[Abandoned Mod] Big Trees [big_trees]

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duane
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[Abandoned Mod] Big Trees [big_trees]

by duane » Thu Jan 26, 2017 07:19

Edit: This mod is abandoned now that I've switched to Squaresville C.

This mod spawns huge trees, hundreds of meters high, every so often. Inside are hollow areas ideal for any mobs you might want to introduce.

+ Spoiler


Recipes
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The source is available on github.

Code: LGPL2
Textures: CC0, GFDL

Mod dependencies: default, bucket

Download: https://github.com/duane-r/big_trees/archive/master.zip
Last edited by duane on Tue Sep 26, 2017 03:11, edited 2 times in total.
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Re: [Mod] Big Trees [big_trees]

by duane » Thu Jan 26, 2017 07:19

Problems: none so far
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Krock
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Re: [Mod] Big Trees [big_trees]

by Krock » Thu Jan 26, 2017 19:25

Great (heh, even really great) mod! I thought the giant sequoia would be big but this is really another scale of trees.
Sadly, the chainsaws won't work well on them, due to the contents inside.
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Re: [Mod] Big Trees [big_trees]

by burli » Thu Jan 26, 2017 22:21

Nice mod. But the trees are to common. I found a lot of them within a range of a few hundred nodes. Two of them touched each other
 

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Re: [Mod] Big Trees [big_trees]

by duane » Fri Jan 27, 2017 00:26

Krock wrote:Great (heh, even really great) mod! I thought the giant sequoia would be big but this is really another scale of trees.
Sadly, the chainsaws won't work well on them, due to the contents inside.


The chainsaws from my fun_tools mod should work fine on them. They were developed together. Of course you'll wear one out long before you remove a tree.

Nice mod. But the trees are to common. I found a lot of them within a range of a few hundred nodes. Two of them touched each other


They're intended to grow in loose collections, like forests, but you can adjust the big_trees_mod.rarity variable in treegen.lua to make them more/less common. This variable is the perlin noise cut-off that determines whether a tree gets planted, so it works logarithmically. Nudge it a bit higher and the trees will be much rarer.

Uumm ... thats really big!


It's meant to be another environment to dig through, with minerals and monsters to deal with. I added killer bees to mine in the past.
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Re: [Mod] Big Trees [big_trees]

by burli » Fri Jan 27, 2017 10:28

duane wrote:They're intended to grow in loose collections, like forests,

Hmm, I want to spread single trees (5-10) over the map. Do you think this is possible with the current implementation?
 

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Re: [Mod] Big Trees [big_trees]

by azekill_DIABLO » Fri Jan 27, 2017 14:29

oh duane it's awesome i was waiting for this since you started fun_caves (and just thinking to it why a cave mod has trees?)!!!
 

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Re: [Mod] Big Trees [big_trees]

by duane » Sat Jan 28, 2017 12:25

burli wrote:
duane wrote:They're intended to grow in loose collections, like forests,

Hmm, I want to spread single trees (5-10) over the map. Do you think this is possible with the current implementation?


If you mean on a new map, sure. Just have it check at every third or forth set of map chunks. The trees are actually centered on the horizontal intersection of four chunks, to take advantage of their symmetry.

If you want them on an existing map, it might prove impossible. I've never tried to generate a huge structure after the map is generated.
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Re: [Mod] Big Trees [big_trees]

by burli » Sat Jan 28, 2017 13:03

Ah, ok. I'll take a look at the code.

And I always talk about new maps
 


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