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[Mod] Snow Biomes [3.2] [snow]

PostPosted: Fri Jul 06, 2012 06:51
by Splizard
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)
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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

PostPosted: Fri Jul 06, 2012 08:50
by SegFault22
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!

PostPosted: Fri Jul 06, 2012 08:58
by cosarara97
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 :)

PostPosted: Fri Jul 06, 2012 09:10
by sfan5
Awesome!

PostPosted: Fri Jul 06, 2012 10:09
by Topywo
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 ;-)

PostPosted: Fri Jul 06, 2012 20:51
by Splizard
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.

PostPosted: Sat Jul 07, 2012 05:02
by lkjoel
Awesome mod!

PostPosted: Sat Jul 07, 2012 07:36
by LolManKuba
3 mods that add snow :O

PostPosted: Sat Jul 07, 2012 09:24
by Splizard
LolManKuba wrote:3 mods that add snow :O

1st mod that adds snow biomes :)

PostPosted: Sat Jul 07, 2012 11:35
by Keriz
Does the mod need the default blocks to work ?

PostPosted: Sat Jul 07, 2012 12:48
by Calinou
Yes, of course, you need the "default" mod.

PostPosted: Sat Jul 07, 2012 13:08
by mauvebic
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.

PostPosted: Sat Jul 07, 2012 14:07
by Keriz
Can I know what block it use of the default mod ?

PostPosted: Sat Jul 07, 2012 14:22
by mauvebic
you change all the nodes you find on the surface with snow-covered equivalents

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

PostPosted: Sat Jul 07, 2012 22:30
by xXx_orange
This is a nice snow biome, I would install it but I don't like snow on these games.

PostPosted: Sat Jul 07, 2012 22:31
by Splizard
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

PostPosted: Sat Jul 07, 2012 23:07
by Gambit
The transitions needs work, but other than that it's nice to have. I'm willing to build on these sort of biomes.

PostPosted: Sun Jul 08, 2012 17:01
by Bas080
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.

PostPosted: Tue Jul 10, 2012 00:29
by SegFault22
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

PostPosted: Wed Jul 11, 2012 12:05
by Stef
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?

PostPosted: Wed Jul 11, 2012 22:24
by Temperest
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.

PostPosted: Wed Jul 11, 2012 23:16
by Splizard
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.

PostPosted: Sun Jul 15, 2012 20:05
by sparkyahs
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.

PostPosted: Fri Jul 20, 2012 08:12
by Splizard
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.

PostPosted: Fri Jul 20, 2012 17:07
by Zigbert
this is great, minetest needed more biomes besides woods and desert

PostPosted: Fri Jul 20, 2012 17:54
by Temperest
This is great! Adds a lot to the ambience of the environment.

PostPosted: Sat Jul 21, 2012 08:39
by Splizard
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?

PostPosted: Sat Jul 21, 2012 11:20
by Bas080
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.

PostPosted: Sun Jul 22, 2012 03:36
by Temperest
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.

PostPosted: Sun Jul 22, 2012 03:58
by Splizard
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?