[Mod] Luscious [luscious]

sofar
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[Mod] Luscious [luscious]

by sofar » Wed Nov 22, 2017 09:12

Introducing

Luscious:

Image(Watch the Video)

The mod uses a colorization palette which looks somewhat like this one (grass one).

Image

Leaves have a separate colorization palette as well.

Downloads: go to: https://github.com/sofar/luscious

Licenses: LGPL-2.1+, CC-BY-SA-(3.0|4.0)


Makes your map luscious.

This mod heavily modifies your base landscape and modifies various nodes like dirt and leaves so that they become colored using node coloring.

The color selection of each node is decided based on the biome data, using heat and humidity. These are mapped on a 16x16 palette where the heat is mapped along the x axis from 0-15 and the humidity along the y axis with the same range. This gives us a total of 256 possible colorizations of each node.

Manual placing of the nodes, and sapling placement is also modified to make trees growing or manual placing of nodes also result in colorized nodes in the landscape.

Features

  • Player placed blocks are properly colored
  • Saplings that grow into trees color correctly
  • jungle dirt is replaced by dirt with grass
  • grass spread places the right color grass
  • jungle grass is also colored appropriately
  • dirt with dry grass is replaced by dirt with grass
  • dirt with snow is replaced by dirt with grass
  • dry grass is replaced with grass

Bugs

  • leaf decay is broken due to p2 usage
  • snowy pine trees are missing

Installation

Create a new world, enable this mod. Do not use this mod in an existing world, ever.

How does this work?

The biome data is available in a special thread when mapgen emerges new map blocks. This mod captures the biome heat and humidity values right as mapgen creates them and stores them permanently for later use. This is why you need to have a `luscious` folder in the world folder. In this folder, we store the heat & humidity param2 values for each node that needs coloring in an X-Z map (Y is discarded as biome data does not use Y and is not 3d noise, it's only 2D).

Once the biome data is known, we can retrieve it to set the correct p2 values when a player places any of the nodes that need coloring, or when a tree grows. This is also why the biome data needs to be stored on disk - otherwise it would be lost. The storage of the biome data is reasonably small - it is stored compressed and uses about 600 bytes or so per x, z chunk, which is small compared to the actual map.sqlite size. The data increases the size of your world by about 12% or so.
 

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jas
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Re: [mod]Luscious[luscious]

by jas » Wed Nov 22, 2017 09:58

Pretty! I liked the ending with the skyline and high mountain coming in. Nice to see so many variations in color in the environment!
 

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Re: [mod]Luscious[luscious]

by Wolfshippie » Wed Nov 22, 2017 13:53

Damn, this is cool! Landscapes with different colours of grass.... can't wait for it!
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Re: [mod]Luscious[luscious]

by the_raven_262 » Wed Nov 22, 2017 17:44

Image
I love that there is finally a mod that adds transition between the biomes. +1
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Re: [mod]Luscious[luscious]

by TheGreatCoffeeKing99 » Wed Nov 22, 2017 22:48

Wow! Great video.
After the bugs are worked out this should really be bundled with default.
Excellent job.
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Re: [mod]Luscious[luscious]

by Devy » Wed Nov 22, 2017 23:10

It's beautiful sofar. This is something that should really be integrated into the base Minetest engine, at least I think so.
 

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Re: [mod]Luscious[luscious]

by sofar » Thu Nov 23, 2017 01:38

Image

Experimenting with temperature / elevation influence: colder as you get higher.
 

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Re: [mod]Luscious[luscious]

by GamingAssociation39 » Thu Nov 23, 2017 02:20

Awesome mod :) would be great to add it as a request for MineTest Game.
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Re: [mod]Luscious[luscious]

by Chem871 » Thu Nov 23, 2017 15:34

You should add this to default game, variety is always nice. The more (but reasonable) variety there is, the nicer the gameplay is. Also maybe add desert lava, desert glass, and silver glass.
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Re: [mod]Luscious[luscious]

by toby109tt » Thu Nov 23, 2017 16:18

this just looks fantastic i hope it gets added to minetestgame
i'm the co-dev and lead artist of farlands
 

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Re: [mod]Luscious[luscious]

by azekill_DIABLO » Thu Nov 23, 2017 16:49

Well it adds jsut so much more variety... Amazing Job there sofar! +1
I hope it will be default! Will bundle it to voxellar!
 

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Re: [mod]Luscious[luscious]

by Wolfshippie » Thu Nov 23, 2017 18:04

Chem871 wrote:Also maybe add desert lava, desert glass, and silver glass.

Mhmm... this sounds interesting...
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Re: [mod]Luscious[luscious]

by GamingAssociation39 » Thu Nov 23, 2017 18:20

Some people are trying to get Wuzzy to add this to MineClone 2
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Re: [mod]Luscious[luscious]

by burli » Thu Nov 23, 2017 18:37

This mod crashes here. Am I the only one? I tried Minetest 0.4.16 and dev-0.5
 

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Re: [mod]Luscious[luscious]

by ManElevation » Thu Nov 23, 2017 18:40

burli wrote:This mod crashes here. Am I the only one? I tried Minetest 0.4.16 and dev-0.5

same here.
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Re: [mod]Luscious[luscious]

by sofar » Thu Nov 23, 2017 18:47

ManElevation wrote:
burli wrote:This mod crashes here. Am I the only one? I tried Minetest 0.4.16 and dev-0.5

same here.


Have you read the documentation? Specifically, this part:

EDIT: deleted outdated stuff.

Update the mod to a new version, it solves these issues automatically
 

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Re: [mod]Luscious[luscious]

by toby109tt » Thu Nov 23, 2017 18:55

Sofar wuld it be possible to add 2 difrent color maps one for the grass and one for leaves?
(This is how it's done in mc) also can the grayscale textures that are included in this mod be renamed they Should I have Unique name to this mod becouse it messes up texture pack support otherwise
(You cannot properly support this mod without breaking the texture pack without this mod)

But I have to say it again great work on this mod!
i'm the co-dev and lead artist of farlands
 

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Re: [mod]Luscious[luscious]

by burli » Thu Nov 23, 2017 19:06

sofar wrote:Have you read the documentation? Specifically, this part:


Has a man ever read a manual? Of course not.

You can add (optional) minetest.mkdir(path)

And it is possible to add leaf decay without checking param2.
 

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Re: [mod]Luscious[luscious]

by sofar » Thu Nov 23, 2017 20:10

toby109tt wrote:Sofar wuld it be possible to add 2 difrent color maps one for the grass and one for leaves?
(This is how it's done in mc) also can the grayscale textures that are included in this mod be renamed they Should I have Unique name to this mod becouse it messes up texture pack support otherwise
(You cannot properly support this mod without breaking the texture pack without this mod)

But I have to say it again great work on this mod!


Good points, I'll take patches, too. Just submit a PR.
 

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Re: [mod]Luscious[luscious]

by sofar » Thu Nov 23, 2017 20:13

burli wrote:
sofar wrote:Have you read the documentation? Specifically, this part:


Has a man ever read a manual? Of course not.


Yup, I figured as much :)

burli wrote:You can add (optional) minetest.mkdir(path)

And it is possible to add leaf decay without checking param2.


Yes, the `mkdir` is something I completely forgot about, but using it would make your world possibly half-colored, which may be worse.

Indeed leafdecay is entirely solvable, but I just lack the motivation right now to care about it. Especially since I don't like the current leafdecay implementation.
 

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Re: [mod]Luscious[luscious]

by toby109tt » Thu Nov 23, 2017 20:50

Good points, I'll take patches, too. Just submit a PR.


I wish I was able to help but I can't program if I can add a node without making the game crash it's a miracle XD
But if you ever need textures or models for anything just let me know :)

Also you say they are good points does that mean you will add it?
i'm the co-dev and lead artist of farlands
 

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Re: [mod]Luscious[luscious]

by sofar » Thu Nov 23, 2017 22:54

toby109tt wrote:can the grayscale textures that are included in this mod be renamed they Should I have Unique name to this mod becouse it messes up texture pack support otherwise


Done, the latest version in github now has custom texture names, so your texture pack will work, but the leaves and grass textures will be of this mod.
 

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Re: [mod]Luscious[luscious]

by GamingAssociation39 » Thu Nov 23, 2017 23:06

Sofar is it possible to work a little with Wuzzy to add this mod to MineClone 2?
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Re: [mod]Luscious[luscious]

by sofar » Fri Nov 24, 2017 00:28

GamingAssociation39 wrote:Sofar is it possible to work a little with Wuzzy to add this mod to MineClone 2?


Adaptation of this mod for MCL2 is trivial, and Wuzzy should be able to do this. I won't, since I don't know MLC2 well enough to cover the remaining problems like leafdecay. However, I don't foresee any issues for anyone who wants to adapt it to MCL2.

This mod is arguably also not ready for inclusion in any subgame since the method of retaining biome data is hackish and not very reusable, so devs looking at this code may decide that while the idea is good, it will need some work in the engine first to make this a lot easier to do.
 

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Re: [mod]Luscious[luscious]

by paramat » Fri Nov 24, 2017 01:06

^ Correct. We do intend to add 'get heat / humidity / biome at point', i started the PR but am stuck. With that perhaps you won't need to store heat / humidity data.

Before people get their hopes up, engine issues aside, this won't be suitable for, and probably not possible in, MTG for various reasons. Besides, i think it deserves a new subgame so that MTG doesn't 'get in the way of it', and we need new subgames anyway.
 

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