[MOD] Swampz (swaz) [v1.15]
[MOD] Swampz (swaz) [v1.15]
This includes:
- Swampz biome: Warm and wet (it almost always rains)
- Trees and flora.
- New nodes: Silt, silt with grass, mud, mud with moss, limestone.
- Swampy Lakes.
- Spanish Translation.
- Not for v6 mapgen.
Construction
You can get Adobe from Mud and Straw.
And some new nodes:
Dependencies
- Hard: flowers, baldcypress, willow, farming, dye
- Optional: stairs, basic_materials, farming, bucket
Note: 'baldcypress' and 'willow' mods belong to the 'cool_trees' modpack.
Iris Flower
It is an aquatic flower, spawns naturally only on the shallow. You can get Iris and plant it over mud, even at high altitudes, but not underwater (more than 2 water nodes of depth).
License
- Code: GPL v3.0
- Textures: CC BY-SA 4.0
Download
Download
Source Code
Screenshots
- Attachments
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- items.png (94.9 KiB) Viewed 2563 times
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- screenshot_02.png (759.39 KiB) Viewed 2563 times
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- swampz!.png (918.84 KiB) Viewed 2563 times
Last edited by runs on Sat Dec 11, 2021 13:17, edited 22 times in total.
Re: [MOD] Swampz (swaz)
v1.1
- Reorder, cleaning and commenting the mod.
- It requires the last version of willow and baldcypress for a better settling them.
- Reorder, cleaning and commenting the mod.
- It requires the last version of willow and baldcypress for a better settling them.
Re: [MOD] Swampz (swaz) [v1.1]
v1.2
- Added Adobe Stuff, made from Mud and Straw.
- Added Adobe Stuff, made from Mud and Straw.
- Attachments
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- adobe_constructions.png (315.13 KiB) Viewed 2563 times
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- adobe_items.png (36.81 KiB) Viewed 2563 times
Re: [MOD] Swampz (swaz) [v1.2]
v1.3
- luacheck cleaning
- luacheck cleaning
Re: [MOD] Swampz (swaz) [v1.3]
swampy river.....
mixed water.....
hhmmm, maybe...................
https://www.artstation.com/artwork/8lR8Bx
https://ascmag.com/blog/filmmakers-foru ... overy-saga
mixed water.....
hhmmm, maybe...................
https://www.artstation.com/artwork/8lR8Bx
https://ascmag.com/blog/filmmakers-foru ... overy-saga
- Attachments
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- screenshot_20200802_120418.jpg (223.54 KiB) Viewed 2563 times
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- screenshot_20200802_120739.jpg (472.39 KiB) Viewed 2563 times
Re: [MOD] Swampz (swaz) [v1.3]
I use the Carpathian Mapgenerator., lates windows buld from sfan5
The quiet big swamp is in the middle of the map.
The builing in the middle og the map is a the 0,y,0 coordinate.
btw , thats the map :)
(resized and compressed for upload.....)
- Attachments
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- basis.jpg (858.76 KiB) Viewed 2563 times
Re: [MOD] Swampz (swaz) [v1.3]
v1.4
- Minor fixes.
- New nodes:
-- 4 Bricked Walls
-- A set of a red roof
- Minor fixes.
- New nodes:
-- 4 Bricked Walls
-- A set of a red roof
- Attachments
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- materials.png (439.79 KiB) Viewed 2563 times
Re: [MOD] Swampz (swaz) [v1.4]
v1.5
- Incremented the height for this biome.
- Incremented the height for this biome.
- FrostRanger
- Member
- Posts: 80
- Joined: Thu Oct 11, 2018 05:40
- GitHub: WulftheNordicRanger
- IRC: FrostRanger FrostRanger[m]
- In-game: FrostRanger FrostStar
- Location: In the untamed wilderness of wherever I happen to be dimension hopping this time...
- Contact:
Re: [MOD] Swampz (swaz) [v1.5]
I have an idea, If both petz and swampz are installed, make crocs spawn in the swamp biome
Sole ranger and ruler of the frozen realms of Cabin Fever and seeker of the ever elusive Dungeon Master...
Re: [MOD] Swampz (swaz) [v1.5]
Crocs are in 'Water Life' mod, not Petz :-)FrostRanger wrote: ↑Sun Oct 25, 2020 19:02I have an idea, If both petz and swampz are installed, make crocs spawn in the swamp biome
- FrostRanger
- Member
- Posts: 80
- Joined: Thu Oct 11, 2018 05:40
- GitHub: WulftheNordicRanger
- IRC: FrostRanger FrostRanger[m]
- In-game: FrostRanger FrostStar
- Location: In the untamed wilderness of wherever I happen to be dimension hopping this time...
- Contact:
Re: [MOD] Swampz (swaz) [v1.5]
whoops! sorry. but some swamp specific mob would still be a good idea
Sole ranger and ruler of the frozen realms of Cabin Fever and seeker of the ever elusive Dungeon Master...
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- Member
- Posts: 348
- Joined: Tue Apr 14, 2020 16:03
- GitHub: cuthbert
Re: [MOD] Swampz (swaz) [v1.5]
yes this is a problem with new biomes and exsisting Mobs not always populating them . need a script that automatically identifies a new boime and populates it .FrostRanger wrote: ↑Mon Oct 26, 2020 07:02whoops! sorry. but some swamp specific mob would still be a good idea
If we can get all these great mobs and big features like this up and running together Minetest would be a spectacular vision .
If i go out in the woods there is livestock and wildlife moving about in my field of view most of the time , where as Mintest is very sparsely populated in comparision , i have been cranking up the spawn rate until the woods are full of life . its a wonderfull sight to watch them interact from a safe spot as they begin to hunt each other and as the light changes more predators appear .
Its almost as if minetest is generating its own gameplay from the conflicts .
Project BrutalTest...hide your Petz
Re: [MOD] Swampz (swaz) [v1.5]
It is not a problem of biomes, but nodes (even games). Maybe would be possible to set a default spawn for all the biomes, that it would be the default top mod of the biome. But some mobs are defined to specific biomes/nodes already, for example lions in savanna biome, penguins where snow.cuthbertdoublebarrel wrote: ↑Mon Oct 26, 2020 09:33yes this is a problem with new biomes and exsisting Mobs not always populating them . need a script that automatically identifies a new boime and populates it .FrostRanger wrote: ↑Mon Oct 26, 2020 07:02whoops! sorry. but some swamp specific mob would still be a good idea
If we can get all these great mobs and big features like this up and running together Minetest would be a spectacular vision .
If i go out in the woods there is livestock and wildlife moving about in my field of view most of the time , where as Mintest is very sparsely populated in comparision , i have been cranking up the spawn rate until the woods are full of life . its a wonderfull sight to watch them interact from a safe spot as they begin to hunt each other and as the light changes more predators appear .
Its almost as if minetest is generating its own gameplay from the conflicts .
In Petz the server admin already can define the nodes/biomes/ratio where to spawn on. I think that its is the better approach. I do it in my Juanchi Game.
The user should tune it if he wants to adjust it to his wishes. Because it has already happened to me with petz that there are people who complain because many mobs slow down the game and few are shit. In the end it's hard to please everyone.
Re: [MOD] Swampz (swaz) [v1.5]
v1.6
- Support for farming: Cultivate in Silt with grass nodes.
- Support for farming: Cultivate in Silt with grass nodes.
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- Member
- Posts: 348
- Joined: Tue Apr 14, 2020 16:03
- GitHub: cuthbert
Re: [MOD] Swampz (swaz) [v1.5]
not all penguins live where there is snow they are also found in warmer climes on rocky shores and some lions lives in teak woods,runs wrote: ↑Mon Oct 26, 2020 10:34
It is not a problem of biomes, but nodes (even games). Maybe would be possible to set a default spawn for all the biomes, that it would be the default top mod of the biome. But some mobs are defined to specific biomes/nodes already, for example lions in savanna biome, penguins where snow.
In Petz the server admin already can define the nodes/biomes/ratio where to spawn on. I think that its is the better approach. I do it in my Juanchi Game.
The user should tune it if he wants to adjust it to his wishes. Because it has already happened to me with petz that there are people who complain because many mobs slow down the game and few are shit. In the end it's hard to please everyone.
so both could appear in other biomes too. they might be rare to see, if there was an in game camera players could collect pictures of them as a challange .
It would be great to have one Mod to rule all the mobs and fine tune them on the fly .
people complaining about devices being to slow to run the game should not be your problem .
with other engines they automatically check the players device and reduce the eye candy and entities etc accordingly so that the game will run correctly on the device and the player is none the wiser.
but there is an actual problem with lag and it appears to have greatly increased since the last update to MT .
this is what happens when you add corporate hidef eye candy so the graphics look exactly the same as every other mainstream game .
Project BrutalTest...hide your Petz
Re: [MOD] Swampz (swaz) [v1.6]
Will there be a mud crafting recipe? Some of the land nodes would make great building blocks.
Re: [MOD] Swampz (swaz) [v1.6]
v1.7
- Fixed heigh of the biome to back to a lower level, because trees with big roots are not suitable for mountains.
- Improved the Swampz Shore/Swampy Water:
-- Darker vision inside the water.
-- Greenish vision inside the water.
-- Deeper swampy water nodes.
-- Coast with mud below water.
- Fixed heigh of the biome to back to a lower level, because trees with big roots are not suitable for mountains.
- Improved the Swampz Shore/Swampy Water:
-- Darker vision inside the water.
-- Greenish vision inside the water.
-- Deeper swampy water nodes.
-- Coast with mud below water.
Re: [MOD] Swampz (swaz) [v1.7]
Nice.
Some issues with this and [rainf] where your water sources have a gap in containment and flood the region. Or is this what you meant by -- Coast with mud below water.?
Suggestion: both your biomes force you to leave to avoid starvation, even though you can grow things there. At the minimum, maybe have your grass have random drops of rice and cotton, like jungle? Maybe add your [cool_trees] pineapples? Ideally, it would also be nice to add appropriate plants from [Farming] Redo and/or [cucina_vegana] if those are installed.
Some issues with this and [rainf] where your water sources have a gap in containment and flood the region. Or is this what you meant by -- Coast with mud below water.?
Suggestion: both your biomes force you to leave to avoid starvation, even though you can grow things there. At the minimum, maybe have your grass have random drops of rice and cotton, like jungle? Maybe add your [cool_trees] pineapples? Ideally, it would also be nice to add appropriate plants from [Farming] Redo and/or [cucina_vegana] if those are installed.
Re: [MOD] Swampz (swaz) [v1.7]
I meant actually crafting mud blocks. Not building materials. The only way to get mud is to find it. The wet mud texture is really nice and i want to build with it. Perhaps a crafting recipe: dirt + water bucket for wet mud.
Re: [MOD] Swampz (swaz) [v1.7]
v1.8
- Fix flooding water sources.
- Fix flooding water sources.
Re: [MOD] Swampz (swaz) [v1.7]
Solved (maybe) in the lastest version.ThorfinnS wrote: ↑Sat Oct 31, 2020 20:06Nice.
Some issues with this and [rainf] where your water sources have a gap in containment and flood the region. Or is this what you meant by -- Coast with mud below water.?
Suggestion: both your biomes force you to leave to avoid starvation, even though you can grow things there. At the minimum, maybe have your grass have random drops of rice and cotton, like jungle? Maybe add your [cool_trees] pineapples? Ideally, it would also be nice to add appropriate plants from [Farming] Redo and/or [cucina_vegana] if those are installed.
"Coast with mud below water." means the nodes under the water are mud (not sand), till a 5 depth.
No food in the swamps is deliberated. They are places, dirty, smelly and dangerous where no one wants to live, in real life! I'll add something but I don't know what, pineapples are tropical I believe.
The temperate rainforest biome has chestnuts, acorns and grapes as food. I will add some fruit trees, maybe a plum tree.
The grass should drop seeds. I will do too. And some plants from Farming Redo as Pumpkins.
Last edited by runs on Sat Oct 31, 2020 23:59, edited 1 time in total.
Re: [MOD] Swampz (swaz) [v1.7]
One reason to explore new biomes. But good idea water + dirt = Mud.
Re: [MOD] Swampz (swaz) [v1.8]
OK, that's cool. If your vision is that one should not try to build in swamps, that's your vision. Don't change things up for me. I just thought [swaz] was a whole lot of work to be a biome you avoid.
IMO, your [rainf] already has a great plenty of food. Chestnuts are hands down the best food source in the game, including baked potatoes, corn on the cob, and the ubiquitous bread. Didn't notice you could eat acorns -- been just trashing them, since I already had a couple stacks of chestnuts. Again, not that food can't be superabundant if that's your vision.
[EDIT]
I know that sounds like the opposite of my last post. What I meant before is that for anything other than chestnuts (and acorns), you have to leave the biome to get anything to plant on the meadow anyway. And once you find it, there's little point to leaving the deciduous forest or grasslands. Just build there. Though between acorns and chestnuts, there is absolutely no reason to even bother with farming.
[/EDIT]
IMO, your [rainf] already has a great plenty of food. Chestnuts are hands down the best food source in the game, including baked potatoes, corn on the cob, and the ubiquitous bread. Didn't notice you could eat acorns -- been just trashing them, since I already had a couple stacks of chestnuts. Again, not that food can't be superabundant if that's your vision.
[EDIT]
I know that sounds like the opposite of my last post. What I meant before is that for anything other than chestnuts (and acorns), you have to leave the biome to get anything to plant on the meadow anyway. And once you find it, there's little point to leaving the deciduous forest or grasslands. Just build there. Though between acorns and chestnuts, there is absolutely no reason to even bother with farming.
[/EDIT]
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