# Whether you are running a legacy minetest version (auto-detected).
snow_legacy = false
# Enables falling snow.
snow_enable_snowfall = true
# Reduces the amount of resources and fps used by snowfall.
lighter_snowfall = false
# Disable this to stop snow from being smoothed.
snow_smooth_snow = true
# Disable this to remove christmas saplings from being found.
snow_christmas_content = true
# The minumum height a snow biome will generate.
snow_min_height = 3
# Enables debug output.
snow_debug = false
# Enables smooth transition of biomes
snow_smooth_biomes = true
# Disable this to prevent sleds from being riden.
sleds = true
#Set this to false to bring back the classic snow mod biomes!
disable_mapgen = true
Round of applause for
LazyJ and HybridDog for the improvement and maintenance of this mod over the last few years.
Attachments
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Last edited by Splizard on Mon Apr 23, 2018 11:54, edited 8 times in total.
Finally, this is EXACTLY what I wanted to become of the ''custom biomes'' idea! In combination with the conifers mod (make them only spawn on dirt with snow) it would perfectly simulate a ''snowwy'' biome
Great job!
"All we need it the right major crisis and the nations will accept the new world order."
SegFault22 wrote:Finally, this is EXACTLY what I wanted to become of the ''custom biomes'' idea! In combination with the conifers mod (make them only spawn on dirt with snow) it would perfectly simulate a ''snowwy'' biome
Great job!
Well, where I live there are conifers everywhere, and it doesn't snow more than once a year...
Oh, and I really like this mod
Does snow generate in desert-biomes and then disappears immediately?
Only 1 thing, the iceberg biome doesn't look like an iceberg?
I like changes in terrain. Great mod!
P.s.
cosarara97 wrote:
SegFault22 wrote:Finally, this is EXACTLY what I wanted to become of the ''custom biomes'' idea! In combination with the conifers mod (make them only spawn on dirt with snow) it would perfectly simulate a ''snowwy'' biome
Great job!
Well, where I live there are conifers everywhere, and it doesn't snow more than once a year...
Oh, and I really like this mod
I guess there are a lot of conifers at Menches server ;-)
mauvebic wrote:He's right, youre the third though i had no idea either at the time that a texturepack/mod already existed when i was asked to add snowy biomes lol
Though as people keep requesting more biomes all the time ive been holding off doing anything more until we get more access to mapgens' internals.
mauvebic wrote:you change all the nodes you find on the surface with snow-covered equivalents
though some extra tundra vegetation would be nice (like moss?)
It doesn’t replace all nodes on the surface (grass biomes still exist).
This is what makes it different from Jordach's Snowy Wastelands Mod.
Anyway thanks for your idea about moss I will try to include it in the next version.
Example from minetestmapper.py:
you can use minetestmapper.py for this mod by adding
No glitches or erros, I really don't like the square looking biomes though. Snow should be patchy and not square. On mountain tops and in more southern and northern biomes. Or more at the center of the biome. But most importanly, not square.
I'm working on a mod that does exactly that. Ones i'm done i'll share and maybe we can combine our efforts.
Last edited by Bas080 on Sun Jul 08, 2012 19:11, edited 1 time in total.
Also, can you make a ''fork'' of the mod that turns the entire map into a massive winter wasteland? That actually works unlike the others, and doesn't require a texture pack?
That would be awesome too
"All we need it the right major crisis and the nations will accept the new world order."
I'm not sure whether this would work, but minetest.env:get_perlin(seeddiff, octaves, persistence, scale) with a large scale value should allow non-rectangular area generation (just check against a particular threshold for each node), while making the biome generation reproducible as well (currently the mod uses math.random, which is seeded with the time, so making two worlds with the same seed won't make the same map).
Excellent work! I look forward to future versions.
Last edited by Temperest on Wed Jul 11, 2012 22:24, edited 1 time in total.
Temperest wrote:I'm not sure whether this would work, but minetest.env:get_perlin(seeddiff, octaves, persistence, scale) with a large scale value should allow non-rectangular area generation (just check against a particular threshold for each node), while making the biome generation reproducible as well (currently the mod uses math.random, which is seeded with the time, so making two worlds with the same seed won't make the same map).
Excellent work! I look forward to future versions.
Thanks for your information I am not sure how to get perlin noise and psuedorandom working (that is why I used math.random :3)
I will try and work it out myself but if you (or someone else) knows anything about it, I would appreciate the help.
Maybe have a height dependent variable for the mountains and such. It would also make sense to make sure this is above sea level aside from the northern/southern most sections of the map.