place_schematic+mapgen = problem

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AiTechEye
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place_schematic+mapgen = problem

by AiTechEye » Fri Apr 29, 2016 15:25

Everytime i placing a massive schematic, then the mapgen makes caves inside it, and adding darknes.
it would be good if it could be disabled only over +2000 height.

any idea?


Image


a graphic bug in conjunction with WE and making schematic (a lot of items becomes black when i start the game inside a place where the light is not calculated)

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duane
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Re: place_schematic+mapgen = problem

by duane » Sat Apr 30, 2016 03:22

UjEdwin wrote:Everytime i placing a massive schematic, then the mapgen makes caves inside it, and adding darknes.
it would be good if it could be disabled only over +2000 height.


You could set the nodes in the schematic to not be ground content, to avoid caves in them. If necessary, you can create a non-ground copy of default:stone. (Of course, you could turn off caves altogether.) You can set lighting manually in the voxelmanip functions, including setting it to not create shadows from overhanging terrain. (See the Loud Walking mod for examples.)
 

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AiTechEye
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Re: place_schematic+mapgen = problem

by AiTechEye » Sat Apr 30, 2016 11:27

The blue / "sky" have is_ground_content = false
but still genrating over it

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
for i = 1, #spaceskycol_s, 1 do
minetest.register_node("space_planets:sky" .. i, {
   description = "Sky" .. i,
   tiles = {"default_cloud.png^[colorize:" .. spaceskycol_s[i]},
   paramtype = "light",
   sunlight_propagates = true,
   walkable = false,
   alpha = 50,
   drawtype = "glasslike",
   is_ground_content = false,
})
end



The other probelm is i dont know much about voxelmanip or map generation :-)

The schematics is placed by a abm from ores.
the correnlty schematic is about 170x170x170 big.
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Sokomine
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Re: place_schematic+mapgen = problem

by Sokomine » Sat Apr 30, 2016 14:14

A schematic with a side-length in all directions of 170 nodes is very big and may cause some load due to memory requirements. It will extend over three mapchunks in each direction. May I ask why it has to be that big?

Using voxelmanip is far more flexible in that regard. Also take a look at my mg_villages and handle_schematic mods as those circumvent the caves-digging-through-houses and mudflow problems (by placing some houses multiple times).
A list of my mods can be found here.
 

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AiTechEye
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Re: place_schematic+mapgen = problem

by AiTechEye » Sat Apr 30, 2016 21:46

if i knew how to do voxelmanip i would use it.

This is placing 4 in directions to make 340x340x200 (or bigger) "planets"
https://forum.minetest.net/viewtopic.php?f=9&t=14497

This gen error would not exist if the is_ground_content = false worked.

if the gen error would be fixed, could it make more kinds of mods possibly, like tutorials, minigames and small map/areas :-).


How it works:
i only using 2 massive schematics, 1 the moon (does not mather if caves is generated in it) and 1 to make planets.
the planet builded with "sky blocks", wood, "space stone" junglewood,

the junglewood is randomly placed on the ground, will be replaced (abm) to grass, saplings and and randomly stuff
a 3 layer of wood to be replaced to dirt and stuff like that
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AiTechEye
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Re: place_schematic+mapgen = problem

by AiTechEye » Sun May 01, 2016 11:10

i will not use the "skies" because it causing problems, but is still a memory leak.

i using other schematics that is made by air to remove the darkness.
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paramat
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Re: place_schematic+mapgen = problem

by paramat » Sun May 01, 2016 21:21

How about changing the skybox per-player depending on player position? No huge node-built skies needed.
https://github.com/paramat/moonrealm/blob/master/init.lua#L187
 

Sokomine
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Re: place_schematic+mapgen = problem

by Sokomine » Mon May 02, 2016 13:39

UjEdwin wrote: only using 2 massive schematics, 1 the moon (does not mather if caves is generated in it) and 1 to make planets.
the planet builded with "sky blocks", wood, "space stone" junglewood,

Planets - admittedly much larger than whatever can be spawned in MT - are usually spheres due to gravity. Spheres can be calculated and placed using Voxelmanip. That might require less ressources than placing huge schematics. The skyblock game creates small spheres as well.
A list of my mods can be found here.
 

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AiTechEye
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Re: place_schematic+mapgen = problem

by AiTechEye » Sat May 07, 2016 19:36

dont worry, its still a test :-)


is it a bad idea to check for blocks near players to change the sky?

like:

minetest.register_globalstep
for i, player in pairs
find_node_near space[player]
dirt_with_grass = sky lightblue
dirt_with_dry_grass = sky sandybrown
...
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