blert2112 wrote:Sokomine!... Outstanding mod! Much props to you, Paramat, and anyone else whose fingers have been part of this. I am currently using the mg mapgen on my kid's server but this is going to replace it as mg is so slow and this mod is ultra fast. I have a couple of questions though...
blert2112 wrote:INVERSE_HOUSE_DENSITY: according to the comments, 0 (zero) disables lone buildings outside of villages, default is 4 (four)... Increase or decrease the value to make less lone buildings? (INVERSE_ has confused me)
blert2112 wrote:VILLAGE_CHANCE: is commented out. Is this option not functional? I am looking for a way to increase the rarity of villiages as there are too many being spawned for my taste. If it is functional what is the meaning of the value? (percentage out of 100?
blert2112 wrote:I will play with these two values to see what happens but confirmation on what I find would be great.
Sokomine wrote:In theory, mg ought to be as fast as mg_villages. I've done some optimizations and do more complicated landscape changes at other ends, but in general mg_villages is based on mg. It ought to work with almost any mapgen.
Sokomine wrote:Increase the value in order to decrease the amount of lone houses (thus, inverse). Every 1/INVERSE_HOUSE_DENSITY th mapchunk (area of 80x80 nodes) receives a lone house, provided there's nothing that keeps it from spawning (like i.e. a village that is too close by).
Don't forget to add the other mods so that you'll get all possible village types. I really need to make a modpack so that it's easier to grab them all in one go...
It is set to 28 at another place in the config file. That was an experiment with diffrent values. Decrease the value in order to get less villages. A value between 1 and 400 ought to do. It may not boil down to percentages exactly as there's noise involved. In general, that part of the code is more or less still the same as the one in mg written by Nore.
Playing with these values might be best. It's very difficult to decide how many villages and/or houses are enough. It also depends on factors such as walking speed (run or slow walk?) and amount of area you intend to explore.
Rochambeau wrote:Is there an option to decrease the number of villages and/or random buildings or increase the space between them?
I found mg_villages.VILLAGE_CHANCE in config.lua and it seems, increasing the value helped with the villages. But for my taste, there are still too many single houses on the map.
Rochambeau wrote:Can't walk 50 blocks without seeing another building. There is no more real wilderness without civilization. :-)
Hybrid Dog wrote:l tried the mod (Aug. 2013) and didn't find a house.
Hybrid Dog wrote:mg_villages works for me, l used it some time ago. The topic description lead me to the villages mod.
Hybrid Dog wrote:When l think about the mg_villages l remember how l spawned a volcano and the whole village was covered entirely with stone, the buildings could be found by digging through the stone.
viewtopic.php?f=9&t=10805#p165415
Hybrid Dog wrote:btw: l wonder what happens if l use this viewtopic.php?f=9&t=12616 in a volcano, there's lots of air between the stone…
Sokomine wrote:Hybrid Dog wrote:When l think about the mg_villages l remember how l spawned a volcano and the whole village was covered entirely with stone, the buildings could be found by digging through the stone.
viewtopic.php?f=9&t=10805#p165415
Sounds pretty much like what happens if a volcano hits a real village...hope you made sure the inhabitants had time to escape :-)
Hybrid Dog wrote:btw: l wonder what happens if l use this viewtopic.php?f=9&t=12616 in a volcano, there's lots of air between the stone…
That's just joking around/advertising your own mods :-) That lighting mod of yours is very nice for exploring caves, but won't really fit to a "natural" volcano. If you're thinking alongside volcanoes, how about growing some grapes? Mauvebic had a nice mod for that.




mgv6_np_terrain_base = -4, 30, (750, 750, 750), 82341, 6, 0.65
mgv6_np_terrain_higher = 10, 64, (750, 750, 750), 85039, 8, 0.6
Rochambeau wrote:Since I removed those two lines, no more buildings in holes appeared. Back to normal, flat mgv6... :-(
blert2112 wrote:There is an error in, or connected to, the build_chest_check_all_directories() function of handle_schematics. It does not cause an error in the console. It completely freezes (unresponsive) my game when loading. I traced it to that function but am too tired to continue deeper into it right now. If I set secure.enable_security = true in minetest.conf I can bypass the issue and the game completes loading.
Sokomine wrote:That is odd. I'd love to hear more from you about this bug - especially if you can truely reproduce it. I do get random crashes sometimes, but that may be caused by my MT version almost always beeing the most recent version. Loading the world again after such a crash works fine for me.
You need to add secure.trusted_mods = handle_schematics if you want to get schematics outside your current world listed in the chest's menu. The minetest.get_dir_list function is also pretty recent.
while( not( string.find( worldpath, '/', -1*p ))) do
p = p+1;
end
while( not( string.find( worldpath, '\\', -1*p ))) do
p = p+1;
end
while( not( string.find( worldpath, package.config:sub(1,1), -1*p ))) do
p = p+1;
end
mgv7_np_terrain_base = 4, 70, (600, 600, 600), 82341, 5, 0.6, 2.0
mgv7_np_terrain_alt = 4, 25, (600, 600, 600), 5934, 5, 0.6, 2.0
mgv7_np_terrain_persist = 0.6, 0.12, (2000, 2000, 2000), 539, 3, 0.5, 2.0
mgv7_np_height_select = -12, 24, (500, 500, 500), 4213, 6, 0.69, 2.0
mgv7_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 4, 0.7, 2.0
mgv7_np_mount_height = 675, 350, (3000, 2000, 3000), 72449, 3, 0.5, 2.0
mgv7_np_ridge_uwater = 0, 1, (1000, 1000, 1000), 85039, 5, 0.6, 2.0
mgv7_np_mountain = -0.6, 1, (850, 1450, 850), 5333, 5, 0.68, 2.0
mgv7_np_ridge = 0, 1, (100, 100, 100), 6467, 4, 0.75, 2.0
mgv7_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
mgv7_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
-- spawn our NPCs
mobs.spawn_npc_and_spawner(pos,barbarians)
blert2112 wrote:Hmmmm.... It's odd. LUA doesn't seem to care, in some instances, if you use a '/' or '\' in a filename regardless of OS. For example: DoFile() seems to work fine either way. I suppose it is safe to assume that it only matters if you are performing a string search?
BrandonReese wrote:I forgot about luas weird passing by reference
BrandonReese wrote:I am really liking the variety of buildings and village types in this mod.
Sokomine wrote:I wonder how I'll have to compose paths in such a situation. Will a mixture of backslahes and slashes work?
-- returns '/' (*nix) or '\\' (windows)
os_path_sep = package.config:sub(1,1)
Sokomine wrote:blert2112 wrote:Don't forget to add the other mods so that you'll get all possible village types. I really need to make a modpack so that it's easier to grab them all in one go...
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