Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
Inocudom wrote:Look at these, demon_boy:
https://forum.minetest.net/viewtopic.php?f=9&t=14470
https://forum.minetest.net/viewtopic.php?f=9&t=2631
You might find the plants of these two mods to be very good editions to your biomes.
azekill_DIABLO wrote:ok i will do that :)
EDIT: the error (occurs only when australia is active)
[code] >> === FATAL ERROR ===
>> Access violation (Exception 0xC0000005) at 0x00578902
>> Saved dump to C:\Games\Minetest\bin\..\minetest.dmp
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
Sokomine wrote:Very nice biomes! Apart from the decorative red dirt, there's also a multitude of nice plants and new tree types.
I wonder what kind of villages might be found there :-) After all medieval villages wouldn't fit in.
There are also some minor problems: The boab tree has one trunk floating over it, and some textures (especially those of wood and trees) have their borders very visible when more than one node connects to another one of the same type.
But all in all, it looks like a very very nice landscape. I love the plants!
demon_boy wrote:The quintessential "village" in the outback would be the pub. And only a pub.
Example one and two.
demon_boy wrote:If you wanted to add another building to make a "village" a general store with petrol pump (gas) and post office. Google Outback general store for inspiration.
If you need help creating a village for the Australia mod, ping me.
Sokomine wrote:Indeed, quite a lot of lone pubs :-) Where do all the customers come from?
Sokomine wrote:I've never been to Australia. If you could provide some suitable buildings, mg_villages could place them on the map.
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
demon_boy wrote:Is there any preferred format? mts schematic from WorldEdit?
demon_boy wrote:I can work on a few buildings, but I'm kind of snowed under with all the biome/tree/plant work I'm doing. It may be a month or two before I get to it.
-10, 100, (1024, 1024, 1024), 1234, 2, 0.7, 2.0
Wuzzy wrote:Wow, this mod add quite a lot to explore. Especially so many biomes. Not many mods add such a large number of biomes. It will take a lot of time to explore everything. That alone makes this mod good.
Anyway, good work so far! :-)
I like mods like this.
This mod is obviously still in WIP and has some rough edges, but the current state of the mod is already pretty nice.
I think this mod could even become part of something much bigger, namely, a full-blown Australia-themed subgame.
Wuzzy wrote:Tips to players:
- Do NOT just load this mod and instantly go into fly and fast mode, no matter how tempting. You will just ruin your exploration experience, and this mod has many different biomes to offer. Just when you thought you expored everything, a new biome comes along. :D
- For a better terrain, I suggest to set mgvalleys_np_terrain_height to this value: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
-10, 100, (1024, 1024, 1024), 1234, 2, 0.7, 2.0
It will make terrain much more widespread than default. The default value is too steep for my taste.
mg_biome_np_heat = 50, 50, (1000, 1000, 1000), 5349, 3, 0.5, 2.0
mg_biome_np_humidity = 50, 50, (1000, 1000, 1000), 842, 3, 0.5, 2.0
mgvalleys_river_depth = 5
mgvalleys_river_size = 4
mgvalleys_np_rivers = 0, 1, (512, 384, 512), -6050, 3, 0.5, 2.0
mgvalleys_np_terrain_height = -10, 50, (1024, 512, 1024), 5202, 6, 0.4, 2.0
mgvalleys_np_valley_depth = 6, 4, (1024, 512, 1024), -1914, 2, 1.0, 2.0
mgvalleys_np_inter_valley_fill = 0, 1, (512, 256, 512), 1993, 6, 0.8, 2.0
mgvalleys_np_valley_profile = 0.5, 0.3, (512, 512, 512), 777, 1, 1.0, 2.0
mgvalleys_np_inter_valley_slope = 0, 1, (256, 256, 256), 746, 3, 0.5, 2.0
Wuzzy wrote:- It might also give interesting result if you lower water_level a bit
Wuzzy wrote:Some notes about this mod:
Bugs:
- Bug: All those Trioda longiceps quickly degrade into dry shrubs on the desert sand. Hint: In Minetest Game, there is an ABM which turns nodes in the group “flora” to dry shrubs when they are on desert sand. Maybe just remove this plant from flora. Problem: This also disables spreading. Solution: You might add your own spreading routine for this and similar plants
- Leafdecay is not enabled for all leaves
- Mangrove fern nodes look nice at the beginning, until you dig them or look from them above. Then they look very very wrong. I think you might consider using a different drawtype here.
Wuzzy wrote:Gameplay:
- Tree trunks should totally have variation in digging times, both based on thickness and wood type. Maybe with a few trees not diggable by hand. I think this is OK for gameplay since many biomes have thin tree trunks as well, and those could always be diggable by hand
- Thin tree trunks should yield less wood than the full thick ones
- Also, burning time in furnace might vary (if the tree trunks are usable at fuel at all)
- The mud should have higher viscosity to make it much harder to wade through
- Make sure the small plants like moss are buildable_to. If this is not set, you will build OVER these plants, which feels odd and inconsistent with e.g. grass.
- I suggest to make mangrove mud sticky (add disable_jump group). It would add a nice gameplay effect. :-)
Wuzzy wrote:Content:
- I suggest to add walls (using the walls mod) for each of the new cobblestones
- I suggest to add red sandstone
Wuzzy wrote:Organization:
- First of all, I think this mod could become a great building block for many other mods (not neccessarily written by you) to come. This is because it adds a massive amount of plants and a few new nodes. I could maybe think of an “Australian Survival” mod or something. ;-)
- I think many of the leaves textures need a rework. They look a bit to chaotic and some of them have a bit too much transparency that they look like they float in the air :-/
- I would try to eventually get rid of the default grass and dry grass and replace them with something more specific. You seem to add many very spefic plants (even with scientific name), and the default grass just doesn't seem to fit in. Unless you actually wanted to keep the grass simple, of course.
- Try to keep any dependencies optional, if possible. Use minetest.get_modpath("modname") to check at runtime if a mod is loaded. Using this trick, you could (for example) easily make the bucket dependency optional
- You have a pretty long todo list. For future, I suggest to keep your australia stuff modular. Only keep direct mapgen/biome-related stuff in this mod. If you want to add more complex stuff like mobs, I think it will be more flexible to put them into a seperate mod. That way, it will be much easier to integrate the mods into actual subgames. I am also not sure if it is a good idea to add both surface and ore mapgen into the same mod. This will prevent subgame authors from combining ore generators and australia at will. But if you restrict ore generation only close to the surface in this mod, it might be ok.
- A survival game is not my specialty. But there is definitely room to add this.
Here is my full mapgen settings that I'll be including in the subgame:
-I've fixed up leaf decay, but I find it's now too aggressive on some of the larger trees, especially the Moreton Bay Fig. After a minute or so it's culled half the tree and fruit nodes have dropped everywhere. Still needs fixing.
- The new release will drop sticks instead of wood for a lot of the smaller trees. I like the idea of making some of the trees not diggable by hand. Yeah, it's insane you could chop a 2-metre wide eucalypt with your bare hands. I'll work on that. Great suggestion. It's finding the balance right to make tool making not too hard for a new spawn player and an element of realism.
- Grass was kept simple. It's difficult to add different grass nodes that don't just end up looking the same. I have got Mitchell Grass which grazing animals like sheep feed on in the outback of Australia.
Wuzzy wrote:Gives good result for a lot of regions. But some of the hills can be very steep and long. If rivers appear there, it looks even weirder. Sorry, no coordinates and seed for you, I may post one if I find such a hill again.
But it's better than my settings. My mapgen settings were just a quick and dirty first try.
Wuzzy wrote:Some generic remarks: For your upcoming Outback subgame, I think it will be totally OK to break with Minetest Game conventions. Some of the Minetest Game stuff won't even make sense there, like the awfully generic Tree (default:tree) or the 6 flowers.
I agree, making grass is probably hard and maybe a bit overcomplex.
Wuzzy wrote:Maybe a simpler way would be to simply add new dirt-with-grass nodes. I think this will be a simple way to add to the variety of the mod/subgame, especially with those many biomes. It will also make it easier to create smooth biome transitions. I suggest to add at least a dirt-with-grass which goes between the dry grass and the normal grass (in color). I feel the transition between dirt-with-grass and dirt-with-dry-grass is pretty "hard".
Wuzzy wrote:Oh, I noticed that in snowy regions, you don't use dirt with snow but dirt with grass instead. This should be fixed. Unless you want to remove the snow later, of course.
I agree that transition is hard. I can see a use for a dirt-with-dryish-greenish-grass but how to blend that between two biomes? I don't want to create more biomes. I originally had planned about six more, but it was getting difficult to make each one unique.
For the moment I've kept the default game nodes in, but not using them. My reasoning is that those items could be found in a sunken boat and used by the player. Think of all the species of flora that are introduced by settlers.
Wuzzy wrote:I agree that transition is hard. I can see a use for a dirt-with-dryish-greenish-grass but how to blend that between two biomes? I don't want to create more biomes. I originally had planned about six more, but it was getting difficult to make each one unique.
Well, I thought of more using this new grass in some of the existing biomes. And the biomes are arranged in a way that dirt-with-grass appears (usually) only next to dirt-with-dryish-greenish-grass and dirt-with-dry-grass appears only next to dirt-with-dryish-greenish-grass. So that dirt-with-grass and dirt-with-dry-grass does not (usually) appear next to each other.
Would that idea work?
--
-- Convert dirt to something that fits the environment
--
minetest.register_abm({
nodenames = {"default:dirt"},
neighbors = {
"default:dirt_with_grass",
"default:dirt_with_dry_grass",
"default:dirt_with_snow",
"group:grass",
"group:dry_grass",
"default:snow",
},
interval = 6,
chance = 67,
catch_up = false,
action = function(pos, node)
-- Most likely case, half the time it's too dark for this.
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
if (minetest.get_node_light(above) or 0) < 13 then
return
end
-- Look for likely neighbors.
local p2 = minetest.find_node_near(pos, 1, {"default:dirt_with_grass",
"default:dirt_with_dry_grass", "default:dirt_with_snow"})
if p2 then
-- But the node needs to be under air in this case.
local n2 = minetest.get_node(above)
if n2 and n2.name == "air" then
local n3 = minetest.get_node(p2)
minetest.set_node(pos, {name = n3.name})
return
end
end
-- Anything on top?
local n2 = minetest.get_node(above)
if not n2 then
return
end
local name = n2.name
-- Snow check is cheapest, so comes first.
if name == "default:snow" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
-- Most likely case first.
elseif minetest.get_item_group(name, "grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
end
end
})
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