[Mod] Universal geometry realm [0.4.4] [flexrealm]

paramat
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[Mod] Universal geometry realm [0.4.4] [flexrealm]

by paramat » Sun Dec 01, 2013 10:00

Image


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

For Minetest 0.4.12 and later
Depends default
Licenses: code WTFPL, textures CC BY-SA

This mod selects auto singlenode mapgen.
Edit the parameters at the top of the init.lua to choose your realm shape, and to set realm size and location.
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
local flat = false -- Normal flat realm
local vertical = false -- Vertical flat realm facing south
local invert = false -- Inverted flat realm
local planet = false -- Planet sphere
local dysonsphere = false -- Dyson sphere
local tube = false -- East-West tube world / O'Neill space colony
local cube = false -- Planet cube
local dysoncube = true -- Dyson cube



Image


Image


Image


^ Cross section of dyson sphere.


Image
Last edited by paramat on Wed Mar 04, 2015 08:51, edited 23 times in total.
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by hoodedice » Sun Dec 01, 2013 11:42

The world I live in is a lie.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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RealBadAngel
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by RealBadAngel » Mon Dec 02, 2013 06:48

that what you do is simply amazing
 

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by Inocudom » Mon Dec 02, 2013 18:38

This mod appears to make the world of Minetest concave. One thing I did notice was that caves above the world were fully lit and did not have shadows.
 

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by paramat » Tue Dec 03, 2013 09:43

Version 0.1.3 is at github, new screenshot in first post.
Auto-orientating apple trees and pine trees added. Each tree detects which of the 6 directions has the largest fall in 'density' and grows in that direction.

Thanks Inocudom that was a mistake left in from testing, i had disabled the line:
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
vm:set_lighting({day=0, night=0})

So un-comment that line or better update to version 0.1.3.
Last edited by paramat on Thu Dec 05, 2013 12:31, edited 1 time in total.
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by paramat » Thu Dec 05, 2013 16:19

Version 0.1.4 at github.
New screenshot in first post.
I added cliffs / faults that show off the sandstone strata.
Perlin noise for terrain is now a mix of 2 similar noises that have their 'spread' or 'scale' distances in the 'golden ratio' 1.618, the intent being to break up any obvious scale to the terrain and the slightly gridlike look of perlin noise from above and in map images.
Last edited by paramat on Mon Dec 09, 2013 22:47, edited 1 time in total.
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by Tedypig » Thu Dec 05, 2013 17:04

This is cool, but before I download I have a question. Does the world have gravity? Can you walk on the surface the whole way around, or have to hop up the concave?
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paramat
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by paramat » Thu Dec 05, 2013 21:52

This question comes up a lot ... Minetest camera orientation and gravity are fixed (as far as i know it would be a major rewrite of the engine, perhaps someone will go on to make a new more universal space-capable game engine with 6 gravity directions).
Last edited by paramat on Thu Dec 05, 2013 22:03, edited 1 time in total.
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by Enke » Thu Dec 05, 2013 23:47

(0_0)

Wow. That is all. Wow...

*Edit* Oh joy, 100 posts. I need to be doing something better with my time. ....Nah.
Last edited by Enke on Thu Dec 05, 2013 23:47, edited 1 time in total.
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hoodedice
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by hoodedice » Fri Dec 06, 2013 05:41

Enke wrote:(0_0)

Wow. That is all. Wow...

*Edit* Oh joy, 100 posts. I need to be doing something better with my time. ....Nah.


*100 posts*

n00b.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by PilzAdam » Fri Dec 06, 2013 15:09

hoodedice wrote:
Enke wrote:(0_0)

Wow. That is all. Wow...

*Edit* Oh joy, 100 posts. I need to be doing something better with my time. ....Nah.


*100 posts*

n00b.

*400 posts*

n00b.
 

paramat
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by paramat » Sun Dec 08, 2013 08:21

New version 0.2.0 is at github.
I found and eliminated unnecessary processing, now mostly 2 to 4 seconds per chunk.
I added the temperature / humidity 8 biome system of paragen(v7), but plants and some trees are still missing.
The version at github was pushed in the optional 'flat realm' mode (surface at y = 168), for the original flexy realm enable line 266 and disable line 267.
A 10km radiius dyson sphere is also possible by enabling lines 268, 269 and disabling line 266 (teleport to 0, 5000, 0).

Since a day ago there has been a 3 noise terrain shape, with a blend of rough and smooth areas.

EDIT version 0.2.1 with bugfixes and savanna trees.
Last edited by paramat on Sun Dec 08, 2013 11:54, edited 1 time in total.
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by jojoa1997 » Sun Dec 08, 2013 17:59

Good Job paramat! Keep working on the mapgen/luavoxel/what ever it is you are using and make even more amazing mods.
Coding;
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by rubenwardy » Mon Dec 09, 2013 09:05

This is pretty awesome.
 

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by paramat » Tue Dec 10, 2013 06:52

Version 0.2.2 is at github.
Jungletrees added.
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by philipbenr » Tue Dec 10, 2013 18:53

Perfect. What I was waiting for. :) +1 on your work so far paramat.
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by paramat » Wed Dec 11, 2013 06:28

Version 0.2.3 now at github.
Now 5 realm types, added vertical and inverted, select by editing the true/false parameters.
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by paramat » Wed Dec 11, 2013 09:25

Version 0.2.4.
Non-flowing water (range = 0,) so no more invisible nodes holding back the water and also preventing building or papyrus near water. Also you can now enable cavegen without the threat of vast buggy waterfalls everywhere.
Tree direction is now auto-set per realm type ... although i have just realised a mistake in that for dyson sphere ... fix commit coming soon *:/

*** EDIT
Until then fix is edit line 402 to this:
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
if tree then
    if flat or sphere then
    treedir = 3

Of course this is only correct for the lowest quarter of the dyson sphere.
Last edited by paramat on Wed Dec 11, 2013 09:55, edited 1 time in total.
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by paramat » Wed Dec 11, 2013 11:21

Version 0.2.5.
Last edited by paramat on Thu Dec 12, 2013 00:30, edited 1 time in total.
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by paramat » Thu Dec 12, 2013 02:33

Version 0.2.6.
Oops my mistake, 'liquid_range = 0' water sources were spreading due to 'liquid_renewable = true'.
So now back to non-flowing water, no airlike nodes, no need to disable cavegen.
Last edited by paramat on Thu Dec 12, 2013 02:33, edited 1 time in total.
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by paramat » Sat Dec 14, 2013 12:33

Version 0.2.8.
Grasses added to deciduous forest, savanna and grasslands.
Optional hollow cylinder and planet-sphere realms.
Optimised lua code.
Rivers added, water becomes glacier flow in cold biomes.
Last edited by paramat on Thu Dec 19, 2013 16:05, edited 1 time in total.
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by philipbenr » Sun Dec 15, 2013 05:12

Holy crud. A lot of release. Oh well, I suppose I'll have to get the latest.
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by paramat » Wed Dec 18, 2013 00:26

Version 0.2.9
Rivers completed, new noise parameters for smoother terrain and rivers, 2 realms now renamed 'dyson' and 'tube'. Optional default water for the flat realm. Fixed fissure sand.

Version 0.2.10
Bugfixes. Auto-orientating trees for add realms. Mod's own dirt to avoid dirt changing to green grass in dry grass biomes.

Version 0.2.11
Sandline variation, dunes with dry grasses, swampwater with papyrus ... :P
Last edited by paramat on Wed Dec 18, 2013 12:33, edited 1 time in total.
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by philipbenr » Fri Dec 20, 2013 07:23

paramat wrote:Version 0.2.9
Rivers completed, new noise parameters for smoother terrain and rivers, 2 realms now renamed 'dyson' and 'tube'. Optional default water for the flat realm. Fixed fissure sand.

Version 0.2.10
Bugfixes. Auto-orientating trees for add realms. Mod's own dirt to avoid dirt changing to green grass in dry grass biomes.

Version 0.2.11
Sandline variation, dunes with dry grasses, swampwater with papyrus ... :P


0_o Crud. Not again. Oh well. I'll wait for about 1 or 2 more updates. ;)
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by paramat » Sun Dec 22, 2013 21:55

^ lol

Version 0.2.12
Tune swamps, range 3 water, dry rivers in deserts.
Last edited by paramat on Tue Jan 06, 2015 03:37, edited 1 time in total.
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by paramat » Wed Dec 25, 2013 07:35

Version 0.2.13. Solstice greetings ...
3 heights of grass are in deciduous forest and wet grassland.
In the deciduous forest 6 flowers and clay in shallow water.
Last edited by paramat on Wed Dec 25, 2013 07:37, edited 1 time in total.
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by paramat » Thu Dec 26, 2013 06:22

Version 0.2.14
Added some WIP non-flowing lava in the fissures that rises to the surface in rough terrain.
Added a layer of non-falling gravel as a strata layer in stone, it drops default:gravel.
Added more interesting shaped cacti on the savanna edge of deserts.
Bugfixes.
Last edited by paramat on Tue Jan 06, 2015 03:37, edited 2 times in total.
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by hampa16 » Fri Dec 27, 2013 02:40

paramat wrote:http://i.imgur.com/UdHnRMt.png


^ HD image. Small slice of a 1km diameter East-West tube realm.

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

flexrealm 0.2.14 by paramat
For latest stable Minetest and back to 0.4.8
Depends default
Licenses: code WTFPL, textures CC BY-SA

Uses LVM ... chunk generation time is roughly 4 seconds.
Edit the parameters at the top of the init.lua to choose your realm shape, and to set realm size and location.
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
local flex = false -- 3D noise flexy realm
local flat = true -- Normal flat realm
local vertical = false -- Vertical flat realm facing south
local invert = false -- Inverted flat realm
local dyson = false -- Dyson sphere
local planet = false -- Planet sphere
local tube = false -- East-West tube world

By default a flat realm with range = 3 water is created, for other realms the option of non-flowing water is recommended.
The lighting option is useful for realm testing or avoiding extreme shadows caused by some of the realm shapes.

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
local light = false -- Layer of light emitting airlike nodes following terrain
local noflow = false -- Use no-flow water to avoid massive waterfalls


flexrealm is continuous across all intersections with multiple copies of itself, as in the 'dysoncube' modpack: terrain, biomes, lakes, cliffs and rivers are all defined by 3D noise which is continuous through all space.
So you can have multiple versions of this mod that are different realm shapes, they will blend at the intersections.

Temperature / humidity 8 biome system:
http://i.imgur.com/ZOt7zx0.gif


http://i.imgur.com/bouoyXS.png


^ Top centre of a planet sphere realm.


http://i.imgur.com/xWYG0Ui.png


^ HD image. Lower centre of dyson sphere realm.


http://i.imgur.com/7f8kBLk.png


^ Flexy realm early in development.


http://i.imgur.com/juxkHq4.png


^ Flat realm option.


http://i.imgur.com/MDsITGU.png


^ Transition point for trees halfway up the wall of a dyson sphere realm.


http://i.imgur.com/HqOPwe5.png


http://i.imgur.com/AspNHYS.png
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by paramat » Fri Jan 03, 2014 21:19

Deleted post.
Last edited by paramat on Fri Apr 25, 2014 16:48, edited 2 times in total.
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paramat
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by paramat » Fri Jan 03, 2014 23:48

Version 0.2.15 =) enjoy!
-- Removed airlike lighting nodes
-- Removed gravel strata
-- All 5 heights of grass in forest and wet grassland
-- Rewrote flora functions with content ids defined within functions
-- Papyrus now flexrealm:papyrus to avoid papyrus growth (as with cacti)
-- Papyrus now multiple heights
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