[Mod] Amber [amber]

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the_raven_262
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[Mod] Amber [amber]

by the_raven_262 » Post

+ Spoiler
WARNING: This mod is under heavy development, older versions are incompatible with the newer ones!

General Description
It adds tools, decorations and two armor sets
Amber can be found in amber trunks, and as sediment in dirt, also mud if you have darkage mod.
It can be also found in the root system, like many other stuff.
+ Spoiler
Tool Set
Basically your ordinary steel set but its effectiveness scales with node's hardness.
The tool's textures were designed by me, and I tried to make them different from the default ones, just to bring more diversity to the game.

Image
Ancient Tools
These are the elite tools obtainable only by finding the respective tool matrices. They are a bit stronger than diamond and mese ones, and last longer. Though you'll probably found about 3 of them in your whole lifetime, cause of their rarity :)

Image
Armor Set
Lighter than the steel armor, also can withstand more damage.
Even though armor pieces look like all other armor pieces do, I took the chance to design an unique shield for the set :)

Image
Ancient Armor Set
This is *the* strongest armor in the collection. Apart from that admin armor, but that one really is an overkill.
This armor is crafted using the armor matrices which are, like the tool ones, hidden across the underground.
Armor is a bit stronger than the diamond and the mithrill one, and gives more heal.
(Look at that evil scarab shield, isn't it cute?)

Image
Additional info on Ancient stuff
Matrices which are used in crafting of these overpowered tools and armor pieces are found in the underground, starting below -2048 and going down to the end (void).
They are basically a set of tools and materials which you need in order to enchant your tool/armor piece, but since I don't want to make this mod more complicated, they are not being opened and you just craft the tools using them. Simple.

Interesting thing is, you can't craft any armor/tool with any matrix. Each tool/armor piece has its own matrix which is used in crafts, which even more lowers the chance of you finding the one you need :)
+ Spoiler
Decorations
The decorations are bricks and blocks, also two glass types.
I also added some more decorative nodes that are marked as "Decorative [nodename]", these don't have any other use except for decoration, yet.
Glass Types
+ Spoiler
+ Spoiler
+ Spoiler

Concerning the glass, there is not really much to say, you can use it on cathedrals, houses, whatever. It was meant to be in the fantasy style, so it might look bad on modern builds.
There are two types: Ordinary glass (as that one in default mod) and medieval glass (as the one in darkage), i myself find that the combination of the two is the best choice.
+ Spoiler
Root System

A giant root system that is generated below the ground (-32 to -64), roots start at -16.
This part is still work in progress.

Nodes that are generated in the root system are:
-- Root walls - basically roots plus dirt.
-- Roots - The main component, may contain amber.
-- Smaller roots - These can be climbed upon, they are removed when placing the node on their position.
-- Green glowing crystals - Found in the root walls, they glow the place up a bit. Green crystals are used for decoration, since they naturally glow.
-- Glowing particles - The greatest impact on your FPS, the nodes that create these are the main source of underground light.
+ Spoiler
Download/Repository

Github Repository
Download
Dependencies

Wait, did i just forget dependencies? Yea i did.
The only dependency is the [default]
Optional dependencies include [3d_armor] [toolranks] [moreblocks] and [darkage]
Last edited by the_raven_262 on Thu Nov 09, 2017 19:41, edited 10 times in total.
[amber] [conjuration] [warzone] | Why is #minetest-mod-dev so empty?

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lisacvuk
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Re: [Mod] Amber [amber]

by lisacvuk » Post

Thanks comrade for the first mod supporting my toolranks! Looks awesome.
It's lisac, not lisa.
400 character limit? Am I writing a book?
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Re: [Mod] Amber [amber]

by TenPlus1 » Post

Nicely done, love the new armor and bricks :)

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Re: [Mod] Amber [amber]

by the_raven_262 » Post

Update: Added ancient tools and armor. Also glass nodes and fixed many bugs (hope it all works now).
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Re: [Mod] Amber [amber]

by azekill_DIABLO » Post

awwesome mod, with awesome content and features! Blocks are just perfect!

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Re: [Mod] Amber [amber]

by azekill_DIABLO » Post

This root system looks interesting. What about adding a 'mosquito in amber' vary rare drop when mining an amber block?

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Re: [Mod] Amber [amber]

by the_raven_262 » Post

The root system needs a huge rework.
Mostly cause it is generated using blob ores, which is not how it should be done.
I did think of adding some stuff in amber itself, fossils, but didn't think too much about it, mod has already gone a bit off track.
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Re: [Mod] Amber [amber]

by azekill_DIABLO » Post

the_raven_262 wrote:blob ores
why not using scatters for roots?

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Re: [Mod] Amber [amber]

by the_raven_262 » Post

azekill_DIABLO wrote:
the_raven_262 wrote:blob ores
why not using scatters for roots?
Scatter ore distribution is not useful in this case. There would be root nodes randomly placed around the underground , not connected to each other. My guess is that a vein ore could be used for making more root-like shape, but i don't know how to properly configure that one.
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Re: [Mod] Amber [amber]

by azekill_DIABLO » Post

scater can be useful. You should really look into it. Configure it like iron ore.

EDIT: 6000th post! Yay!

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Re: [Mod] Amber [amber]

by Chem871 » Post

There's an issue with the regular amber armor textures, the preview and the armor that shows on the player give errors.
What is SCP-055 again? I forgot.

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Re: [Mod] Amber [amber]

by the_raven_262 » Post

Oddly enough, I have already had this error. And I have fixed it. I don't know why should it be happening anymore.
It was basically the case of wrongly named textures, how they got the wrong names in the first place? I have no idea.

Check if you have the latest 3d_armor, I didn't test the mod with the 0.5 version though.
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Re: [Mod] Amber [amber]

by ManElevation » Post

nice!
My Public Mods! Discord: Rottweiler Games#3368

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Re: [Mod] Amber [amber]

by the_raven_262 » Post

Making the root system to look more like one.

Image

[EDIT] The new update to the root system has been added. Less colorful, more realistic. If it can even be realistic.
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Re: [Mod] Amber [amber]

by the_raven_262 » Post

[update] Even more updates to the root system plus some more decorative nodes.
Image
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Re: [Mod] Amber [amber]

by azekill_DIABLO » Post

This looks really nice.

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Re: [Mod] Amber [amber]

by Chem871 » Post

Maybe an ultra rare form of amber could be a bug in the amber :P
What is SCP-055 again? I forgot.

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Re: [Mod] Amber [amber]

by the_raven_262 » Post

I'm currently working on the ruins that are to be generated via voxel manipulation. I prefer this way over the schematics and I might replace the amber trunk schems with the generated ones.

As for the bugs, I do plan to add some more living ones ...
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Re: [Mod] Amber [amber]

by azekill_DIABLO » Post

> As for the bugs, I do plan to add some more living ones ...
Image

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Re: [Mod] Amber [amber]

by Chem871 » Post

Could you take the particles away? Or add a way to disable them? They're killing my FPS. :(
What is SCP-055 again? I forgot.

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Re: [Mod] Amber [amber]

by the_raven_262 » Post

Chem871 wrote:Could you take the particles away? Or add a way to disable them? They're killing my FPS. :(
You're right, the particles lag the rendering A LOT.
I'm open to suggestions as to what to replace them with.
I might also look into using particle spawners instead of spawning each particle on its own. This might improve the rendering performance.
But in the end, I would like to completely remove particles from the mod and replace them with something less laggy.
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Re: [Mod] Amber [amber]

by Chem871 » Post

Maybe a Nyan Cat preserved flawlessly in amber would be rare, and a cool find :P
What is SCP-055 again? I forgot.

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Re: [Mod] Amber [amber]

by Lord_Vlad » Post

It just puts a lot of amber everywhere. By default it is really not balanced for survival. Also the root system just covers a whole layer of underground absolutely everywhere, and it's really hard to navigate in there... I like the second if not for the first problem.

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Re: [Mod] Amber [amber]

by the_raven_262 » Post

Lord_Vlad wrote:It just puts a lot of amber everywhere.
Read the name of this mod.
Lord_Vlad wrote:By default it is really not balanced for survival.
Minetest's default tool progression is questionable already.
Lord_Vlad wrote:Also the root system just covers a whole layer of underground absolutely everywhere, and it's really hard to navigate in there.
The root system is meant to spread below the vegetation that is on the surface.
The root system is meant to be hard to navigate.
The root system is also meant as a new realm that this mod adds, offering an alternative to minetest's default gameplay.
Lord_Vlad wrote:I like the second if not for the first problem.
You like the problem? Anybody here care to explain to me what the hell is that supposed to mean?
-------------------------------------------------------------------------------------------------------------------------
This mod has not been updated in a while, which doesn't mean that I am not working on it anymore.
Some of this mod's main characteristics will be removed/changed, as I don't like the idea of the root system being completely random. The tools might get a slight bonus when used in the root system in order to stimulate their usage inside it. I intend to focus this mod on the decoration rather than survival.
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Re: [Mod] Amber [amber]

by Lord_Vlad » Post

What I mean is that you can't walk 4 steps in a forest without finding an amber three, digging amber in dirt is actually quite balanced I'd say... and your root layer is also just filled to the brim with it.

And the root layer, maybe it would be better if there was a bit more other blocks that just the wooden ones, maybe have some dirt or stone in between...

And what I meant is that I like that the root system is hard to navigate, but not that it's everywhere. I'd much rather have root systems of various sizes in various places underground, a bit like a very big ore vein each time, with some space and dirt in between.

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