[mod] Grunds [grunds] [biome]

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

[mod] Grunds [grunds] [biome]

by Pyrollo » Post

This mod adds a biome with giant trees. It is inspired from an old Apple II game named "Below the root".

This mod is in development stage and should not be used on servers yet. I'd like to have suggestions and may be help designing biome and stuff.

Trees are programmatically generated (they are not schematics) and currently there is only one model (with many random variations). The same algorithm should be used to generate very different trees.

Image

Dependancies: default

License:LGPL v2.1

Download or browse code

Don't use this mod on any server!

It is in a very experimental stage of development.

Test it

To test Grunds:
  • create a new world
  • select minetest_gane game
  • choose v7 map generator (not yet compatible with other mapgens)
  • enable grunds mod
To ease biome finding, this mod has a find_biome command. Issue:

Code: Select all

/find_biome grunds
And it will provide you coordinates of a random point in a grunds biome. Use /teleport command to get there.
Attachments
screenshot.jpg
screenshot.jpg (506.81 KiB) Viewed 2387 times
Last edited by Pyrollo on Sun Apr 12, 2020 16:22, edited 7 times in total.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

User avatar
pampogokiraly
Member
Posts: 293
Joined: Wed Jan 08, 2020 22:21
In-game: i_love_mesecon

Re: [mod] Grunds [grunds] [biome]

by pampogokiraly » Post

Ooohhhhh... Those trees in the picture looks gloorius!
I definitely have to try this mod out!
(I hope that more type of trees will appear later (please just a little bit darker wood than the apple but lighter than the jungle wood))
All praise the Bacon God! The one and only god in MineTest

User avatar
Krock
Developer
Posts: 4649
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker
Location: Switzerland
Contact:

Re: [mod] Grunds [grunds] [biome]

by Krock » Post

This blows my mind. Amazing work. Would it be complicated to use wooden planks (or trunks) for the tree stem?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

User avatar
runs
Member
Posts: 3225
Joined: Sat Oct 27, 2018 08:32

Re: [mod] Grunds [grunds] [biome]

by runs » Post

Beautiful

u18398

Re: [mod] Grunds [grunds] [biome]

by u18398 » Post

I love them :)

Image

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

Krock wrote:Would it be complicated to use wooden planks (or trunks) for the tree stem?
Hi Krock, I dont realy understand your suggestion. Is it about using existing planks or trunk nodes ? This is very easy but I created new ones because I think they are not really adapted. If it's a matter of textures, they can of course be changed.

The tree trunk and branches is made out of three different nodes : A bark node and two wood nodes (for veins). This picture will be better than any explanations :

Image
Attachments
grunds_veins.jpg
grunds_veins.jpg (271.97 KiB) Viewed 2387 times
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

u18398

Re: [mod] Grunds [grunds] [biome]

by u18398 » Post

I did not look at the code but I guess these giants are generated by mapgen.
There is no chance of getting saplings or make them grow on a position I
want them to grow ? Maybe an extra command for worldedit ?

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

Hi Gundul, hope you're doing well.

Actually I had a chat command at first to test trees. I guess the command is still here but the area is not large enough. End of branches are cut. That can be fixed but the main thing is that it is very destructive. It can put a mess in a cube larger than 100x100x100 voxels. So unless you can undo it I would advise not to grow trees in a world.

For the same reason, I think saplings are not a good idea.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

u18398

Re: [mod] Grunds [grunds] [biome]

by u18398 » Post

Pyrollo wrote:Hi Gundul, hope you're doing well.

Actually I had a chat command at first to test trees. I guess the command is still here but the area is not large enough. End of branches are cut. That can be fixed but the main thing is that it is very destructive. It can put a mess in a cube larger than 100x100x100 voxels. So unless you can undo it I would advise not to grow trees in a world.

For the same reason, I think saplings are not a good idea.
Thanks, all good here. I hope you doing well, too.

I did not yet have time to look at your code and search for the command. Unfortunately Jungle runs mapgen V6.
I know pretty nothing about mapgens and stuff. But is there any chance that I could make an area with your trees
there ?

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

Ok, I have to adapt to v6, not so complicated but the command wont work until adapted.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

Astrobe
Member
Posts: 571
Joined: Sun Apr 01, 2018 10:46

Re: [mod] Grunds [grunds] [biome]

by Astrobe » Post

Minor error: Readme refers to screenshot as .png but the file is actually jpg.

Astrobe
Member
Posts: 571
Joined: Sun Apr 01, 2018 10:46

Re: [mod] Grunds [grunds] [biome]

by Astrobe » Post

Quite the "wow" effect and very inspiring. I am thinking about using them to populate less interesting biomes. Above clouds ? Already an interesting place per se, and probably a bit too rare. Permafrost ? Would seem a bit out of place. There's the silver sand desert but I already replaced this one with a swap biome. Sandstone desert or "red" desert ? A bit out of place too.

The least interesting biome(s) of v7 are probably oceans, actually. They could sort of fit there, but I am actually dreaming of something like a coral that has gone crazy and has grown out of water in an uncontrolled way. Perhaps it could have channels of fresh water (read: river water) inside.

Gone hacking...

u18398

Re: [mod] Grunds [grunds] [biome]

by u18398 » Post

Pyrollo wrote:Ok, I have to adapt to v6, not so complicated but the command wont work until adapted.
Yes ! That would be cool, a real huge Jungle :D

Sokomine
Member
Posts: 4276
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

Re: [mod] Grunds [grunds] [biome]

by Sokomine » Post

Very impressive looking and very decorative. However...imagine someone comming with an axe and asking for a mod to fell each tree in one go...better not think about that anymore.

Perhaps other things than the trees ought to be enlarged in that world as well.
A list of my mods can be found here.

cuthbertdoublebarrel
Member
Posts: 348
Joined: Tue Apr 14, 2020 16:03
GitHub: cuthbert

Re: [mod] Grunds [grunds] [biome]

by cuthbertdoublebarrel » Post

they look fantastic
now will i be able to scale them and build a tree house up there ?ariel walk ways from tree to tree ?
that would be really sound if possible .
Project BrutalTest...hide your Petz

User avatar
texmex
Member
Posts: 1753
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: tacotexmex

Re: [mod] Grunds [grunds] [biome]

by texmex » Post

Stellar work! Does the algorithm support trees of different scale?

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

Sokomine wrote:
Wed Apr 29, 2020 22:46
Very impressive looking and very decorative.
Thanks!
Sokomine wrote:
Wed Apr 29, 2020 22:46
Perhaps other things than the trees ought to be enlarged in that world as well.
Yes, a sort of Lilliputian world. Algorithm, wich is very different from usual mapgen algorithm can probably create much more than trees. But for now I'm foccusing on trees.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

cuthbertdoublebarrel wrote:
Wed Apr 29, 2020 23:02
they look fantastic now will i be able to scale them and build a tree house up there ?ariel walk ways from tree to tree ?
that would be really sound if possible .
Hehe :) From the beginning, I'm hopping to see someone build a village in these trees. You can have a look at Below the Root, the old video game from which inspiration came.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

texmex wrote:
Thu Apr 30, 2020 07:54
Stellar work! Does the algorithm support trees of different scale?
Yes ! They are randomly generated according to (a lot of) settings. I started to describe them and I'll post some example of some different trees. They can have any size. They should be big enough to have a correct looking (I guess a couple of nodes for trunk radius). They could be huge but some adjustment have to be made on mapgen.

As for now, you can change tree size by changing thickness parameter here. Bigger thickness makes thicker and taller trees. thickness_rnd is the random variation around thickness which is an average value.

I'd like to have trees of different sizes in the biome but I have to improve the distribution algorithm for that (have close smalls tree and distant large trees).
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

User avatar
texmex
Member
Posts: 1753
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: tacotexmex

Re: [mod] Grunds [grunds] [biome]

by texmex » Post

Very good. I should try it out. That blog post describes a stunning game world btw. The music is absolutely beautiful. Are you looking to build more concepts from the original narrative?

u18398

Re: [mod] Grunds [grunds] [biome]

by u18398 » Post

Mapgen V6 and it will be online on sunday :)

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

Gundul wrote:
Thu Apr 30, 2020 19:07
Mapgen V6 and it will be online on sunday :)
Mapgen V6 is ready. I have to add a privilege on the command to prevent abusing.

Once again, growing such large trees is very destructive :)
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

texmex wrote:
Thu Apr 30, 2020 17:40
Are you looking to build more concepts from the original narrative?
Not sure yet. I think the original game is too poor regarding to what Minetest can do but it could be found to develop something around it.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

u18398

Re: [mod] Grunds [grunds] [biome]

by u18398 » Post

Pyrollo wrote:
Thu Apr 30, 2020 19:19

Mapgen V6 is ready. I have to add a privilege on the command to prevent abusing.
That is perfect. O_O. I am impressed.

Would it be possible to define areas ?

Edit:
It does not need to. I am already super happy XD

User avatar
Pyrollo
Developer
Posts: 385
Joined: Mon Jan 08, 2018 15:14
GitHub: pyrollo
In-game: Naj
Location: Paris

Re: [mod] Grunds [grunds] [biome]

by Pyrollo » Post

But actually, v6 has no biomes so trees will only spawn with /grow_grund command. I'm not sure to setup any rule for tree spawning. Biomes are so good at that.
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]

Post Reply

Who is online

Users browsing this forum: louise22 and 21 guests