[Mod] Snow Biomes [4.0] [snow]

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Fri Jul 20, 2012 17:54

This is great! Adds a lot to the ambience of the environment.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

User avatar
Splizard
Member
 
Posts: 224
Joined: Wed Jan 25, 2012 07:20
Location: New Zealand
GitHub: Splizard
IRC: Splizard
In-game: Splizard

by Splizard » Sat Jul 21, 2012 08:39

I am thinking of generating dry shrubs in the biomes,
as similar looking foliage can be found in the snow:
Image
(Tussock grass from New Zealand)

Anyone else think this is a good idea or should I create a new type of shrub?
Games: The Hungry Games Mods: Lifters (Simple Lifts), Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
 

User avatar
Bas080
Member
 
Posts: 398
Joined: Mon May 21, 2012 15:54
Location: Netherlands
GitHub: bas080
IRC: bas080
In-game: bas080

by Bas080 » Sat Jul 21, 2012 11:20

Splizard wrote:Version 1.1 out!
Biomes no longer generate in squares and they are generated according to map seed.

Please let me know if you are happy or not with the rarity and size of the biomes.


Love the top down map view of the snow. It looks nice and patchy. Will edit for more feedback ones i see one generated in my world.
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Sun Jul 22, 2012 03:36

I like the dry shrubs idea. Personally, I think dry shrubs don't appear often enough in the game.

But one thing I would like to see more is smoother biome transitions. You can do this by parameterizing the snow density according to the perlin noise value. For example, if your threshold was 0.6, values at 0.7 would give light snow, and values at 0.9 would give heavier snow. I've not researched this extensively, but if I can find the time I'd love to help.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

User avatar
Splizard
Member
 
Posts: 224
Joined: Wed Jan 25, 2012 07:20
Location: New Zealand
GitHub: Splizard
IRC: Splizard
In-game: Splizard

by Splizard » Sun Jul 22, 2012 03:58

Temperest wrote:I like the dry shrubs idea. Personally, I think dry shrubs don't appear often enough in the game.

But one thing I would like to see more is smoother biome transitions. You can do this by parameterizing the snow density according to the perlin noise value. For example, if your threshold was 0.6, values at 0.7 would give light snow, and values at 0.9 would give heavier snow. I've not researched this extensively, but if I can find the time I'd love to help.

Thanks for the info Ill look into that. Would you like me to put the mod on github?
Games: The Hungry Games Mods: Lifters (Simple Lifts), Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Sun Jul 22, 2012 04:08

That would be great.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

User avatar
Splizard
Member
 
Posts: 224
Joined: Wed Jan 25, 2012 07:20
Location: New Zealand
GitHub: Splizard
IRC: Splizard
In-game: Splizard

by Splizard » Sun Jul 22, 2012 06:37

Snow biomes is now on github: https://github.com/Splizard/minetest-mod-snow
Games: The Hungry Games Mods: Lifters (Simple Lifts), Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
 

marzin
Member
 
Posts: 34
Joined: Sun Jun 26, 2011 12:07

by marzin » Sun Jul 22, 2012 14:03

In MT ALL biomes have a sharp borders.

So why snow biome should be different?
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Sun Jul 22, 2012 16:19

Sharp borders look jarring and make the game less immersive, in my opinion. A smooth transition between the different biomes would add a lot to the game.

In other words, I'd personally like to see smooth transitions between ALL biomes.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

User avatar
tonyka
Member
 
Posts: 320
Joined: Sat Jun 16, 2012 04:08
Location: Alicante, España

by tonyka » Mon Jul 23, 2012 08:40

I like this mod, a magnificent work ...
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
Page development (European Castilian):
Moviliario 3D (proyecto 3D Forniture)
 

User avatar
Splizard
Member
 
Posts: 224
Joined: Wed Jan 25, 2012 07:20
Location: New Zealand
GitHub: Splizard
IRC: Splizard
In-game: Splizard

by Splizard » Wed Jul 25, 2012 07:42

Pine tree
Image
Should I create pine wood/leaves or stay with defaults?
Games: The Hungry Games Mods: Lifters (Simple Lifts), Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
 

jin_xi
Member
 
Posts: 165
Joined: Mon Jul 02, 2012 18:19

by jin_xi » Wed Jul 25, 2012 09:00

here is one vote for pine wood and leaves (needles?)
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Wed Jul 25, 2012 15:11

I like having a single type of wood. My vote goes with the default tree nodes.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

marzin
Member
 
Posts: 34
Joined: Sun Jun 26, 2011 12:07

by marzin » Wed Jul 25, 2012 16:29

I think should be default wood but pine leaves (needles :D)
 

User avatar
Calinou
Moderator
 
Posts: 3156
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Wed Jul 25, 2012 17:04

I vote for pine trees, giving pine wooden planks when crafted, like in Minecraft.
 

User avatar
Splizard
Member
 
Posts: 224
Joined: Wed Jan 25, 2012 07:20
Location: New Zealand
GitHub: Splizard
IRC: Splizard
In-game: Splizard

by Splizard » Thu Jul 26, 2012 02:27

Thanks for the replies, I will go with what marzin said (default wood with pine needles for leaves).
The pine needles will drop saplings that grow into pine trees.
preview
Games: The Hungry Games Mods: Lifters (Simple Lifts), Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Thu Jul 26, 2012 02:45

Beautiful, it looks just like a native part of MineTest.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

User avatar
tkerwel
Member
 
Posts: 213
Joined: Fri Jan 13, 2012 07:35

by tkerwel » Thu Jul 26, 2012 12:30

@Splizard

hello i just working on a pinetree too, maybe you want to add this into your code when i am done..

Image

but still working on the direction of the slope leaves so that they point into the different directions, also like in my birch mod the trees should have a certain variation on height and (mabe shape) evertime they are set thru the abm function
++++ Kung walang tiyaga, walang nilaga. ++++
 

inkelyad
Member
 
Posts: 12
Joined: Sat Jan 21, 2012 13:56

by inkelyad » Thu Jul 26, 2012 17:51

Splizard wrote:Thanks for the info Ill look into that.

You can do it like this:
Code: Select all
[SKIP]
           --Check if we are in a "Snow biome"
                local in_biome = false
                local test = perlin1:get2d({x=x, y=z})
                if test > 0.73 or (test > 0.43 and pr:next(0,29) > (0.73 - test) * 100 ) then
                    in_biome = true
                end
                if in_biome then
                    -- Find ground level (0...15)
[SKIP]
 

User avatar
Splizard
Member
 
Posts: 224
Joined: Wed Jan 25, 2012 07:20
Location: New Zealand
GitHub: Splizard
IRC: Splizard
In-game: Splizard

by Splizard » Tue Jul 31, 2012 05:22

Version 1.2 released!
Adds pine trees, dry shrubs, moss and alpine biomes.

@inkelyad
Thanks I might include that in the next version.

@tkerwel
Sorry I probably wont use those trees since snow nodes cant be placed over the leaves and I would like to stick with the default block shape for trees and leaves.
Last edited by Splizard on Tue Jul 31, 2012 05:32, edited 1 time in total.
Games: The Hungry Games Mods: Lifters (Simple Lifts), Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Tue Jul 31, 2012 19:29

Whoa, pine trees are simply lovely.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

leo_rockway
Member
 
Posts: 196
Joined: Tue Jul 31, 2012 20:37

by leo_rockway » Tue Jul 31, 2012 20:41

Hello, I just registered in this forum to say that this mod is amazing.

Just one thing I'd add:
The snowblock and the snowballs in the inventory are missing tooltips.

Keep up the great work =]

Also, I don't know if this is possible with the API, but if friction could be lowered when walking on ice, that would be neat.
Last edited by leo_rockway on Wed Aug 01, 2012 01:59, edited 1 time in total.
Try Skyblock for MineClone 2
Listen to this sound and music pack!
 

User avatar
Splizard
Member
 
Posts: 224
Joined: Wed Jan 25, 2012 07:20
Location: New Zealand
GitHub: Splizard
IRC: Splizard
In-game: Splizard

by Splizard » Wed Aug 01, 2012 02:18

@leo_rockway
Thanks I'm glad you like it :)

I have fixed the tooltips for the next version and no, friction is not possible with the API at the moment.
(That would be cool though!)
Games: The Hungry Games Mods: Lifters (Simple Lifts), Snow Biomes and Gates. Also checkout my texture pack Gridtoon!
 

User avatar
Bas080
Member
 
Posts: 398
Joined: Mon May 21, 2012 15:54
Location: Netherlands
GitHub: bas080
IRC: bas080
In-game: bas080

by Bas080 » Sat Aug 25, 2012 15:03

Look at this:

Image

This is the most unique biome I have ever seen. I wonder how this could have happened. Notice that Nodes without snow are dirt with grass and all others are stone or ore.

I like the snow directly on top of the stone though. Is that a feature of the snow biome mod?
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Sat Aug 25, 2012 15:46

I believe the plants are interfering with snow placement.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 3 guests