[Mod] Moon realm [0.9.2] [moonrealm]

paramat
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by paramat » Sun Jul 28, 2013 13:41

EDIT Images moved to release thread https://forum.minetest.net/viewtopic.php?id=6736
Last edited by paramat on Mon Jul 29, 2013 15:16, edited 1 time in total.
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mauvebic
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by mauvebic » Sun Jul 28, 2013 14:54

That layering effect is awesome, very realistic :-)
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Topywo
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by Topywo » Fri Aug 16, 2013 12:04

paramat wrote:error messages


I got:

13:26:27: ERROR[main]: ...minetest-minetest-c06caa1/bin/../mods/moonrealm/init.lua:68: unexpected symbol near 'local'

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
-- perlin noise for terrain. 207 / 128 = golden ratio
local perl4 = {
    SEED4 = 1390930295123,
    OCTA4 = 6, -- 6
    PERS4 = 0.6, -- 0.6
    SCAL4 = 207, -- 207



Solved it for perl1, perl2, perl3 and perl4 by removing the comments and adding a }

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
-- perlin noise for terrain. 207 / 128 = golden ratio
local perl4 = {
    SEED4 = 1390930295123,
    OCTA4 = 6,
    PERS4 = 0.6,
    SCAL4 = 207,}


It's the first time I try this mod out. Moonrealm looks like building up allright.
 

paramat
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by paramat » Fri Aug 16, 2013 17:29

Thanks so much! As i suspected stupid mistakes :D
Don't worry about the comments you can leave those in.
Last edited by paramat on Sat Aug 17, 2013 03:28, edited 1 time in total.
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Neon
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by Neon » Thu Oct 17, 2013 01:05

I'd like to play around with this one, by starting a fresh world and as the first action, teleport to Y=15000. At that point, what is the likely mining/crafting path needed for basic survival? (i.e. how do you go from nothing to breathing fresh air? what needs to be built, and can it be done when starting with nothing?)
 

paramat
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by paramat » Thu Oct 17, 2013 22:07

Oh heh looks like you'll also need a good pick before you go too, perhaps some other stuff. I didn't really intend this to be survivable from nothing. I also have a simple spacesuit / spacedamage mod.
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by Nore » Mon Oct 21, 2013 07:49

paramat, have you seen that? https://github.com/minetest/minetest/pull/960
That would be good for all your different realms...
 

paramat
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by paramat » Mon Oct 21, 2013 20:32

Yep i'm very happy about that, apparently it's not meant to replace RealBadAngel's more complex skydome work, it's a simple per player sky texture, i'm not sure if RBA's is per player.
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paramat
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by paramat » Mon Dec 30, 2013 21:53

Version 0.5.1

Lua Voxel Manipulator / Perlin Map version: generation time 1 to 2 seconds per chunk.
New column stability table eliminates fine materials / falling nodes unsupported by stone.
Luxore is generated in temporary form, re"placed" by ABM to reset lighting and spread light.
Moonstone and the new black moonsand plug fissures near lakes (not that liquids flow into "airlike" nodes though, that still needs to be fixed).
More epic mapgen with 512 node vertical scale.
Ice is found in dusts at all altitudes, at this temperature ice is rock-solid and found everywhere (think Titan).
Last edited by paramat on Mon Dec 30, 2013 21:58, edited 1 time in total.
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AMMOnym
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by AMMOnym » Sat Jan 25, 2014 14:57

Hi. Good mod. Can i know how to use airgen please ??
 

paramat
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by paramat » Sun Jan 26, 2014 01:11

I recently changed the airgen code and have not yet fully tested it, so there may be bugs. The method is to build a completely airtight base, use the airlock as a door, you can walk through it but it wont let air through. Place the airgen node somewhere in the base and away from exterior walls, slowly the orange-tinted atmosphere nodes should change to clear life support air.
Very important to avoid air leaks as the air will try to spread throughout the world and cause an ABM-meltdown, for this reason i may change the atmosphere and air system soon.
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AMMOnym
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by AMMOnym » Sun Jan 26, 2014 08:08

paramat wrote:I recently changed the airgen code and have not yet fully tested it, so there may be bugs. The method is to build a completely airtight base, use the airlock as a door, you can walk through it but it wont let air through. Place the airgen node somewhere in the base and away from exterior walls, slowly the orange-tinted atmosphere nodes should change to clear life support air.
Very important to avoid air leaks as the air will try to spread throughout the world and cause an ABM-meltdown, for this reason i may change the atmosphere and air system soon.
thanks
 

paramat
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by paramat » Sun Jan 26, 2014 12:29

Version 0.6.0, see screenshot in first post.
Grey moon with vacuum nodes which drown players unless they have a moonrealm:spacesuit in their inventory (give yourself a spacesuit before you teleport there).
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specopsbarton
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by specopsbarton » Sun Jan 26, 2014 22:57

I tried your mod, but when I teleport to 0,15000,0 it's very dark and I can't see anything, also I get this errors:
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
23:45:33: ERROR[main]: generateImage(): Could not load image "moonrealm_dust.png" while building texture
23:45:33: ERROR[main]: generateImage(): Creating a dummy image for "moonrealm_dust.png"
23:45:33: ERROR[main]: generateImage(): Could not load image "moonrealm_soil.png" while building texture
23:45:33: ERROR[main]: generateImage(): Creating a dummy image for "moonrealm_soil.png"
23:45:33: ERROR[main]: generateImage(): Could not load image "moonrealm_glass.png" while building texture
23:45:33: ERROR[main]: generateImage(): Creating a dummy image for "moonrealm_glass.png"


Can you help please?
Last edited by specopsbarton on Sun Jan 26, 2014 22:58, edited 1 time in total.
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paramat
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by paramat » Mon Jan 27, 2014 00:38

Enable freemove / fly before you teleport, because you might be underground at y = 15000 and will need to fly upwards to the surface.
Thanks i forgot to rename the textures, go into the textures folder and rename the moondust, moonsoil and moonglass to:
moonrealm_dust.png
moonrealm_soil.png
moonrealm_glass.png
This will be fixed next version.
Last edited by paramat on Mon Jan 27, 2014 00:39, edited 1 time in total.
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by specopsbarton » Mon Jan 27, 2014 23:01

I moved and started making my house underground, and everything is alright except when I move sometimes, I loose few hearts and even die, I don't know why.
Anyways, I like your mod ;)
Last edited by specopsbarton on Mon Jan 27, 2014 23:03, edited 1 time in total.
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bartomon
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by bartomon » Thu Jan 30, 2014 19:19

how do you get to the realm?
Last edited by bartomon on Thu Jan 30, 2014 19:22, edited 1 time in total.
 

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Krock
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by Krock » Fri Jan 31, 2014 07:35

bartomon wrote:how do you get to the realm?

paramat wrote:*** Lua voxel manipulator version, chunk generation time 1 to 2 seconds ***
Fly and teleport up to y = 15000.
Multigrav mod for resetting per player gravity https://forum.minetest.net/viewtopic.php?id=7224
Last edited by Krock on Fri Jan 31, 2014 07:35, edited 1 time in total.
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paramat
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by paramat » Fri Jan 31, 2014 12:22

Version 0.6.2 with footprints and auto-setting of player's gravity by detecting realm from players' y, the gravity will reset within roughly 10 seconds.
I made the gravity one fifth normal, this is slightly higher than our real Moon's 0.17, i also tuned the jump speed to allow 2 node vertical jumps.
Last edited by paramat on Wed Feb 05, 2014 04:29, edited 1 time in total.
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paramat
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by paramat » Mon Feb 03, 2014 06:03

Version 0.6.4
Edited crafting guide and new screenshots in first post.
Smooth plains added and blended to create a variety of smooth and rough terrain.
Ice is more common at low altitudes.
Finally a way to craft moonrealm saplings.
Last edited by paramat on Wed Jul 16, 2014 14:12, edited 1 time in total.
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paramat
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by paramat » Wed Feb 05, 2014 04:32

Version 0.6.5
With mauvebic's help i limited the spread of air nodes to roughly 16 nodes from source, you should still create a sealed habitat though to stop the ABM running on air nodes that are next to vacuum nodes, please don't do a MC galacticraft thing by having a dome of air outside in the vacuum ;)
Many bugfixes ... so much stuff was untested and didnt work.
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RealBadAngel
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by RealBadAngel » Thu Feb 06, 2014 01:53

https://www.youtube.com/watch?v=ZD3O6FFKowI

i am just playing with the new features :)
 

paramat
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by paramat » Thu Feb 06, 2014 03:01

:D This looks so good! thanks for making this. Not sure when i'll update but i will certainly be adding a custom skybox to moonrealm mod
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by RHR » Thu Feb 06, 2014 09:35

RealBadAngel wrote:https://www.youtube.com/watch?v=ZD3O6FFKowI

i am just playing with the new features :)


wow!

cool earth

o.O
 

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MirceaKitsune
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by MirceaKitsune » Sat Feb 08, 2014 08:58

Very awesome mod, thank you! I shall try it a bit later.
 

yaman
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by yaman » Sun Feb 09, 2014 13:33

While I was mindlessly setting about building a 1x1 pillar of air generators, I stumbled upon these:Image
natural?
 

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by CraigyDavi » Sun Feb 09, 2014 15:05

yaman wrote:While I was mindlessly setting about building a 1x1 pillar of air generators, I stumbled upon these:
natural?


Yeah I have seen this too. Pretty sure it is not meant to be like that.
 

paramat
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by paramat » Sun Feb 09, 2014 23:18

If you're using indev mapgen those might be small bits of the core floatlands?
Use the mapgen parameter in minetest.conf to set floatlands higher than moonrealm, or otherwise use mapgen v6.
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paramat
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by paramat » Mon Feb 10, 2014 01:37

Another possibility is cavegen, cavegen will put holes through everything in moonrealm so it's best to disable that for your world if you can. In MT 0.4.9dev onwards you can use 'is_ground_content = false' in a node definition to stop enabled cavegen eating that node, this line will be added to moonrealm mod in the next version 0.6.6.
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by kpuonyer » Thu Feb 27, 2014 17:12

Whenever I try to use it, I get this error:
17:11:29: ERROR[main]: ServerError: LuaError: error: ...s\Will\Documents\minetest\bin\..\mods\moonrealm\init.lua:161: attempt to call method 'get_breath' (a nil value)
 

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