Use Calinou's textures from moreores mod.
Craft bronze from tin and copper instead of steel and copper.
Match ore density to the moreores mod but start ore at a depth of
y = -32 to be part of the depth progression of other ores.
A simple set of biomes for now: Ocean, coniferous forest, grassland,
sandstone desert.
Update biome lists for blob ores and decorations.
Make sandstone desert filler 1 node deeper to match other deserts.
Currently jungletrees and junglegrass use sidelen 80 for simplicity,
but this results in a more uneven distribution of decorations. A more
even distribution helps keep rainforest darker with a more unbroken
canopy.
This is also more consistent. 80 is based on the default mapchunk
size, all other decorations use sidelen 16 or smaller to divide into
any mapchunk size.
Denser jungletree for darker rainforest:
Highest 'jungletree' nodes now prob 255.
Add a 5th lower branch layer.
Increase lower branch layer y-slice prob to 191.
Aspen:
Extend trunk upwards by 1 node to reduce leafdecay radius to 2.
Pine:
Make lower trunk 1 node longer so that lowest branches are more often
higher off the ground, also to make pines taller.
Appletree:
Make 2 opposite branches prob 255, the other 2 prob 127, to avoid
trees with 1 or 0 branches. Therefore also add random rotation.
Now that biomes are being specified for blob ores we need a separate
set of blob ore registrations for mgv6 which has no Biome API biomes
defined.
Various minor improvements to mapgen.lua.
Biomes:
Add 'sandstone desert', 'cold desert', 'snowy grassland'.
Rename 'glacier' biome to 'icesheet' biome.
Rename non-swamp 'swamp' biomes to 'shore' biomes.
Remove 'sandstone grassland' biome.
Rename 'stone grassland' biome to 'grassland' biome.
Edit biome points for improved similarity to Whittaker classification.
Change 'tundra' to bare stone with snowblocks.
Make dirt 'swamp' / 'shore' less deep.
Ores:
Make dirt blob ore biome-specific, limit to dirt biomes.
Decorations:
Make mushroom noise spread match that of appletrees as originally intended,
to have mushrooms spawn in darker thicker forest areas.
Add coral reefs in warm oceans.
Add bushes and acacia bushes.
Jungletrees in deeper water for larger swamps.
Register flower mod decorations in singlenode mapgen for use by
minetest.generate_registered_decorations, as in default/mapgen.lua.
Nyancats are independent in the default mod. Nothing else uses them or
their code. Separating it into a separate mod makes it easier for
subgames to remove them. It also makes it easier for a mod to depend
on nyancats, as lots of subgames don't have them.
Default/mapgen.lua: Register biomes, ores and decorations in
singlenode mapgen. These were never disabled anyway because
singlenode was removed from the world creation menu.
Preserve overlapping registrations of large and small clusters
below y = -64 but now extend the small clusters up to y = 0 (the
previous highest iron ore level) in a similar to way to coal
Re-order registrations
Add and improve comments
Change sand blob ymax to 0 as sand does not always rise above 0
Remove dirt blobs from sandstone as it is unsuitable for
many sandstone biomes and ugly in stony sandstone desert
Change ymax of first iron region to 0
Adds a birch-like tree to the default_game. Aspen was chosen on
purpose instead of birch, as several birch tree mods already exist
and choosing a different name avoids any conflicts.
Schematics were made for both normal and sapling version, assuring
saplings will not be able to grief. The shape of the Aspen is "fanning
out at the top" and provides an easy tree to walk under, but still a
somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up
to three layers of leaves on top, making it slightly taller than an
Apple tree, but shorter than a Pine tree, which provides a good blend.
Textures were painted from scratch, except tree_top and _wood
variants, which are color modified versions of the pine_wood
variants. Appropriate licenses have been chosen for the new textures.
The leaf texture is light enough to contrast other trees, but dark
enough to offset against our light default grass color. The leaves
are drawn in the typical minetest default fashion with plenty of
transparancy, but enough definition to suggest that you're seeing
something that looks like leaves. The placement of leaves in the
schematic also suggests the top of the tree is sparse and you can
see the sky through the leaves.
Sapling texture is both traditional and different, with lush green
leaves and a well-defined stem, but slightly stick-like and skinny,
as these plants tend to grow up first, then out.
Add fallen Aspen logs. We make these logs a minimum of 2 blocks long,
and up to 3. This allows us to make these logs a place where both
red and brown mushrooms can be found, to these may be attractive to
players. However, the spawn rate for these has been reduced a lot
compared to the other logs, to account for the scarcity of Aspen.
Add stairs, slabs for these wood types as well.
Mapgen will place these trees in deciduous forests only, but in
a way that the biome is a range between entirely Apple trees, and
mostly entirely Aspen trees, with a bias to Apple trees. To make
fallen logs somewhat correlated with trees, we modify the planting
of Apple trees and logs to use perlin noise and not fill ratio,
otherwise you'd always end up with Apple logs in Aspen tree areas,
which would be suspicious. There still is a bit of a mix.
We can vary the landscape a bit more by placing "fallen logs"
around the various forests. These decorations are quite fast
and will provide some gameplay value but are still more rare
than the corresponding trees, so they don't provide free
materials.
I've manually put the schematic as lua tables since these log
schematics are only 8 blocks. We vary the log lengths between
1 and 3 blocks by making the end blocks have a lower chance
of appearing.
Amount is varied by fill_ratio, except for acacia trees where
we reduce the scale, so that acacia logs show up near places with
acacia trees consistently.
Mushrooms are placed optionally on each log. We can't place
two different mushrooms on a log, so instead we opt to place
brown mushrooms on oak/appletree logs, brown mushrooms on
jungletree logs, and red mushrooms on pine logs. No mushrooms
are placed on acacia logs, as they occur in a dry biome,
savannah, and this adds a bit of biome diversity.
The fixing of low density decorations allows returning to
sidelen 16 for acacia trees and cacti, previously sidelen
80 was required for low density decorations to appear
Also use sidelen 16 instead of 8 for mgv6 papyrus
Bring humidity points closer to reduce distortion of voronoi cells
Slightly reduce size of hot and frozen biomes
Improve location of glacier biomes
Remove unnecessary snow nodeboxes from tundra to improve FPS
Add missing dirt_with_snow to taiga
Dirt waters are more suitable for waterlilies
Add dedicated dunes biome in coniferous forest
Papyrus: use dirt base again
Force-place roots on mapgen tree schematics
Tune some humidity points to improve voronoi cells
Add random rotation to jungle trees
More complex distribution of dry grasses
Remove water below glacier rivers
Gravel as glacier seabed
Do not force-place acacia root
Tune acacia tree density
Match mgv5/v7 mushrooms to tree density
Spawn mgv6 mushrooms by trees