Add ores to a global table like nodes [Added]

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mtmodder148
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Add ores to a global table like nodes [Added]

by mtmodder148 » Wed Dec 03, 2014 20:34

Maybe the developers could add registered ores to a registered_ores table just like nodes.
Last edited by mtmodder148 on Thu Mar 03, 2016 01:44, edited 2 times in total.
 

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TenPlus1
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Re: Add ores to gobal table like nodes

by TenPlus1 » Thu Dec 04, 2014 09:42

Ores are already quite easy to setup and spawn in a world...

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
minetest.register_ore({
    ore_type       = "scatter",
    ore            = "default:stone_with_coal",
    wherein        = "default:stone",
    clust_scarcity = 8*8*8,
    clust_num_ores = 8,
    clust_size     = 3,
    height_min     = -31000,
    height_max     = 64,
})
 

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Re: Add ores to gobal table like nodes

by mtmodder148 » Thu Dec 04, 2014 15:41

Thank you for the reply but that's not what I'm saying. They should add ores to a global table like they do for nodes. For example:

minetest.registered_ores
 

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Re: Add ores to a global table like nodes

by Krock » Thu Dec 04, 2014 17:11

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Re: Add ores to a global table like nodes

by mtmodder148 » Thu Dec 04, 2014 18:05

Thank you for linking that. I had no clue it existed. Maybe this thread will bring it to their attention again. It's easier to use this table than to make a table and try to add support for many mods that add ores. I made this topic because I forked gloopblocks so when flowing water comes in contact with source lava random ores or stone is generated.
 

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Re: Add ores to a global table like nodes

by Gael de Sailly » Fri Dec 05, 2014 20:32

+1, +2, +3 and even more…
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

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Re: Add ores to a global table like nodes

by indriApollo » Sat Dec 06, 2014 01:47

+1
 

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Re: Add ores to a global table like nodes

by Gael de Sailly » Sat Dec 06, 2014 11:29

I'm working on a LUA mapgen.
Of course, I want to add ores.
The problem is : I can't use the registered ores because, as you say, this table don't exist.
I have to redefine all of them myself. Not handy, and not "clean" because in this case my mapgen will not be compatible with ore mods like Calinou's Moreores.

Could you merge it, please ?
I really need it.
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Re: Add ores to a global table like nodes

by ExeterDad » Sat Dec 06, 2014 11:43

+1
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Re: Add ores to a global table like nodes

by mtmodder148 » Sat Dec 06, 2014 15:28

Maybe you should commit out the duplicate biome registration. Maybe it will get merged sooner.
 

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Re: Add ores to a global table like nodes

by rubenwardy » Sun Dec 07, 2014 14:37

Gael de Sailly wrote:+1, +2, +3 and even more…


+1 +2 +3 +4 +5 +6 +7 ............. = -1/12

:P

Wikipedia Article
Last edited by rubenwardy on Sun Dec 07, 2014 17:09, edited 1 time in total.
 

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Re: Add ores to a global table like nodes

by mtmodder148 » Sun Dec 07, 2014 17:08

lol
 

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Re: Add ores to a global table like nodes

by indriApollo » Sun Dec 07, 2014 20:19

rubenwardy wrote:
Gael de Sailly wrote:+1, +2, +3 and even more…


+1 +2 +3 +4 +5 +6 +7 ............. = -1/12

:P

Wikipedia Article


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Re: Add ores to a global table like nodes

by ArguablySane » Fri Dec 12, 2014 19:41

Since I'm currently in the process of writing a mapgen, this is definitely something I support.

That said, I'd suggest a different way of describing where the ores should be placed. Mods which add ores generally should be mapgen-agnostic. This means that they should work just as well in a world made of floating islands or a giant maze as they do in the normal world. The current system of specifying maximum y coordinate, cluster size, etc, only really works with a normal world, and even then it restricts what mapgens can do when generating ores.

Instead, I propose a system more like that used by LaTeX and other markup languages. The ore definition should specify the gameplay purpose of the ore, while the precise implementation details should be left to the mapgen. For example, coal is essential in the early game and is required in large quantities. Iron is also required in the early game, but shouldn't be quite as abundant. Gold and mese are both late game ores, but mese is generally more useful than gold. With this knowledge a mapgen could easily determine where to place the ores and in what quantities, regardless of how unusual or insane the map topography is. Maybe in a floating islands map mese should only be found on high-altitude islands which are difficult to reach, or in a labyrinth the gold might be guarded by more dangerous traps.
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Re: Add ores to a global table like nodes

by TeTpaAka » Sun Dec 14, 2014 23:10

I like the idea. +1
 

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Re: Add ores to a global table like nodes

by mtmodder148 » Tue Jan 06, 2015 00:03

 

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Re: Add ores to a global table like nodes

by ExeterDad » Tue Jan 06, 2015 12:39

Came here to post it but you beat me :)
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Re: Add ores to a global table like nodes

by mtmodder148 » Wed Jan 07, 2015 00:14

:) I'm glad people can use it now. It's been about two month since I first wanted this. I guess it's been longer than that for other people.
 

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Re: Add ores to a global table like nodes

by Gael de Sailly » Thu Jan 08, 2015 21:45

Really happy that it's now merged.

Another good new for mapgen modders : minetest.generate_ores, added last Sunday by kwolekr. I've not tested it yet, but looks handy and useful.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 


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