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PostPosted: Mon Apr 07, 2014 15:27
by Linxx
with this mod the map looks more alive and natural really good :)

PostPosted: Mon Apr 07, 2014 15:31
by rubenwardy
How about

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


or something like that.

PostPosted: Mon Apr 07, 2014 19:20
by paramat
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 ...

PostPosted: Mon Apr 07, 2014 19:22
by hoodedice
paramat wrote:-snip-


Does it?!

Mod testing scheduled tonight!

PostPosted: Mon Apr 07, 2014 21:34
by Topywo
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.

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

Re: [Mod] Forest

PostPosted: Wed May 21, 2014 05:03
by Inocudom
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>

Re: [Mod] Forest

PostPosted: Sun May 25, 2014 04:21
by Inocudom
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?

Re: [Mod] Forest

PostPosted: Sun Jun 08, 2014 20:44
by Inocudom
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

Re: [Mod] Forest

PostPosted: Mon Jun 09, 2014 00:19
by Sokomine
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).

Re: [Mod] Forest

PostPosted: Mon Jun 09, 2014 00:24
by Inocudom
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.

Re: [Mod] Forest

PostPosted: Mon Jun 09, 2014 00:46
by Sokomine
Thanks! I'll take a look at it (though paramat is the mapgen expert - not me :-))

Re: [Mod] Forest

PostPosted: Mon Jun 09, 2014 02:16
by paramat
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.

Re: [Mod] Forest

PostPosted: Mon Jun 09, 2014 02:59
by Inocudom
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?

Re: [Mod] Forest

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

Re: [Mod] Forest

PostPosted: Sat Jun 28, 2014 18:10
by Inocudom
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?

Re: [Mod] Forest

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

Re: [Mod] Forest

PostPosted: Sun Jun 29, 2014 00:02
by Inocudom
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

Re: [Mod] Forest

PostPosted: Mon Jul 21, 2014 05:02
by Inocudom
Any progress lately?

I took three screenshots of this mapgen. People might care about it more if they see it in action:
Image

Re: [Mod] Forest

PostPosted: Mon Jul 21, 2014 22:08
by Bas080
Inocudom, where did you get the map in your top right corner?

Nice screenshots btw.

Re: [Mod] Forest

PostPosted: Mon Jul 21, 2014 23:55
by Inocudom
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.

Re: [Mod] Forest

PostPosted: Thu Jul 24, 2014 01:47
by Inocudom
Image
Two more screens of this mapgen.

Re: [Mod] Forest

PostPosted: Mon Sep 22, 2014 12:44
by Inocudom
Gael de Sailly, are you still working on this mapgen? If not, could you let others fork it and continue work on it?

Re: [Mod] Forest

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

Re: [Mod] Forest

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