mauvebic wrote:That would be a problem too, elevation of the water on that map was y=100, the archipelago mapgen uses the default elevation.
paramat wrote:Requesting access (if it's okay to not build much but explore instead).
Check out archipelago 0.2.0.
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The 2 commits that fixed cavegen griefing and dirt ridges were simple, perhaps you could compile your own 0.4.8 stable plus those 2 commits, snce you probably don't want to use 0.4.9dev ... i'll find them for you. Problem is the ice really shows up the griefing problem.
twoelk wrote:The script moved the "to be inserted" chunks to an ungenerated area of the host map, so "up/down" should also be possible. Leaving the tweaking at the edges/borders to be manually handled.
(please don't consider this as request, rather as discussion of possabilities after I had missread the first post for a second)
Amaz wrote:May I have access please?
CWz wrote:I kind of understand why you chose the whitelist approach. back when I had a server set up it got visited by quite a few "disruptive" players. had close down the server because I was sick of dealing with them.
mauvebic wrote:I might have the blueprints to some of the buildings, though i'd be spawning them on an island instead of a disc.

twoelk wrote:You trash the old worlds?
Does it use a new/extra noise param or an existing one?paramat wrote:mauvebic, preview of archipelago 0.2.1 which trims the ice with 'np_island' noise as well as biome noise, here the new trimming is straight edged but i may add a slight randomness to the edge. Also, the width of the coastal ice is adjustable by parameter, i think this is more interesting, and it is an ultra simple and lightweight 2 line code change. Let me know if you prefer this too.
If you update archipelago to the snow biopmes version you might get snow biomes chopped along chunk edges, but i hope you can somehow keep the world you have already started.
if y == 1 and snow[ti] and comfac < ICEW + math.random() * 0.4 then
c_anode = c_ice
else
c_anode = c_watsour
endmauvebic wrote:I had a drive die on me in the last year with a lot of valuable stuff, maps wasn't high on that list and I had to make due with less :/
twoelk wrote:I played around with sfans's copytolocalmap client a little, so I might have some of the WaterWorld map preserved if you are interested. Actually I also have parts of Doge1 as I needed a local copy to let the mapper run over it so that I could study Paramats Islands Mod better. Your custom nodes did give me headaches though ;-)
paramat wrote:It uses the existing 'np_island' perlin noise which creates the archipelago ridges, and uses the already calaculated variable 'comfac' to trim the ice, so no extra processing time.
There are 2 places in the code where ice is added, the new code is: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
if y == 1 and snow[ti] and comfac < ICEW + math.random() * 0.4 then
c_anode = c_ice
else
c_anode = c_watsour
end
Where ICEW = 2.
mauvebic wrote:Regardless of if I keep backups of everything, I don't appreciate people capturing my data without my knowledge and consent, there are laws on data protection both here and in the EU. Im not running The People's Server, it's my equipment and bandwidth that's being wasted when people do anything other than play the game.
Sokomine wrote:You're beeing unjust here. The offer of a potential backup was made to you, the server owner in need (=unexpected hardware failure, no fault of yours), and to no one else. We may assume that the data was gathered while twoelk was walking around on your server, taking a look at all those nice buildings - and yes, that's perfectly normal behaviour for players who are good builders themshelves. They look at what others did build. And that special client stores what is sent - nothing more. It is in no way comparable to that bot that was found exploring on Redcrabs server.
Regarding laws, things might get really complicated. The buildings you did built yourshelf on your server are certainly your own. But which rights do you have to buildings built by others? You may certainly display them on the server (that's what they have been built for), and I don't think anybody would mind moving them on to a new map (rather the contrary - if good buildings are preserved, the better!), but for example turning them into a mod and selling them (ok, not that realistic...who'd pay?) is not covered and would mean you'd violate your builder's rights.
Please try to be a bit kinder to good builders :-) Guest<random number> players that take forever to login - and if they eventually manage, grief everything that's not nailed down and kill anything still standing - are available in large quantities, but do you really want those? Your building skills are high, your worlds nice, your ideas at least intresting.
paramat wrote:Any progress on testing 0.4.9dev? Whereas the dirt ridges and cavegen griefing are not too ugly in normal biomes they look bad on the ice sheets, so i'm keen to find out if you can avoid those. I'm going to test the trimmed ice sheets once more then push my changes within the next 12 hours.

mauvebic wrote:As for hardware, it's occurred to me that having a lot of people on the server for purposes other than playing the game did nothing to help forestall the drive failure. It certainly doesn't encourage anyone to add more content if you got a lot of people using more bandwidth to not play.
mauvebic wrote:I'm not sure what you're getting at about selling buildings though. But just because something isn't commercial doesn't mean it's a free-for-all, otherwise people would use bus stop shelters as patio furniture.
paramat wrote:Here's the 3x4km map i used for testing 0.2.0, the ice is in transition here so ignore that. I think i've managed to balance the land areas of the 3 biomes.
Sokomine wrote:Usually, the tool records automaticly while playing. And taking a look at what else has been built *is* important - the new building has to fit in. Of course mapping out huge areas for checking mapgen might be a diffrent matter, if that is what happend.
Sokomine wrote:I'm just trying to tell you that buildings that where not built by you and which are on your server are not necessarily your property.
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