[Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

by paramat » Sun Jun 30, 2013 23:17

Before using the mod you need to edit the generation area parameters in the init.lua to a completely ungenerated area of your map, otherwise the mountain will not spawn.
If starting a new world, very occasionally the mountain may spawn right on top of you, however since mods do not work within your spawn chunk the lower part of the mountain will be missing, try flying upwards to see if the higher chunks of the tower are above you, if they are you will just have to start a new world.
If you want to cheat set parameter COORD = true to print the co-ordinates of the mountain.
Last edited by paramat on Sun Jun 30, 2013 23:18, edited 1 time in total.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

RohitM
Member
 
Posts: 45
Joined: Tue Jul 02, 2013 22:16

by RohitM » Tue Jul 02, 2013 22:33

HELP! I cant run the init.lua file because it says the name does not follow the naming convention! What is the real name that I should name it? I remember changing it and I don't remember what I changed it to. Just what should I name the folder. I followed all other directions.
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

by paramat » Wed Jul 03, 2013 01:35

The folder is called "meru".
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

by paramat » Wed Sep 18, 2013 17:11

These are images found online of the Mount Meru of Buddhist, Hindu and Jain cosmology. These images were part of the inspiration for this mod. The 'trees' on the hills are actually giant trees size of moons or something ...


Image


Image
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

User avatar
ShadowNinja
Member
 
Posts: 194
Joined: Tue Jan 22, 2013 22:35
GitHub: ShadowNinja
IRC: ShadowNinja
In-game: ShadowNinja

by ShadowNinja » Wed Sep 18, 2013 19:54

This mod is slow because it uses minetest.(env:){set,add}_node() and minetest.(env:)get_perlin().
You could make it a lot faster if you used the LuaManualMapVoxelManipulator, but that would require Minetest 0.4.7-dev+.
Another thing you can do that should speed it up, although not as significantly, is using PerlinNoiseMap, which generates noise for the whole area and returns it as a table instead of having to call a function to get each position.
Hmmmm/kwolekr's Lua mapgen is an example for how to do this, although it is slightly outdated...
And FYI LuaJIT is very fast, faster than C++ in some cases even.
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: [Mod] Mount Meru, 1-2 km mountain [0.2.0] [meru]

by Krock » Fri Oct 10, 2014 15:30

As already said by ShadowNinja, it is slow and could be much faster, using VM.

Could you update this mod please?
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 1-2 km tower/mountain [0.2.0] [meru]

by paramat » Fri Oct 10, 2014 19:34

Okay, i didn't think there would be demand for an update so i waited for a request.
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 1-2 km tower/mountain [0.3.0] [meru]

by paramat » Sat Oct 11, 2014 05:07

0.3.0
Fast generating voxelmanip / perlinmap version.
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: [Mod] Mount Meru, 1-2 km tower/mountain [0.3.0] [meru]

by Krock » Sat Oct 11, 2014 07:37

paramat wrote:.3.0
Fast generating voxelmanip / perlinmap version.

Amazing. Thank you!

Finding the mount meru is a bit difficult..
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 1-2 km tower/mountain [0.3.0] [meru]

by paramat » Sat Oct 11, 2014 18:50

It's meant to be, but you can always reduce the spawn area or cheat by editing parameters, see first post.
 

twoelk
Member
 
Posts: 1092
Joined: Fri Apr 19, 2013 16:19

Re: [Mod] Mount Meru, 1-2 km tower/mountain [0.3.0] [meru]

by twoelk » Sat Oct 11, 2014 19:06

paramat wrote:.3.0
Fast generating voxelmanip / perlinmap version.

yay! one of my favorites has been updated
 

Gravelpunch
New member
 
Posts: 6
Joined: Sat Oct 11, 2014 20:49

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Gravelpunch » Sat Oct 11, 2014 20:56

Looks super cool.

I have a question about it though. Surely the mountain ranges multiple blocks to generate. I'm wondering how you managed to keep it as seamless as it is, even though it is contained by different blocks, and thus generated at different times.
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by paramat » Sun Oct 12, 2014 00:32

Eaxct same way as seamless mapgen, everything is defined per-node by perlin noise, and noise is a value that is continuous and smoothly-varying through all space, therefore mapchunk boundaries don't matter (... much. but they often create glitches).
I happy this is of some use to players, i find it a bit boring now, being one of my early mods.
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Krock » Sun Oct 12, 2014 07:24

Manipulated my mapgen to test this idea.


Image
Image
(Click to resize)

Looks ugly and too simple, compeared to the original.
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

User avatar
ExeterDad
Member
 
Posts: 1121
Joined: Sun Jun 01, 2014 20:00
In-game: ExeterDad

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by ExeterDad » Sun Oct 12, 2014 14:51

Krock wrote:Manipulated my mapgen to test this idea.


Image
Image
(Click to resize)

Looks ugly and too simple, compeared to the original.

Yet still pretty awesome
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by paramat » Sun Oct 12, 2014 18:48

^ Looks good to me, hope you develop this.
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Wuzzy » Sun Oct 12, 2014 19:15

Thank you, paramat, for the 0.3.0 update. This was really important, no long waiting times anymore. :)
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Wed Oct 15, 2014 15:44

Can I change the coords of the mount meru to let it generate on an existing world?
 

twoelk
Member
 
Posts: 1092
Joined: Fri Apr 19, 2013 16:19

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by twoelk » Wed Oct 15, 2014 16:38

Hybrid Dog wrote:Can I change the coords of the mount meru to let it generate on an existing world?


iirc it doesn't like touching generated map blocks. I never got it to punch through existing terrain. I did get a lot of flying giant cones above generated landscape though the last time I tried. You can change a lot of parameters including position in the init.lua
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by paramat » Thu Oct 16, 2014 01:06

Hybrid Dog, no, the mod would have to be rewritten to do that. The spawn area parameters must be set to a completely ungenerated volume of the world, otherwise no tower.
 

twoelk
Member
 
Posts: 1092
Joined: Fri Apr 19, 2013 16:19

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by twoelk » Thu Oct 16, 2014 08:51

Just tried the new faster version on an existing map of my brother's kids. Generated nicely in an unexplored part but it seems to have biomes missing. Didn't the old versions have nice patches of woods and jungles here and there? Had hoped the installed "glowing biomes" would populate the central hollow.
Last edited by twoelk on Thu Oct 16, 2014 14:52, edited 2 times in total.
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by paramat » Thu Oct 16, 2014 12:04

Yes this version uses mod's own stone and desert stone to avoid cavegen griefing at chunk borders, the original used default nodes, which somehow trigger bits of biome to appear. If you prefer the original behaviour just edit the default nodes into the 'get content id' lines.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Thu Oct 16, 2014 12:58

Actually I thought about generating it in an existing world but outside the generated map, sorry, I didn't read the topic description.
On globis' server someone claimed the mount meru as mese mountain, so I wanted to find it and...
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by paramat » Thu Oct 16, 2014 15:14

Ah i misunderstood, yes to add a tower to an existing world, change the spawn area to an ungenerated part of the world. Mese mountain hehe.
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Minetestforfun » Mon Dec 22, 2014 23:33

My game crash when i tried to save with WorldEdit a mountain of "meru mod"...
Please can somebody give me a schem for WorldEdit of a mountain of this mod ?
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by paramat » Mon Dec 22, 2014 23:57

It's too big to save as a schematic.
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Tue Dec 23, 2014 12:41

paramat wrote:It's too big to save as a schematic.

but if you use the hard drive, too and not only the memory?
 

User avatar
HeroOfTheWinds
Member
 
Posts: 470
Joined: Wed Apr 23, 2014 23:16
GitHub: HeroOfTheWinds
IRC: WindHero

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by HeroOfTheWinds » Tue Dec 23, 2014 19:22

Your best chance would be to split it up into multiple schematics, and piece them all back together. And no, you can't jump straight from the game to the hard drive. It always has to assemble all the data into the RAM, then convert it to the proper format for schematics... :/
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
 

Hybrid Dog
Member
 
Posts: 2460
Joined: Thu Nov 01, 2012 12:46

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Tue Dec 23, 2014 20:32

HeroOfTheWinds wrote:Your best chance would be to split it up into multiple schematics, and piece them all back together. And no, you can't jump straight from the game to the hard drive. It always has to assemble all the data into the RAM, then convert it to the proper format for schematics... :/

minetest.compress() could be used

Yesterday I got a memory error because my simulated lavacooling mountains were so big.
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Minetestforfun » Wed Dec 24, 2014 01:39

so, a solution exist for save a schematic of a meru mountain ?
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 15 guests

cron