Yes, but that isn't the point. I'm tired of having to generate different sections of the map to be different realms. Plus, it isn't a different realm if it is on the same map.PilzAdam wrote:It would require that almost everything is changed.
The world is big enough to have multiple realms in the same map.
PilzAdam wrote:It would require that almost everything is changed.
The world is big enough to have multiple realms in the same map.
Evergreen wrote:Plus, it isn't a different realm if it is on the same map.
Good idea. I hope we get somewhere with this, as I have been wanting something like this for quite a while now.MirceaKitsune wrote:PilzAdam wrote:It would require that almost everything is changed.
The world is big enough to have multiple realms in the same map.
Yes unfortunately. I can imagine it would require modifications to the node / chunk management system, several Lua functions, and likely even more. As for the world being big enough for multiple realms, Evergreen spoke my mind on one concern:Evergreen wrote:Plus, it isn't a different realm if it is on the same map.
If you can walk from one realm to another, it breaks the concept of it being a different realm. Using a different height for realms would also not work, since a lot of things depend on vertical position. To quickly name one, you wouldn't see the 3D clouds because they're rendered at height 200 if I'm correct.
There is another way however; Using multiple world sections. Like when you walk really far, you reach a point where the world stops loading and you hit an invisible wall. We could create a Lua function that allows dividing the world's bounds into different realms, by specifying 2D boxes. So if we give one realm { x = 0.5 y = 1 } it would mean the upper rectangular area of the Minetest world limit would use another biome.
But the important rule must stick: You can't walk from one realm to another or see past the "magic line". Once you reach the barrier with another realm from the realm you're in, you see everything stop loading and are unable to cross the invisible wall.
What do you think about this idea, PilzAdam? Would it be more doable and an approach you agree on if someone can do it?
MirceaKitsune wrote:If you can walk from one realm to another, it breaks the concept of it being a different realm.
MirceaKitsune wrote:There is another way however; Using multiple world sections.
paramat wrote:You can have vertically stacked realms with invisible barriers between.
I like the way Minetest and Minecraft are similar to cosmologies of ancient cultures, who considered the Earth flat with other realms of existence above and below. So in a way you could still consider vertically stacked realms as different dimensions.
paramat wrote:Essentially i like the idea, but am uncomfortable with reducing the size of the normal world, +-16km of bug-free volume feels only just large enough to me. So i would personally prefer this method if the realms were fairly small and positioned in the glitchy volumes beyond +-16km, this way you don't lose any high quality normal world.
Dopium ... 2km depth could be enough for a realm, 1km atmosphere, 1km underground. You could have 16 realms within +-16km.
Yes, I think it would be a much better idea to stack them vertically(if the shadow problem can be fixed). No one goes up that high anyway. Also, considering that minetest is written in C++, I'm surprised that we don't have worlds as large as minecraft worlds are.MirceaKitsune wrote:paramat wrote:You can have vertically stacked realms with invisible barriers between.
I like the way Minetest and Minecraft are similar to cosmologies of ancient cultures, who considered the Earth flat with other realms of existence above and below. So in a way you could still consider vertically stacked realms as different dimensions.
I thought about that, but I'm not sure for several reasons. Many things (some hard coded others in the Lua API) depend on estimating water level at height 0 and ground level up to about 20. The 3D clouds are one example... if I'm correct they are rendered at height 200. A mod example is my Structures system which has a height limitation for spawning buildings, so they don't appear under water level or too high up.
Those are however things that can be fixed. The clouds can be re-rendered at another position when multiple realms are set, and I guess mods could go with treating each height differently. It's not an impossible option, if related issues can be solved.paramat wrote:Essentially i like the idea, but am uncomfortable with reducing the size of the normal world, +-16km of bug-free volume feels only just large enough to me. So i would personally prefer this method if the realms were fairly small and positioned in the glitchy volumes beyond +-16km, this way you don't lose any high quality normal world.
Dopium ... 2km depth could be enough for a realm, 1km atmosphere, 1km underground. You could have 16 realms within +-16km.
The world size of Minetest is painfully small I agree. Splitting realms horizontally would make it even worse. For this reason I'm tempted to agree with stacking them vertically on a second thought. No one goes that high / low to use the vertical size, and it would be most optimal.
I'll ask hmmm if he agrees on adding this in mapgen v7 (multiple layers of ground levels specified in Lua, each with different biomes). Then if someone is willing to add the system for blocking world loading over the line separating realms... since we still wouldn't want the risk of someone flying too high and reaching the floor of the next realm or digging too low and falling through the sky of the realm below.
MirceaKitsune wrote:The 3D clouds are one example... if I'm correct they are rendered at height 200..

paramat wrote:-snip-
Work in progress, Titan / Mars type realm with unlimited depth, fissure cave systems and dusty orange tinted atmosphere.
paramat wrote:Work in progress lua mod, Titan / Mars type realm with unlimited depth, fissure cave systems and dusty orange tinted atmosphere.
MirceaKitsune wrote:I spoke to hmmm about this a few days ago, and after looking at the source code of mapgen v7 I found good news. Biome definitions allow a minimum and maximum height, and the terrain_type parameter lets you choose what type of terrain will be generated there (normal, floatlands or nether). This means that if you want to make another ground-type terrain generator at say 10000 height (with its own dirt at the top and caves you can mine in and explore) you may do so without any issues.
Of course there's no way to isolate parts of the world from loading, so if you fly too high or dig too low you'll hit the bottom / ceiling of the other realm. Still that's rather unlikely, and not something I could complain about now that V7 makes realms possible at all :)
We need portals into the planes of oblivion, complete with fauna that only grows there are mobs that are harder to kill.MirceaKitsune wrote:I wouldn't want minetest_game to have something just like the Nether, but I'd like a different non-Earthly world that you can craft portals to.
luciferleftwing wrote:it may sound stupid but what do you think of a server portal that allows to pass from a server to another carring username and inventory? incompatible items could be lost in the "jump" this would be a real world jumping portal i assume that it would need some work on the engine side and a whitelist management of the destination servers
markveidemanis wrote:luciferleftwing wrote:it may sound stupid but what do you think of a server portal that allows to pass from a server to another carring username and inventory? incompatible items could be lost in the "jump" this would be a real world jumping portal i assume that it would need some work on the engine side and a whitelist management of the destination servers
Only if the original server and destination server have the same mods, but you would have to find a way to keep all the mods loaded. Also this could be a security threat as people could just join and send to the server to give them say, mese.
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