[Mod] Nature [nature_pack] 1.3.0

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neko259
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Re: [Mod] Nature [nature_pack]

by neko259 » Fri Nov 07, 2014 22:41

Esteban wrote:Made a more "natural" looking moss. It does not take the full block and has mid tones as well.
Image
Texture:
Image

Great, thanks! I'll try that one now.
 

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neko259
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Re: [Mod] Nature [nature_pack]

by neko259 » Fri Nov 07, 2014 22:53

Appears to work just fine. I'll make the fungus "grow" algorithm and then release a new version of nature. As for now you can update from the repo, it works fine (tested on my server).
 

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stormchaser3000
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Re: [Mod] Nature [nature_pack]

by stormchaser3000 » Sat Nov 08, 2014 00:55

OFFTOPIC
is your matches mod going to be updated? mabey to use the default fire if the default fire is installed?

ONTOPIC

nice mod
 

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philipbenr
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Re: [Mod] Nature [nature_pack]

by philipbenr » Sat Nov 08, 2014 02:02

Welcome back, neko259. I haven't ever talked to you before, but I was always curious about this mod here... Glad you're working on it.
 

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neko259
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Re: [Mod] Nature [nature_pack]

by neko259 » Sat Nov 08, 2014 09:54

stormchaser3000 wrote:OFFTOPIC
is your matches mod going to be updated? mabey to use the default fire if the default fire is installed?

ONTOPIC

nice mod

When the default fire mod was implemented, I thought there are already some igniters there. If there aren't, I can update my mod to work with it.
 

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stormchaser3000
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Re: [Mod] Nature [nature_pack]

by stormchaser3000 » Sat Nov 15, 2014 05:48

neko259 wrote:
stormchaser3000 wrote:OFFTOPIC
is your matches mod going to be updated? mabey to use the default fire if the default fire is installed?

ONTOPIC

nice mod

When the default fire mod was implemented, I thought there are already some igniters there. If there aren't, I can update my mod to work with it.


there are not any default igniters unless you use the creative inventory to give yourself fire or using the give command
 

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neko259
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Re: [Mod] Nature [nature_pack]

by neko259 » Tue Dec 16, 2014 21:09

Updates in 1.2.0:

Removed cactus and papyrus growing. I found out they already grow in the default mod, so...
Refactored moss and tree growth, it should be fasted now. Moss grows only in dark places AND close to water. Also I've finally added cavenature to the stable mod version.

In future I intend to change the light calculating a bit, change tree growth (use node metadata to store distance from the main trunk and height to make trees grow more 'tree-like').
 

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neko259
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Re: [Mod] Nature [nature_pack]

by neko259 » Sun Dec 28, 2014 18:00

In the latest commits I added the mechanism to prevent server overload when there is too much tree, moss or anything else. Now only a limited number of actions can be run per a time unit (usually second or more), and after a passing of time nothing will be run. I will add some more optimizations and release a new version ASAP.
 

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