[Modpack] Sea [0.4.2] [sea]

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Topywo
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[Modpack] Sea [0.4.2] [sea]

by Topywo » Wed Jan 30, 2013 02:32

Version 0.4.2


+ Screenshots


+ Crafting


Downloads 0.4.2:

Zip: https://dl.dropboxusercontent.com/u/65428713/sea.0.4.2.zip
Tar.gz: https://dl.dropboxusercontent.com/u/65428713/sea.0.4.2.tar.gz
7z: https://dl.dropboxusercontent.com/u/65428713/sea.0.4.2.7z


Dependencies ?=optional:
- clams --> default
- noairblocks --> default
- seacobble --> default, dye, stairs, clams, whiteshell? , colormachine?
- seacoral --> default, noairblocks, unifieddyes, colormachine?
- seaglass --> default, dye, stairs, clams, stairsshine? , colormachine?
- seagravel --> default, dye, stairs, clams, whiteshell? , colormachine?
- sealamps --> default, bucket, noairblocks
- seaplants --> default, noairblocks
- seastone --> default, dye, stairs, clams, whiteshell? , colormachine?
- seastonebrick --> default, stairs, seastone, colormachine?
- seawrecks --> default
- stairsshine --> default
- whiteshell --> default, clams

Recommended mod to use with the sea modpack: leetelate's scuba mod:

https://forum.minetest.net/viewtopic.php?id=7227

Working direct download link scuba:

https://dl.dropboxusercontent.com/u/65428713/scuba.zip

+ Changes since 0.4.0:


Credits:

Celeron55, Kahrl, VanessaE, Cornernote, Chinchow, Sapier, Inocudom, Jeija, Neuromancer, Sokomine, Mossmanikin, Jouster27, Chlue


Licenses:

Code
- Most of it is under GNU Lesser General Public License 2,1 or later or following the specific licenses of the mods from which code was used

Sound
- dirt, sand, gravel, sand, stone and leaves --> Mito551 (sounds) (CC BY-SA)

Textures
- dirt, tree and chests textures --> Cisoun's WTFPL texture pack
- animated water textures --> RealBadAngel's animated water (WTFPL)
- cobble and wood textures --> Originating from G4JC's Almost MC Texture Pack
- sea-modpack --> Topywo Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)

Before using code and textures, look for the specific licenses in the files:
LICENSE AND README.txt of the sea modpack, the readme.txt's of the mods in the sea modpack and the readme.txt's and licenses.txt's and likewise documents of the supporting mods among which the minetest_game mods.
Last edited by Topywo on Sat Oct 11, 2014 09:26, edited 9 times in total.
 

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Chinchow
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by Chinchow » Wed Jan 30, 2013 03:11

Looks good thanks for the credit though I don't think I deserve it.
Sometimes, it's harder to think up a mod than it is to create it.
Mods: Orichalcum Stonebricks Extra Chests
 

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Inocudom
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by Inocudom » Wed Jan 30, 2013 03:32

Minetest's oceans and lakes can be rather dull, but this mod has the potential to make them more interesting.
 

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kaeza
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by kaeza » Wed Jan 30, 2013 03:32

Excellent!
This will bring more diversity to the seas.
+1
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Likwid H-Craft
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by Likwid H-Craft » Wed Jan 30, 2013 13:14

Epic Job having seen any, mod like this.
+5000
And if only there was a rating system :/ but it don't so, I will make one up so I give you 5000 MESE yeah that, right MESE since MC is Diamonds so, MT will, be MESE. what you think guys how much MESE he get?

Oh next you should add sponge since on mine portaltest if you played it, that what was the Something block is, I just can't come up with a name for portal rated.
Last edited by Likwid H-Craft on Wed Jan 30, 2013 13:19, edited 1 time in total.
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pandaro
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by pandaro » Wed Jan 30, 2013 19:39

original!
sorry for bad english
Linux debian 7 wheezy 64
kde
 

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Rancon
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by Rancon » Sun Feb 24, 2013 18:41

how to harvest the shells?
Any tips on blender, gimp, or codea?
 

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Topywo
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by Topywo » Sun Feb 24, 2013 20:09

Rancon wrote:how to harvest the shells?


Any normal tool will do. The iron sword works best, followed by the axe and shovel. Hit the shell when it's half open or complete open. When closed, it doesn't take damage.
 

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by Inocudom » Tue Apr 23, 2013 20:32

I looks like work on this mod has stopped. It is a good mod and should be maintained.
 

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Topywo
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by Topywo » Tue Apr 23, 2013 23:07

Inocudom wrote:I looks like work on this mod has stopped. It is a good mod and should be maintained.


Thanks! I didn't try if it still works properly with the latest version(s). As far as I know both damage system and (ore) generation have had some changes. I'll take a look at that, but not too soon.

To enlarge this modpack I'll need to find a way to work around the water/air bubble or the max amount of entities.

I'm a bit busy at the moment and not very good in LUA.
 

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Mossmanikin
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by Mossmanikin » Fri May 24, 2013 13:17

Like it and use it!
Makes sea, lakes and desert more interesting.
Collecting the broken sea shells on desert sand is a bit like fossil hunting. :D

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by Inocudom » Sat May 25, 2013 03:51

It seems like this mod doesn't get as much attention as it deserves. It makes oceans and even deserts prettier to look at.
 

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Topywo
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by Topywo » Sat May 25, 2013 10:36

Thanks all off you!

Inocudom wrote:It seems like this mod doesn't get as much attention as it deserves. It makes oceans and even deserts prettier to look at.


Maybe I'll need to simplify crafting a bit. Furthermore entities are difficult to control. They spawn too much or not enough, get deleted/are limited, but are necessary for a nice texture in water. I still need to find a way to work around that.


I just tried this mod out again and noticed to things to do first:
- changing the 'sand' algae colors into the new sand colors
- I think I didn't gave use to the empty bleachers. Since sometimes buckets (with water) are not available I guess I'll replace the bucket with the empty bleacher.
 

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Inocudom
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by Inocudom » Sat May 25, 2013 14:26

You could try creating nodebox models for the clams and create the effect of them being in water by doing what mesecons does with the top of its water turbine when it contacts flowing water.
 

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Topywo
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by Topywo » Sat May 25, 2013 20:48

Inocudom wrote:You could try creating nodebox models for the clams and create the effect of them being in water by doing what mesecons does with the top of its water turbine when it contacts flowing water.


Thanks!

I'll check that out.
 

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by Inocudom » Tue May 28, 2013 23:59

How is progress with this mod? There isn't much modding activity with mods these days.
Last edited by Inocudom on Wed May 29, 2013 00:00, edited 1 time in total.
 

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by Topywo » Wed May 29, 2013 15:37

Inocudom wrote:How is progress with this mod? There isn't much modding activity with mods these days.


Your hint about Jeija's windtubine was very usefull :-)


Image


As long as the block is surrounded it does look 'normal'. But as you can see (the blue water and green stripe) a bit glitchy. You can have or more blue glitching or a thicker yellow line.

I've been busy renaming and testing the old sea-mods to clams, since they're more or less one mod. I'm also busy making a mod called 'seaplants'. So the sea modpack will be containing two seperate mods called clams and seaplants.

I'll be busy the next days/weeks, making some seaplants, finding some uses for them and coding the stuff.
 

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by Mossmanikin » Wed May 29, 2013 16:32

Apart from the glitches those plants look really nice.
Can't wait for the next update.

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by Inocudom » Sat Jun 15, 2013 14:36

Have you succeeded with the underwater plants yet? Concerning their nodes, you could have their bases be their location nodes and have their stems and leaves be extensions of that (so that water can appear inside the stems and leaves.)
Last edited by Inocudom on Sat Jun 15, 2013 14:36, edited 1 time in total.
 

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Topywo
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by Topywo » Sat Jun 15, 2013 23:05

Inocudom wrote:Have you succeeded with the underwater plants yet? Concerning their nodes, you could have their bases be their location nodes and have their stems and leaves be extensions of that (so that water can appear inside the stems and leaves.)


Making nodeboxes is taking me more time than expected. Last week I had some time to work on this mod. I'll try to release a part in 1-3 days.
 

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Topywo
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by Topywo » Sun Jun 16, 2013 11:17

Sea 0.2 is out, see post 1.
 

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by Neuromancer » Sun Jun 16, 2013 16:24

I really like this mod because it makes the seas interesting. However after playing for a couple hours the lag becomes so massive that I only get 1 fps and Minetest becomes unplayable. I think it might be caused by the sea plants emitting light. Can you create an option to disable this plant light feature? It's not entirely realistic for undersea plants emitting light anyway.

I noticed one small bug. High up in the desert far away from any water I am seeing crushed shells.
 

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by Inocudom » Sun Jun 16, 2013 16:32

Other people should test this mod as well so that bugs and glitches can be found and solved. By doing this, this mod could be used on servers one day.
 

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Topywo
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by Topywo » Sun Jun 16, 2013 18:25

Neuromancer wrote:I really like this mod because it makes the seas interesting. However after playing for a couple hours the lag becomes so massive that I only get 1 fps and Minetest becomes unplayable. I think it might be caused by the sea plants emitting light. Can you create an option to disable this plant light feature? It's not entirely realistic for undersea plants emitting light anyway.

I noticed one small bug. High up in the desert far away from any water I am seeing crushed shells.


Thanks for the constructive feedback.

I noticed the lag too testing with an interval of 4 and chance of 2. I'll first try with the lightsource disabled. The reason I use a lightsource for the seaplants is because it gave the best overal texture results during daylight(high/low place in the water give lighter/darker textures).

That bug is intentionaI. I thought crushed shells could be in the deserts because there might have been an ocean long time ago. If it is bothering too much I could make a water (nearby) check for it.
 

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by Topywo » Sun Jun 16, 2013 22:11

Disabling the lightsource didn't improve the performance, but I'll disable it anyway for the seaplants. Some other tests also failed.

Since it's the amount of 'nodes' causing the very low fps, Ill look for a way to decrease the max amount of possible seaplants in an area.

I'm thinking of using an on generate/ABM-neighbor combination or some extensive typing, preventing adding nodes in the vicinity of already added seaplants (I have the impression that the amount of code-lines doesn't influence performance).
 

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by Inocudom » Sun Jun 16, 2013 23:03

You could reduce the amount of nodes the seaplants are made of. Ask VanessaE how this can be done. She would know what to do.
 

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by Neuromancer » Mon Jun 17, 2013 00:26

Topywo wrote:
Since it's the amount of 'nodes' causing the very low fps, Ill look for a way to decrease the max amount of possible seaplants in an area.

I'm thinking of using an on generate/ABM-neighbor combination or some extensive typing, preventing adding nodes in the vicinity of already added seaplants

Vanessa might have some ideas on this as well. I know she she dealt with and fixed some performance issues in her plantlife mod. Or you could just kill off plants after a certain amount of time just like PilzAdam does for simple mobs.
 

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by Topywo » Mon Jun 17, 2013 14:10

New version 0.2.1
The generation of seaplants in an area is now maximized, using minetest.find_nodes_in_area.

Thanks Inocudom and Neuromancer!
 

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by Inocudom » Mon Jun 17, 2013 17:20

I found a few seaplants in the ocean, so they do indeed appear. Keep working on this and it should appear on some servers soon.

I hope Sokomine will consider testing this mod. That member of this community is known for giving helpful advice.

A future update would be to have seaplants dropping seeds (with each seaplant dropping a seed of its own kind.) Then, using the default farming system as a base, sand and dirt blocks underwater could be raked and the seeds of seaplants could be planted in them. In order for the seaplants to grow, they would need at least two blocks of water above them. Concerning the underwater sand and dirt blocks that were raked, using seaplant seeds on them would turn them into the base blocks of the seaplants with fitting seaplant saplings sticking out while removing the seeds from the players inventory. After some time, the seaplant saplings would become full seaplants.

Seaplants could not only be used as a food source (which is a good idea,) but could also be used to make dyes (just like flowers can be.) There are six types of flowers, so you would probably want to make one more color variation of the stalk seaplant and one more color variation of the leafy seaplant. Each of the resulting six seaplants could be crafted into a specific dye, while all of them could be used to make a seaplant salad.

What do you think of my ideas?
 

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by Topywo » Mon Jun 17, 2013 19:46

Inocudom wrote:What do you think of my ideas?


The farming of seaplants is a very good idea. I really would like to make the farming work. However a big problem at this moment is the drop in fps (to 0-2) when there is an average amount of seaplants together (caused by being a nodebox). On my laptop with Lubuntu (as virtual box) I've OpenGL 2.1 and on Windows 7 OpenGL 3.1. In the end both go down to 0-2 fps. Maybe computers with better GPU's and drivers have less problems.

Nevertheless I'll look for a workaround.

The clams mod is able to provide dyes. I made that one before flowers became 'default'. Getting dyes (or dyes and food) from the seaplants can be done. In that case I could use the clams to make other items. Personally I think people will keep the flowers mod. That would mean that the same dyes would be 'harvestable' in two ways. Perhaps it's an idea using the seaplants to drop dyes one now has to craft, mix or obtain with a 'non-default mod' .

Edit: GUI's --> GPU's
Last edited by Topywo on Tue Jun 18, 2013 07:49, edited 1 time in total.
 

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