[Mod] Swamps [sumpf]

User avatar
Hybrid Dog
Member
 
Posts: 2683
Joined: Thu Nov 01, 2012 12:46

[Mod] Swamps [sumpf]

by Hybrid Dog » Sat Nov 03, 2012 12:46

This mod adds swamps to minetest.
By default they're fairly rare, you can change it in the settings file.
https://github.com/HybridDog/sumpf/blob/master/sumpf/settings.lua

Depends: default, riesenpilz
License: CC by 3.0, WTFPL
Download: zip, tar.gz
github: sumpf

ImageImageOLD screenshot:]http://dl.dropbox.com/u/65428713/screenshot_3694573463.png

swamps are compatible with plantlife and ethereal, see plantlife, ethereal

Textures made with gimp. (by a chimp, me)
If you got ideas or found bugs, please tell them to me.

How to install a mod?
Attachments
screenshot_3582391111.png
(1.3 MiB) Not downloaded yet
smpf.png
(1.02 MiB) Not downloaded yet
Last edited by Hybrid Dog on Mon Dec 28, 2015 15:37, edited 23 times in total.

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪
 

Sokomine
Member
 
Posts: 3616
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Sat Dec 29, 2012 19:29

I've found two more swamps in my singleplayer-game :-) They look great! Only problem is that the computer got really slow. But that might be due to mapgen and too many mods. Another point I noticed: Plants in a swamp sometimes spawn on other plants, e.g. mushrooms on tall grass, or jungletree-samplings on top of other plants and vice versa.
A list of my mods can be found here.
 

User avatar
Inocudom
Member
 
Posts: 3018
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Sat Dec 29, 2012 21:55

I am glad to see that this mod has returned. I hope it will continue to be worked on and improved.
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

User avatar
Inocudom
Member
 
Posts: 3018
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Wed Jan 02, 2013 23:27

It seems that the lag caused by this mod may not be caused by it, but by the jungletree and habitat mods. The creator of those two mods may consider using L-System to generate his jungle trees in the future, and he did say that he needed to give the areas created by his habitat mod smoother edges.

The birch trees look very nice and they really do contribute to the look of the swamps. Same thing goes for the swamp grass, the little mushrooms, the mud, and the stone beneath the swamps.

Are there any plans to use L-System's tree generation for the birch trees in the future, even though they already have parts that look like branches?

I found a topic that might help you out. The link to it is below.
http://minetest.net/forum/viewtopic.php?id=3984
Last edited by Inocudom on Thu Jan 03, 2013 02:23, edited 1 time in total.
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

chase programer
Member
 
Posts: 117
Joined: Thu Jan 03, 2013 16:56
Location: Everywhere.

by chase programer » Sat Jan 12, 2013 13:23

Hey can you give this to me for my hungergames map
Back and ready to help with this amazing community that i lost.
 

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

by Bas080 » Mon Jan 28, 2013 19:35

Hybrid Dog, i will be updating the habitat mod. You can look at the new code at https://github.com/bas080/habitat/tree/development. The readme and commits provide easy instructions on how to make it work. Comes down to

* on generate function is no longer needed. Just call function and on generate function is in the generate function.
* the name of the function is now. "habitat:generate(..."

EDIT:
I will be pushing the changes as soon as you updated your mod.
also
Feel free to add the jungletrees mod to your mod. jungletree.lua and dofile in the init. one depency less ;)
https://github.com/bas080/jungletree/tree/development
Last edited by Bas080 on Mon Jan 28, 2013 19:49, edited 1 time in total.
 

User avatar
pandaro
Member
 
Posts: 307
Joined: Sun Jan 08, 2012 21:34
Location: behind
GitHub: pandaro

by pandaro » Tue Jan 29, 2013 00:27

if you can add the quicksand
sorry for bad english
Linux debian 7 wheezy 64
kde
 

Jalo
Member
 
Posts: 15
Joined: Sun Jan 27, 2013 22:46

by Jalo » Tue Jan 29, 2013 16:35

Theres a mob missing, yeah that, right a Alligator! just think on that coming, get you when mining Some ore.
 

User avatar
Rancon
Member
 
Posts: 240
Joined: Tue Jan 01, 2013 14:59
Location: Gladstone, Missouri

by Rancon » Thu Feb 14, 2013 00:01

Hybrid Dog wrote:This mod adds swamps to minetest.
If you have got some ideas, tell them to me.

Depends: jungletree, habitat, default
License: GPL (sounds), WTFPL (code, textures except birch)
Download: sumpf
Code: github

Delete following lines of the jungletree mod:
Code: Select all
--function anti_generate(node, surfaces, minp, maxp, height_min, height_max, spread, habitat_size, habitat_nodes)
minetest.register_on_generated(function(minp, maxp, seed)
    generate("jungletree:sapling", {"default:dirt_with_grass"}, minp, maxp, 0, 20, 10, 50, {"default:water_source"}, 30, {"default:desert_sand"})
end)

Screenshots:
Image
Image

Textures (edited with gimp) from gamiano.de.

Click here for a screenshot of the previous jungle.


gunmod [0.8]

umm.... suddenly all the swamp grass had orange and yellow bits, how can i fix it
Any tips on blender, gimp, or codea?
 

User avatar
Rancon
Member
 
Posts: 240
Joined: Tue Jan 01, 2013 14:59
Location: Gladstone, Missouri

by Rancon » Thu Feb 14, 2013 23:47

Hybrid Dog wrote:
Rancon wrote:umm.... suddenly all the swamp grass had orange and yellow bits, how can i fix it

you're using too much mods → too much textures → this bug appears
disable the texture atlas if you want to play with much mods

Thanks! What do the swamp coordinates mean?
Any tips on blender, gimp, or codea?
 

User avatar
Inocudom
Member
 
Posts: 3018
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Feb 18, 2013 16:30

The jungle trees and birches of the moretrees mod would look pretty nice in this type of biome. For variety's sake, the current trees could still be used as well. Your mushrooms would look good in the swamp water.
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

Sokomine
Member
 
Posts: 3616
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Mon Feb 18, 2013 17:49

It would be great if this mod could work well alongside moretrees and be faster. The swamps as such are great and I'd love to introduce them back to my singleplayer world - a world that has moretrees, plantlife_master, animals and snow for environment (plus a few other mods).
A list of my mods can be found here.
 

Sokomine
Member
 
Posts: 3616
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Sun Apr 14, 2013 14:58

Mapgen has improved considerably with the new version. Is there no way to make the swamp work fast enough?

In my experience, ore generation sometimes took a considerable amount of time. That went way faster with the new way of creating them in C++. Your swamps mod creates special coal and iron. Placing plants is fast enough with plantlife (I'm sure spawning them can be limited to special swamp-nodes), and the snow binome manages to run fast enough, so there ought to be ways.

Perhaps it would be sufficient to replace all nodes of one type in a certain region with the new swamp nodes? For a start, using the new mapgen functions for ores plus plantlife for plants might be worth a try.
A list of my mods can be found here.
 

User avatar
Inocudom
Member
 
Posts: 3018
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Sat Apr 20, 2013 18:48

Hybrid Dog wrote:New version:
— ca. 10 times faster
— disable the not working swampwater
— add the old jungletrees (by Bas080)
— readd the ores (but with the old mapgen)
— find the ground much faster (thanks to the code of VanessaE)


If you keep working on this, it might end up as part of the base game one day (nodes and all.) Swamps are pretty and have special terrain, so it makes sense for the jungle trees in them to be larger.
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

Sokomine
Member
 
Posts: 3616
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Wed May 01, 2013 14:43

When I last tested, the water appeared mostly not as lakes, but as 1x1 holes that led down to ground level. It looked really stange. Is this the same bug?
A list of my mods can be found here.
 

User avatar
Zeg9
Member
 
Posts: 608
Joined: Fri Sep 21, 2012 11:02
Location: France

by Zeg9 » Wed May 01, 2013 15:44

/me finally tried this mod

HybridDog, did you make the "footstep" sound ?
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

User avatar
Zeg9
Member
 
Posts: 608
Joined: Fri Sep 21, 2012 11:02
Location: France

by Zeg9 » Wed May 01, 2013 19:32

Hybrid Dog wrote:
Zeg9 wrote:/me finally tried this mod

HybridDog, did you make the "footstep" sound ?
No, I got them from supertux.
I hope I haven't lost this information in my init.lua.

Oh, I recognize them now ! Ice block, and mr. tree :-)
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

User avatar
12Me21
Member
 
Posts: 873
Joined: Tue Mar 05, 2013 00:36
Location: (Ignore all of my posts before 2018)
GitHub: 12Me21

by 12Me21 » Wed May 15, 2013 19:55

Can you make the textures 16x16?
Shoutouts to Simpleflips
 

Sokomine
Member
 
Posts: 3616
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

by Sokomine » Thu May 16, 2013 03:17

Oh, a new version? Fine! What did you change? *downloading*
A list of my mods can be found here.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

by jojoa1997 » Thu May 16, 2013 11:02

Maybe you should only have swamps around jungletrees of the mapgen?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
Inocudom
Member
 
Posts: 3018
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Sat May 18, 2013 20:27

You could make a swamp cobble node along with the swamp brick node and use those to make dungeons that end up in swamps more fitting to the surroundings (though you would probably have to make swamp brick stairs and swamp cobble stairs too.)

I tested swamp water with the finite_liquid setting on and it works fine. An idea for the future could be a way for flowing swamp water and flowing normal water that are next to each other to flow into each other (the water values of the two types of water nodes could be compared, and the node with the winning water value could be what the combined water node could end up looking like.)

Your swamps, just like the trees of moretrees, make the overworld a much more diverse and much prettier place.
Recovering from the abomination I am. Clocking time for Garry's Mod I am too.
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26
Location: where we don't speak english.

by Mossmanikin » Sun Jun 02, 2013 11:00

Like this mod a lot. :)

Noob 4 life!
My stuff
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26
Location: where we don't speak english.

by Mossmanikin » Mon Jun 03, 2013 20:42

I was surprised (in a positive sense) when I found out that it works quite well on an Minetest version as early as 0.4.1.
Since I like to play older versions of the game once in a while.

Noob 4 life!
My stuff
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
Location: Germany
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Mon Jun 03, 2013 20:49

Mossmanikin wrote:I was surprised (in a positive sense) when I found out that it works quite well on an Minetest version as early as 0.4.1.
Since I like to play older versions of the game once in a while.

oO 0.4.1 old? 0.2 and NMPR are old.
 

User avatar
Mossmanikin
Member
 
Posts: 599
Joined: Sun May 19, 2013 16:26
Location: where we don't speak english.

by Mossmanikin » Mon Jun 03, 2013 20:53

PilzAdam wrote:
Mossmanikin wrote:I was surprised (in a positive sense) when I found out that it works quite well on an Minetest version as early as 0.4.1.
Since I like to play older versions of the game once in a while.

oO 0.4.1 old? 0.2 and NMPR are old.


:D

I have to admit you're right, maybe that's why I (without thinking about it) used the word "older" and not "old". ;)

Noob 4 life!
My stuff
 

Next

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 10 guests