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[Mod] Glow [1.7.5]

PostPosted: Tue Jun 18, 2013 21:11
by bdjnk
As I say in the readme, this is a mod which

...adds various glowing elements to enhance the ambiance of caves and the night landscape.


Image

Image

Image

Code license : GPLv2/later

Mod dependencies: default

Download links:

Github link: glow source

Changelog:

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1.7.5 - fixed destructive mushroom bug, use group:soil, performance increase
1.7.0 - worms are now their own 'signlike' nodes
1.6.0 - switched to ABMs to populate already generated areas
1.5.2 - fireflies: fixed swarm bug & tweaked occurrences
1.5.0 - added fireflies, tweaked cave worms
1.0.0 - initial release, contains mushrooms and cave worms


Roadmap:

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Uses for mushrooms and cave worms
More glowy things, particularly underwater and in the deserts


Suggestions are very welcome. Especially crafting suggestions.

This mod is inspired by the wonders of bioluminescence, including (so far):

PostPosted: Tue Jun 18, 2013 21:13
by Dan Duncombe
OOOOH! Pretty! I think maybe you could add deep sea bio-luminescent seaweed

PostPosted: Tue Jun 18, 2013 23:21
by bdjnk
Dan Duncombe wrote:OOOOH! Pretty! I think maybe you could add deep sea bio-luminescent seaweed


Thanks :)

I would love to add glowing seaweed, and in fact I'd like to add countless cool things to the oceans. There's two problems. The first is that Topywo is working on a Sea Modpack (which has some underwater glowing algea) and I don't want to step on his toes. The second is that the only way to have plants (or much of anything) truly underwater (and not in a pocket of air) is to use the nodebox drawtype (don't quote me on that, and if I'm wrong someone please enlighten me), which is what Topywo is doing.

PostPosted: Wed Jun 19, 2013 00:29
by Topywo
Nice mod. The night and the caves can use some decoration.

bdjnk wrote:So, what should I add next?


Glowing stalactites/stalagmites and uses for harvested mushrooms/worms?

bdjnk wrote: The first is that Topywo is working on a Sea Modpack (which has some underwater glowing algea) and I don't want to step on his toes.

Thanks :-) But I couldn't and wouldn't mind at all if others make underwater mods too.

PostPosted: Wed Jun 19, 2013 01:09
by bdjnk
Topywo wrote:Nice mod. The night and the caves can use some decoration.

Glowing stalactites/stalagmites and uses for harvested mushrooms/worms?

Thanks :-) But I couldn't and wouldn't mind at all if others make underwater mods too.


I definitely need some uses for all the collectible glowy things. Not sure what though.

Right now I'm working on fireflies, but at some point I'll try my hand at some underwater stuff as well. I was actually thinking it would be really cool to do a whole merfolk game, but that's a topic for another thread :)

PostPosted: Thu Jun 20, 2013 12:32
by bdjnk
Changes in 1.5 - added fireflies, tweaked cave worms

Fireflies look much cooler than the picture, but it's very hard to capture them well. I took a video, but it needed editing and my software wasn't cooperating.

Use / crafting suggestions are welcome.

PostPosted: Thu Jun 20, 2013 19:58
by bdjnk
changes in 1.52 - fireflies: fixed swarm bug & tweaked occurrences

Sorry for the quick update. Fireflies were sometimes misbehaving and I didn't know how to fix it, but after sleeping it over the answer came to me.

PostPosted: Thu Jun 20, 2013 20:22
by Inocudom
This sounds very nice, for I like fireflies and cave worms. Is there an ABM that allows these things to appear in old chunks?

PostPosted: Thu Jun 20, 2013 20:30
by bdjnk
Inocudom wrote:This sounds very nice, for I like fireflies and cave worms. Is there an ABM that allows these things to appear in old chunks?


I'm not sure what you mean. What are "old chunks"?

PostPosted: Thu Jun 20, 2013 20:43
by Mossmanikin
bdjnk wrote:What are "old chunks"?


Areas which were generated without this mod installed.

PostPosted: Thu Jun 20, 2013 21:04
by bdjnk
Mossmanikin wrote:Areas which were generated without this mod installed.


Ah, okay. Fireflies should appear properly in already generated area when Glow is added. The caves worms are simply registered as an ore, and the mushrooms are created on the generation of an area. So for those I guess that's a no, not yet.

I'm actually not sure how to do this right, so any assistance is appreciated.

PostPosted: Thu Jun 20, 2013 22:16
by Topywo
I'm not sure if this is the assistance you're looking for. I found this piece code very helpfull to suppress too many seaplants in an area. It also takes in account height differences.

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Code: Select all
local pos0 = {x=pos.x-12,y=pos.y-12,z=pos.z-12}
local pos1 = {x=pos.x+12,y=pos.y+12,z=pos.z+12}
local stemsgreen = minetest.find_nodes_in_area(pos0, pos1, "seaplants:stemsgreen")
if #stemsgreen < 1 then

PostPosted: Mon Jan 20, 2014 04:59
by bdjnk
changes in 1.60 - switched to ABMs to populate already generated areas.

Thanks Topywo. That actually was helpful. And thanks Mossmanikin, for the clarification.

Inocudom, now I've got you covered. Sorry it took so long. Hopefully my ABMs are all properly calibrated.

I'm not actually back, I just grabbed minetest over the weekend and did a bit of work on glow.

Re: [Mod] Glow [1.70]

PostPosted: Fri Feb 13, 2015 12:32
by bdjnk
changes in 1.70 - worms are now their own 'signlike' nodes.

If you're updating an existing install of glow, everything should just work. Old style worms should disappear. New style ones should gradually appear.

Re: [Mod] Glow [1.7.5]

PostPosted: Sun Sep 20, 2015 16:34
by bdjnk
changes in 1.7.5 - mushroom growth can no longer destroy other nodes, performance enhancements

Thanks to Megaf and HybridDog for helping me out with these improvements!

Re: [Mod] Glow [1.7.5]

PostPosted: Fri Jul 29, 2016 17:46
by texmex
This is beautiful.

Re: [Mod] Glow [1.7.5]

PostPosted: Fri Jul 29, 2016 19:02
by Kevin Tee
bdjnk wrote:As I say in the readme, this is a mod which

...adds various glowing elements to enhance the ambiance of caves and the night landscape.


Image

Image

Image

Code license : GPLv2/later

Mod dependencies: default

Download links:

Github link: glow source

Changelog:

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
1.7.5 - fixed destructive mushroom bug, use group:soil, performance increase
1.7.0 - worms are now their own 'signlike' nodes
1.6.0 - switched to ABMs to populate already generated areas
1.5.2 - fireflies: fixed swarm bug & tweaked occurrences
1.5.0 - added fireflies, tweaked cave worms
1.0.0 - initial release, contains mushrooms and cave worms


Roadmap:

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
Uses for mushrooms and cave worms
More glowy things, particularly underwater and in the deserts


Suggestions are very welcome. Especially crafting suggestions.

This mod is inspired by the wonders of bioluminescence, including (so far):

Cool mods! I like it. BTW I model several corals in blender, but there is no mods to generate it in minetest yet. The models is license under CC0, feel free to use it. And more to come.

Re: [Mod] Glow [1.7.5]

PostPosted: Mon Aug 08, 2016 12:33
by texmex
[retracted]