[Mod] Again a Lua mapgen [yappy]

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Krock
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[Mod] Again a Lua mapgen [yappy]

by Krock » Tue Jul 29, 2014 19:04

Yet Another P ... p? how did I get this mod name again??

It's a Lua mapgen with some biomes, trees, flat land and almost no water.

Some very old screenshots: Don't wanna see actually but take me there anyway

What it generates:
  • Normal trees
  • Cactus (default game add more of them)
  • Ores
  • Caves (also with lava)
  • Normal, Pine and oak trees
  • 7 different biomes
  • Temperature-based oceans/rivers
  • Mudflow: Makes cave entrances fancy

What it uses:
  • 4x 2D-perlin noise (Only above -80m) Used for: Terrain/mountain height, tree chances, temperature
  • 1x 3D-perlin noise Used for caves

Licenses:
Codes and textures: BSD 3-Clause
Pine tree from HeroOfTheWinds, paramat: WTFPL

Depends: default, flowers

Download: master *.zip | View source
Last edited by Krock on Sun Nov 20, 2016 08:18, edited 3 times in total.
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Re: [Mod] Again a Lua mapgen [yappy]

by HeroOfTheWinds » Tue Jul 29, 2014 19:15

Very neat, I'll have to try this out later. Pretty much any mapgen with rivers is neat in my book. Question though: why do those trees have some off-white in the texture? Is that some sort of alpha error with fancy trees off?

Also, the pine tree is paramat's originally, mine is just a plain ol' copy of his. xD
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Re: [Mod] Again a Lua mapgen [yappy]

by philipbenr » Tue Jul 29, 2014 19:49

Very good. I am looking for a good magpen for my indev subgame. I liked mg, but It really wasn't working out... Your other one was rather promising, but not quite good enough. Anyhoo, I'll be watching this topic pretty closely.
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Tue Jul 29, 2014 20:05

HeroOfTheWinds wrote:Question though: why do those trees have some off-white in the texture? Is that some sort of alpha error with fancy trees off?

Also, the pine tree is paramat's originally, mine is just a plain ol' copy of his. xD

I'll try to fix this bug soon.

I already thought, it could be a copy of paramat's mapgen, so I just added both names.

philipbenr wrote:Anyhoo, I'll be watching this topic pretty closely.

Nice to see someone interested in this mapgen :)
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Re: [Mod] Again a Lua mapgen [yappy]

by sfan5 » Tue Jul 29, 2014 20:38

I think something is wrong...
Image
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Tue Jul 29, 2014 21:23

sfan5 wrote:I think something is wrong...
https://cdn.mediacru.sh/cPbGVBpBfu6D.png

Feature! Under the 1st layer is sand, cacti loves sand.
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Re: [Mod] Again a Lua mapgen [yappy]

by paramat » Wed Jul 30, 2014 02:58

Hi, i saw this on IRC logs:
* Krock wonders if there's something like <PerlinNoise>:get3d(x, y, z) and which returns a number
There is but it's not well documented, see my very early (pre voxelmanip, pre perlinmap) mods.

In the parameters section set the noise parameters:
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Code: Select all
local SEEDDIFF = 1975
local OCTAVES = 5
local PERSISTENCE = 0.6
local SCALE = 384

Here 'SCALE' equals the 'spread' of perlinmap noise parameters, the size in nodes of the largest pattern found in the noise. It has one value instead of 3 so applies to all 3 dimensions.
'SEEDDIFF' is the same value as 'seed' in perlinmap noise values.

Then use this once:
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Code: Select all
local perlin = minetest.get_perlin(SEEDDIFF, OCTAVES, PERSISTENCE, SCALE)


Then you can get multiple noise values of any points in the world by using this multiple times:
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Code: Select all
local noise = perlin:get2d({x=x,y=z})

Where x and z are the world co-ordinates.
Note 'x=x, y=z' because 2d noise always expects 2 values x and y and you're inputting the world co-ordinates x and z.
For 3D noise:
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Code: Select all
local noise = perlin:get3d({x=x,y=y,z=z})
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Wed Jul 30, 2014 07:32

paramat wrote:Hi, i saw this on IRC logs:
* Krock wonders if there's something like <PerlinNoise>:get3d(x, y, z) and which returns a number
There is but it's not well documented, see my very early (pre voxelmanip, pre perlinmap) mods.

<snip>

Thanks for your explanation, other IRC users were also able to help with that.
I searched that function on the wrong part in the lua_api (minetest.get_perlin_map).
Could you extend minetest.get_perlin at the dev wiki with your explantation, so it's easier to understand?
(Future) mod developers could appreciate that.

EDIT: Example map:
Image
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Fri Aug 01, 2014 17:36

Current status:
- Other chance calculation of trees
- Changed mountain high/rarity
- HAAAANDS
-


Scale 0.5 can give something like this:
Image
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Re: [Mod] Again a Lua mapgen [yappy]

by paramat » Fri Aug 01, 2014 17:51

Your screenshot 2 posts above looks lovely, those appletree leaves do not though, they need a dark background behind the leaves, they look like cobblestone from a distance ;)
 

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Re: [Mod] Again a Lua mapgen [yappy]

by philipbenr » Fri Aug 01, 2014 22:38

sfan5 wrote:I think something is wrong...
Image

That's not a bug, that's a :
Krock wrote:Feature!

;)

I'll be taking a look at the latest sooner or later, so please, keep it up Krock. :)
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Sun Aug 03, 2014 10:01

philipbenr wrote:That's not a bug, that's a :
Krock wrote:Feature!

Well, I dropped this feature now and added:

- clay (in sand, underwater)
- jungle trees (from default game)
- jungle grass

Image
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Sun Aug 17, 2014 07:46

Would you like to....

Build here?
Image

Or here?
Image Image

There weren't any important changes - just trying to bump this thingy again.
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Mon Aug 18, 2014 18:13

Update!
- Added a simple mudflow
- Made caves generating also at surface

What is mudflow?

Without:
Image
And with:
Image
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Re: [Mod] Again a Lua mapgen [yappy]

by philipbenr » Mon Aug 18, 2014 20:17

I would like and almost use this magpen all the time, except for one thing. It lacks a bit of interest. One suggestion; Add things like birch and oak trees in the mix with forests. I would do it myself (and I just might) but I am too lazy. :)
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Calinou » Tue Aug 19, 2014 15:45

Krock wrote:Update!
- Added a simple mudflow
- Made caves generating also at surface

What is mudflow?

Without:
Image
And with:
Image


Heh, mud flow is explicity disabled in new worlds created with Carbone (to make world generation a bit faster and better-looking).
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Tue Aug 19, 2014 18:18

philipbenr wrote:One suggestion; Add things like birch and oak trees in the mix with forests.

Asked & added:

Krock presents: Oak trees
Image

Calinou wrote:Heh, mud flow is explicity disabled in new worlds created with Carbone (to make world generation a bit faster and better-looking).

Seriously? Do you think the stone-only screenshot looks better than the one, overed with dirt?
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Re: [Mod] Again a Lua mapgen [yappy]

by Inocudom » Tue Aug 19, 2014 18:44

In the snow biomes, the ice goes far, far underground. I have seen lava caves, diamonds, and mese in it, in fact.

Are you planning to post this mod in the Freeminer forums and test it there? It seems Freeminer doesn't have LuaVoxelManip anymore, but I need a second opinion.
 

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Re: [Mod] Again a Lua mapgen [yappy]

by paramat » Tue Aug 19, 2014 22:59

Krock i prefer your mudflow to no mudflow. You can avoid generating overhanging unstable dirt and sand by using my stability table system as demonstrated in my 'stability' mod.
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Sun Aug 31, 2014 08:52

paramat wrote:Krock i prefer your mudflow to no mudflow. You can avoid generating overhanging unstable dirt and sand by using my stability table system as demonstrated in my 'stability' mod.

I combined mudflow with stability now. (desert) sand will have a (desert) stone under it.
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Sat Sep 06, 2014 08:58

Added better biome borders!

Image
Interesting what 1 new line and 1 changed line of code can do..
Last edited by Krock on Sun Sep 07, 2014 11:52, edited 1 time in total.
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Re: [Mod] Again a Lua mapgen [yappy]

by ExeterDad » Sat Sep 06, 2014 14:43

Borders with a more gradual transition, nice feature.
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Re: [Mod] Again a Lua mapgen [yappy]

by Sol » Sat Sep 06, 2014 17:12

Krock wrote:Added better biome borders!

That looks awesome.
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Sun Sep 07, 2014 11:52

Sol wrote:
Krock wrote:Added better biome borders!

That looks awesome.

Thanks.

And this is how caves look right now:
Image
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Re: [Mod] Again a Lua mapgen [yappy]

by srifqi » Sun Sep 07, 2014 15:12

Krock wrote:And this is how caves look right now:--img--

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Re: [Mod] Again a Lua mapgen [yappy]

by Zombie471 » Thu Sep 11, 2014 05:36

I really like it, but it doesn't work with this Nether Mod: viewtopic.php?f=11&t=5790&hilit=nether ... ugh the default minetest mapgen is terrible... I can't decide to use that or this. Any chance of merge? I'd love to use both o3o
 

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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Thu Sep 11, 2014 18:16

Zombie471 wrote:but it doesn't work with this Nether Mod
Any chance of merge?


Thanks but I'm not sure how I can add a good way to add ores with the function
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Code: Select all
minetest.register_ore(table)

https://github.com/PilzAdam/nether/blob ... t.lua#L374

This is currently the weak point of this mapgen. I'll post it here if there's any success with my next tries.
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Fri Sep 12, 2014 19:56

From newest Git:

Image
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Sun Sep 21, 2014 15:53

After some small updates - A new feature showcase is required:
Modify the "details" setting to get a coarse terrain.
Image
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Re: [Mod] Again a Lua mapgen [yappy]

by Krock » Thu Oct 09, 2014 11:13

After some noise changes and new grass generation, it got a new look:
Image
Image
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