[Mod] Ridges, rivers and paths mapgen [0.7.3] [riverdev]

paramat
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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by paramat » Fri Aug 01, 2014 17:48

I just remembered the reason why i disabled water flow: because it never seemd to flow at all, however i have also just realised why, 'update_liquids()' must be added at the end of the init.lua after 'write_to_map(data)'. I'll make this change to watershed too. Any liquid added by voxelmanip will not flow unless this line is added.
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Code: Select all
vm:write_to_map(data)
vm:update_liquids()
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.4.6] [riverdev]

by HeroOfTheWinds » Fri Aug 01, 2014 21:03

paramat wrote:I just remembered the reason why i disabled water flow: because it never seemd to flow at all, however i have also just realised why, 'update_liquids()' must be added at the end of the init.lua after 'write_to_map(data)'. I'll make this change to watershed too. Any liquid added by voxelmanip will not flow unless this line is added.
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
vm:write_to_map(data)
vm:update_liquids()

This is extremely good to know. I think I'll have to go add this to SkyLands, although I will admit that I've never had problems with liquid not flowing after being placed by mg. *shrugs* Still a good thing to have. And I WILL need it when I get around to updating CaveRealms again. ;)
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.5.4] [riverdev]

by paramat » Fri Oct 03, 2014 06:15

0.5.4 ... lots of development currently, time for an update.
Big biomes: forest, grassland, taiga, snowyplains, jungle.
Boulders (inspired by Cube World)
Magma tunnels surrounded by obsidian, at the surface are created mini-volcanos.
The tunnels are now expanded into fissures or caves at places.

The underground mapgen will probably be ported back into watershed. This mapgen is essentially watershed without streams, with fewer biomes, and with paths added.
Last edited by paramat on Mon Feb 16, 2015 01:58, edited 3 times in total.
 

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MrKopa
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Re: [Mod] Ridges, rivers and paths mapgen [0.5.4] [riverdev]

by MrKopa » Fri Oct 03, 2014 13:34

As a fan of exploration, this mod is amazing.

Just one thing tho, when I generated a new world with this mod, I got spawned inside a block
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.5.4] [riverdev]

by paramat » Fri Oct 03, 2014 18:37

Agh ... i forgot to update the spawnplayer function, until then newly spawned players will need to enable freemove and fly to the surface.
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.5.5] [riverdev]

by paramat » Tue Oct 07, 2014 04:50

0.5.5
Fixes the many bugs of 0.5.4.
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.0] [riverdev]

by paramat » Sat Feb 21, 2015 02:42

Image


Image


Image


^ Spiky volcano.


Image


Image


Image


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Image


^ One of those boulders inspired by the Cube World game.


Image
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.0] [riverdev]

by highbomber » Thu Mar 05, 2015 02:44

Greetings. I am spawning inside blocks again on 0.4.10.
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.0] [riverdev]

by paramat » Fri Mar 06, 2015 00:10

If you spawn below ground it means i have tuned the terrain but forgotten to update the spawnplayer function, enable 'freemove', switch 'noclip' if necessary and fly up. If you spawn high above ground disable damage and start a new world.
While i am tuning the terrain i sometimes don't bother updating the spawnplayer function because this is sometimes wasted work.
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by paramat » Thu Apr 02, 2015 03:17

Version 0.7.2
Players should now spawn at the surface again.
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by highbomber » Tue Apr 14, 2015 01:03

It works great!

Would it be possible to have an option to set a single spawning point? I like the idea of spreading out the spawns for new players, but I'd like a way to reduce the area or just have a single spawn for some servers.

This is a great map generator. Thanks a lot!
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by paramat » Tue Apr 14, 2015 21:55

In the functions.lua file, in the spawnlayer function, set parameter PSCA = 0 (all spawns will be within one mapchunk) or whatever player scatter you prefer.
The problem is that since oceans can be very large, a small spawn area might be entirely in ocean, all you can do in this situation is try a few seeds until you get one that results in land spawns.
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by highbomber » Thu Apr 16, 2015 04:12

I had to set PSCA = 1; otherwise I was consistently spawning underground. I still occasionally spawn underground on some seeds. After a few attempts I found a seed that worked and I liked and I don't seem to have any issues. Thanks!
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.2] [riverdev]

by paramat » Thu Apr 16, 2015 20:34

Ah yes, sometimes a single mapchunk will be completely underground, resulting in underground spawns. If you have PSCA = 0 it should be possible to eventually find a seed that results in good spawns: a mapchunk in low terrain and not completely in ocean. The spawnplayer function is not as powerful as it could be but i'm not sure when or if i will improve it.
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.3] [riverdev]

by paramat » Tue Aug 25, 2015 23:22

Version 0.7.3
Remove realm limits, fix lighting outside limits. Spawnplayer function: create noise objects only once, move to init.lua. New LGPL, CC BY-SA licenses. Improve code style. Add info to readme
 

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Re: [Mod] Ridges, rivers and paths mapgen [0.7.3] [riverdev]

by Don » Wed Aug 26, 2015 03:23

Keep up the great work! It is appreciated.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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