[Mod] Snow Biomes [3.2] [snow]

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Splizard
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[Mod] Snow Biomes [3.2] [snow]

by Splizard » Fri Jul 06, 2012 06:51

Introducing snow and ice to Minetest:

Image

Download Latest Release (3.2): (use latest development link below if this is not working)
http://splizard.com/minetest/mods/snow-biomes/snow-3.2.zip

This mod adds snow biomes to minetest.
There are nine biome types: (click on one to see the image)
Example map:
Image

Features:
  • You can craft icy snow blocks with four ice and snow.
  • You can craft snow bricks with four snow blocks.
  • Snow and ice melts when near warm blocks such as lava, torches etc.
  • Water freezes over when snow blocks are in contact.
  • Snow with multiple levels!
  • Moss spreads on cobble to make mossy cobble.
  • Christmas trees can be found when digging pine needles.
  • It snows and raises the snow level in the area evenly.
  • Sleds can be crafted to travel faster on snow.

Sleds:
Image

Todo:
  • Add actual icebergs.

NOTICE
You *may* experience server slow down while the snow biomes are generated.

MAPGEN_V7
Snow biomes is compatible with a v7 generated map.

Minimum Minetest version: 0.4.9
Depends: default
License: GPLv2/later
Textures: Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)

Github: https://github.com/Splizard/minetest-mod-snow/
Website: http://minetest.splizard.com/mods/snow-biomes/

Latest Development Download: https://github.com/Splizard/minetest-mod-snow/archive/master.zip

Compatible Mods:
snowdrift
skins
moreblocks

Older Versions:
http://splizard.com/minetest/mods/snow-biomes/snow-3.1.zip
http://splizard.com/minetest/mods/snow-biomes/snow-3.0.zip
http://splizard.com/minetest/mods/snow-biomes/snow-2.0.zip
http://splizard.com/minetest/mods/snow-biomes/snow-1.8.zip
http://splizard.com/minetest/mods/snow-biomes/snow-1.4.zip
http://splizard.com/minetest/mods/snow-biomes/snow-1.3.zip
http://splizard.com/minetest/mods/snow-biomes/snow-1.2.zip
http://splizard.com/minetest/mods/snow-biomes/snow-1.1.zip
http://splizard.com/minetest/mods/snow-biomes/snow-1.0.zip

Changelog:
https://github.com/Splizard/minetest-mod-snow/blob/master/changelog.txt

minetest.conf
(these override the settings of config.txt found in the mod folder)
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
# Whether you are running a legacy minetest version (auto-detected).
snow_legacy = false
# Enables falling snow.
snow_enable_snowfall = true
# Reduces the amount of resources and fps used by snowfall.
lighter_snowfall = false
# Disable this to stop snow from being smoothed.
snow_smooth_snow = true
# Disable this to remove christmas saplings from being found.
snow_christmas_content = true
# The minumum height a snow biome will generate.
snow_min_height = 3
# Enables debug output.
snow_debug = false
# Enables smooth transition of biomes
snow_smooth_biomes = true
# Disable this to prevent sleds from being riden.
sleds = true


MinetestMapper:
you can use minetestmapper.py for this mod by adding

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
snow:snow 255 255 255
snow:snow_block 255 255 255
snow:ice 144 217 234


to colors.txt
Last edited by Splizard on Sun Jan 11, 2015 22:29, edited 5 times in total.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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SegFault22
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by SegFault22 » Fri Jul 06, 2012 08:50

Finally, this is EXACTLY what I wanted to become of the ''custom biomes'' idea! In combination with the conifers mod (make them only spawn on dirt with snow) it would perfectly simulate a ''snowwy'' biome :D
Great job!
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Society can thrive without money - but only if productive members of society are rewarded for being productive.
 

cosarara97
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by cosarara97 » Fri Jul 06, 2012 08:58

SegFault22 wrote:Finally, this is EXACTLY what I wanted to become of the ''custom biomes'' idea! In combination with the conifers mod (make them only spawn on dirt with snow) it would perfectly simulate a ''snowwy'' biome :D
Great job!

Well, where I live there are conifers everywhere, and it doesn't snow more than once a year...
Oh, and I really like this mod :)
:D
 

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by sfan5 » Fri Jul 06, 2012 09:10

Awesome!
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by Topywo » Fri Jul 06, 2012 10:09

Tried it. Another landscape mod :-).

Does snow generate in desert-biomes and then disappears immediately?

Only 1 thing, the iceberg biome doesn't look like an iceberg?

I like changes in terrain. Great mod!

P.s.

cosarara97 wrote:
SegFault22 wrote:Finally, this is EXACTLY what I wanted to become of the ''custom biomes'' idea! In combination with the conifers mod (make them only spawn on dirt with snow) it would perfectly simulate a ''snowwy'' biome :D
Great job!

Well, where I live there are conifers everywhere, and it doesn't snow more than once a year...
Oh, and I really like this mod :)


I guess there are a lot of conifers at Menches server ;-)
 

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by Splizard » Fri Jul 06, 2012 20:51

Topywo wrote:Tried it. Another landscape mod :-).

Does snow generate in desert-biomes and then disappears immediately?

Only 1 thing, the iceberg biome doesn't look like an iceberg?

I like changes in terrain. Great mod!


Yeah when the generator encounters desert sand it stops (because snow in deserts doesn’t make much sense).

Icebergs is just a name for that type of biome at the moment,
in a later release Ill try to add proper icebergs.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

lkjoel
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by lkjoel » Sat Jul 07, 2012 05:02

Awesome mod!
My mods: The Nether | Doctor Who (WIP)

I have quit minetest ... again. I am heavily unimpressed by both the game and the community.
 

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by LolManKuba » Sat Jul 07, 2012 07:36

3 mods that add snow :O
 

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by Splizard » Sat Jul 07, 2012 09:24

LolManKuba wrote:3 mods that add snow :O

1st mod that adds snow biomes :)
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

Keriz
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by Keriz » Sat Jul 07, 2012 11:35

Does the mod need the default blocks to work ?
 

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by Calinou » Sat Jul 07, 2012 12:48

Yes, of course, you need the "default" mod.
 

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by mauvebic » Sat Jul 07, 2012 13:08

Splizard wrote:
LolManKuba wrote:3 mods that add snow :O

1st mod that adds snow biomes :)


He's right, youre the third :P though i had no idea either at the time that a texturepack/mod already existed when i was asked to add snowy biomes lol

Jordach beat me/you to the punch:
http://minetest.net/forum/viewtopic.php?id=1282

then i did the 4 seasons (which im forking from madblocks so other people can pick it up)
http://www.zimg.eu/i/1426873215

Though as people keep requesting more biomes all the time ive been holding off doing anything more until we get more access to mapgens' internals.
Last edited by mauvebic on Sat Jul 07, 2012 13:21, edited 1 time in total.
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Keriz
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by Keriz » Sat Jul 07, 2012 14:07

Can I know what block it use of the default mod ?
 

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mauvebic
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by mauvebic » Sat Jul 07, 2012 14:22

you change all the nodes you find on the surface with snow-covered equivalents

though some extra tundra vegetation would be nice (like moss?)
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by xXx_orange » Sat Jul 07, 2012 22:30

This is a nice snow biome, I would install it but I don't like snow on these games.
 

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by Splizard » Sat Jul 07, 2012 22:31

mauvebic wrote:He's right, youre the third :P though i had no idea either at the time that a texturepack/mod already existed when i was asked to add snowy biomes lol

Jordach beat me/you to the punch:
http://minetest.net/forum/viewtopic.php?id=1282

then i did the 4 seasons (which im forking from madblocks so other people can pick it up)
http://www.zimg.eu/i/1426873215

Though as people keep requesting more biomes all the time ive been holding off doing anything more until we get more access to mapgens' internals.

mauvebic wrote:you change all the nodes you find on the surface with snow-covered equivalents

though some extra tundra vegetation would be nice (like moss?)


It doesn’t replace all nodes on the surface (grass biomes still exist).
This is what makes it different from Jordach's Snowy Wastelands Mod.
Anyway thanks for your idea about moss I will try to include it in the next version. :)

Example from minetestmapper.py:
Image

you can use minetestmapper.py for this mod by adding
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
snow:snow 255 255 255
snow:snow_block 255 255 255
snow:ice 144 217 234

to colors.txt
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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by Gambit » Sat Jul 07, 2012 23:07

The transitions needs work, but other than that it's nice to have. I'm willing to build on these sort of biomes.
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Bas080
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by Bas080 » Sun Jul 08, 2012 17:01

No glitches or erros, I really don't like the square looking biomes though. Snow should be patchy and not square. On mountain tops and in more southern and northern biomes. Or more at the center of the biome. But most importanly, not square.

I'm working on a mod that does exactly that. Ones i'm done i'll share and maybe we can combine our efforts.
Last edited by Bas080 on Sun Jul 08, 2012 19:11, edited 1 time in total.
 

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by SegFault22 » Tue Jul 10, 2012 00:29

Also, can you make a ''fork'' of the mod that turns the entire map into a massive winter wasteland? That actually works unlike the others, and doesn't require a texture pack?
That would be awesome too :D
Resources are abundant; only money is scarce. People should not have to work hard and remain poor just to pay for the needs of survival.
Society can thrive without money - but only if productive members of society are rewarded for being productive.
 

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by Stef » Wed Jul 11, 2012 12:05

maybe you can put other trees in the snow biomes some fir trees? ;o
maybe also an other type of biome like jungle other grass type and huge trees?
Sorry for my crappy english, im dutch :D
 

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by Temperest » Wed Jul 11, 2012 22:24

I'm not sure whether this would work, but minetest.env:get_perlin(seeddiff, octaves, persistence, scale) with a large scale value should allow non-rectangular area generation (just check against a particular threshold for each node), while making the biome generation reproducible as well (currently the mod uses math.random, which is seeded with the time, so making two worlds with the same seed won't make the same map).

Excellent work! I look forward to future versions.
Last edited by Temperest on Wed Jul 11, 2012 22:24, edited 1 time in total.
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by Splizard » Wed Jul 11, 2012 23:16

Temperest wrote:I'm not sure whether this would work, but minetest.env:get_perlin(seeddiff, octaves, persistence, scale) with a large scale value should allow non-rectangular area generation (just check against a particular threshold for each node), while making the biome generation reproducible as well (currently the mod uses math.random, which is seeded with the time, so making two worlds with the same seed won't make the same map).

Excellent work! I look forward to future versions.


Thanks for your information I am not sure how to get perlin noise and psuedorandom working (that is why I used math.random :3)
I will try and work it out myself but if you (or someone else) knows anything about it, I would appreciate the help.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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by sparkyahs » Sun Jul 15, 2012 20:05

Maybe have a height dependent variable for the mountains and such. It would also make sense to make sure this is above sea level aside from the northern/southern most sections of the map.
 

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by Splizard » Fri Jul 20, 2012 08:12

Version 1.1 out!
Biomes no longer generate in squares and they are generated according to map seed.

Please let me know if you are happy or not with the rarity and size of the biomes.
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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by Zigbert » Fri Jul 20, 2012 17:07

this is great, minetest needed more biomes besides woods and desert
 

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by Temperest » Fri Jul 20, 2012 17:54

This is great! Adds a lot to the ambience of the environment.
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by Splizard » Sat Jul 21, 2012 08:39

I am thinking of generating dry shrubs in the biomes,
as similar looking foliage can be found in the snow:
Image
(Tussock grass from New Zealand)

Anyone else think this is a good idea or should I create a new type of shrub?
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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by Bas080 » Sat Jul 21, 2012 11:20

Splizard wrote:Version 1.1 out!
Biomes no longer generate in squares and they are generated according to map seed.

Please let me know if you are happy or not with the rarity and size of the biomes.


Love the top down map view of the snow. It looks nice and patchy. Will edit for more feedback ones i see one generated in my world.
 

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by Temperest » Sun Jul 22, 2012 03:36

I like the dry shrubs idea. Personally, I think dry shrubs don't appear often enough in the game.

But one thing I would like to see more is smoother biome transitions. You can do this by parameterizing the snow density according to the perlin noise value. For example, if your threshold was 0.6, values at 0.7 would give light snow, and values at 0.9 would give heavier snow. I've not researched this extensively, but if I can find the time I'd love to help.
WorldEdit 1.0 released

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Latest article: Mesecons Basics.
 

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by Splizard » Sun Jul 22, 2012 03:58

Temperest wrote:I like the dry shrubs idea. Personally, I think dry shrubs don't appear often enough in the game.

But one thing I would like to see more is smoother biome transitions. You can do this by parameterizing the snow density according to the perlin noise value. For example, if your threshold was 0.6, values at 0.7 would give light snow, and values at 0.9 would give heavier snow. I've not researched this extensively, but if I can find the time I'd love to help.

Thanks for the info Ill look into that. Would you like me to put the mod on github?
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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