REQUEST! Atlantis mod

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Jordach
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REQUEST! Atlantis mod

by Jordach » Thu Mar 15, 2012 18:32

This mod make the whole map underwater (water sources are placed at X,120,Z) and at which, you have unlimited glass, torches and cobblestone. Or any materials desired.

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by sfan5 » Thu Mar 15, 2012 19:46

+5
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by sdzen » Thu Mar 15, 2012 19:47

it needs endless san as well my favorite tool for water removal
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by wieszak » Thu Mar 15, 2012 20:49

Something like this maybe :) ?
create directory atlantis under data/mods
create there file init.lua with this:

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Code: Select all
--[[
atlantis mod
]]--
local water_gen = function( minp, maxp )
        if maxp.y < 70 then
                for lx = minp.x, maxp.x do
                        for ly = minp.y, maxp.y do
                                for lz = minp.z, maxp.z do
                                        local p = { x = lx, y = ly, z = lz }
                                        local n = minetest.env:get_node( p )
                                        if n.name == "air" then
                                                minetest.env:add_node( p, { name = "default:water_source" } )
                                        end
                                end
                        end
                end
        end
end
minetest.register_on_generated( water_gen )


... and start new world (if not, then things could go... weird...)
 

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by sdzen » Thu Mar 15, 2012 21:01

ive got an better idea on map creation replace air with water then have plants replaced with water turn dirt with grass to dirt!
Edit this is not like the above post
Last edited by sdzen on Thu Mar 15, 2012 21:02, edited 1 time in total.
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by wieszak » Thu Mar 15, 2012 21:12

well, dirt with grass will soon be converted to dirt, and any plants underwater i think adds some feeling of land recently flooded, so it is more like atlantis on sink day :))
 

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by Jordach » Thu Mar 15, 2012 21:13

Wiezak's code works.

But cross with Desert mod, then we have a winner.

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by sfan5 » Fri Mar 16, 2012 06:29

+1
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by jordan4ibanez » Fri Mar 16, 2012 12:27

i am going to blatantly steal this and give no one credit

jk :P but lets see if we can make this happen :D
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by sfan5 » Fri Mar 16, 2012 13:41

lol
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by wieszak » Fri Mar 16, 2012 16:00

Well, use it if you like it ;) What is given freely cannot be stolen :)

But, in fact this is rather wrong way to do it. To be right way is the land generator should be parametrized - such things as land smoothnes, density of trees and ores, volume of caves, water level and similar should be just settable in "advanced menu" before starting new world and kept with seed.
Last edited by wieszak on Fri Mar 16, 2012 16:00, edited 1 time in total.
 

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by Jordach » Fri Mar 16, 2012 16:03

Wieszak, I'd like to combine this with Kddekadenz's code for Atlantis.

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