(Watch the Video)
The mod uses a colorization palette which looks somewhat like this one (grass one).
Leaves have a separate colorization palette as well.
Downloads: go to: https://github.com/sofar/luscious
Licenses: LGPL-2.1+, CC-BY-SA-(3.0|4.0)
Makes your map luscious.
This mod heavily modifies your base landscape and modifies various nodes like dirt and leaves so that they become colored using node coloring.
The color selection of each node is decided based on the biome data, using heat and humidity. These are mapped on a 16x16 palette where the heat is mapped along the x axis from 0-15 and the humidity along the y axis with the same range. This gives us a total of 256 possible colorizations of each node.
Manual placing of the nodes, and sapling placement is also modified to make trees growing or manual placing of nodes also result in colorized nodes in the landscape.
- Player placed blocks are properly colored
- Saplings that grow into trees color correctly
- jungle dirt is replaced by dirt with grass
- grass spread places the right color grass
- jungle grass is also colored appropriately
- dirt with dry grass is replaced by dirt with grass
- dirt with snow is replaced by dirt with grass
- dry grass is replaced with grass
- leaf decay is broken due to p2 usage
- snowy pine trees are missing
Create a new world, enable this mod. Do not use this mod in an existing world, ever.
How does this work?
The biome data is available in a special thread when mapgen emerges new map blocks. This mod captures the biome heat and humidity values right as mapgen creates them and stores them permanently for later use. This is why you need to have a `luscious` folder in the world folder. In this folder, we store the heat & humidity param2 values for each node that needs coloring in an X-Z map (Y is discarded as biome data does not use Y and is not 3d noise, it's only 2D).
Once the biome data is known, we can retrieve it to set the correct p2 values when a player places any of the nodes that need coloring, or when a tree grows. This is also why the biome data needs to be stored on disk - otherwise it would be lost. The storage of the biome data is reasonably small - it is stored compressed and uses about 600 bytes or so per x, z chunk, which is small compared to the actual map.sqlite size. The data increases the size of your world by about 12% or so.