Tomas Brod wrote:Default ore generation is not disabled (idk how to).
Don wrote:I really like the ideas you have. I think doing it in lua is best so it gives people the choice. Saying that, I think it might be good to suggest your idea to the core team.
Don wrote:Might want to avoid using words like dumb. Remember that everyone does this for free.
Tomas Brod wrote:Don wrote:I really like the ideas you have. I think doing it in lua is best so it gives people the choice. Saying that, I think it might be good to suggest your idea to the core team.
Your right. I myself do not feel like hacking C++ (prefer algol style languages). I might write the suggestion in the furure.Don wrote:Might want to avoid using words like dumb. Remember that everyone does this for free.
Yeah, me too. I already edited it. I meant it as "simple".
I thing about using the MapgenV7's biomes for surface and sedimentary rock types (eg: mountain=limestone, ocean, beach=sand, plains=mudstone). And the "blob" ore type for other formations.
bdjnk wrote:Hey Tomas, This is amazing work.
Ores should definitely be a part of this. It's a central aspect of geology, and you can't craft an entirely new rock system without considering how it informs the presence of ores, and vice versa.
Speaking of ores, I actually found the existence of default:stone to be distracting, especially when you have layers of, say granite, spotted with ore in default:stone. I feel like default:stone should be entirely gone.
On the topic of what should be included, while exploring I found myself missing marble. I also didn't find any gravel, which made me think of pebbles, like you find along many river banks.
They are for testing purposes and wont be removed until beta.The only thing that struck me as truly wrong however, were the giant blobs of nyan cat ;)
Napiophelios wrote:Is it intended to have such massive grouping of the same stone type?
All I have hit so far is limestone...oh well I will keep digging.
minetest.register_node( "rocks:granite", {
description = S("Granite"),
tiles = { "rocks_wgr.png" },
is_ground_content = true, sounds = default.node_sound_stone_defaults(),
groups = {cracky=3, stone=1},
})
minetest.register_node( "rocks:diorite", {
description = S("Diorite"),
tiles = { "rocks_Diorite.png" },
groups = {cracky=3, stone=1},
is_ground_content = true, sounds = default.node_sound_stone_defaults(),
})
minetest.register_node( "rocks:gabbro", {
description = S("Gabbro"),
tiles = { "rocks_Gabbro.png" },
groups = {cracky=3, stone=1},
is_ground_content = true, sounds = default.node_sound_stone_defaults(),
})
minetest.register_node( "rocks:basalt", {
description = S("Basalt"),
tiles = { "rocks_Basalt.png" },
groups = {cracky=3, stone=1},
is_ground_content = true, sounds = default.node_sound_stone_defaults(),
})
nodes = {
{ "diorite", "Diorite", {cracky=3, stone=1} },
{ "granite", "Granite", {cracky=3, stone=1} },
{ "gabbro", "Gabbro", {cracky=3, stone=1} },
{ "basalt", "Basalt", {cracky=3, stone=1} },
}
for _, row in ipairs(nodes) do
local node_id = row[1]
local node_name = row[2]
local node_groups = row[3]
minetest.register_node( "rocks:"..node_id, {
description = S(node_name),
tiles = { "rocks_"..node_id..".png" },
is_ground_content = true,
sounds = default.node_sound_stone_defaults(),
groups = node_groups,
})
end
SegFault22 wrote:More rows would be needed in the table if you want to register rocks with different sounds or other properties, which could be difficult if you have a large number of lines in the ipairs table
sofar wrote:As a former Geology student I can't help worry that rock types are deposited in entirely unrealistic ways in these images :^)
A 2D mapgen seems terribly wrong. Perhaps you need to combine several 3d noise maps - one determining the barrier between crust(igneous) and sediments. By all means let that barrier go above 0. Above the barrier you'd want to create semi-horizontal "cakes" of sediments of random order and thickness. Then intersect everything with the actual topography and cover with a soft deposit.
Tomas Brod wrote:It is not a 2d mapgen, just the noise is 2D. In fact, base height of terrain in v7 is calculated by 2d noise (the noise value is height of terrain).
Your idea with 3d noise separating crust from sediments seems interesting. I can already see what it will look like. And a last thing: I do not want to create complete lua mapgen, nor a geological simulatior. I just want to have more than dirt and stone.
Is this better? (not uploaded code yet)
It is created by stacking a few layers. In every layer, the same algorithm is used to select 'geome', but with different seeds. Also the height of the layers is varied by noise. But it is also slower. I want it to be fast, so all people (incl me) can play it.
It indeed looks nice, I like the waving layers. We'll just consider any vertical edges to be "faults" like real geologists, and make up a good story about it!
sofar wrote:veins are, geologically speaking, usually faults, and therefore planes. They can be intrusions, and then they're shaped dendric (like a tree).
You may be able to get a fractal tree algorithm that works well.
I would maybe try to make sure that the veins don't loop forever, that would make players only mine the veins. You want to make them dead end I think.
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