[WIP] Undergrowth [GitHub]

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VanessaE
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by VanessaE » Sun Dec 15, 2013 01:51

I've removed junglegrass from the plantlife modpack as the active spawning-and-regrowth stuff was somewhat annoying and laggy, but I was thinking, maybe you'd like to absorb it into the Undergrowth modpack, or maybe into the Dry Grasses mod, purely on an on-generated basis either way. I replaced it with some aliases to air to avoid unknown nodes, but those would be removed of course.
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by Neuromancer » Sun Dec 15, 2013 13:53

VanessaE wrote:I've removed junglegrass from the plantlife modpack as the active spawning-and-regrowth stuff was somewhat annoying and laggy, but I was thinking, maybe you'd like to absorb it into the Undergrowth modpack, or maybe into the Dry Grasses mod, purely on an on-generated basis either way. I replaced it with some aliases to air to avoid unknown nodes, but those would be removed of course.

I know that junglegrass is a key ingredient for many crafting recipies. Won't this be a problem if you remove it from a core mod?
 

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by VanessaE » Sun Dec 15, 2013 20:26

Well the default junglegrass node is still provided by minetest_game, as it always has been, and it is spawned at mapgen time (I think it happens whether jungles spawn or not). The active regrowth and multiple sizes just aren't being done by plantlife anymore, which is why I recommended at least adding the multiple sizes at mapgen time to the Undergrowth modpack.

The active growth/regrowth on random land is a dead deal though, imho. That turned out to be just plain annoying, as it tended to uglify nice clean yards around homes. MAYBE it could be farmed, as someone else had suggested, though.

Thoughts?
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by Mossmanikin » Sat Dec 21, 2013 17:40

VanessaE wrote:Well the default junglegrass node is still provided by minetest_game, as it always has been, and it is spawned at mapgen time (I think it happens whether jungles spawn or not). The active regrowth and multiple sizes just aren't being done by plantlife anymore, which is why I recommended at least adding the multiple sizes at mapgen time to the Undergrowth modpack.

The active growth/regrowth on random land is a dead deal though, imho. That turned out to be just plain annoying, as it tended to uglify nice clean yards around homes. MAYBE it could be farmed, as someone else had suggested, though.

Thoughts?


I'd like to see the different sizes of jungle grass again.
Personally I'd prefer adding them to the grasses/dryplants mod, just because of the theme. But I'm not against adding junglegrass to undergrowth.

Unwanted weed is part of a gardener's or farmer's life. So why not make that annoying growth optional (disabled by default)? It makes the game feel more "alive".

About farming jungle grass: why not? After all one might need it for resources.

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by Inocudom » Sat Dec 21, 2013 18:15

Jungle grass, papyrus, and cacti are farmed in Minetest Classic. Maybe flowers could be too.
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by Neuromancer » Sat Dec 21, 2013 19:20

Mossmanikin wrote:I'd like to see the different sizes of jungle grass again.
Personally I'd prefer adding them to the grasses/dryplants mod, just because of the theme. But I'm not against adding junglegrass to undergrowth.

Unwanted weed is part of a gardener's or farmer's life. So why not make that annoying growth optional (disabled by default)? It makes the game feel more "alive".

About farming jungle grass: why not? After all one might need it for resources.
Agree, junglegrass makes way more sense in grasses mod. Also annoying growth makes gardening fun.
 

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by VanessaE » Sun Dec 22, 2013 04:19

Ok, then let's add those nodes to the dry grasses mod, and I will remove the remnants from the plantlife modpack (at present, all that remains of the junglegrass mod now is some various sizes -> air aliases, plus the git history, which you will probably want to call up to get the last real node defs and plants_lib settings if you don't have them).

Definitely leave active re-spawning-on-random-land off by default, but making them farmable is a good idea.
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by Mossmanikin » Sun Dec 22, 2013 23:37

VanessaE wrote:Ok, then let's add those nodes to the dry grasses mod, and I will remove the remnants from the plantlife modpack (at present, all that remains of the junglegrass mod now is some various sizes -> air aliases, plus the git history, which you will probably want to call up to get the last real node defs and plants_lib settings if you don't have them).

Definitely leave active re-spawning-on-random-land off by default, but making them farmable is a good idea.


Got an older version of Plantlife (more than one). Just started adding your code and textures to dryplants.
Spawning on already explored ground will be disabled by default.
I'm thinking about adding an abm to add variety to existing default junglegrass...

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by VanessaE » Mon Dec 23, 2013 09:22

That might prove to be difficult, as the ABM would trigger repeatedly (per the interval setting) on the same set of nodes, unless you replace all of them on the first pass.

You could perhaps turn all default:junglegrass in the active region into randomized selections of the former plantlife sizes and/or say "drygrasses:junglegrass" (i.e. a different node name, but with the exact same appearance and properties as default jungle grass), all of which could drop default:junglegrass on dig, for compatibility with old recipes and the like.

Then your ABM will only ever fire once for a given area unless someone plants some new jungle grass or it somehow manages to respawn (I can't remember if the default plant spreading code in minetest_game does that or not, as it does with flowers).

This may still serve to annoy people though. :-)
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by VanessaE » Mon Dec 30, 2013 11:08

some further suggestions:

[12-30 05:49] <Hirato_> cute, little rock models :o
[12-30 05:49] <Hirato_> but why do I need a pick to pick up a pebble :P
[12-30 05:50] <VanessaE> ?
[12-30 05:50] <Hirato_> it wouldn't let me pick up the pebble until I grabbed a wooden pick from a nearby chest
[12-30 05:52] <VanessaE> in my game?
[12-30 05:52] <VanessaE> interesting
[12-30 05:52] <Hirato_> yeah
[12-30 05:52] <VanessaE> maybe because they're still stone
[12-30 05:53] <VanessaE> have to bug Mossmannikin about that then
[12-30 05:53] <VanessaE> I forget if they drop cobblestone or what they become
[12-30 05:53] <Hirato_> it adds a "pebble" into my inventory

^^^^^^
Perhaps the pebbles, which probably should be called "small stones" or "small rocks" should be hand-diggable, since they give you exactly those into your inventory.

[12-30 05:54] <Hirato_> am I supposed to get things like YoungTree2Bottom from punchign certain trees?
[12-30 05:59] <Hirato_> "Forest Soil 4", weird
[12-30 06:01] <VanessaE> yes, those are all parts of the undergrowth modpack
[12-30 06:01] <VanessaE> it's still a work in progress :)
[12-30 06:01] <Hirato_> I'd expect them to turn into wood, and sticks, and dirt :P

^^^^^^
Indeed, the different pieces of the young tree should probably randomly drop sticks or leaves, while the forest soil blocks should probably split apart into dirt or dirt with grass, and leaves (or maybe a "crushed leaves" item that can be used as fuel or used in new recipes).

[12-30 06:02] <VanessaE> lemme post an excerpt from this chat to the appropriate topic
[12-30 06:04] <Hirato_> ahaha, floating moss, thanks to infinite liquid
[12-30 06:04] <Hirato_> er.. finite

^^^^^^
Add an ABM that runs every so often and checks if the node under these objects is indeed still water, and if not, drops these objects out as items?
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by twoelk » Mon Dec 30, 2013 16:54

actually I like the possabilty to "build" small trees. It's interesting for gardens and parks.
 

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by Mossmanikin » Tue Dec 31, 2013 03:17

VanessaE wrote:some further suggestions:

[12-30 05:49] <Hirato_> cute, little rock models :o
[12-30 05:49] <Hirato_> but why do I need a pick to pick up a pebble :P
[12-30 05:50] <VanessaE> ?
[12-30 05:50] <Hirato_> it wouldn't let me pick up the pebble until I grabbed a wooden pick from a nearby chest
[12-30 05:52] <VanessaE> in my game?
[12-30 05:52] <VanessaE> interesting
[12-30 05:52] <Hirato_> yeah
[12-30 05:52] <VanessaE> maybe because they're still stone
[12-30 05:53] <VanessaE> have to bug Mossmannikin about that then
[12-30 05:53] <VanessaE> I forget if they drop cobblestone or what they become
[12-30 05:53] <Hirato_> it adds a "pebble" into my inventory

^^^^^^
Perhaps the pebbles, which probably should be called "small stones" or "small rocks" should be hand-diggable, since they give you exactly those into your inventory.



Propably one should be able to pick up a pebble/stone without any tool (allready thought about it and then forgot about it), not sure about renaming it, but worth consideration.

@Evergreen:
What do you think?


VanessaE wrote:[12-30 05:54] <Hirato_> am I supposed to get things like YoungTree2Bottom from punchign certain trees?
[12-30 05:59] <Hirato_> "Forest Soil 4", weird
[12-30 06:01] <VanessaE> yes, those are all parts of the undergrowth modpack
[12-30 06:01] <VanessaE> it's still a work in progress :)
[12-30 06:01] <Hirato_> I'd expect them to turn into wood, and sticks, and dirt :P

^^^^^^
Indeed, the different pieces of the young tree should probably randomly drop sticks or leaves, while the forest soil blocks should probably split apart into dirt or dirt with grass, and leaves (or maybe a "crushed leaves" item that can be used as fuel or used in new recipes).



Yes, it's still WIP and will be until at least next year ;)
Getting a dirt node and some leaves from forest soil is already on the dusty to-do-list.

About the young trees I'd like to quote:
twoelk wrote:actually I like the possabilty to "build" small trees. It's interesting for gardens and parks.


@Neuromancer:
What do you think?


VanessaE wrote:[12-30 06:02] <VanessaE> lemme post an excerpt from this chat to the appropriate topic
[12-30 06:04] <Hirato_> ahaha, floating moss, thanks to infinite liquid
[12-30 06:04] <Hirato_> er.. finite

^^^^^^
Add an ABM that runs every so often and checks if the node under these objects is indeed still water, and if not, drops these objects out as items?


Good idea (at least worth trying). :)

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by wtfsamcrap » Thu Jan 23, 2014 21:50

while you do+1+2 https://github.com/Mossmanikin/undergrowth/zipball/master
Neuromancer wrote:
Mossmanikin wrote:
Evergreen wrote:I think it would be a good idea to put this project on github. That way, it is much easier to collab, and make testing branches and such.


Absolutely agree.
Sadly enough I still don't get how to do it.

Best thing to do is to download the client and use that. Are you on windows?

http://windows.github.com/
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by Neuromancer » Tue Mar 11, 2014 00:02

Mossmanikin wrote:^^^^^^

VanessaE wrote:[12-30 05:54] <Hirato_> am I supposed to get things like YoungTree2Bottom from punchign certain trees?
[12-30 05:59] <Hirato_> "Forest Soil 4", weird
[12-30 06:01] <VanessaE> yes, those are all parts of the undergrowth modpack
[12-30 06:01] <VanessaE> it's still a work in progress :)
[12-30 06:01] <Hirato_> I'd expect them to turn into wood, and sticks, and dirt :P

^^^^^^
Indeed, the different pieces of the young tree should probably randomly drop sticks or leaves, while the forest soil blocks should probably split apart into dirt or dirt with grass, and leaves (or maybe a "crushed leaves" item that can be used as fuel or used in new recipes).



Yes, it's still WIP and will be until at least next year ;)
Getting a dirt node and some leaves from forest soil is already on the dusty to-do-list.

About the young trees I'd like to quote:
twoelk wrote:actually I like the possabilty to "build" small trees. It's interesting for gardens and parks.


@Neuromancer:
What do you think?


While it would be more realistic when digging up young trees to get sticks & leaves, I left it so you could build your own young trees wherever you like. So I went with twoelk's idea. I think it is ok that way.
 

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Re: [WIP] Undergrowth [GitHub]

by Inocudom » Wed Apr 30, 2014 03:23

I am curious to know what MirceaKitsune thinks of this modpack. It adds a good deal of nature to Minetest.
 

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Re: [WIP] Undergrowth [GitHub]

by Inocudom » Sun May 25, 2014 03:18

Neuromancer and/or Mossmanikin, would you consider having this mod support the beautiful mod linked to below?
https://forum.minetest.net/viewtopic.php?f=9&t=8772
The mod beyond that link is the forest mod by Gael de Sailly. Please, try to have undergrowth support it, for what better place is there for undergrowth than an actual, real forest.
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Re: [WIP] Undergrowth [GitHub]

by Wuzzy » Wed Jun 04, 2014 20:20

Hi, I have made a bit cleanup on the rough edges of this mod. Here’s a pull request:
https://github.com/Mossmanikin/undergrowth/pull/8
 

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Re: [WIP] Undergrowth [GitHub]

by VanessaE » Tue Aug 12, 2014 19:13

I have imported the components of this modpack into Plantlife modpack (since they depend on plants_lib).

Since this modpack is no longer being maintained by its original author, future development of this modpack's components should take place in plantlife.

https://github.com/VanessaE/plantlife_modpack

Wuzzy, I've applied your patch to my copy in plantlife.
 

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Re: [WIP] Undergrowth [GitHub]

by VanessaE » Wed Aug 13, 2014 16:41

I've moved this mod to the "Old Mods" section, since it is no longer separately maintained.
 

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