Floating Grass & Plants...

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Floating Grass & Plants...

by TenPlus1 » Sun Apr 13, 2014 08:11

While the new v7 mapgen has some pretty amazing features, the ridges flag seems to be giving me problems when it comes to grass and plants... I dont know exactly how it works but it seems that once an area ia generated it places decoration then ridges slices an area from the map leaving behind grass and flowers floating in mid air:

Image

Would it be possible to generate map, slice the area then call for decorations to be placed to save this problem ? Also some flags to disable mountains and ridges would be nice :)
Last edited by TenPlus1 on Sun Apr 13, 2014 08:11, edited 1 time in total.
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Sun Apr 13, 2014 19:32

TenPlus1 wrote:leaving behind grass and flowers floating in mid air:

The same seems to happen on Freeminer servers. There are always a lot of plants floating around in the air.
A list of my mods can be found here.
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: Floating Grass & Plants...

by paramat » Tue May 06, 2014 18:55

Saw your chat on IRC, thats a cave which is cut out after biomes, ideally it should cut out those plants too, check the plant node definitions for 'is_ground_content = false', it should be 'true'. That setting controls whether cavegen will eat the node or not.
EDIT Perhaps decorations are added after cavegen, but placed according to the chunk heightmap, which is the original surface before caves are cut.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: Floating Grass & Plants...

by Hybrid Dog » Fri May 09, 2014 18:11

I use my swamps mod with mg v6 and, even with an abm or minetest.after(), I wasn't able to fix my swampwater (it looks arround itself if it touches air then no water should be set because of flooding). Maybe the map somehow becomes changed after mapgen and after the player joins/loads the generated chunks.
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: Floating Grass & Plants...

by TenPlus1 » Tue Jun 03, 2014 14:50

Paramat: yes, each grass and plant item has "is_ground_content = true" set and the floating vegetation still persists... That's what I originally thought about decoration placement too although it would have to be fixed within minetest itself so that decoration happens after the chunk has been generated and cut up properly (fingers crossed for 0.4.10)...

On the plus side, digging one of the floating plants results in all the others floating nearby dropping to the ground for easy collection or ttl timeout...
 

User avatar
Achilles
Member
 
Posts: 246
Joined: Sun Dec 15, 2013 11:55
In-game: Achilles

Re: Floating Grass & Plants...

by Achilles » Tue Jun 03, 2014 17:10

TenPlus1 wrote:(fingers crossed for 0.4.10)


Can't wait till that comes out, I dont really like getting the daily's...
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: Floating Grass & Plants...

by paramat » Wed Jun 04, 2014 02:07

This bug is not surprising, mgv7 is actually unstable, half finished and hmmmm is about to rewrite it.
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: Floating Grass & Plants...

by TenPlus1 » Wed Jun 04, 2014 19:24

Really ? I had mgv7 pegged as the next best thing for minetest, I had no idea it was so buggy... No wonder you make your own mapgen routines inside the mod...
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Re: Floating Grass & Plants...

by sfan5 » Thu Jun 05, 2014 15:25

TenPlus1 wrote:I had no idea it was so buggy...

MGv7 is not buggy, but not finished yet.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 


Return to Minetest Problems

Who is online

Users browsing this forum: No registered users and 11 guests