enter rockweed

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lister
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enter rockweed

by lister » Post

hi! we are cobbling together a petrified rock plant mod which will be somewhat similar to trees, but mostly made out of rock & shinies, in order to add some "flora" to our caves. we would like to share the mod with the community, but we are wary of crossing some content-related lines.

https://github.com/retsil2/rockweed

we utilize hemp from farming, and we may be going too far with the textures, which is what we want to run by the forum moderators. please see the textures, and tell us whether these are acceptable.

aside from the risky textures, this is not in any way a drug-related mod. this mod is intended primarily for generating rock formations, and it will never include any kind of processing and/or consumption of hemp-derived products with the intention of simulating drug use. the only functions will be the planting of the seeds, and the growing of the trees, and then foliage can be harvested for decoration and more seeds.

please let us know what you think about them textures :)

edit: quick aside, since our lua skill is very nascent: what is the deal with get_voxel versus set_node? unless there's a significant performance hit on 100 or so of set_node calls, we don't see why we would do anything else. the indexing does not scare us.

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azekill_DIABLO
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Re: enter rockweed

by azekill_DIABLO » Post

sounds useful and nice for our boring caves... screenshots or it didn't happen :P
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lister
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Re: enter rockweed

by lister » Post

azekill_DIABLO wrote:sounds useful and nice for our boring caves... screenshots or it didn't happen :P
bridge recipe
bridge recipe
screenshot_1.jpg (214.68 KiB) Viewed 122 times
bridge
bridge
screenshot_2.jpg (162.22 KiB) Viewed 122 times
this is by no means an official mod submission, as we are still rapidly developing the basic features, but it's basically in a useful and stable state at the moment; next moment, who knows :)

you can see here one of the few patterns we put in so far, for the bridge. the glowing yellow node (rockweed:seed) looks at its 26 immediate neighbors, recognizes a pattern, and builds a bridge, using the material behind or stone by default. in the other image you can see a portion of the bridge, and some tree-ish producers in the background.

we got a pattern for a tree, which you get if you set a seed on a flat surface; then there's the bridge, as shown; the wall: surround seed by 8 stones in one vertical plane, keep other neighbors clear; and the floor: surround seed by 8 stones in horizontal plane, keep all nodes underneath filled in, all nodes above clear.

without a recipe, the seed does the quantum walk, which is just a random walk, but it will attempt to quantum-tunnel through solids for 3 meters or so if it gets stuck, and grow some foliage every now and then.

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duane
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Re: enter rockweed

by duane » Post

lister wrote:edit: quick aside, since our lua skill is very nascent: what is the deal with get_voxel versus set_node? unless there's a significant performance hit on 100 or so of set_node calls, we don't see why we would do anything else. the indexing does not scare us.
One of the major cpu sinks involved in lua mods is making function calls to the (C) game. Voxelmanip lets you get a lot of data at once, so you don't have to make so many calls. However, if you're only changing a few nodes, using the direct calls is easier (and technically faster, though it won't matter). For what you're doing, you might consider using a schematic, which can be placed directly or on a voxelmanip (see doc/lua_api.txt).
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