Page 2 of 2

PostPosted: Thu May 02, 2013 17:29
by Jouster27
Hybrid Dog wrote:
Zeg9 wrote:
Inocudom wrote:Mushroom biomes could be rather common, but smallish as well as underground (the glowshrooms and lavashrooms are ideal for caves.)

Lava shrooms could spawn around lava lakes, or even above lava. Glowshrooms would be great in dark caves, though quite rare.
Lavashrooms are flammable so they would burn if they're near lava
and glowshrooms don't really glow yet.


Yeah, I noticed about the glowshrooms... [sniff]

I agree that Lavashrooms should generate underground, near lava lakes, though. That doesn't mean they shouldn't be flammable, though. If it's relatively easy to code, just make 'em not generate within the burn distance (is it three blocks?). Anyway, there's two areas of Minetest that need flora: underground and water. Mushrooms are the perfect choice for underground. As for water... I'd like to see really tall seaweed (Sargasso-type), algae (changes water color) and coral. Hey! A guy can dream, can't he? ***GRIN***

Seriously, though, great work. Thank you for making this mod.

PostPosted: Wed May 08, 2013 16:38
by Inocudom
For the ground in the mushroom biomes, a prefer a texture that looks like bluegrass with very tiny mushrooms scattered about. You could also make fairie rings (mushroom rings) in the biomes and even put little fairies and bumblebees in them.

PostPosted: Wed May 08, 2013 18:32
by Sokomine
Good idea. When some of these appeared on our lawn one year we where first puzzled.

Hope the mod can gain speed with the next mapgen version and then be used as often as the snow mod. The nodes it adds are just beautiful.

PostPosted: Wed May 08, 2013 20:39
by Inocudom
I too look forward to the next mapgen. I hope it will have the very best of past mapgens and be easier to work with. The required efforts by the developers to create it will be lengthy, but they will be worth it in the end.

PostPosted: Thu May 09, 2013 19:47
by SilverWolfLily22
I like it but maybe the textures could be a little less realistic or more cartoony if you know what i mean :)

PostPosted: Fri May 10, 2013 18:55
by rubenwardy
Magic Mushrooms?

PostPosted: Mon May 13, 2013 20:12
by 12Me21
You should make the textures all 16x16

PostPosted: Sun Jun 02, 2013 23:34
by Mossmanikin
Very cool this mod.
Love the 3d apples.

PostPosted: Wed Jun 12, 2013 03:54
by Inocudom
You should post a screenshot here of the mushroom circles so that people will have a better idea of what this mod can do. I would certainly recommend this for Mito551's Dwaves game (same goes for your swamps.)

PostPosted: Mon Jun 24, 2013 04:53
by Inocudom
Your mushroom biomes could benefit from the recent improvements made to Minetest that are spoken of by the post below.
http://forum.minetest.net/viewtopic.php?pid=96112#p96112

PostPosted: Thu Jul 11, 2013 08:23
by Dan Duncombe
I looked up riesenpilz on google translate, and it means 'travel mushroom'. Is that the correct translation?

PostPosted: Thu Jul 11, 2013 11:08
by webdesigner97
Dan Duncombe wrote:I looked up riesenpilz on google translate, and it means 'travel mushroom'. Is that the correct translation?

No, it means "giant mushroom":

"riesen" comes from "riesig" and means "giant".
"Pilz" = "Mushroom".

Hey w8. Pilz?

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 PilzAdam == "MushroomAdam" then
    lol()
end

PostPosted: Thu Jul 11, 2013 17:12
by webdesigner97
Hybrid Dog wrote:
webdesigner97 wrote:
Dan Duncombe wrote:I looked up riesenpilz on google translate, and it means 'travel mushroom'. Is that the correct translation?

No, it means "giant mushroom":

"riesen" comes from "riesig" and means "giant".
"Pilz" = "Mushroom".

Hey w8. Pilz?

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 PilzAdam == "MushroomAdam" then
    lol()
end
http://irc.minetest.ru/minetest/2013-03-10#i_2923102

Adamspilz? Awesome idea :D

PostPosted: Tue Aug 06, 2013 16:39
by Inocudom
Would voxel_manip be useful for this mod?

PostPosted: Tue Aug 06, 2013 18:21
by Sokomine
Voxelmanip seems less fitting. Either place_schematic or the L-system-tree-generation might be more useful.

PostPosted: Wed Dec 10, 2014 16:40
by Hybrid Dog
Sokomine wrote:Voxelmanip seems less fitting. Either place_schematic or the L-system-tree-generation might be more useful.

No, I use vm for this, using the L-system for giant mushrooms is too difficult for me and schematics use fixed node positions, don't they?

The mushrooms spawn now, I added abms. But the depends.txt got a line for vector_extras. And it looks like I need to update the mapgen code to improve speed by using update_map just one time and for the whole mapchunk instead of using it for each big mushroom. And if there're less than 3 mushrooms, I use update_map for these mushrooms, I think.

Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

PostPosted: Wed Dec 10, 2014 17:38
by Minetestforfun
Thank you for the update, keep up the good work :)

Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

PostPosted: Mon Dec 28, 2015 16:05
by Hybrid Dog
update: the nodes of giant mushrooms are bouncy and you can make fences of them

Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

PostPosted: Mon Jan 25, 2016 14:03
by fireglow
Is there a way, maybe a setting, that growing mushrooms won't destroy other nodes?
In the sense that there would be a check before growing a mushrooms if other nodes would be destroyed, and it yes, do not grow the mushroom.
That would be a good addition, I think.

Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

PostPosted: Mon Jan 25, 2016 17:22
by Hybrid Dog
fireglow wrote:Is there a way, maybe a setting, that growing mushrooms won't destroy other nodes?
In the sense that there would be a check before growing a mushrooms if other nodes would be destroyed, and it yes, do not grow the mushroom.
That would be a good addition, I think.

l need to change the mushroom spawning that it works.
l would make the mushroom become giant even if nodes are in its way, those nodes only become replaced if they are ignore or buildable_to.
l could also avoid growing it if the giant mushroom replaces a node which is not ignore or buildable_to.
Which one do you prefer?

Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

PostPosted: Tue Jan 26, 2016 14:52
by Hybrid Dog
fireglow, l added a setting to use the second solution, else the first one is used

Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

PostPosted: Sat Feb 18, 2017 18:01
by fireglow
Hybrid Dog wrote:fireglow, l added a setting to use the second solution, else the first one is used

Wow thank you, that's great.

Sorry for the late reply lol, I just was talking with DS about your mod and the protection issue came up so I decided to look at the thread again.

Again, thank you for adding it! :)