[Experimental][Mod] More rocks / oregen / geology [rocks]

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Wuzzy
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Re: [WIP][Mod] More rocks [rocks]

by Wuzzy » Sat May 30, 2015 04:18

With great interest I will be following the progress of this mod.
I have waiting for a mod like this for a long time. Because 1 “default” stone gets soooo boring. There is much potential in having a diverse set of rocks.

But especially I will be interested in how the map generator will turn out.

I would like to see if you would play around with different rock hardness levels, so that low-grade pickaxes may fail on hard stones. This would also finally eliminate the dumb strategy of digging straight down. But this is not so high-priority for now, because I probably can do it for myselves if I decide to fork this. What I am interested in is the mapgen, because my mapgen skills are nearly non-existant. :-(

Maybe it also makes sense to generally throw away all the default cruft as much as possible, I fear it will really just get in the way.
 

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Re: [WIP][Mod] More rocks [rocks]

by burli » Wed Jun 29, 2016 11:40

I tried this mod with the current dev of minetest, but it seems that it doesn't work

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Re: [WIP][Mod] More rocks [rocks]

by sofar » Fri Jul 01, 2016 18:49

Maybe you want to contribute this mod to minetest-mods? Then maybe more people are going to be interested in helping development.
 

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Re: [WIP][Mod] More rocks [rocks]

by azekill_DIABLO » Sun Jul 03, 2016 11:23

we should put a random color selector for stones!
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Re: [WIP][Mod] More rocks [rocks]

by Gael de Sailly » Mon Jul 04, 2016 13:52

burli: just go 2 commits backwards:
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git clone git://repo.or.cz/rocks.git
git reset --hard HEAD~2
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: [WIP][Mod] More rocks [rocks]

by Gael de Sailly » Mon Jul 04, 2016 14:24

This is a very promising mod, but sadly it has been left unfinished a year ago. So I've forked it on GitHub: here. I'd like to continue developing this mod.

I've pushed the history branch that do not includes the 2 latest commits. So, for a "stable" version, get the zip here.
I'm trying to solve the problem that burli showed.
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: [WIP][Mod] More rocks [rocks]

by burli » Mon Jul 04, 2016 15:47

Great to hear that.
 

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Re: [WIP][Mod] More rocks [rocks]

by Gael de Sailly » Mon Jul 04, 2016 20:18

burli wrote:I tried this mod with the current dev of minetest, but it seems that it doesn't work

Image

Apparently it was intended, as we can see on layer.lua lines 46-48. I think it was an experiment to make visible the strata, that the author has not 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: [WIP][Mod] More rocks [rocks]

by burli » Mon Jul 04, 2016 20:28

I use glass to make things visible underground
 

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Re: [WIP][Mod] More rocks [rocks]

by Tomas Brod » Sat Jul 09, 2016 09:11

Thank you Gael de Sailly for bringing my attention back to minetest.
I did not abandon this mod, I just lost ideas of how to implement this.
I am surprised :) that author of the Valley mapgen is interested in this. I will do what I can, but I can't do on my own.
Now I will try implement the pipe, vein and various distributions from the screenshots in native code (mg_ore.cpp). I should resurrect my github account.
I remember that I done some experiments in the latest commits so please ignore them. Code that is worth something currently only is the pipe (sausage) and vein (fault) generators.

OT: Is there a doc or screenshot of the new "puff" ore distribution?
 

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Re: [WIP][Mod] More rocks [rocks]

by paramat » Sat Jul 09, 2016 21:23

We now have 'blob ore' and 'vein ore' in c++. 'blob ore' is a sphere deformed by 3D noise just like your nyancat ore.
'vein ore' is in the same form as the 3D noise tunnels in mgv7.
 

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Re: [WIP][Mod] More rocks [rocks]

by Tomas Brod » Sun Jul 10, 2016 07:04

paramat wrote:We now have 'blob ore' and 'vein ore' in c++. 'blob ore' is a sphere deformed by 3D noise just like your nyancat ore. 'vein ore' is in the same form as the 3D noise tunnels in mgv7.


I know 'blob' and 'vein', but 'vein' uses 2x3D noises thus very expensive. I was reading the source of mg_ore and found a new 'puff' type added in dcbb9533.
 

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Re: [Experimental][Mod] More rocks [rocks]

by Tomas Brod » Sun Jul 17, 2016 09:25

I found some old commits and stuff in my local repo so I pushed them to the origin (repo.or.cz)
and I also added tag last-usable-abadoned. I do not recommend reading the code :)
 

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Re: [Experimental][Mod] More rocks [rocks]

by burli » Mon Aug 08, 2016 10:21

Can someone explain the shortcuts of the textures like rocks_gls.png?
 

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Re: [Experimental][Mod] More rocks [rocks]

by azekill_DIABLO » Mon Aug 08, 2016 11:09

???
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Re: [Experimental][Mod] More rocks [rocks]

by burli » Mon Aug 08, 2016 11:28

azekill_DIABLO wrote:???


https://github.com/Gael-de-Sailly/rocks ... s/textures

bb? blkgr? brgr? ... yss?
 

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Re: [Experimental][Mod] More rocks [rocks]

by Tomas Brod » Mon Aug 08, 2016 18:45


That textures are borrowed (WTFPL) from game Decoblocks as noted in decoblocks.txt. Try comparing checksums with eg geeqie.
Black Basalt, BLacK GRanite, Yellow SandStone...
 

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Re: [Experimental][Mod] More rocks [rocks]

by Tomas Brod » Mon Aug 08, 2016 19:02

Progress: pipe generator rewritten to C++.
What is more: I added support for sub-ores to Pipe and Blob (puff and sheet planned)
and extended Scatter to act as sub-ore.
Sub-ores spawn near or in their parent ores. Eg: diamonds in kimberlite.
You can check-out my code at git-hub, but it need some more work.
Example usage: init.lua

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Re: [Experimental][Mod] More rocks / oregen / geology [rocks

by azekill_DIABLO » Tue Aug 09, 2016 09:12

+1
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Re: [Experimental][Mod] More rocks / oregen / geology [rocks

by burli » Tue Aug 23, 2016 18:26

I try to use the builtin tools from Minetest. I used the experimental 30 biomes mod from Gael de Sailly and add some stone nodes. Then I replaced some stones with the new rocks. Last but not least I add some stones as ores (currently just one)

I think this works very well

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Re: [Experimental][Mod] More rocks / oregen / geology [rocks

by azekill_DIABLO » Wed Aug 24, 2016 12:49

hey this looks awesome!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

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Re: [Experimental] More rocks / oregen / geology [rocks]

by Tomas Brod » Fri Sep 02, 2016 10:01

burli wrote:I try to use the builtin tools from Minetest. I used the experimental 30 biomes mod from Gael de Sailly and add some stone nodes. Then I replaced some stones with the new rocks. Last but not least I add some stones as ores (currently just one).
I think this works very well.


Good work burli. My idea was similar, but the current c++ ore generator/placer is too limited for my needs.
I am i a process of enhancing it. Something like CustomOreGenerator. Then we can add the rocks as ores and have them placed by engine without lagging lua.
Changes to the Engine (oredev branch)

Can you attach your source?
 

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Critical error

by Wuzzy » Wed Nov 09, 2016 02:31

The mineral mod of this modpack breaks down when both intllib and mod security are enabled. This is because of an outdated intllib boilerplate code, which has a dofile to a directory outside this mod.
See here for the new boilerplate code:
https://github.com/minetest-mods/intllib
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Re: [Experimental][Mod] More rocks / oregen / geology [rocks

by Diamond knight » Sat Jan 28, 2017 05:23

Is this mod still being developed?
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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