[Mod] lib_materials [lib_materials][git]

ShadMOrdre
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[Mod] lib_materials [lib_materials][git]

by ShadMOrdre » Fri Jan 19, 2018 22:39

MAJOR UPDATE: 2018-12-12
Changelog:
Combines Darkage, Default, Ethereal, Moreores, Moreblocks, xdecor, quartz, rocks, technic, and valleys_c, with additional nodes from the Farlands subgame, Glooptest, Prehistoric LIfe, Steampunk, and Australia.
30+ New grass types, some from above mentioned mods, some completely new.
New ores, stone, dirt, sand, liquids(Oil, new water types, Grease).
Nodes are categorized by type, and alphabetical by name.
Textures reduced to 16x16 4bit(16 color)

Can be used standalone, in new or existing worlds, but best used with lib_ecology lib_ecology. Remember to rename folder to lib_materials and to put it into the mods folder.


ORIGINAL DESCRIPTION:
Introducing the Materials Library. Currently includes two new stone types, several technic ores, and a sand type from Valley mapgen.

Using materials from Darkage and Technic, ores are created for these materials and spawn throughout the generated world, adding layers to the boring stone. A must see to believe.

The ultimate goal is to categorize and enumerate the various materials types that are currently scattered across multiple mods, and combine them in one central location, with known properties and access to definitions.

Materials to be included are pretty much any node that can be considered a chemical element, earth aggregate, mineral, and even organic materials. As such, all stone, sand, dirt, tree, wood, leaf, grass, water, lava, oil, ore, and others will be categorized, orgranized, enumerated, and possibly overridden, or simply reproduced, for consistency sake.

NEWEST DOWNLOAD: https://github.com/ShadMOrdre/lib_materials/tree/ShadMOrdre-v2.0
Previous Version: https://github.com/ShadMOrdre/lib_materials/archive/master.zip
Browse Code: https://github.com/ShadMOrdre/lib_materials

DEPENDENCIES: None
OPTIONAL DEP: default?

LICENSES: LGPLv2.1, for code by me, CC-BY-SA-4.0 for graphics by me. Other licenses apply for code and graphics done by others. Where found, those licenses included.

SCREENSHOTS: Coming Soon....
Last edited by ShadMOrdre on Wed Dec 12, 2018 21:38, edited 1 time in total.
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

ShadMOrdre
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Posts: 196
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happysmash27
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Re: [Mod] lib_materials [lib_materials][git]

by happysmash27 » Tue Jan 29, 2019 20:39

This doesn't depend on Default, right? Because if not, this is exactly the type of mod I have been looking for! It's annoying when mods depend on one massive default mod.
 

ShadMOrdre
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Posts: 196
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
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Re: [Mod] lib_materials [lib_materials][git]

by ShadMOrdre » Wed Jan 30, 2019 03:27

happysmash27,

Currently, there are still dependencies regarding the sounds. I have not yet ported the default sounds into this mod.

My intention, however, is to do exactly as you've stated. This mod will attempt to provide a source of materials, stone, dirts, ores, sand, liquids, and any other node that would be naturally appear in the real world. I currently use a modified version of default, stripping out the parts that I successfully recreate here, or in my other mods, that are meant to become a drop in replacement usable by mod and game developers.

Please also take a look at lib_ecology, which depends on lib_materials, and more fully utilizes these nodes in biome defs.


Shad MOrdre
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 


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