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could someone please explain these two things to me?

PostPosted: Wed Dec 04, 2013 16:23
by durtective6
I've been modding for a while now but there are still two things i don't understand and confuse me:

Naming mod versions (e.g. 0.1)
This has confused me for a long time, i go to name my mod but the version part just confuses me. would version 1 be 0.1, 1.0 etc. The other reason i ask this is because i update my techno mod a lot and when it gets to a large version i don't really want the title to look like this [Mod] TECHNO [23.0] [techno] however that's just an exaggeration. How do i properly name versions?

Making ores
This is a big one... I've read what everyone else says in their explanations but its still confusing me. How do i easily change how big the ore cluster is/how much ore is in a cluster, the rarity of the ore and what does this mean----> clust_scarcity = 8*8*8, the description on the wiki doesn't really mean much with me.

Many thanks.

PostPosted: Wed Dec 04, 2013 16:39
by Evergreen
durtective6 wrote:I've been modding for a while now but there are still two things i don't understand and confuse me:

Naming mod versions (e.g. 0.1)
This has confused me for a long time, i go to name my mod but the version part just confuses me. would version 1 be 0.1, 1.0 etc. The other reason i ask this is because i update my techno mod a lot and when it gets to a large version i don't really want the title to look like this [Mod] TECHNO [23.0] [techno] however that's just an exaggeration. How do i properly name versions?

Making ores
This is a big one... I've read what everyone else says in their explanations but its still confusing me. How do i easily change how big the ore cluster is/how much ore is in a cluster, the rarity of the ore and what does this mean----> clust_scarcity = 8*8*8, the description on the wiki doesn't really mean much with me.

Many thanks.

I'm not sure about the first question, but I can answer the second. I made a fairly extensive description of them:
Evergreen wrote:Okay, here is some example code for an ore.

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minetest.register_ore({
    ore_type       = "scatter",
    ore            = "mod:stone_with_ore",
    wherein        = "default:stone",
    clust_scarcity = 8*8*8,
    clust_num_ores = 8,
    clust_size     = 3,
    height_min     = -31000,
    height_max     = 64,
})


To quote the dev wiki:

ore_type: See Ore types
ore: The name of the ore node
wherein: The node that the ore will generate inside of
clust_scarcity: Ore has a 1 out of clust_scarcity chance of spawning in a node.
clust_num_ores: Number of ores in a cluster
clust_size: Size of the bounding box of the cluster
height_min: The lowest level that the ore will generate at
height_max: The highest level that the ore will generate at
noise_threshhold: If noise is above this threshold, ore is placed. Not needed for a uniform distribution
noise_params: NoiseParams structure describing the perlin noise used for ore distribution


Also, the possible ore types are:

scatter

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Randomly chooses a location and generates a cluster of ore.
If noise_params is specified, the ore will be placed if the 3d perlin noise at
that point is greater than the noise_threshhold, giving the ability to create a non-equal
distribution of ore.


sheet

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Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
a non-zero 'scale' parameter in noise_params.  IMPORTANT: The noise is not transformed by offset or
scale when comparing against the noise threshhold, but scale is used to determine relative height.
The height of the blob is randomly scattered, with a maximum height of clust_size.
clust_scarcity and clust_num_ores are ignored.
This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.



EDIT:

Remember to register the ore as a node first.

Like so:

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Code: Select all
minetest.register_node("yourmod:stone_with_yourore", {
    description = "Your Ore",
    tiles = {"default_stone.png^yourmod_mineral_yourore.png"},
    groups = {cracky=3},
    drop = 'yourmod:yourore_lump',
    sounds = default.node_sound_stone_defaults(),
})

Also remember to change "yourmod" with your mod name, and "youore" with the name of your ore.

PostPosted: Wed Dec 04, 2013 17:04
by durtective6
k thanks but the clust_scarcity is still kinda weird to me, it says it has a 1 in clust_scarcity of spawning. is it like the kind of one in ten kinda thing. If so why are there three numbers like this -> 8*8*8

PostPosted: Wed Dec 04, 2013 17:08
by hoodedice
durtective6 wrote:I've been modding for a while now but there are still two things i don't understand and confuse me:

Naming mod versions (e.g. 0.1)
This has confused me for a long time, i go to name my mod but the version part just confuses me. would version 1 be 0.1, 1.0 etc. The other reason i ask this is because i update my techno mod a lot and when it gets to a large version i don't really want the title to look like this [Mod] TECHNO [23.0] [techno] however that's just an exaggeration. How do i properly name versions?

Making ores
This is a big one... I've read what everyone else says in their explanations but its still confusing me. How do i easily change how big the ore cluster is/how much ore is in a cluster, the rarity of the ore and what does this mean----> clust_scarcity = 8*8*8, the description on the wiki doesn't really mean much with me.

Many thanks.


For naming mods, it goes like this:

[MOD] : If it is a single Mod.
[MODPACK]: If it is a collection of Mods.

Then, your Modname comes next.

Then your version number:
[1.0].
To keep it simple, I suggest you plan out what is needed for your mod to progress. You could try incrementing the number after the decimal point for small changes, or bugfixes and the number before the decimal point for huge changes or a milestone achievement.

So, you would start building it from [0.1].
And when you reach [1.0], it is your mod's first stable release. So, if this is your first version, and it is untested by the community, it would probably be [0.1] or simply [alpha]
Then, you add features so on... [1.0], [1.2],... [1.5]...
And if you make a huge change, you would prolly make it [2.0]

After that is your real-name-of-mod which you should be knowing by now =)

PostPosted: Wed Dec 04, 2013 17:09
by kaeza
durtective6 wrote:Naming mod versions (e.g. 0.1)
This has confused me for a long time, i go to name my mod but the version part just confuses me. would version 1 be 0.1, 1.0 etc. The other reason i ask this is because i update my techno mod a lot and when it gets to a large version i don't really want the title to look like this [Mod] TECHNO [23.0] [techno] however that's just an exaggeration. How do i properly name versions?

That is up to you. The general approach is that the first number (called "major version number") is for REALLY BIG changes you make, the second one (called the "minor version number") is for smaller changes. If you choose to use a third number (called the "revision" or "patch") is for small bug fixes. For example, your first version could be 0.1.0, adding a big (but not so big) feature you could release 0.2.0. A release with small bug fixes could be 0.2.1, etc. It is up to you; you may even not use minor versions (releasing just version 1, 2, 3, etc), use the date as version number (as in "version 20131204", or no version numbers at all.

Edit: Also, there's nothing wrong with having "big" version numbers; see programs like Firefox or Chromium, or like the drivers for some graphics cards.

PostPosted: Wed Dec 04, 2013 17:17
by durtective6
Kaeza/hoodedice, thanks for the reply its really explained things a lot clearer than i expected.
not to be a bother but, if possible could someone explain clust_scarcity?

PostPosted: Wed Dec 04, 2013 18:13
by LionsDen
The 8*8*8 is a cubic area of 8 nodes high by 8 nodes wide by 8 nodes deep. So to make it happen only once in an area that is 50 nodes by 25 nodes by 10 nodes it would be something like 50*25*10. I am not sure which number represents which direction but you should be able to experiment by making one of the numbers large like 50 and the other numbers small like 5 and then looking to see how the ore is scattered around your world.