Sorry about that, been lazy about working on the stalactites/stalagmites. I'm not sure when it will be done.Inocudom wrote:For caves, I recommend stalagmites to go along with the stalactites.
I examined this modpack today, so I can say that it is one of the most impressive things I have ever seen done for Minetest.
Neuromancer wrote:I'm thinking it might be a good idea to combine bushes and young trees into one mod for performance reasons because they all use the same spawning rules. But I'm not sure what the mod should be called. BranchingPlants doesn't sound that good and doesn't give a great idea of what's inside. Maybe call the mod Branchlings?
VanessaE wrote:Maybe something generic like misc_foliage ? Really, bushes is still more than adequate I think.
Mossmanikin wrote:Added mole hills.
Sokomine wrote:Finally! I've waited for them for a long time, even planned to do some myshelf - but they didn't look convincing.
Sokomine wrote:I've paid no special attention to this thread so far even though what it aims at intrests me a lot. Now I started exploring the undergrowth at Vaneassas Survival server - and I have to say: I'm impressed! You did with that mod to nature what excellent builders do with blocks - but instead of a house, you three created a very convincing, wild, detail-rich nature where at every step there's something new and nice to explore: Here a root, there a twig, a diffrent color, nice plants, fallen trees, bushes, smaller trees.... No longer boring meadows with just trees!
Thank you for this wonderful mod! It will be part of my next singleplayer world.
VanessaE wrote:My survival and creative servers have a bit of code added via a separate sort-of-mod that redefines many of this modpack's plants so that they wave when the waving leaves/plants shader RBA's did is enabled.
This code also makes similar changes to ferns, dry grasses, and a few others.
Inocudom wrote:VanessaE wrote:My survival and creative servers have a bit of code added via a separate sort-of-mod that redefines many of this modpack's plants so that they wave when the waving leaves/plants shader RBA's did is enabled.
This code also makes similar changes to ferns, dry grasses, and a few others.
Will the code ever be released (and will farming_plus get the coding too?)
VanessaE wrote:My survival and creative servers have a bit of code added via a separate sort-of-mod that redefines many of this modpack's plants so that they wave when the waving leaves/plants shader RBA's did is enabled.
This code also makes similar changes to ferns, dry grasses, and a few others.
Neuromancer wrote:VanessaE wrote:My survival and creative servers have a bit of code added via a separate sort-of-mod that redefines many of this modpack's plants so that they wave when the waving leaves/plants shader RBA's did is enabled.
This code also makes similar changes to ferns, dry grasses, and a few others.
I agree with everyone else, please share this mod code! This is one of those holy grail features I thought would never come to minetest but wished for! Too good to be true.
VanessaE wrote:Sure. See attachment. Some of the code is obsolete now since minetest_game now directly supports the new shaders, but that doesn't break anything.
You'll have to edit this to suit your particular install, as it doesn't do any dependency checking - it just blindly assumes the supported mods exist.
waving = 1,VanessaE wrote:I'm not entirely sure why it didn't work, but suffice to say, you can get by without it - just addYour phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.to each of the node defs that you want the waving to apply to. Then just make sure both the client and server are up-to-date enough and that you have the shaders turned on in the client of course (which I guess you do).
- Code: Select all
waving = 1,
These waving shaders only work with plantlike and allfaces_optional drawtypes (leaves) and with liquids of course, as you saw.
For plants, use it on pretty much everything that would be kinda "loosely organized" in real life, i.e. grasses, reeds, ferns, anything "floppy" or "swishy".
For the young trees, use it only on the node that serves as the top/crown, because there is no shader available yet that would make the base of the plant sway properly relative to the top (but the top swaying by itself does look really good).
Don't apply the effect to the bushes leaves, because those should really sorta "flutter", and neither of the shaders does this (maybe an animated texture is more appropriate).
Don't apply the effect to flowers, horsetail ferns, or any other plants where the whole object should move in one piece, because there is no shader that will achieve this effect yet (otherwise, you get an effect that looks like two flowers or whatever sliding back and forth through one another. That's why I suggested using it only on "floppy", "swishy" plants where that effect would be appropriate).
VanessaE wrote:I've removed junglegrass from the plantlife modpack as the active spawning-and-regrowth stuff was somewhat annoying and laggy, but I was thinking, maybe you'd like to absorb it into the Undergrowth modpack, or maybe into the Dry Grasses mod, purely on an on-generated basis either way. I replaced it with some aliases to air to avoid unknown nodes, but those would be removed of course.
VanessaE wrote:Well the default junglegrass node is still provided by minetest_game, as it always has been, and it is spawned at mapgen time (I think it happens whether jungles spawn or not). The active regrowth and multiple sizes just aren't being done by plantlife anymore, which is why I recommended at least adding the multiple sizes at mapgen time to the Undergrowth modpack.
The active growth/regrowth on random land is a dead deal though, imho. That turned out to be just plain annoying, as it tended to uglify nice clean yards around homes. MAYBE it could be farmed, as someone else had suggested, though.
Thoughts?
Agree, junglegrass makes way more sense in grasses mod. Also annoying growth makes gardening fun.Mossmanikin wrote:I'd like to see the different sizes of jungle grass again.
Personally I'd prefer adding them to the grasses/dryplants mod, just because of the theme. But I'm not against adding junglegrass to undergrowth.
Unwanted weed is part of a gardener's or farmer's life. So why not make that annoying growth optional (disabled by default)? It makes the game feel more "alive".
About farming jungle grass: why not? After all one might need it for resources.
VanessaE wrote:Ok, then let's add those nodes to the dry grasses mod, and I will remove the remnants from the plantlife modpack (at present, all that remains of the junglegrass mod now is some various sizes -> air aliases, plus the git history, which you will probably want to call up to get the last real node defs and plants_lib settings if you don't have them).
Definitely leave active re-spawning-on-random-land off by default, but making them farmable is a good idea.
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