[Mod] 3D noise floatlands [0.2.0] [fracture]

[Mod] 3D noise floatlands [0.2.0] [fracture]

Postby paramat » Fri Apr 25, 2014 11:39 pm

Image


Download and rename to 'fracture' https://github.com/paramat/fracture/archive/master.zip
Browse code https://github.com/paramat/fracture

For latest stable Minetest back to 0.4.8
Depends default
Licenses: code WTFPL

Use with mapgen v6 or v7.
Every few thousand nodes a weblike wall of floatlands will emerge, at it's thickest the wall creates an almost continuous route upwards, with minimal (and therefore more enjoyable) stair/pillar building. The large scale web extends through all space and creates a survival-travel challenge to reach any realm that may be stacked above.

Basic 3 biomes: appletree forest with flowers, grass. Desert with cacti and shrub. Taiga with snowy pines.
Dirt/sand stability system.
Vertical overgeneration for no discontinuities at chunk borders.
Layers of 16x16 clouds every chunk but not within 1kn of core clouds.
All default ores.
Fissure systems, large central voids.
Use of 2 simillar 3D noises with their wavelengths in the golden ratio for maximum dissonance: this breaks up the slightly gridlike appearence of 3D noise, the structures are more organic and have less grid alignments.

The option of using this mod as a realm in singlenode remains, edit the boolean in 'functions.lua' file, and YMIN YMAX parameters.
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Re: [Mod] 3D noise floatlands [0.1.0] [fracture]

Postby HeroOfTheWinds » Sat Apr 26, 2014 12:20 am

Cool! These look even better than the regular floatlands.

Just out of curiosity as a programmer, what exactly do you mean by "overgeneration"? I ask because it sounds like it could solve my problem of lakes I generate being leaky and overwritten at chunk edges.
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Re: [Mod] 3D noise floatlands [0.1.0] [fracture]

Postby paramat » Sat Apr 26, 2014 12:55 am

I use a basic vertical overgeneration in this mod and watershed, explained here
https://forum.minetest.net/viewtopic.php?p=138338#p138338

It means overgenerating the perlin noise maps, you do the noise and maths for a volume larger than the chunk being generated, hmmmm is using horizontal 16 node overgen in his MGV7 rewrite, to allow terrain blurring and his new biome system.
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Re: [Mod] 3D noise floatlands [0.1.1] [fracture]

Postby paramat » Sat Apr 26, 2014 5:00 am

Version 0.1.1
Vertical overgeneration. Tune parameters. Multilayer 16x16 clouds
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Re: [Mod] 3D noise floatlands [0.1.1] [fracture]

Postby Krock » Sat Apr 26, 2014 9:47 am

This version of the floatlands looks much better than the other,
could you add some ore generation, so the stone is not just stone :)
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby paramat » Mon Apr 28, 2014 1:32 am

Version 0.1.2
Singlenode option (autospawn on land coming), default is a realm added above the clouds in standard mapgen.
Ores.
Fissures.
Cloud layers now separated by 160n.
Mod's own dirt and grass for a smoother game with fewer default abms active.
2nd 3D noise added in golden ratio for more organic less gridlike structures.
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby HeroOfTheWinds » Mon Apr 28, 2014 5:16 am

Keeps looking better! Have you considered having the ores generate in clusters? I found one solution to simulating clusters using abms and custom blocks, I can duplicate the code for it (from my updated skylands) if you like.


That tree looks like it's sitting on top of a gun. @_@
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby Krock » Mon Apr 28, 2014 5:00 pm

HeroOfTheWinds wrote:That tree looks like it's sitting on top of a gun. @_@

gun?
That's a clock!
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby paramat » Mon Apr 28, 2014 9:41 pm

Looks like a big gun turret to me.

Hero', thanks but i have my own ore generation methods that i prefer. I've decided to keep ores simple for now, i'm not sure where this mod is going, i started it as a simplified mapgen to experiment with floatland generation, then it seemed popular so i added some essentails like ores and fissures, now it's stuck halfway between experimental and playable. I have been thinking about how to add water pools to these floatlands, in a faster and simpler way than 'highlandpools', that challenge was the original reason for experimenting with this mod.
I intend to try your new floatland mod soon.
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby kpuonyer » Fri May 09, 2014 7:57 pm

So, this might be a stupid reply, but I load the mod into my game, but I don't see anything. I made a new world and set the generation to v6, then I enabled the mod, but there was nothing there. Am I doing something wrong?
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby paramat » Fri May 09, 2014 9:14 pm

The floatlands are above y = 208 you may need to fly around or a few minutes to find one.
If you set 'local SINGLENODE = true' in the functions.lua file there will be no minetest mapgen, only floatlands, and you will probably spawn falling through air.
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby kpuonyer » Fri May 09, 2014 9:27 pm

Oh, ok. Thanks!
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby paramat » Fri May 09, 2014 11:15 pm

Version 0.1.4
By default the singlenode option is enabled, because i want to show off my new spawn player function :) This searches the space out to +-1280 nodes xyz and spawns players on stable ground.
Singlenode option also disables the core clouds.
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Re: [Mod] 3D noise floatlands [0.1.2] [fracture]

Postby paramat » Sun May 11, 2014 11:12 pm

Im amazed to see there's a server using this :) So im making improvements. Need to work on how to integrate fresh water.
Version 0.1.4 disables core clouds in singlenode by using 'setting set', this will actually change your config file which will then need to be reset for other worlds. This is 'inconvenient' and i now miss the core clouds drifting through a floatland world so core clouds return in the next version.
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Re: [Mod] 3D noise floatlands [0.1.5] [fracture]

Postby paramat » Tue May 13, 2014 3:51 am

Version 0.1.5
Enable core clouds in singlenode. Add pinetree, pinewood, flowers, grass. Remove flora noise. 4 octave terrain.
Saplings grown by voxelnips coming soon.
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Re: [Mod] 3D noise floatlands [0.1.6] [fracture]

Postby paramat » Sat May 17, 2014 11:48 pm

0.1.6
At last i learned how to grow saplings with voxelmanip, appletree and pine saplings added (the pine will spawn with snow).
Stone drops default:cobble.
Soil depth table added, soil must be as deep as the roots for a tree to generate. This keeps trees off the thin ledges with a single node depth of soil.
New noise parameters for larger floatlands.
Smaller pines.

Next i might create original and more suitable (drier) biomes for these floatlands

EDIT
New commit at github:
Yet again i forgot to update the spawnplayer function ... now fixed.
Player scatter at spawn is now set by parameter 'PSCA' in the functions.lua file, in units of chunks from (0, 0, 0). I have reduced the default to 8 = 640n.
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Re: [Mod] 3D noise floatlands [0.2.0] [fracture]

Postby Kurtzmusch » Wed Apr 17, 2019 11:27 pm

i really like this mapgen, however its extremely slow... if i fly too fast lua runs out of memory
would this mapgen be any faster if implemented in c++?

also, everything is black by default.... i had to change the code a bit to get the lighting to work, but then there are no shadows( i think this is intentional? )

are you aware of any servers that use this mapgen today?
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Re: [Mod] 3D noise floatlands [0.2.0] [fracture]

Postby paramat » Sat Apr 20, 2019 10:47 pm

I saw on IRC that you solved the darkness issue?

Yes i used far too many 3D noises in this mod (7) when it only really needs 2. 3D noise is very intensive, mgv7 uses 4 and that is considered quite a lot.
It also doesn't yet use the memory use optimisations (see my thread in the news subforum) so will cause OOM if using LuaJIT.
Many of my mods are old, unmaintained and need improvement. Many of my mods are more proof of concept or coding examples.

In C++ it would be much faster yes, maybe one day you'll be able to write your own C++ mapgens.
I don't know of any servers using this, it would be a problem as the mapgen would cause a lot of server lag.
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