[mod] asteroids and planets [0.2][asteroids]

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juli
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[mod] asteroids and planets [0.2][asteroids]

by juli » Tue Nov 22, 2016 15:58

version 0.2:
Image
Image
version 0.1 (old)
Image
Image
A mod to add planets and asteroids to the world,
There are Ores into them and at Moment 4 planet types:
dirt, ice, sandstone, stone
stars cooming soon.

You can simply add new planettypes by a register function,
also new ores.
At moment are these ores included:
(gravel)
iron, cooper, tin, silver, gold, diamond, mese, mithril
Technic-mod ores would be also added.

The planets are not so much as at the image, i have only added them for the Image :)

The Planets appear 2000m over sealevel,
for the spacelook i used the marssurvive mod ...

If someone wann create a planet, it is now possible, i would take it into my mod.

License: GNU AFFERO GENERAL PUBLIC LICENSE Version 3
Depends: default, (moreores-optional)

Download:https://github.com/cpdef/minetest-asteroids/archive/master.zip
Source:https://github.com/cpdef/minetest-asteroids
Last edited by juli on Wed Nov 23, 2016 21:10, edited 6 times in total.
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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cx384
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Re: [mod] asteroids and planets [0.1][asteroids]

by cx384 » Tue Nov 22, 2016 17:24

Nice idea,
but I think it would be nice to have a function to register a asteroid type (with rarity, max height, min height, layers (with substance, size, ores, ...), size (maybe shape), ...).
Last edited by cx384 on Tue Nov 22, 2016 17:41, edited 1 time in total.
Can your read this?
 

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juli
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Re: [mod] asteroids and planets [0.1][asteroids]

by juli » Tue Nov 22, 2016 17:41

Star added! Warning! the star is hot :), if u are 40 blocks away u get damaged in survival mode!

There is sometimes a error, so that the big Planets would not be generated well,
if u use the flat mapgen it is like normal. To fly the ufo-mod is useable.

cx384 wrote:Nice idea,
but I think it would be nice to have a function to register a asteroid type (with rarity, max height, min height, layers (with substance, size, ores, ...), size (maybe shape), ...).

There is already a simple which i used for all planets, which allowes to change the material on surface.
I wanna improve it.
Maybe i add later an athmosphere or a ring lika at saturn.
Also Gas planets planned.
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.1][asteroids]

by Christian9 » Tue Nov 22, 2016 17:52

Coolio, my Cat gives it 5/5 weweygbriebiferyhbf"s
"I dreamed of becoming a scientist, in general, and a paleontologist, in particular, ever since the Tyrannosaurus skeleton awed and scared me" - Steven Jay Gould

My Deviantart Page
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cx384
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Re: [mod] asteroids and planets [0.1][asteroids]

by cx384 » Tue Nov 22, 2016 17:58

juli wrote:There is already a simple which i used for all planets, which allowes to change the material on surface.
I wanna improve it.
Maybe i add later an athmosphere or a ring lika at saturn.
Also Gas planets planned.

Great!
Can your read this?
 

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juli
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Re: [mod] asteroids and planets [0.1][asteroids]

by juli » Tue Nov 22, 2016 18:47

i think i fixed the map generation error, by replacing the default:stone node with one other,
which looks like default:stone and drops also cobblestone. I think the mapgen runned some other landscape
before sometimes if i ther is default stone...

If you notice some mapgeneration error please tell me!
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

paramat
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Re: [mod] asteroids and planets [0.1][asteroids]

by paramat » Tue Nov 22, 2016 21:16

Yes all your nodes should be mod nodes with 'is_ground_content = false' otherwise large cave overgeneration will remove 'natural' nodes such as 'default:stone' 'default:dirt' etc.
 

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Re: [mod] asteroids and planets [0.1][asteroids]

by juli » Tue Nov 22, 2016 21:19

I have now improved the register function, now u can
register planets with specified:
-radius
-name :)
-ores/layers (maybe 2 spheres where one is the core and one the surface etc.)
-> every planet has now its own ores and not all the same.

Because of this ther is now only one planet, i go to add the planets i had before
now with the new system.
(now version 0.2 :) )

@paramat thank you, i go to change it at every node...
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.1][asteroids]

by D00Med » Tue Nov 22, 2016 22:34

This looks cool!
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [mod] asteroids and planets [0.1][asteroids]

by juli » Wed Nov 23, 2016 06:35

Now i have a planet group registration implemented,
that registers many planets at one time, with:
- radius offset
- some nodes changed
Here is some simple planet registration:
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
asteroids.register_planet_group("dirty", --name
  20,  --chance
       {  --spheres:
        --SPHERE1
                {10, --radius
                       {
                       {"default:dirt", 1}, --node, chance of node is sphere
                       {"default:stone", 2}
                       }
                },
        --SPHERE2
                {11, --second sphere (radius)
                      {
                       {"default:dirt", 1},
                       {"default:sand", 2}
                       }
           }, --the spheres are in that order u define here generated, so the second would
                   --override the first here, normaly you should change the order, so that it don't
                   --the first would not be overridden
   },
   --Group: (the lines before are same at non-group registration)
   {10, 20}, --radius_offsets

   {{["default:dirt"]="default:dirt"}, {["default:dirt"]="default:stone"}}
        --nodes that would be changed (here changes "dirt" to "dirt";] and "stone")
   )
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by linushsao » Wed Nov 23, 2016 13:53

Wow...i remember Mars has two natural satellites, maybe in our marssurvive-server,...it's time to think about that alien's planets are coming to us!!!. players in mars gather enought items/tools/...,they will be able to fly to satellites of mars,and something are waitting for them....
1).My Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by juli » Wed Nov 23, 2016 21:09

now u can also register a on_construct function, which has params:
-position of planet,
-planet_def

And i have added a earth like planet, (only a simple one ...) look at first post.
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by Andrey01 » Thu Nov 24, 2016 17:23

It is very beautiful looks like!
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by juli » Thu Nov 24, 2016 18:18

Have someone tested it already?
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by juli » Wed Nov 30, 2016 10:05

I wanna add at next caves into the asteroids. Should I use Perlinnoise for this?
I have never used Perlinnoise ...
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by IKRadulov » Wed Nov 30, 2016 23:45

Looks cool and +1 for the i3wm colors !
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by juli » Thu Dec 01, 2016 12:36

IKRadulov wrote:Looks cool and +1 for the i3wm colors !

yes i3 is cool, but i wanted to know how to programm caves ....
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by IKRadulov » Thu Dec 08, 2016 08:29

As I know there is a flag in mapgen v6 that enables caves to be generated . They can be e enabled in minetest config
see this topic https://forum.minetest.net/viewtopic.php?id=7588 (Here is disabling them). Also why don't you generate air in the planet. That should leave space betwene. Or see how the Nether mod implements the nether system : viewtopic.php?f=11&t=5790
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by juli » Fri Dec 09, 2016 11:15

IKRadulov wrote:As I know there is a flag in mapgen v6 that enables caves to be generated . They can be e enabled in minetest config

I don't want that the mapgen generates caves himself in my planet. I want not so big caves inside there.
Also the mapgen only generates caves in normal llocks like dirt and stone, but not if i use other material.
IKRadulov wrote:Also why don't you generate air in the planet. That should leave space betwene. Or see how the Nether mod implements the nether system : viewtopic.php?f=11&t=5790

Sorry i don't understand your question.
Also trees can not grow inside of other air-like blocks, so there would be only one block like if you place a sapling into stone 100m in underground.
Or do you mean why i don't generate the air there for caves?
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by IKRadulov » Sat Dec 10, 2016 15:10

I should made my self clear . Yes generate air blocks in caves . You can find more info in the wiki http://wiki.minetest.net/Air . I do not know mutch of map generation thought so I am not a very relieble resource :D
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by Andrey01 » Sat Dec 10, 2016 15:23

That all is nice, real second space mod!Can had you do Black Holes in that space, what will to suck all objects around and also players?
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by juli » Sat Dec 10, 2016 21:05

i think i have a idea for cave generation now (with perlin noise)
if i have time i add it ...
Isn't there already a black holes mod?
Please tell me if i have written bad english.
Planets/Asteroids mod: https://forum.minetest.net/viewtopic.php?t=15933
servers where i'am:
mars-server
jungle-server
buildersworld
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by Andrey01 » Sun Dec 11, 2016 15:20

juli wrote:i think i have a idea for cave generation now (with perlin noise)
if i have time i add it ...
Isn't there already a black holes mod?

This mod has here, but there blackholes are unreal, they have to suck players and different objects around
 

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Re: [mod] asteroids and planets [0.2][asteroids]

by tm3 » Thu Dec 15, 2016 12:22

superb idea juli ver nice i love it :)
- Yours truly TM3
 


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