[Mod] Again a Lua mapgen [yappy]

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

by paramat » Sun Dec 21, 2014 09:39

I saw your yappy multiplayer map in IRC. Keeping trees away from chunk borders is unnecessary because your trees should not be cutoff along chunk borders, the voxelmanip volume actually extends one 16 nodes beyond the chunk edges. Trees only get cutoff if you are placing "air" during mapgen, this is unnecessary since in singlenode the chunk comes already filled with "air".
The latest screenshots look good.
 

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

by Krock » Sun Dec 21, 2014 10:55

paramat wrote:I saw your yappy multiplayer map in IRC. Keeping trees away from chunk borders is unnecessary because your trees should not be cutoff along chunk borders, the voxelmanip volume actually extends one 16 nodes beyond the chunk edges. Trees only get cutoff if you are placing "air" during mapgen, this is unnecessary since in singlenode the chunk comes already filled with "air".
The latest screenshots look good.

Oh thanks for this note. But there was a time when the trees were cut-off along the mapblocks.
I had to use those codes to prevent from getting those ugly parts.
Commit

I think the next step is to copy the normal/jungle tree generation code and add compability with the current MTG this way.

EDIT:
Image
Are you sure about what you said?
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paramat
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Re: [Mod] Again a Lua mapgen [yappy]

by paramat » Thu Dec 25, 2014 08:08

Yes i'm sure. Are you placing "air" in your mapgen? if not, do your trees check for "air" and "ignore" before placing? Outside the current mapchunk the tree nodes will be placed in "ignore" instead of "air". Also, if your trees exceed 16 nodes in height they will get chopped. That's all i can think of so far.

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All lines like this:
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Code: Select all
if data[vil] == c_air then
    data[vil] = c_oak_tree
end

Should be:
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Code: Select all
if data[vil] == c_air or data[vil] == c_ignore then
    data[vil] = c_oak_tree
end
 

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

by Krock » Thu Dec 25, 2014 09:51

paramat wrote:Outside the current mapchunk the tree nodes will be placed in "ignore" instead of "air". Also, if your trees exceed 16 nodes in height they will get chopped. That's all i can think of so far.

Oh, that was the problem. I did not expect any ignore nodes inside the loaded area.
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Re: [Mod] Again a Lua mapgen [yappy]

by Hybrid Dog » Fri Dec 26, 2014 22:49

Krock wrote:http://i.imgur.com/3Zak3yx.png

I got problems with the riesenpilz mapgen. Somehow for a reason I don't know the big mushrooms generating doesn't work correctly:
Image
 

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

by Wayward_One » Thu Jan 29, 2015 23:45

This is now my favourite mapgen :D
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