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PostPosted: Sun Jun 09, 2013 18:09
by Mossmanikin
Like this update.
I'm glad plants aren't hanging around in the air anymore.
Maybe you could do the same with the smaller mushrooms?

PostPosted: Sat Jun 15, 2013 15:28
by Inocudom
There is a conflict between the habitat mod needed by Bas080's plants mod and the one in your sumpf modpack. Could your mod use the same version of the habitat mod that his mod does?

The new sound effects are very nice and add to the experience of exploring a swamp. I really do hope that the sumpf modpack will be used on servers one day.

PostPosted: Mon Jun 24, 2013 04:44
by Inocudom
The changes to Minetest the post below talks about could make the spawning of your swamps more efficient.
http://forum.minetest.net/viewtopic.php?pid=96112#p96112

PostPosted: Fri Aug 02, 2013 15:53
by Zeg9
Please merge #1 so the water looks nice with new_style_water=1.
This mod is great with the new fast generator :D

PostPosted: Fri Aug 02, 2013 17:43
by PenguinDad
Hybrid Dog wrote:What exactly does new_style_water do?

new_style_water makes the Water surface lower.

PostPosted: Tue Aug 06, 2013 15:18
by Sokomine
Strange. I'm using place_schematic for placing houses and roads, and it works extremly fast. If it hits not-yet-generated terrain, there are still errors. Hope to get around that when flattening the land with voxelmanip. This all happens in a flat world so far - that one's mapgen is faster than the normal one.

PostPosted: Sun Sep 08, 2013 01:03
by Inocudom
Hybrid Dog wrote:New version:
— trees are calculated faster
— 2 mapgen settings added:
— the rarity in %
— the size of a "swamp chunk"


Have you thought about aiding VanessaE in getting support for this mod by her HDX Texture Packs? Wikimedia Commons is a good place to look for base images.

PostPosted: Fri Nov 15, 2013 03:18
by Inocudom
VanessaE successfully added a feature to moretrees that can give the leaves of its trees and base game trees the plantlike drawtype if the option is turned on (causes a 5-10 fps boost and looks more realistic.) Could you do the same with the trees of this mod? If you want to know how to do it, ask VanessaE.

PostPosted: Sat Jan 25, 2014 15:28
by Inocudom
Have you ever tried this mod with the Minetest fork known as Freeminer?

Re: [Mod] Swamps [sumpf]

PostPosted: Tue May 27, 2014 16:50
by Inocudom
Inocudom wrote:https://forum.minetest.net/viewtopic.php?f=11&t=3616
This is Hybrid Dog's swamp mod. Have you ever considered using or supporting it?

VanessaE wrote:No, I won't be using that. Looks ripe for conflicts with moretrees and plants_lib.

Meanwhile, another update: build #20140526-0031, updated upstream minetest_game (nothing major, RBA just made a tweak to a texture).

That's kind of a death blow for this mod, Hybrid Dog.

Re: [Mod] Swamps [sumpf]

PostPosted: Tue May 27, 2014 17:02
by Krock
Inocudom wrote:That's kind of a death blow for this mod, Hybrid Dog.

Repair it and the problem's fixed :)
*breaks X posts of same user in a row*

Re: [Mod] Swamps [sumpf]

PostPosted: Tue May 27, 2014 22:02
by Inocudom
Krock wrote:
Inocudom wrote:That's kind of a death blow for this mod, Hybrid Dog.

Repair it and the problem's fixed :)
*breaks X posts of same user in a row*

In order for this to be fixed, Hybrid Dog will have to talk to VanessaE about it.

Re: [Mod] Swamps [sumpf]

PostPosted: Thu Oct 02, 2014 20:26
by Hybrid Dog
I think it's compatible with plantlife but the moss surrounding the default trees isn't added to the nodes which should be removed yet.
sumpf_plantlife_test.zip
(1.52 MiB) Downloaded 55 times

Re: [Mod] Swamps [sumpf]

PostPosted: Mon Jan 05, 2015 16:05
by Hybrid Dog
Krock wrote:
Inocudom wrote:That's kind of a death blow for this mod, Hybrid Dog.

Repair it and the problem's fixed :)
*breaks X posts of same user in a row*

What do you mean with "Repair it"?

Re: [Mod] Swamps [sumpf]

PostPosted: Mon Jan 05, 2015 17:09
by Krock
Hybrid Dog wrote:What do you mean with "Repair it"?

Inocudom wrote:This is Hybrid Dog's swamp mod. Have you ever considered using or supporting it?

VanessaE wrote:No, I won't be using that. Looks ripe for conflicts with moretrees and plants_lib.


I think you sould try to support moretrees and plants_lib, so there won't be any conflicts.

Re: [Mod] Swamps [sumpf]

PostPosted: Mon Jan 05, 2015 21:09
by Hybrid Dog
Krock wrote:
Hybrid Dog wrote:What do you mean with "Repair it"?

Inocudom wrote:This is Hybrid Dog's swamp mod. Have you ever considered using or supporting it?

VanessaE wrote:No, I won't be using that. Looks ripe for conflicts with moretrees and plants_lib.


I think you sould try to support moretrees and plants_lib, so there won't be any conflicts.

there are no conflicts, l tested it, see above
some time ago l changed the code that it works with ethereal mod but l didn't test it yet

Re: 

PostPosted: Sun Mar 01, 2015 14:43
by Hybrid Dog
Inocudom wrote:You could make a swamp cobble node along with the swamp brick node and use those to make dungeons that end up in swamps more fitting to the surroundings (though you would probably have to make swamp brick stairs and swamp cobble stairs too.)

l think the dungeon fits with the current textures.
download/file.php?mode=view&id=2135

Re: [Mod] Swamps [sumpf]

PostPosted: Fri Apr 24, 2015 18:56
by Hybrid Dog

    Re: [closed] Swamps [sumpf]

    PostPosted: Tue Nov 24, 2015 01:44
    by Inocudom
    Is there a single server that uses this mod? A single creative server, preferably?

    PostPosted: Tue Nov 24, 2015 16:36
    by Hybrid Dog

      Re: [closed] Swamps [sumpf]

      PostPosted: Mon Dec 28, 2015 15:41
      by Hybrid Dog
      Inocudom wrote:Is there a single server that uses this mod? A single creative server, preferably?

      l just visited sss' server (sss.chaoslab.ru:30013). sumpf is installed there, but it's not a creative server




      Update: fences added