citygen -- minetest city mapgenerator
A mod for minetest
Generates a procedural city with prefabricated blocks and some randomization
morelights
for the streetlights and sewer lightingstreet_signs
for the streetname signs
Breaking changes can happen at any time, don't upgrade the mod if you plan on keeping you world-cityscape consistent!
The map is divided into 20 mapblocks along the z and x axis, called the "cityblock". Those 20-mapblock squares are plotted once (and cached) with a predefined layout depending on their position on the map. Streets are always aligned to the sides of the cityblock. Relevant files for the layouting mechanism:
To ensure that the generated data is always the same a perlin-noise is derived from the current position of the cityblock. The perlin generation is done in perlin_manager.lua
A plotted cityblock looks like this (a table with x and z axes):
cityblock = {
{
{ -- x axis
{ -- z axis
groups = {
building = true,
edge = true
},
attributes = {
building_type = "citygen:default_building2",
height = 5
},
direction = "x+",
},
{
groups = {
building = true,
edge = true
},
attributes = {
building_type = "citygen:default_building2",
height = 5
},
direction = "x+",
},
{
groups = {
building = true,
corner = true
},
attributes = {
building_type = "citygen:default_building2",
height = 5
},
direction = "x+z+",
}
}
},
-- the
root_pos = {
z = 600,
x = 720
}
}
This data can be dumped on the console with the ingame command /cityblock
.
The current mapblock data can be dumped with /cityblock_mapblock
.
The "root_pos" is the lower, left mapblock of the cityblock.
This data is then passed to each mapblock that needs to be generated by the mapgen (See: mapgen.lua)
The streetnames are picked randomly (depending on the x/z position of the street) from a catalog (See: streetname.lua)
The premade schematics are deseiralized onto the map with the help of the mapblock_lib. Some buildings have different variants with custom node-replacements, see: default_buildings.lua
The schematics for a building contain 12 parts that get assembled depending on their position (bottom, corner, etc). An example of the 12 parts in "exploded" view:
Each part can be edited by copying the files (manifest- and bin-file) out of the schematics/building/
folder
and placing them into the <worldfolder>/mapblocks/
folder.
Loading and saving the parts from the world and to disk is done with the mapblock_lib
commands:
/mapblock_load <name>
/mapblock_save <name>
For example:
mkdir /my/world/mapblocks
cp schematics/street/street_all_sides* /my/world/mapblocks/
Ingame: /mapblock_load street_all_sides
for loading and /mapblock_save street_all_sides
to save
- MIT