[Mod] Massive caverns [0.2.0] [subterrain]

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paramat
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[Mod] Massive caverns [0.2.0] [subterrain]

by paramat » Post

Image


Download, rename mod folder to 'subterrain' https://github.com/paramat/subterrain/a ... master.zip
Code https://github.com/paramat/subterrain

subterrain 0.2.0 by paramat
For Minetest 0.4.12 and later
Depends default
Licenses: code WTFPL

A fast, very simple mod to develop and replace the big caves of the now removed 'indev' mapgen.
By default massive caverns start to appear below y = -256.
Realm limits, blend distance and cave size / underground volume ratio are parameters for you to adjust.
By default caves are roughly 1/3rd of underground volume, and can be separated by up to roughly 800 nodes.

Use with my 'intersecting' tunnel mod viewtopic.php?f=11&t=9521 for the full underground experience.
Last edited by paramat on Sun Aug 23, 2015 20:56, edited 6 times in total.

4aiman
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Re: [Mod] Fast generation big caverns [0.1.0] [subterrain]

by 4aiman » Post

Hey, nice job here, paramat!
Use with my 'interesecting' tunnel mod for the full underground experience of 1D, 2D and 3D forms.
Where I can find one? Forum's search returned nothing but this topic...

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HeroOfTheWinds
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Re: [Mod] Fast generation big caverns [0.1.0] [subterrain]

by HeroOfTheWinds » Post

4aiman wrote:Hey, nice job here, paramat!
Use with my 'interesecting' tunnel mod for the full underground experience of 1D, 2D and 3D forms.
Where I can find one? Forum's search returned nothing but this topic...
Intersecting mod: viewtopic.php?f=9&t=9521

Indeed, this is quite nice, paramat. Great option for people who don't want a bunch of extra nodes like in caverealms as well.
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

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paramat
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Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]

by paramat » Post

Version 0.1.1
I added upper and lower realm limits with an exponential blend, insead of a flat ceiling cutoff the caves just stop forming in a natural looking way. It was a relief to see no noticeable slowing of chunk generation.

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Hybrid Dog
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Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]

by Hybrid Dog » Post

What's the difference to the intersect mod?

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HeroOfTheWinds
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Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]

by HeroOfTheWinds » Post

Intersect is a system of tunnels and lava tubes, rather than giant caverns. And the tunnels go on for miles...
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

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Hybrid Dog
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Re: [Mod] Fast generation big caverns [0.1.1] [subterrain]

by Hybrid Dog » Post

HeroOfTheWinds wrote:Intersect is a system of tunnels and lava tubes, rather than giant caverns. And the tunnels go on for miles...
ok, thanks

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paramat
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Re: [Mod] Massive caverns [0.2.0] [subterrain]

by paramat » Post

Version 0.2.0
Noise object optimisation. Fix code style issues. Add info to readme

Should consume a little less memory and run a little faster now.

amadin
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Re: [Mod] Massive caverns [0.2.0] [subterrain]

by amadin » Post

How generate long horizontal caves for using with Pilzadam's nether mod with not very height ceiling.

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paramat
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Re: [Mod] Massive caverns [0.2.0] [subterrain]

by paramat » Post

In noise parameters you can squash the shape of caves by reducing the y-spread:

Code: Select all

spread = {x = 768, y = 256, z = 768}, -- squashed 3:1

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