[Mod] Giant Mushroom/ Mushrooms [riesenpilz]

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12Me21
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by 12Me21 » Post

Hybrid Dog wrote:
12Me21 wrote:what mod are the small mushrooms from?
which ones?
nevermind.
I noticed that the nodebox and the textures don't line up perfectly on some of the small mushrooms, though.
Shoutouts to Simpleflips

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by Jouster27 » Post

Hybrid Dog wrote:
Hybrid Dog wrote:
Jouster27 wrote:I like the smaller mushrooms but I'm not seeing any generate with mapgen turned-on. Does your code generate the smaller versions automatically or do they only come from giveme?
I haven't finished mapgen yet.
There's at the moment only big mushroom stuff and the ground.
I can work on my mods 1 hour a day.
I understand. For the moment, I'll hold-off using the mapgen function. I do have a question, though, how can I modify the amount of Mushroom "grass?" blocks that get generated? I don't really care for the look of it so I'd like to make it less common (love the mushrooms, though).

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neron
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by neron » Post

It would be a good idea to make rare mushroom biomes

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by Inocudom » Post

Mushroom biomes could be rather common, but smallish as well as underground (the glowshrooms and lavashrooms are ideal for caves.)
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by Zeg9 » Post

Inocudom wrote:Mushroom biomes could be rather common, but smallish as well as underground (the glowshrooms and lavashrooms are ideal for caves.)
Lava shrooms could spawn around lava lakes, or even above lava. Glowshrooms would be great in dark caves, though quite rare.
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by Jouster27 » Post

Hybrid Dog wrote:
Zeg9 wrote:
Inocudom wrote:Mushroom biomes could be rather common, but smallish as well as underground (the glowshrooms and lavashrooms are ideal for caves.)
Lava shrooms could spawn around lava lakes, or even above lava. Glowshrooms would be great in dark caves, though quite rare.
Lavashrooms are flammable so they would burn if they're near lava
and glowshrooms don't really glow yet.
Yeah, I noticed about the glowshrooms... [sniff]

I agree that Lavashrooms should generate underground, near lava lakes, though. That doesn't mean they shouldn't be flammable, though. If it's relatively easy to code, just make 'em not generate within the burn distance (is it three blocks?). Anyway, there's two areas of Minetest that need flora: underground and water. Mushrooms are the perfect choice for underground. As for water... I'd like to see really tall seaweed (Sargasso-type), algae (changes water color) and coral. Hey! A guy can dream, can't he? ***GRIN***

Seriously, though, great work. Thank you for making this mod.

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by Inocudom » Post

For the ground in the mushroom biomes, a prefer a texture that looks like bluegrass with very tiny mushrooms scattered about. You could also make fairie rings (mushroom rings) in the biomes and even put little fairies and bumblebees in them.
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by Sokomine » Post

Good idea. When some of these appeared on our lawn one year we where first puzzled.

Hope the mod can gain speed with the next mapgen version and then be used as often as the snow mod. The nodes it adds are just beautiful.
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by Inocudom » Post

I too look forward to the next mapgen. I hope it will have the very best of past mapgens and be easier to work with. The required efforts by the developers to create it will be lengthy, but they will be worth it in the end.
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by SilverWolfLily22 » Post

I like it but maybe the textures could be a little less realistic or more cartoony if you know what i mean :)
I love hunting ;)

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by rubenwardy » Post

Magic Mushrooms?

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12Me21
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by 12Me21 » Post

You should make the textures all 16x16
Shoutouts to Simpleflips

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by Mossmanikin » Post

Very cool this mod.
Love the 3d apples.

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My stuff

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by Inocudom » Post

You should post a screenshot here of the mushroom circles so that people will have a better idea of what this mod can do. I would certainly recommend this for Mito551's Dwaves game (same goes for your swamps.)
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by Inocudom » Post

Your mushroom biomes could benefit from the recent improvements made to Minetest that are spoken of by the post below.
http://forum.minetest.net/viewtopic.php ... 112#p96112
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by Dan Duncombe » Post

I looked up riesenpilz on google translate, and it means 'travel mushroom'. Is that the correct translation?
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by webdesigner97 » Post

Dan Duncombe wrote:I looked up riesenpilz on google translate, and it means 'travel mushroom'. Is that the correct translation?
No, it means "giant mushroom":

"riesen" comes from "riesig" and means "giant".
"Pilz" = "Mushroom".

Hey w8. Pilz?

Code: Select all

if PilzAdam == "MushroomAdam" then
    lol()
end

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by webdesigner97 » Post

Hybrid Dog wrote:
webdesigner97 wrote:
Dan Duncombe wrote:I looked up riesenpilz on google translate, and it means 'travel mushroom'. Is that the correct translation?
No, it means "giant mushroom":

"riesen" comes from "riesig" and means "giant".
"Pilz" = "Mushroom".

Hey w8. Pilz?

Code: Select all

if PilzAdam == "MushroomAdam" then
    lol()
end
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Adamspilz? Awesome idea :D

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by Inocudom » Post

Would voxel_manip be useful for this mod?
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by Sokomine » Post

Voxelmanip seems less fitting. Either place_schematic or the L-system-tree-generation might be more useful.
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by Hybrid Dog » Post

Sokomine wrote:Voxelmanip seems less fitting. Either place_schematic or the L-system-tree-generation might be more useful.
No, I use vm for this, using the L-system for giant mushrooms is too difficult for me and schematics use fixed node positions, don't they?

The mushrooms spawn now, I added abms. But the depends.txt got a line for vector_extras. And it looks like I need to update the mapgen code to improve speed by using update_map just one time and for the whole mapchunk instead of using it for each big mushroom. And if there're less than 3 mushrooms, I use update_map for these mushrooms, I think.

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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Minetestforfun » Post

Thank you for the update, keep up the good work :)

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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Hybrid Dog » Post

update: the nodes of giant mushrooms are bouncy and you can make fences of them

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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by fireglow » Post

Is there a way, maybe a setting, that growing mushrooms won't destroy other nodes?
In the sense that there would be a check before growing a mushrooms if other nodes would be destroyed, and it yes, do not grow the mushroom.
That would be a good addition, I think.

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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Hybrid Dog » Post

fireglow wrote:Is there a way, maybe a setting, that growing mushrooms won't destroy other nodes?
In the sense that there would be a check before growing a mushrooms if other nodes would be destroyed, and it yes, do not grow the mushroom.
That would be a good addition, I think.
l need to change the mushroom spawning that it works.
l would make the mushroom become giant even if nodes are in its way, those nodes only become replaced if they are ignore or buildable_to.
l could also avoid growing it if the giant mushroom replaces a node which is not ignore or buildable_to.
Which one do you prefer?

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