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PostPosted: Fri Jul 20, 2012 17:54
by Temperest
This is great! Adds a lot to the ambience of the environment.

PostPosted: Sat Jul 21, 2012 08:39
by Splizard
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?

PostPosted: Sat Jul 21, 2012 11:20
by Bas080
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.

PostPosted: Sun Jul 22, 2012 03:36
by Temperest
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.

PostPosted: Sun Jul 22, 2012 03:58
by Splizard
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?

PostPosted: Sun Jul 22, 2012 04:08
by Temperest
That would be great.

PostPosted: Sun Jul 22, 2012 06:37
by Splizard
Snow biomes is now on github: https://github.com/Splizard/minetest-mod-snow

PostPosted: Sun Jul 22, 2012 14:03
by marzin
In MT ALL biomes have a sharp borders.

So why snow biome should be different?

PostPosted: Sun Jul 22, 2012 16:19
by Temperest
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.

PostPosted: Mon Jul 23, 2012 08:40
by tonyka
I like this mod, a magnificent work ...

PostPosted: Wed Jul 25, 2012 07:42
by Splizard
Pine tree
Image
Should I create pine wood/leaves or stay with defaults?

PostPosted: Wed Jul 25, 2012 09:00
by jin_xi
here is one vote for pine wood and leaves (needles?)

PostPosted: Wed Jul 25, 2012 15:11
by Temperest
I like having a single type of wood. My vote goes with the default tree nodes.

PostPosted: Wed Jul 25, 2012 16:29
by marzin
I think should be default wood but pine leaves (needles :D)

PostPosted: Wed Jul 25, 2012 17:04
by Calinou
I vote for pine trees, giving pine wooden planks when crafted, like in Minecraft.

PostPosted: Thu Jul 26, 2012 02:27
by Splizard
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

PostPosted: Thu Jul 26, 2012 02:45
by Temperest
Beautiful, it looks just like a native part of MineTest.

PostPosted: Thu Jul 26, 2012 12:30
by tkerwel
@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

PostPosted: Thu Jul 26, 2012 17:51
by inkelyad
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]

PostPosted: Tue Jul 31, 2012 05:22
by Splizard
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.

PostPosted: Tue Jul 31, 2012 19:29
by Temperest
Whoa, pine trees are simply lovely.

PostPosted: Tue Jul 31, 2012 20:41
by leo_rockway
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.

PostPosted: Wed Aug 01, 2012 02:18
by Splizard
@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!)

PostPosted: Sat Aug 25, 2012 15:03
by Bas080
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?

PostPosted: Sat Aug 25, 2012 15:46
by Temperest
I believe the plants are interfering with snow placement.