3, the problem is exactely the same. I think I've put the wrong version on Github on September 22nd.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

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Re: [Mod] Forest

by Nathan.S » Mon Oct 20, 2014 23:34

Gael de Sailly wrote:I already knew this error. I thought I had corrected it. I'll fix it now. Look at the 7th post of the page 3, the problem is exactely the same. I think I've put the wrong version on Github on September 22nd.



Thanks. :)
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

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Re: [Mod] Forest

by paramat » Tue Mar 03, 2015 04:28

Hi, i saw on IRC you have a problem, see https://forum.minetest.net/viewtopic.php?p=167081#p167081
Due to a recent change in the noise code, the Z size of 2D perlinmaps must be set to 1, like 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
   -- perlinmap stuff
   local sidelen = x1 - x0 + 1
   local chulensxyz = {x=sidelen, y=sidelen, z=sidelen}
   local chulensxz = {x=sidelen, y=sidelen, z=1}
   local minposxyz = {x=x0, y=y0, z=z0}
   local minposxz = {x=x0, y=z0}
   -- 3D noises
   local nvals_n1 = minetest.get_perlin_map(np_n1, chulensxyz):get3dMap_flat(minposxyz)
   -- 2D noises
   local nvals_n5 = minetest.get_perlin_map(np_n5, chulensxz):get2dMap_flat(minposxz)
 

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Re: [Mod] Forest

by paramat » Thu Mar 05, 2015 01:22

I'll make sure ores and decorations are registered for singlenode mapgen, so that 'generate ores/decorations' can be used.
 

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