[Mod] Canyon river systems [0.4.2] [canyon]

paramat
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by paramat » Wed Mar 06, 2013 03:27

Like chasm mod but with rivers at the bottom of the chasms? yeah that is possible.
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by jojoa1997 » Wed Mar 06, 2013 03:30

no i mean just place a river on the ground. only 1-5 blocks deep
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by paramat » Thu Mar 07, 2013 11:51

This mod will do that, set WATFAC = 0, MINDEP = 1, MAXDEP = 5.
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Mito551
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by Mito551 » Sat Mar 09, 2013 10:34

why do use dig instead of remove? it gives additional stress to the server, doesn't it?
 

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Calinou
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by Calinou » Sat Mar 09, 2013 13:59

Dig updates lighting, "remove" or setting air doesn't.
 

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by paramat » Sat Mar 09, 2013 22:26

^ Yeah this.
Most nodes are "removed" in my mods, only the topmost node in each processed column is "dug" to reset the lighting below it. All the dig messages in the terminal are annoying, if there's a way to prevent those i will.
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by Mito551 » Sat Mar 09, 2013 22:39

got it. thanks. the only thing that matters to me is the performance, which suffers because of lots of items, that appear. if that could be evitable, that would be great.
 

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by paramat » Mon Mar 11, 2013 12:56

I assume you mean the "... already contains over 49 entities, forcing delete" error? Earlier versions of canyon would create large amounts of falling sand in lakes which i believe triggered that error, version 0.2.0 fixes that but i still sometimes get that message and i don't know what causes it. I will certainly fix that if i find the cause.
Last edited by paramat on Mon Mar 11, 2013 12:56, edited 1 time in total.
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Mito551
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by Mito551 » Mon Mar 11, 2013 13:31

paramat wrote:I assume you mean the "... already contains over 49 entities, forcing delete" error? Earlier versions of canyon would create large amounts of falling sand in lakes which i believe triggered that error, version 0.2.0 fixes that but i still sometimes get that message and i don't know what causes it. I will certainly fix that if i find the cause.

no, i meant something different. i figured it's caused by item_drop. oh well.
 

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by 0gb.us » Mon Mar 11, 2013 20:45

Mito551 wrote:got it. thanks. the only thing that matters to me is the performance, which suffers because of lots of items, that appear. if that could be evitable, that would be great.


Mito551 wrote:
paramat wrote:I assume you mean the "... already contains over 49 entities, forcing delete" error? Earlier versions of canyon would create large amounts of falling sand in lakes which i believe triggered that error, version 0.2.0 fixes that but i still sometimes get that message and i don't know what causes it. I will certainly fix that if i find the cause.

no, i meant something different. i figured it's caused by item_drop. oh well.


item_drop is not good for performance, as even when it functions correctly, it leaves entities everywhere. When mining, players don't go back and pick up their cobble, so the entities cause stress for the server. This of course makes it harder to pick up any items, so even more players leave them, causing more stress, and more lag. It's a horrible spiral effect.

You can say you like item_drop, or you can say you care about performance, but you can't realistically say both.
EDIT: Unless you have a VERY powerful server.
Last edited by 0gb.us on Mon Mar 11, 2013 20:46, edited 1 time in total.
 

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by 12Me21 » Mon Mar 11, 2013 21:08

I just HATE when I'm digging through rock and I have no room in my inventory for all the cobblestones.
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paramat
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by paramat » Wed Mar 13, 2013 19:56

Just to clarify, this mod does not include item_drop :)
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by paramat » Fri Mar 15, 2013 20:38

Version 0.3.0, see first post.
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Bas080
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by Bas080 » Sat Mar 16, 2013 07:24

Rivers and waterfalls! Can this get any better? +1
 

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by aximx51v » Sat Mar 16, 2013 16:19

I haven't been able to get this mod to work, the replacing of nodes is FAST for the first 3 seconds, but it slows down fast, and continues to slow, until it's only replacing one node every second. any idea what this could be about?

Canyon 0.30
minetest 0.4.4-d1
 

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by paramat » Sat Mar 16, 2013 17:59

Hmm no idea at the moment. I use it in 0.4.4 stable. Perhaps finite water causes problems?
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by Traxie21 » Sat Mar 16, 2013 18:04

try using 0.4.5?
 

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by aximx51v » Sun Mar 17, 2013 14:54

paramat wrote:Hmm no idea at the moment. I use it in 0.4.4 stable. Perhaps finite water causes problems?


I don't use finite water. no idea what it could be. probably one of the 40+ mods i run, lol
 

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by jordan4ibanez » Sat Mar 23, 2013 20:33

If you change dig node to remove node with luajit, it generates the canyons almost as fast as the terrain generator!
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by paramat » Mon Mar 25, 2013 23:42

Sokomine wrote:This mod looks very intresting. Could you provide a working download link? Mediafire does not work without JavaScript. Something like github would be great.

Now at Github ;) https://github.com/paramat/canyon
Last edited by paramat on Mon Mar 25, 2013 23:42, edited 1 time in total.
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by Sokomine » Tue Mar 26, 2013 16:17

Ahh! Finally! Thank you for putting it on github *pull*
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by Zedm0n » Thu Mar 28, 2013 16:48

Which parameter governs canyon depth?


Zedm0n
 

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by Zedm0n » Thu Mar 28, 2013 18:52

After hours of experimenting I have the setting that I like. These parameters will generate rivers just broad enough to cut down on block falling bugs and canyons shallow enough to be (somewhat) realistic riverbeds. It reminds me of many a river in Colorago, Arkansas, Texas, and Califonia.

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Code: Select all
local WATFAC = 0.75
local MINDEP = 5
local MAXDEP = 5
local NOISEL = -0.09


All other parameters are left at default.



Zedm0n.
Last edited by Zedm0n on Thu Mar 28, 2013 18:53, edited 1 time in total.
 

paramat
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by paramat » Fri Mar 29, 2013 06:04

Zedm0n wrote:Which parameter governs canyon depth?
Zedm0n

WATFAC controls the distance from water surface to the top of surrounding cliffs.
WATFAC = 0 ... rivers at sea level, deep canyons.
WATFAC = 0.95 ... rivers just below land surface.
Last edited by paramat on Wed Jul 31, 2013 04:02, edited 1 time in total.
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by Inocudom » Mon May 13, 2013 22:42

Mapgen v7 is supposed to have rivers in it. Did the creation of this mod aid that in some way?
 

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by paramat » Tue May 14, 2013 01:46

No :)
Last edited by paramat on Wed Jul 31, 2013 04:00, edited 1 time in total.
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paramat
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by paramat » Wed Jul 31, 2013 04:11

I'm revisiting this mod, version 0.3.1 will have the water factor parameter varied by a large scale perlin noise in such a way that large areas of the map will be either rivers at sea level in deep canyons, or rivers that remain just below land surface level (everything inbetween too in a smooth transition).

In 0.4.7 the chunks generate in a few seconds, almost fast enough to keep up with flying fast through the canyons with noclip ... this is huge fun i recommend trying it. Because of the generation speed i feel this is my most successful mod in certain ways.
Last edited by paramat on Tue Aug 13, 2013 06:05, edited 1 time in total.
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by paramat » Thu Aug 01, 2013 00:44

Version 0.3.1 released and on github.
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paramat
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by paramat » Tue Aug 13, 2013 06:05

Deleted screenshots.
Last edited by paramat on Fri Sep 26, 2014 03:27, edited 2 times in total.
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paramat
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by paramat » Wed Aug 14, 2013 06:24

Deleted screenshots.
Last edited by paramat on Fri Sep 26, 2014 03:27, edited 1 time in total.
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