[Mod] Forest

User avatar
Linxx
Member
 
Posts: 406
Joined: Wed May 16, 2012 00:37

by Linxx » Mon Apr 07, 2014 15:27

with this mod the map looks more alive and natural really good :)
 

User avatar
rubenwardy
Moderator
 
Posts: 5858
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

by rubenwardy » Mon Apr 07, 2014 15:31

How about

Code: Select all
[Mod] Forest and related mapgen [forest]


or something like that.
 

User avatar
paramat
Developer
 
Posts: 3443
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Mon Apr 07, 2014 19:20

Tried out the latest version last night, this mapgen has seasons that run in real time, the flowers, snow and ice change through the year. There is a 'clock block' that when placed and pointed at displays time and date on the screen.
Gael de Sailly, what are the 'sand way' 'gravel way' etc. nodes? Mysterious ...
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33
Location: world
GitHub: hoodedice
IRC: hoodedice
In-game: hoodedice

by hoodedice » Mon Apr 07, 2014 19:22

paramat wrote:-snip-


Does it?!

Mod testing scheduled tonight!
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

User avatar
Topywo
Member
 
Posts: 1721
Joined: Fri May 18, 2012 20:27

by Topywo » Mon Apr 07, 2014 21:34

rubenwardy wrote:I actually glanced over this mod's title a few times, skipping it. I wish I hadn't, it looks amazing!


I tried it out after reading this. It's indeed a beautiful mod.
 

User avatar
Gael de Sailly
Member
 
Posts: 733
Joined: Sun Jan 26, 2014 17:01
Location: Lyon, France
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly Ginkgoo

by Gael de Sailly » Tue Apr 08, 2014 14:02

paramat wrote:Gael de Sailly, what are the 'sand way' 'gravel way' etc. nodes? Mysterious ...

These nodes have raillike drawtype. When you put them on the ground, they connect automatically, like rails. They are decorative and can also help the player to find his way. Try to make a path with sand or gravel ways (the small heaps, in inventory), I think it's very beautiful in forests and... give a pastoral look that I like.
Just realize how bored we would be if the world was perfect.
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Wed May 21, 2014 05:03

This fatal error appeared:
01:01:16: ERROR[ConnectionSend]: con(1524/2)RunTimeouts(): Peer 1 has timed out. (source=peer->timeout_counter)
01:01:16: ERROR[main]: ServerError: attempt to index a nil value
01:01:16: ERROR[main]: stack traceback:
01:01:16: ERROR[main]: [C]: in function 'set_node'
01:01:16: ERROR[main]: ...netest-0.4.9-x64-dev20140517\bin\..\mods\forest\init.lua:124: in function <...netest-0.4.9-x64-dev20140517\bin\..\mods\forest\init.lua:107>
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Sun May 25, 2014 04:21

Please consider having this mod support mods that add additional plants and ores to worlds. Below are four great mods that add plants:
https://forum.minetest.net/viewtopic.php?f=9&t=7207-undergrowth modpack
https://forum.minetest.net/viewtopic.php?f=9&t=7143-dryplants modpack
https://forum.minetest.net/viewtopic.php?f=11&t=6921-ferns mod
https://forum.minetest.net/viewtopic.php?f=11&t=3898-plantlife modpack
Doing this task could make your forest mod more customizable and more popular in the end.

To anyone that reads this, how could custom mapgens be capable of such a thing? What would have to be done?
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Sun Jun 08, 2014 20:44

Well, it looks like Gael de Sailly might not be coming back for... Quite some time.

Bas080, Sokomine, and MirceaKitsune, what do you think of this mod? I recommend giving paramat's version of it a try:
http://www.mediafire.com/download/lyyiw47ou3219w7/forestpm2.zip
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

Sokomine
Member
 
Posts: 3886
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: [Mod] Forest

by Sokomine » Mon Jun 09, 2014 00:19

Inocudom wrote:Bas080, Sokomine, and MirceaKitsune, what do you think of this mod? I recommend giving paramat's version of it a try:
http://www.mediafire.com/download/lyyiw ... estpm2.zip

I can't download from Mediafire as that site is broken. It does require Javascript for something that does not need Javascript.

It would be really nice to have the trees and forrests from this mod/mapgen together with mods like undergrowth etc. - they'd fit together very well. As for the spawning of the trees, perhaps less complex code might also do. Plantslib comes with some code that also spawns saplings for moretree trees (which then grow into those giants).
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Mon Jun 09, 2014 00:24

Sokomine wrote:
Inocudom wrote:Bas080, Sokomine, and MirceaKitsune, what do you think of this mod? I recommend giving paramat's version of it a try:
http://www.mediafire.com/download/lyyiw ... estpm2.zip

I can't download from Mediafire as that site is broken. It does require Javascript for something that does not need Javascript.

It would be really nice to have the trees and forrests from this mod/mapgen together with mods like undergrowth etc. - they'd fit together very well. As for the spawning of the trees, perhaps less complex code might also do. Plantslib comes with some code that also spawns saplings for moretree trees (which then grow into those giants).

Look below. You should be able to download it now. If you can do anything for it, that would be great.
Attachments
forestpm2.zip
(70.7 KiB) Downloaded 54 times
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

Sokomine
Member
 
Posts: 3886
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: [Mod] Forest

by Sokomine » Mon Jun 09, 2014 00:46

Thanks! I'll take a look at it (though paramat is the mapgen expert - not me :-))
 

User avatar
paramat
Developer
 
Posts: 3443
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

Re: [Mod] Forest

by paramat » Mon Jun 09, 2014 02:16

Yes i removed my version from mediafire, the official latest version of forest does use my speed improvements so forestpm2 is probably redundant now. I'll look at the code for that error.
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Mon Jun 09, 2014 02:59

paramat wrote:Yes i removed my version from mediafire, the official latest version of forest does use my speed improvements so forestpm2 is probably redundant now. I'll look at the code for that error.

Will Gael de Sailly let you put this mapgen on GitHub?
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Gael de Sailly
Member
 
Posts: 733
Joined: Sun Jan 26, 2014 17:01
Location: Lyon, France
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly Ginkgoo

Re: [Mod] Forest

by Gael de Sailly » Sat Jun 28, 2014 13:53

This error comes from the code for seasons. After line 49 of seasons.lua, I have forgotten this line :
Code: Select all
new_node = {name = "flowers:dandelion_white"},

I've defined several types of seasonnal transformations of plants. And the "transforms" needs a field "new_node", which does not exist. So on calling
Code: Select all
minetest.set_node(pos, params.new_node)
(init.lua:124), we call set_node with (pos, nil).

I've not found this problem before because I've just tested a little, thinking my brothers and my sister would play Minetest and tell me if there was an error. And I've a little forgotten Minetest.

I've corrected this error and updated the download at the first page.
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Sat Jun 28, 2014 18:10

You might want to add an option that controls whether there are seasons or not.

The volcanic biomes seem out of place and uninteresting (their surfaces consist of stone.) You might want to fix them up.

Would you consider adding support for the following mods?
Inocudom wrote:Please consider having this mod support mods that add additional plants and ores to worlds. Below are four great mods that add plants:
https://forum.minetest.net/viewtopic.php?f=9&t=7207-undergrowth modpack
https://forum.minetest.net/viewtopic.php?f=9&t=7143-dryplants modpack
https://forum.minetest.net/viewtopic.php?f=11&t=6921-ferns mod
https://forum.minetest.net/viewtopic.php?f=11&t=3898-plantlife modpack
Doing this task could make your forest mod more customizable and more popular in the end.

To anyone that reads this, how could custom mapgens be capable of such a thing? What would have to be done?
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Gael de Sailly
Member
 
Posts: 733
Joined: Sun Jan 26, 2014 17:01
Location: Lyon, France
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly Ginkgoo

Re: [Mod] Forest

by Gael de Sailly » Sat Jun 28, 2014 20:29

I will think about it. And I will completely rewrite my mod.
Mossmanikin's work looks interesting, but I have not yet had time to play it or to analyse the code.
Inocudom wrote:Well, it looks like Gael de Sailly might not be coming back for... Quite some time.

During the two latest monthes, I don't spend a lot of time on Minetest. I have a project on Löve (another Lua environement), and generally I spent less time on computer (awesome weather) and especially I had my baccalaureate.

But now, I am determined to continue working on Minetest, and create a Forest 2.0…
rubenwardy wrote:I actually glanced over this mod's title a few times, skipping it.

…or thinking about a better name !
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Sun Jun 29, 2014 00:02

When doing the rewrite, a good thing to do is to allow for mods that generate ores, plants, and structures to do so. However, not even paramat has ever done such a thing. The only person that ever did anything of the like is Nore with his mapgen (he added support for Calinou's moreores mod and RealBadAngel's technic mod.)

If you wish to, you could use the following mod (the pedology mod by Wuzzy) to create ground covers for your biomes:
https://forum.minetest.net/viewtopic.php?f=11&t=9429&start=25
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Mon Jul 21, 2014 05:02

Any progress lately?

I took three screenshots of this mapgen. People might care about it more if they see it in action:
Image
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Bas080
Member
 
Posts: 398
Joined: Mon May 21, 2012 15:54
Location: Netherlands
GitHub: bas080
IRC: bas080
In-game: bas080

Re: [Mod] Forest

by Bas080 » Mon Jul 21, 2014 22:08

Inocudom, where did you get the map in your top right corner?

Nice screenshots btw.
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Mon Jul 21, 2014 23:55

Bas080 wrote:Inocudom, where did you get the map in your top right corner?

Nice screenshots btw.

https://forum.minetest.net/viewtopic.php?f=7&t=8489&start=125#p149093
Right here, Bas080.
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Thu Jul 24, 2014 01:47

Image
Two more screens of this mapgen.
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Inocudom
Member
 
Posts: 3071
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] Forest

by Inocudom » Mon Sep 22, 2014 12:44

Gael de Sailly, are you still working on this mapgen? If not, could you let others fork it and continue work on it?
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

User avatar
Gael de Sailly
Member
 
Posts: 733
Joined: Sun Jan 26, 2014 17:01
Location: Lyon, France
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly Ginkgoo

Re: [Mod] Forest

by Gael de Sailly » Mon Sep 22, 2014 17:00

Inocudom wrote:Could you let others fork it and continue work on it?


Yes, you can continue my work, I have not really the sense of property, my aim is to improve Minetest and not to get a reputation for some things that I have made myself.

I think Minetest has a big potential but it is still not completely exploited, for example about the mapgen.

In brief, you can continue my work.

This kind of situation will be perhaps more convenient to manage with Github. I have troubles to understand how does it work.
 

User avatar
Gael de Sailly
Member
 
Posts: 733
Joined: Sun Jan 26, 2014 17:01
Location: Lyon, France
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly Ginkgoo

Re: [Mod] Forest

by Gael de Sailly » Mon Sep 22, 2014 17:03

Actually, I've changed my project. I work on a "mapgen library", a mod which adds features for the map generation. I will post a new topic on it.
 

PreviousNext

Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 4 guests

cron