[Mod] Aotearoa [0.2][aotearoa]

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PolySaken
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Re: [Mod] Aotearoa [0.2][aotearoa]

by PolySaken » Post

My Idea for the pancake rocks comes from a place in the north island, however Punakaiki's rock formations are much cooler.

Also, the alpine shale would be similar to scree but not quite the same, including snowberries, totara, and many other kinds of fruiting plant. Its terrain is made of broken up schist rocks interspersed with dry grasses.

I think my main focus starting out will be ocean and coastal biomes, since I have the most ideas for those.

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Re: [Mod] Aotearoa [0.2][aotearoa]

by ShadMOrdre » Post

FYI,

I am currently in the process of integrating this mod into my own lib_materials / lib_ecology mods. Any nodes that are "ground" are put into lib_materials, and all plant and tree nodes are going into lib_ecology.

I am also including the Australia, Farming, and XOcean mods, and will most likely also include Earthbuild, since its theme and the nodes created therein are worthy of inclusion as well.

The purpose of this is simply to allow this mod, or rather the features of this mod, to coexist and to run concurrently with other biome defining mods, which mostly do not play well with each other. Ethereal and valley_c, and the fact that they both clear biomes and decos, were both driving factors in the creation of lib_materials / lib_ecology.

I'll be releasing this monster update soon.

Shad
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.

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Dokimi
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Re: [Mod] Aotearoa [0.2][aotearoa]

by Dokimi » Post

ShadMOrdre wrote:....integrating this mod into my own lib_materials / lib_ecology mods. ...
You reminded me of some possible bugs/issues:
- schematics: I think I might have screwed them up (saved air nodes that overwrite mapgen??). The map currently has awkward chunks missing near trees. If so... schematics can be spawned in a test map, and then re-saved correctly with whatever the proper tool is (which I suspect I didn't use!). Adding some roots to them would be nice too.
- "Firelike" drawtypes. I used this for several plants (e.g. tussock) because I didn't know you could get use param2 for 4 sided plants etc.

Other biome ideas:
- Rewarewa forest.
(Same logic as with adding Puriri, and Kohekohe, and... many others... NZ has two main forest types. Beech forest, and Podocarp-broadleaf forest. Many of the biomes are just changing the "broadleaf" part of Podocarp-broadleaf (e.g. Tawa vs hinua vs Black Maire vs...)
- Deep underground needs doing (it just cuts to default stone). I have no idea what should be that deep realistically.

Another cool thing:
- The Pink and white terraces. No idea how you would do it. But very very cool! https://en.wikipedia.org/wiki/Pink_and_White_Terraces

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Re: [Mod] Aotearoa [0.2][aotearoa]

by PolySaken » Post

Firelike is fine for plants. It doesn't have any special properties afaik, it's just a different shape.

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Re: [Mod] Aotearoa [0.2][aotearoa]

by PolySaken » Post

Ya know, the more I work on the game the more it just ends up being "minecraft but in NZ". And that doesn't seem right to me, so until a time comes that minetest has a more diverse scope than "minecraft but free and with this one gimmick" I can't push myself to do anymore. Sorry. :/
I think instead I'm going to try and expand minetest's scope bit by bit, by making standalone mods that add opportunity for gameplay value, rather than actual gameplay itself.

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Re: [Mod] Aotearoa [0.2][aotearoa]

by ShadMOrdre » Post

PolySaken,

I came to that conclusion long ago.

To that end, I began by refactoring most of default into various sub mods. Some functionality and content found their way into my lib_mat / lib_eco mods. Tools were consolidated into a standalone mod, as were torches, chests and furnaces. That didn't leave much else, but it did allow me to rethink a lot of things. How things work, how things are used, how things fit into a larger vision.

I am no fan of formspecs as a gameplay element, preferring instead in world interactivity. Eye-candy, if you will. So one effort has been to remove formspecs, replacing them with inworld items that provide visual feedback without breaking immersion. This is critical. This also includes a craft table, that does not use the formspec craft grid, but instead uses entities in a 3x3 grid on a table top. It needs some more polishing.

And then I thought, why are we crafting in a grid in the first place? Newly created items should actually come from somewhere. Thread from a spinning wheel, fabric from a loom, leather from a tanning rack, tools from a forge..... And so my efforts gravitated to this type of game behavior, which does pull away from the "MC" way of doing things.

I'm going to try to get git to push my efforts into a game repo, but I have some learning to do about command line git, and how it will work with github.

I know I promised to also get lib_eco out. I've most of the nodes defined, and really just need to get the biomes redefined into ecosystems. Australia mod proved far more involving than I originally thought, so the next update will not include Australia.


Shad
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.

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Dokimi
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Re: [Mod] Aotearoa [0.2][aotearoa]

by Dokimi » Post

PolySaken wrote:Ya know, the more I work on the game the more it just ends up being "minecraft but in NZ". And that doesn't seem right to me, ...
Yeah... that's partly why I've never updated this ;-)

Also partly why I ended up making Exile, an attempt to get an actually coherent game out of Minetest that behaves how I like things (a task way beyond my actual skills, but I got pretty far!).

Aotearoa currently is only setting. So game play is exactly "minecraft but in NZ".

My Musket Wars ideas would have been much different.
Core game play would be this cycle: grow cash crops > trade for muskets > fight wars > capture slaves > use slaves to grow more cash crops. >.... (This is the dynamic that fueled those wars, massively simplified.)

But adding that kind of game play needs all the supporting code etc. Very hard for a non-coder like me. The joys of having to re-invent the wheel etc :-)

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