[Mod] Biome system experiment [30-biomes]

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Gael de Sailly
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[Mod] Biome system experiment [30-biomes]

by Gael de Sailly » Sun Apr 03, 2016 09:59

Hello,

As the title say it, this mod is still experimental, and aims to develop an advanced biome system using the v5/v7/valleys mapgens biomes. The official MT game's biome system has 8 biomes. This mod will have 30 biomes.

These 30 biomes are already registered, but they're not all differentiated for now. I will add some more plants for that.

+ Voronoi diagram

+ Screenshot

Direct download: 30-biomes-master.zip
GitHub: 30-biomes
Depends: default.
When installed on Minetest, the mod is named "biomes". So you don't need to rename it.
Last edited by Gael de Sailly on Tue Apr 05, 2016 13:05, edited 1 time in total.
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Re: [Mod] Biome system experiment [30-biomes]

by srifqi » Sun Apr 03, 2016 12:19

This will be crazy, many biomes on Minetest!

Currently amgmt only has 18 biomes, but this is 30 - almost two-third. Also, your mod has 3 kinds of biomes: main, beach, and sea.

What is the .ggb file?
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Re: [Mod] Biome system experiment [30-biomes]

by Gael de Sailly » Sun Apr 03, 2016 12:27

srifqi wrote:What is the .ggb file?

Sorry I've forgotten to explain it. This is the Voronoi diagram. You need GeoGebra to open it.
GeoGebra is an interactive geometry application, that is mostly used for teaching maths, but I've found it very convenient for creating the Voronoi diagram.

I will post the png diagram too, on the repo.
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Re: [Mod] Biome system experiment [30-biomes]

by paramat » Sun Apr 03, 2016 21:20

Nice diagram. This has potential.
How about also changing things at high altitude by using biome limits? A clever way to do this is to simply remove biomes one by one with increasing altitude, starting with the hot and humid ones, so that all high mountans end up as tundra or glacier.
However this limits what happens in floatlands, although those could be a seperate biome system.
MTGame has more than 8 biomes.
You can have up to 256 biomes using the biome API.
 

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Re: [Mod] Biome system experiment [30-biomes]

by azekill_DIABLO » Mon Apr 04, 2016 12:37

it's an incredible mod!!!!!
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Re: [Mod] Biome system experiment [30-biomes]

by Don » Tue Apr 05, 2016 01:42

+1
I will keep an eye on this!
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Re: [Mod] Biome system experiment [30-biomes]

by Aftermoth » Wed Apr 06, 2016 03:41

Excellent!

My only advice is not to force yourself into providing all the extra geography, nodes, textures, effects etc. up front.
Just provide a robust system so the community can be inspired to flesh out the details for much more inventive and well-discussed variety over time.
 

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Re: [Mod] Biome system experiment [30-biomes]

by duane » Wed Apr 06, 2016 05:06

For some reason, "io.lines(path .. "/biomes.csv")" returns nil on my system, throwing an error before the init.lua finishes. However, "io.open(path .. "/biomes.csv", 'r'):lines()" works normally.
 

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Re: [Mod] Biome system experiment [30-biomes]

by Inocudom » Thu Apr 07, 2016 05:29

Those 30 biomes could look better if you use all of the plants and trees that you have in your forest and valleys mods.
 

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Re: [Mod] Biome system experiment [30-biomes]

by Gael de Sailly » Thu Apr 07, 2016 10:08

Inocudom wrote:Those 30 biomes could look better if you use all of the plants and trees that you have in your forest and valleys mods.

That's the goal. But adding trees is not easy because I need new schematics and I don't know how to make it easily.
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Re: [Mod] Biome system experiment [30-biomes]

by duane » Thu Apr 07, 2016 15:14

Gael de Sailly wrote:That's the goal. But adding trees is not easy because I need new schematics and I don't know how to make it easily.


Making the schematics isn't a trick, as long as you're not too particular. Here's a grove of schematic pine trees copied from one in valleys. They may not have enough variety for you. (They'd look a bit better if I'd set them to rotate.)

Image

Placing them in the biomes and getting the noises right is tougher. Also, note that you have to register trees before anything else, otherwise they refuse to displace other nodes, and end up on top of grass and such. I had to copy all the decorations, clear the queue, and requeue everything after my trees, when I did it.
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Re: [Mod] Biome system experiment [30-biomes]

by bobomb » Tue Apr 19, 2016 16:25

biomes could also be determined using slope and aspect as factors
 

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Re: [Mod] Biome system experiment [30-biomes]

by paramat » Wed Apr 20, 2016 00:00

Gael de Sailly wrote:That's the goal. But adding trees is not easy because I need new schematics and I don't know how to make it easily.


This is how https://github.com/minetest-mods/saveschems
 

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Re: [Mod] Biome system experiment [30-biomes]

by Sokomine » Sat Apr 30, 2016 17:37

Gael de Sailly wrote:That's the goal. But adding trees is not easy because I need new schematics and I don't know how to make it easily.

The way the trees are built can remain mostly the same as long as the textures change. That can cover a lot of diffrent tree types already. The old standard trees/apple trees (not the new ones from a schematic!) are good for gameplay reasons as they can be harvested pretty easily. Some bigger trees now and then are fine, but don't exaggerate. Moretrees are extremly decorative - but also a pain to cut down if one of them's in the way.

Maybe my trees_lib could also be of use.
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Re: [Mod] Biome system experiment [30-biomes]

by demon_boy » Mon May 02, 2016 05:25

Sokomine wrote:Moretrees are extremly decorative - but also a pain to cut down if one of them's in the way.


With a bit of clearing beforehand around the area, I suggest burning the large trees down to save time felling them.
 

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Re: [Mod] Biome system experiment [30-biomes]

by duane » Tue May 03, 2016 06:46

demon_boy wrote:
Sokomine wrote:Moretrees are extremly decorative - but also a pain to cut down if one of them's in the way.


With a bit of clearing beforehand around the area, I suggest burning the large trees down to save time felling them.


Real lumberjacks just climb to the top and take the whole thing down. I clear whole groves of redwoods when I get bored. : )
 

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Re: [Mod] Biome system experiment [30-biomes]

by Sokomine » Fri May 20, 2016 13:35

duane wrote:Real lumberjacks just climb to the top and take the whole thing down. I clear whole groves of redwoods when I get bored. : )

Ought to have had you with me when I attacked all those trees that grew on the hill that was calling for a castle. Seemed to take ages to cut it all down. And it wasn't even moretrees. Just reglular dense wood.
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Re: [Mod] Biome system experiment [30-biomes]

by Nyarg » Fri May 20, 2016 16:30

I have an error (
Image

Also mod have dependence to "flowers" mod but I don't found "...[flowers]" topic. Only "...[sun_flowers]" mod was found.
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Re: [Mod] Biome system experiment [30-biomes]

by azekill_DIABLO » Fri May 20, 2016 16:52

flowers is in default minetest game
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Re: [Mod] Biome system experiment [30-biomes]

by Nore » Sat May 21, 2016 08:07

Nyarg: you need to use a recent version of minetest_game.
 

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Re: [Mod] Biome system experiment [30-biomes]

by Diamond knight » Sat May 21, 2016 14:19

he is, unless that is mg he is using for the dry grass

if he is using the recent it might be a subgame error, is that the default subgame nyarg, are you using mg
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Re: [Mod] Biome system experiment [30-biomes]

by burli » Tue Aug 23, 2016 18:45

I used this mod to add more stone types. Works well. You can find screenshots in this post
 

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Re: [Mod] Biome system experiment [30-biomes]

by burli » Wed Aug 24, 2016 09:51

I noticed that the biomes can change near water or in really low areas. You can see that around that lake. I saw the same phenomenon with snow around a lake.

Why does this happen?

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Re: [Mod] Biome system experiment [30-biomes]

by azekill_DIABLO » Wed Aug 24, 2016 12:59

because i think the mg has tried to create a river (jugletrees seems to spawn near low areas with water.) but the level was tooo low imho
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Re: [Mod] Biome system experiment [30-biomes]

by paramat » Wed Aug 24, 2016 17:28

Probably due to unaligned y-limits for biomes.
 

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Re: [Mod] Biome system experiment [30-biomes]

by burli » Wed Aug 24, 2016 17:42

paramat wrote:Probably due to unaligned y-limits for biomes.


It looks like. I commented out all biomes except stone_grasslands, sandstone_grasslands and tundra_dunes. I a stone grassland I found this lake. The white border is snow!

Image

If I remove tundra_dunes the snow is gone. Will check this

Edit: I guess this is my fault. Because I only have two biomes they will be everywhere, even in cold biomes. But when I saw that the first time all biomes where active
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Re: [Mod] Biome system experiment [30-biomes]

by azekill_DIABLO » Thu Aug 25, 2016 11:27

it looks niiiccee.
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Re: [Mod] Biome system experiment [30-biomes]

by burli » Thu Aug 25, 2016 13:00

I like the lakes in mgv5. With my noise modifications this is currently my favourite mapgen
 

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Re: [Mod] Biome system experiment [30-biomes]

by azekill_DIABLO » Thu Aug 25, 2016 14:35

me too.
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Re: [Mod] Biome system experiment [30-biomes]

by burli » Fri Aug 26, 2016 10:55

A walk through stone and sandstone grasslands, based on this mod

https://youtu.be/sSgepdL9a4A
 

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