[Mod] Superflat MapGen [1.2] [superflat]

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[Mod] Superflat MapGen [1.2] [superflat]

by srifqi » Thu Jul 17, 2014 08:44

Hi!
This mod will create customizable world's layers' world
Wtih decoration (optional)
If you're falling, you will be returned to surface

See README

Github: https://github.com/srifqi/superflat
Download:

License: CC 1.0 Universal
Dependencies: default

Screenshots
+ Screenshot
Last edited by srifqi on Thu Jun 11, 2015 07:12, edited 8 times in total.
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Re: [Mod] Superflat MapGen [0.1] [superflat]

by Krock » Thu Jul 17, 2014 11:05

Lines 45 and 48 in init.lua could be faster. What's the diffrence to my flatgen mod and the mg_flags?
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Re: [Mod] Superflat MapGen [0.1] [superflat]

by paramat » Thu Jul 17, 2014 17:36

Well obviously this is 'superflat' so is flatter than flat ;)
 

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Re: [Mod] Superflat MapGen [0.1] [superflat]

by srifqi » Fri Jul 18, 2014 07:30

Krock wrote:Lines 45 and 48 in init.lua could be faster.

How?
EDIT: Ignore it, fixed

Krock wrote:What's the diffrence to my flatgen mod and the mg_flags?

If your mod just create a flat world like mgv6 does (of course, no biome). Mine will create a flat world that every layer can be edited. See Superflat -> Customization and also read my README
Last edited by srifqi on Thu Aug 07, 2014 10:19, edited 1 time in total.
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UPDATE: [Mod] Superflat MapGen [0.2] [superflat]

by srifqi » Tue Jul 22, 2014 07:46

Released 0.2 !

Update:
- Tired writing "default:stone" 3980 times? Use new modifying system. Just write "default:stone=3980" see README and parameter.lua file
- Add more example

Bug fixes:
- Don't creates right node if in another chunks that is higher

PS: i released this also with my second map (Desert Superflat Survival)
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UPDATE: [Mod] Superflat MapGen [0.2.1] [superflat]

by srifqi » Thu Aug 07, 2014 10:19

UPDATE 0.2.1!

Changes:
Krock wrote:Lines 45 and 48 in init.lua could be faster.

Performance Improvements (75% faster)

See first post
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Re: [Mod] Superflat MapGen [0.2.1] [superflat]

by spin » Sun Aug 17, 2014 14:00

Hey, re:the 3d printing thread :)

srifqi wrote::D May i see your sflat.BLOCKS param?


Unfortunately I get an error trying to run the script :/ may be my fault, just enabled the mod in the mod selection menu for a fresh map. No changes.

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
15:52:13: ERROR[main]: ========== ERROR FROM LUA ===========
15:52:13: ERROR[main]: Failed to load and run script from
15:52:13: ERROR[main]: C:\Users\username\Desktop\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua:
15:52:13: ERROR[main]: ...\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua:10: attempt to concatenate a nil value
15:52:13: ERROR[main]: stack traceback:
15:52:13: ERROR[main]:    ...\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua:10: in main chunk
15:52:13: ERROR[main]: ======= END OF ERROR FROM LUA ========
15:52:13: ERROR[main]: Server: Failed to load and run C:\Users\username\Desktop\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua
15:52:13: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\username\Desktop\minetest-0.4.10-win64\bin\..\mods\superflat021\init.lua



(mod folder name changed due to errors below, strange, cause worldedit uses same character set in naming and works)
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
15:47:57: ERROR[main]: Error loading mod "superflat-0.2.1": modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed.
 

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Re: [Mod] Superflat MapGen [0.2.1] [superflat]

by Krock » Sun Aug 17, 2014 14:19

spin wrote:
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
15:47:57: ERROR[main]: Error loading mod "superflat-0.2.1": modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed.


Rename it to "superflat"
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Re: [Mod] Superflat MapGen [0.2.1] [superflat]

by srifqi » Sun Aug 17, 2014 14:33

[quote=celeron55] [Mod] <Mod Name> [<version
number>] [<modname>] [/quote]

Naming convention

So, you must rename the folder to superflat.

BTW, May i see your sflat.BLOCKS
param?

EDIT:Krock has answered before this post
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UPDATE: [Mod] Superflat MapGen [1.0.0] [superflat]

by srifqi » Wed Aug 20, 2014 08:40

UPDATE 1.0.0!

This is it!

Changes:
  • Add superflat's bedrock's texture
  • Fix liquids bug
  • Add more examples
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UPDATE: [Mod] Superflat MapGen [1.1] [superflat]

by srifqi » Sun Oct 26, 2014 06:01

UPDATE 1.1! (Decoration update)
Changes:
  • Add decoration feature
Screenshots:
Image
Image
^ Jungle biome decoration
Image
^ Plains biome decoration
Image
^ Desert biome decoration
Last edited by srifqi on Thu Jun 11, 2015 07:13, edited 1 time in total.
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Re: [Mod] Superflat MapGen [1.1] [superflat]

by Krock » Sun Oct 26, 2014 09:30

Now, the superflat mapgen isn't superflat anymore.
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Re: [Mod] Superflat MapGen [1.1] [superflat]

by srifqi » Sun Oct 26, 2014 15:52

Krock wrote:Now, the superflat mapgen isn't superflat anymore.

Yeah. You're right. Maybe I should change the name to Advanced Superflat MapGen?
Haha :D Just kidding.
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UPDATE: [Mod] Superflat MapGen [1.1.1] [superflat]

by srifqi » Tue Oct 28, 2014 13:02

UPDATE 1.1.1!!! (Important Update)
Changes:
  • Change sflat.BLOCKS in parameter.lua. (Thanks to Calinou to remind me.)




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UPDATE: [Mod] Superflat MapGen [1.2]

by srifqi » Wed Jun 10, 2015 16:53

UPDATE 1.2! (Parameter Update)
Changes:
  • Save parameter in world folder.
  • Little fix at saving blockcache.
  • Add README in plain text.
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Re: [Mod] Superflat MapGen [1.2] [superflat]

by sofar » Wed Jun 10, 2015 17:43

All the images in the post are broken, can you post screenshots again?!
 

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Re: [Mod] Superflat MapGen [1.2] [superflat]

by srifqi » Thu Jun 11, 2015 07:14

sofar wrote:All the images in the post are broken, can you post screenshots again?!

Okay, done. Thanks to hoodedice (viewtopic.php?f=17&t=11555).
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