[Mod] River / mountain range mapgen [0.7.1] [watershed]

paramat
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by paramat » Thu Apr 03, 2014 06:29

Version 0.3.4
Tuned volcanos, lava flows again with range 2, no use of 'flagmask' for 0.4.9dev compatibility.
Last edited by paramat on Sun Feb 15, 2015 23:42, edited 2 times in total.
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by paramat » Fri Apr 04, 2014 01:54

Version 0.3.5
Finally tuned the volcanos to something reasonable. They are found in the rough high terrain at the ridges/mountain ranges/island chains.
Mod clouds return at y = 256, but no dark clouds.
Last edited by paramat on Mon Feb 16, 2015 02:14, edited 1 time in total.
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by paramat » Fri Apr 04, 2014 04:52

Screenshots removed.
Last edited by paramat on Sun Feb 15, 2015 23:44, edited 2 times in total.
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by glenstein » Sun Apr 06, 2014 19:41

Maybe I'm missing something really obvious, but how come you have WS Stone (watershed stone) instead of regular stone?
 

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by paramat » Sun Apr 06, 2014 20:24

Minetest has a bug where if you use normal default:stone or default:desert_stone in a mapgen mod unwanted patches of dirt, grass and trees appear on the stone. Using default nodes in a mapgen mod causes other problems, which is why so many 'normal' nodes have been edited into mod versions.
When you dig watershed:stone it will 'drop' default:stone, likewise for some other nodes.
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by PilzAdam » Sun Apr 06, 2014 20:29

paramat wrote:Minetest has a bug where if you use normal default:stone or default:desert_stone in a mapgen mod unwanted patches of dirt, grass and trees appear on the stone. Using default nodes in a mapgen mod causes other problems, which is why so many 'normal' nodes have been edited into mod versions.
When you dig watershed:stone it will 'drop' default:stone, likewise for some other nodes.

Have you tried chaning the alias for "mapgen_stone"?
 

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by hoodedice » Sun Apr 06, 2014 20:30

You know what I would really like to see?

An amalgamation of all of your mods in one. Ported to Mapgen v7. Generates a chunk in 2 - 3 seconds. Pre-generation in engine upto 1000 in each direction. Default.
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by CraigyDavi » Sun Apr 06, 2014 20:32

hoodedice wrote:You know what I would really like to see?

An amalgamation of all of your mods in one. Ported to Mapgen v7. Generates a chunk in 2 - 3 seconds. Pre-generation in engine upto 1000 in each direction. Default.

Nice idea!
 

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by glenstein » Sun Apr 06, 2014 21:03

paramat wrote:Minetest has a bug where if you use normal default:stone or default:desert_stone in a mapgen mod unwanted patches of dirt, grass and trees appear on the stone. Using default nodes in a mapgen mod causes other problems, which is why so many 'normal' nodes have been edited into mod versions.
When you dig watershed:stone it will 'drop' default:stone, likewise for some other nodes.



hmm. For me, when I dig watershed:stone it's dropping watershed:stone to my inventory and I can't craft it into anything. Is it possible to add it to the stone group?
 

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by paramat » Mon Apr 07, 2014 06:03

PilzAdam, thanks i'll look into that.

hoodedice, i intend to combine a few mods and make a game in lua, and also try porting a mapgen to core, i have been asked to by the devs, hmmmm is busy so its up to me to do it ... actually he mentioned he may add pregeneration to mgv7, its a good idea and less hacky than teleporting the player around in a lua mod.

glenstein, =/ thanks that was a mistake, new version soon.
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by Mikerhinos » Mon Apr 07, 2014 14:38

Trying it right now, despite being slooooow to display, it looks totally stunning...
Last edited by Mikerhinos on Mon Apr 07, 2014 14:51, edited 1 time in total.
 

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by paramat » Tue Apr 08, 2014 04:42

Thanks Mikerhinos. I saw some recent chat on IRC, you're right in thinking this has nothing to do with mapgen v7, it forces singlenode instead and does everything in lua. Hoodedice was referring to my 'paragen v7' mod https://forum.minetest.net/viewtopic.php?id=7366, this adds biomes to the bare stone of mapgen v7, it's slower because it's an older mod that doesn't use the voxelmanip and perlinmaps added in Minetest 0.4.8.
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by hoodedice » Tue Apr 08, 2014 05:03

paramat wrote:Thanks Mikerhinos. I saw some recent chat on IRC, you're right in thinking this has nothing to do with mapgen v7, it forces singlenode instead and does everything in lua. Hoodedice was referring to my 'paragen v7' mod https://forum.minetest.net/viewtopic.php?id=7366, this adds biomes to the bare stone of mapgen v7, it's slower because it's an older mod that doesn't use the voxelmanip and perlinmaps added in Minetest 0.4.8.


Umm, at that time, I was mistaken and thought your watershed required v7 to run...
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by Mikerhinos » Tue Apr 08, 2014 07:02

Ok Paramat :)

I generated like 5 watershed worlds doing tests since yesterday, and I'm amazed each time at how good it looks, I could fly on it all day long like that http://youtu.be/7PmUemZywgg?t=35s lol.



Edit : nether won't work with that mod ? I'm at y=-5000 and it's normal stone. Looks like there are no ores too no matter the depth :s
Wow there's a crazy *ss canyon in a moutain starting around 991,134,1082, I could go down to -418m without breaking a single node (fly mode) but as it's pretty giant maybe it's possible to go even deeper.
Last edited by Mikerhinos on Tue Apr 08, 2014 15:09, edited 1 time in total.
 

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by paramat » Tue Apr 08, 2014 23:00

Which nether mod? and yes it's probably incompatible but i'll try to find out why.
There are certainly ores see post 30 and 31 in this thread, i spent days tuning them =/. Ores are in weblike seams that are themselves within thin horizontal rock strata, compared to the Minetest standard ores are harder to find but when you find a seam mark it's position, set up a mine and follow it and it will provide a large amount of ores. All ores are available at all altitudes, including floatlands.
I find the idea of setting up scattered mines when rare ore seams are found a more interesting gaming experience, it forces more travel.
Best place to find seams is in the fissures or in the cliff walls, but of course you need coal to make torches to see in the fissures, so there is an initial challenge of finding a coal seam. Perhaps i should add a few glowstone nodes in the fissures which can be crafted to lights.

The canyon you found, perhaps you found the fissures? they go all the way to realm base YMIN.

Another tip fopr everyone, floatlands are found rising in 'walls' above the ridges all the way to atmosphere top YMAX, a natural and intuitive place as if the mountains are forming blobs of land that float up.
Last edited by paramat on Wed Apr 09, 2014 05:50, edited 1 time in total.
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by paramat » Wed Apr 09, 2014 06:03

Version 0.3.6.
Added turquoise fresh ice node.
Bugfix: stone drops default:cobble.
Added red cobble, texture by brunob.santos.
Rewrote clouds using existing fissure and humid noises, cloud noise deleted.
Clouds are now in the top node layer of each chunk, from a chosen minimum YCLOMIN to the top of atmosphere YMAX.
Last edited by paramat on Sun Feb 15, 2015 23:45, edited 1 time in total.
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by Mikerhinos » Wed Apr 09, 2014 06:18

Ok i'll try to search for seams.
It's a cool idea making it some sort of "survivalish" impression and it gives it more value in multiplayer (I didn't found any ore when mining randomly so was afraid of no ore at all on map lol).
Found a few hours ago while flying around randomly :

Image

A big pile of obsidian (it goes about 10 nodes under water), but no iron pickaxe lol, well, that's some ores anyway lol.

Edit : each update we have to generate a new world to see changes I guess ? Oh and Nether mod is PilzAdams one.
Last edited by Mikerhinos on Wed Apr 09, 2014 06:37, edited 1 time in total.
 

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by Krock » Wed Apr 09, 2014 07:59

Mikerhinos wrote:ach update we have to generate a new world to see changes I guess ?

You just have to generate new chunks outside of the already generated map, ex. "/teleport 1337 10 -1337"
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by Mikerhinos » Wed Apr 09, 2014 08:03

Yes that's what I did, hope that surface won't change much because I plan to play on it in multiplayer, so if a new chunk gets generated 40 nodes higher than one from precedent version it will feel weird when playing lol
 

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by paramat » Wed Apr 09, 2014 21:56

I perhaps should go searching for ores myself to make sure they can be found within a reasonable time, i might also make them denser within the seams so they are more easily seen in the fissure walls. Once you find a seam though this mod is actually more generous than default, because i want there to be a huge amount of materials available for building ambitious projects.
Yes PilzAdam's nether mod is incompatible as that depends on having the default mapgen.
The obsidian hills are actually a result of the volcano-forming maths, they are actually volcanos whose vents have not broken through to the surface, i think of them as inactive volcanos.
I can't guarantee the surface level won't change but i am trying my best to tune and stabilise that early on :)
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by paramat » Thu Apr 10, 2014 04:33

New version, still called 0.3.6
I explored the fissures with them all lit up, the ores were too hard to find.
Strata are vertically more closely packed, ore seams are thicker and denser.
Added lux ore to dimly light the fissures, these drop lux crystals which can be crafted with glass to lights.
Red cobble can now be cooked to default:desert_stone.
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by Mikerhinos » Thu Apr 10, 2014 14:54

Tried it 2h, don't really see the difference with ores :s
Found a fissure that goes down to -485m, and after mining around while going down, all I had was +600 nodes : around 30 coppers and a ton of stone/sand/dirt, no iron, no coal to melt ores/sand or make lights with sticks :(
Don't know if it's possible but it would be cool to have a way of changing each ores generating, maybe in init.lua, with like "ore_iron=1.23","ore_copper=0.87" where 1=normal, 0.75=-25% of generating, 1.32=+32% etc...
Lux crystals are a good idea, really helps in the fissures, problem is to me that it's really deep and hard to go back to the surface.
Keep up the good work ! (sand/dirt not damaging pickaxes is great BTW).
 

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by hoodedice » Thu Apr 10, 2014 15:37

(sand/dirt not damaging pickaxes is great BTW)


That is because in MT, if you use an improper tool for the job, the hand will be used instead. Nothing will happen to the tool. Try digging stone with a diamond spade.
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by paramat » Thu Apr 10, 2014 16:49

Thanks Mikerhinos this helps me tune the ores. The parameters to make ores more common are:
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Code: Select all
local ORETHI = 0.005 -- Ore seam thickness tuner
local SEAMT = 0.05 -- Seam threshold, width of seams

The seams have already been thickened up but they could do with being much wider and therefore easier to find, try SEAMT = 0.4, or = 2 for continuous strata of ores. I'll test with SEAMT = 2 ...
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by Achilles » Thu Apr 10, 2014 16:58

nice mod
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by paramat » Fri Apr 11, 2014 05:12

Version 0.3.7
I settled on SEAMT = 0.2, this makes the seams much wider and a little easier to find, you can increase that parameter towards 0.4 to make ores easier to find.
I quadrupled the number of coal seams so there is one roughly every 128 vertical nodes, they are easier to find in cliffs and in the fissure entrances. Tip: find a fault line (marked by a continuous line of cliffs) and follow it, eventually (hopefully) it will cross some coal seams.
Lux ore is now an ore in it's own seam.
Jungletree roots have been removed because they were griefed by the mapgen method.
I'm now modulating cliffs with the strata noise instead of the temp and humid noises, so the landscape has changed a little.
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by Mikerhinos » Fri Apr 11, 2014 06:37

Is it possible to reduce seam size but make more on map by editing the init ? (I believe that for the 1st one I just have to lower SEAMT value)
I was exploring down a fissure in fly mode to see the changes, finding no ore except a magical copper field (in fact it was just a few copper ores near to the surface, I just said that for the fun of it lol), when suddenly

Image

Coal everywhere.
So I'd like to have just small seams but like 3 times more for the basic ores mainly (iron and coal), rare seams seem to be fine as I didn't found one after a few minutes of exploring.
Sorry to ask a new thing at each version lol, maybe I could change it myself if I'd learn a bit of lua.
 

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by paramat » Sat Apr 12, 2014 09:40

New version, still 0.3.7
A while back i added faults to create paragen type cliffs, these never really looked right and there are already cliffs in the mountains so faults are removed, allowing me to remove the processing heavy 3D fault noise, saves roughly 0.5 second on chunk gen time.
Surface ice in tundra changed from sea ice to turquoise fresh ice.

Mikerhinos, i'll get back to you on that later.
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by Mikerhinos » Sat Apr 12, 2014 17:25

Just tried it, chunks generate pretty fast now good job !
Seams seem quite well on size to me, and as it's lua editable it's perfect.
I'd just personnally like to be able to edit seam "quantity" for each ore, and it would be perfect :)
Thanks again for the time you spend to get that mod really polished for us (I hope that I'm not the only one to use it and asking for stuff lol).
 

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by paramat » Sat Apr 12, 2014 23:02

No problem Mikerhinos.
At line 368 these line pairs create the coal seams.
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 densityper >= 0 and densityper <= ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.3 and densityper <= 0.3 + ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.5 and densityper <= 0.5 + ORETHI * 4 then
data[vi] = c_stocoal
elseif densityper >= 0.8 and densityper <= 0.8 + ORETHI * 4 then
data[vi] = c_stocoal

'densityper' is a variable that cycles from 0 to 1 every 512 nodes you descend below ground, so there are currently 4 coal seams per 512 vertical nodes, to add more seams add extra line pairs directly after the above lines, each line pair being of the form:
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Code: Select all
elseif densityper >= X and densityper <= X + ORETHI * 4 then
data[vi] = c_stocoal

where X is a decimal number between 0 and 1 that fits inbetween the other ore and sandstone strata, so you will have to study the 'densityper' numbers for the sandstone and other ores and try to avoid an overlap.

Advice for testing ore distribution: edit the end of the init.lua to:
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Code: Select all
vm:set_data(data)
vm:set_lighting({day=14, night=14})
--vm:calc_lighting()
vm:write_to_map(data)

... the vm:calc_lighting() is commented out, and light value of all nodes is set to maximum, fly down through the ground beside the now lit-up fissures.
Last edited by paramat on Sat Apr 12, 2014 23:04, edited 1 time in total.
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