fessmK wrote:I don't know of anything like tat, but, to help you find the ores, make them generate in air, and run it in a singlenode world. Delete the map.sqlite file in the world directory after each test to make it regenerate. I do this when testing custom terrain generators
ArguablySane wrote:You just have return to the main menu and enter the game again to see the changes.
ArguablySane wrote:Can't you just disable all of the mods except the ore-gen one you're testing, or does it lag regardless?
Hybrid Dog wrote:ArguablySane wrote:Can't you just disable all of the mods except the ore-gen one you're testing, or does it lag regardless?
l would need to enable the dependencies manually, which is more annoying than waiting because l can't do sth different in the time and l would need to browse in lots of mods.
l'm using the ppa and this doesn't get merged: https://github.com/minetest/minetest/pull/3035
ArguablySane wrote:Hybrid Dog wrote:ArguablySane wrote:Can't you just disable all of the mods except the ore-gen one you're testing, or does it lag regardless?
l would need to enable the dependencies manually, which is more annoying than waiting because l can't do sth different in the time and l would need to browse in lots of mods.
l'm using the ppa and this doesn't get merged: https://github.com/minetest/minetest/pull/3035
Surely you can create a new world containing only a minimal ore-gen mod? You should only need to re-enable all the other mods once, if at all. Minetest lets you have multiple worlds with different mods enabled in each.
SegFault22 wrote:I have figured out how to delete the map.sqlite database, in order to regenerate the world entirely. However, all methods of testing the generation ingame will require exiting the world and re-loading it after adjusting the parameters. It would be a great advantage to be able to test the parameters in a much lighter/simpler program, before choosing which parameters to use for testing the ore generation ingame - especially considering how I need to repeat the process for over 60 different ores (although the mod will be released with optional light "packs" with less types of ores, the complete one will have everything so that it can be compatible with the next mod I am working on - which will focus on adding a real reason to dig deeper)
local function on_generated(minp, maxp, blockseed)
print ("---- on_generated (minp="..minetest.pos_to_string(minp)..", maxp="..minetest.pos_to_string(maxp)..", blockseed="..tostring(blockseed)..")")
end
minetest.register_on_generated(on_generated)
local pseudo = PseudoRandom(13)
minetest.register_node("test:regenerator", {
description = "Use to regenerate.",
tiles = {"default_clay.png^bubble.png"},
on_use = function(itemstack, user, pointed_thing)
local pos = user:getpos()
local minp = {x=pos.x-100, y=pos.y-100, z=pos.z+10}
local maxp = {x=pos.x+100, y=pos.y+100, z=pos.z+110}
local newSeed = pseudo:next()
print ("---- deleting (minp="..minetest.pos_to_string(minp)..", maxp="..minetest.pos_to_string(maxp)..", seed="..tostring(newSeed))
minetest.set_mapgen_params({seed=newSeed})
minetest.delete_area(minp, maxp)
end,
})
minetest.register_on_newplayer(function(player)
player:get_inventory():add_item('main', 'test:regenerator')
end)
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