mckaygerhard 4c0e3fa1de ethereal - added ethereal with hard optimized images
* we used pngquan cos we need more more optimized images
  to being able to load in older phones (Client) and small devices (server),
2023-06-11 03:19:39 -04:00

616 lines
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minetest mod ethereal NG
======================
BIOME mod mapgen to add many new biomes to the world
## Information
--------------
This mod is named `ethereal`, it produces huge amount of new biomes
overriding defaults, many new items and features that spice up gameplay.
Known as Ethereal NG (next-generation) it give players that
little something extra to look for while exploring the world.
![screenshot.png](screenshot.png)
Forum Topic https://forum.minetest.net/viewtopic.php?f=11&t=14638
TODO: document items and crafting
#### Lucky Blocks
It provides 63 new lucky blocks if the mod is detected.
## Technical info
-----------------
- [Information](#information)
- [Lucky Blocks](#lucky-blocks)
- [Technical info](#technical-info)
- [Mod structure and customization](#mod-structure-and-customization)
- [Dependencies](#dependencies-and-compatibility)
- [Compatibility](#dependencies-and-compatibility)
- [Settings](#settings)
- [Fishing api](#fishing-api)
- [Biomes list](#biomes-list)
- [Biome work](#biome-work)
- [Node list](#node-list)
- [Hard nodes or blocks](#hard-nodes-or-blocks)
- [Biome nodes like trees and plants](#biome-nodes-like-trees-and-plants)
- [Willow](#willow)
- [Redwood](#redwood)
- [Frost megatree](#frost-megatree)
- [Banana ](#banana-)
- [Orange minitree](#orange-minitree)
- [Healing megatree](#healing-megatree)
- [Palm tree](#palm-tree)
- [Birch minitree ](#birch-minitree-)
- [Bamboo](#bamboo)
- [Sakura megatree](#sakura-megatree)
- [Lemon tree](#lemon-tree)
- [Olive megatree](#olive-megatree)
- [Other "Wood-like" items](#other-"wood-like"-items)
- [Mushroom](#mushroom)
- [Misc bushes](#misc-bushes)
- [BIG SAPLING](#big-sapling)
- [Understanding Biome customization](#understanding-biome-customization)
- [Changelog](#changelog)
- [1.30](#1.30)
- [1.29](#1.29)
- [1.28](#1.28)
- [1.27](#1.27)
- [1.26](#1.26)
- [1.25](#1.25)
- [1.24](#1.24)
- [1.23](#1.23)
- [1.22](#1.22)
- [1.21](#1.21)
- [1.20](#1.20)
- [1.19](#1.19)
- [1.18](#1.18)
- [1.17](#1.17)
- [1.16](#1.16)
- [1.15](#1.15)
- [1.14](#1.14)
- [1.13](#1.13)
- [1.12](#1.12)
- [1.11](#1.11)
- [1.10](#1.10)
- [1.09](#1.09)
- [LICENSE](#license)
#### Mod structure and customization
Biomes customization values are hardcoded in the [`biomes.lua`](biomes.lua) file,
and initialized in the [`biomes_init.lua`](biomes_init.lua) file.
Nodes and elements are hardcoded in the [schems.lua](schems.lua) file,
each of those are defined in [schematics](schematics) directory.
Underwater life are defined in the [sealife.lua](sealife.lua) file.
#### Dependencies and compatibility
Make sure you are using Minetest 0.4.16+ and start a new world (anything but v6),
then enable Ethereal in the mods list. Ethereal has been designed to work
alongside with those mods:
* default
* farming (Farming Redo, not normal build in, support for seeds, plant and new foods)
* flowers ( for sunflowers, fire flowers and each variety of viola and others)
* mobs (Mobs Redo, is heaviliy used)
* backedclay (For clay biomes and results)
* stairs
Also those more as optional:
* lucky_block (will provide much more surprices for, 60+ surprices)
* doors (will provide a fence gate and a sakura door)
* intllib (only need on older engines for translations)
* toolranks (Will provide support for new crystal stuffs)
#### Settings
**Note:** if your Ethereal world does have a few forest fires appearing
you can always add this line to your minetest.conf file: `disable_fire = true`
| name setting | Description | values | default |
| ------------------------------ | --------------------------------- | ---- | ------ |
| ethereal.leaftype | 2D plantlike leaves (0) or 3D (1) | int | 0 |
| ethereal.leafwalk | Walkable leaves | bool | false |
| ethereal.cavedirt | Caves cut through dirt | bool | true |
| ethereal.torchdrop | Torches drop when in water | bool | true |
| ethereal.papyruswalk | Papyrus and Bamboo are walkable | bool | true |
| ethereal.lilywalk | Lilypads are walkable | bool | true |
| ethereal.xcraft | Enable X-Craft cheats | bool | true |
| ethereal.flight | Enable Flight Potion | bool | true |
| ethereal.glacier | Glacier biome, 1=on / 0=off | int | 1 |
| ethereal.bambo | Bamboo biome, 1=on / 0=off | int | 1 |
| ethereal.mesa | Mesa biome, 1=on / 0=off | int | 1 |
| ethereal.alpine | Alpine biome, 1=on / 0=off | int | 1 |
| ethereal.healing | Healing Tree biome, 1=on / 0=off | int | 1 |
| ethereal.snowy | Pine Tree biome, 1=on / 0=off | int | 1 |
| ethereal.frost | Blue Frost biome, 1=on / 0=off | int | 1 |
| ethereal.grassy | Grassy biome, 1=on / 0=off | int | 1 |
| ethereal.caves | Desertstone biome, 1=on / 0=off | int | 1 |
| ethereal.grayness | Grey Willow biome, 1=on / 0=off | int | 1 |
| ethereal.grassytwo | GrassyTwo biome, 1=on / 0=off | int | 1 |
| ethereal.prairie | Prairie biome, 1=on / 0=off | int | 1 |
| ethereal.jumble | Jumble biome, 1=on / 0=off | int | 1 |
| ethereal.junglee | Jungle biome, 1=on / 0=off | int | 1 |
| ethereal.desert | Desert biome, 1=on / 0=off | int | 1 |
| ethereal.grove | Banana Grove biome, 1=on / 0=off | int | 1 |
| ethereal.mushroom | Mushroom biome, 1=on / 0=off | int | 1 |
| ethereal.sandstone | Sandstone biome, 1=on / 0=off | int | 1 |
| ethereal.quicksand | Quicksand Bank biome, 1=on / 0=off | int | 1 |
| ethereal.plains | Scorched Plains biome, 1=on / 0=off | int | 1 |
| ethereal.savanna | Savanna biome, 1=on / 0=off | int | 1 |
| ethereal.fiery | Feiry Lava biome, 1=on / 0=off | int | 1 |
| ethereal.sandclay | Sandy Clay biome, 1=on / 0=off | int | 1 |
| ethereal.swamp | Swamp biome, 1=on / 0=off | int | 1 |
| ethereal.sealife | Coral and Seaweed biome, 1=on / 0=off | int | 1 |
| ethereal.reefs | MT5 Coral biome, 1=on / 0=off | int | 1 |
| ethereal.sakura | Sakura biome, 1=on / 0=off | int | 1 |
| ethereal.tundra | Tundra biome, 1=on / 0=off | int | 1 |
| ethereal.mediterranean | Mediterranean biome, 1=on / 0=off | int | 1 |
| ethereal.flightpotion_duration | Flight Potion Duration seconds | int | 300 |
#### Fishing api
The mod provides a fishing api, basically is `ethereal.add_item(fish, junk, bonus)`,
several examples are at the documentation of [api.txt](api.txt) file.
#### Biomes list
There are almost 20 biomes or more, those are indicators of (WIP list.. maybe more):
| biome | y.min | y.max | heat | humidity | enabled/setting |
| ----------------- | ---- | ---- | ----- | --------- | ------------- |
| mountain | 140 | 31000 | 50 | 50 | 1 (enabled) |
| grassland | 3 | 71 | 45 | 65 | 1 (enalbed) |
| underground | -31000 | -192 | 50 | 50 | 1 (enabled) |
| desert | 3 | 23 | 35 | 20 | ethereal.desert |
| desert_ocean | -192 | 3 | 35 | 20 | ethereal.desert |
| bamboo | 25 | 70 | 45 | 75 | ethereal.bamboo |
| sakura | 3 | 25 | 45 | 75 | ethereal.sakura |
| sakura_ocean | -192 | 2 | 45 | 75 | ethereal.sakura |
| mesa | 1 | 71 | 25 | 28 | ethereal.mesa |
| mesa_ocean | -192 | 1 | 25 | 28 | ethereal.mesa |
| coniferous_forest | 4 | 40 | 10 | 40 | ethereal.snowy |
| taiga | 40 | 140 | 10 | 40 | ethereal.alpine |
| frost_floatland | 1025 | 1750 | 10 | 40 | ethereal.frost |
| frost | 1 | 71 | 10 | 40 | ethereal.frost |
| frost_ocean | -192 | 1 | 10 | 40 | ethereal.frost |
| deciduous_forest | 3 | 91 | 13 | 40 | ethereal.grassy |
| deciduous_forest_ocean | -31000 | 3 | 13 | 40 | ethereal.grassy |
| caves | 4 | 41 | 15 | 25 | ethereal.caves |
| grayness | 2 | 41 | 15 | 30 | ethereal.grayness |
| grayness_ocean | -28 | 1 | 15 | 30 | ethereal.grayness |
| grassytwo | 1 | 91 | 15 | 40 | ethereal.grassytwo |
| grassytwo_ocean | -192 | 1 | 15 | 40 | ethereal.grassytwo |
| prairie | 3 | 26 | 20 | 40 | ethereal.prairie |
| prairie_ocean | -192 | 1 | 20 | 40 | ethereal.prairie |
| jumble | 1 | 71 | 25 | 50 | ethereal.jumble |
| jumble_ocean | -192 | 1 | 25 | 50 | ethereal.jumble |
| junglee | 1 | 71 | 30 | 60 | ethereal.junglee |
| junglee_ocean | -192 | 1 | 30 | 60 | ethereal.junglee |
| grove | 3 | 23 | 45 | 35 | ethereal.grove |
| grove_ocean | -192 | 2 | 45 | 35 | ethereal.grove |
| mediterranean | 3 | 50 | 20 | 45 | ethereal.mediterranean |
| mushroom | 3 | 50 | 45 | 55 | ethereal.mushroom |
| mushroom_ocean | -192 | 2 | 45 | 55 | ethereal.mushroom |
| sandstone | 3 | 23 | 50 | 20 | ethereal.sandstone |
| sandstone_ocean | -192 | 2 | 50 | 20 | ethereal.sandstone |
| quicksand | 1 | 1 | 50 | 38 | ethereal.quicksand |
| plains | 3 | 25 | 65 | 25 | ethereal.plains |
| plains_ocean | -192 | 2 | 55 | 25 | ethereal.plains |
| savanna | 3 | 50 | 55 | 25 | ethereal.savanna |
| savanna_ocean | -192 | 1 | 55 | 25 | ethereal.savanna |
| fiery | 5 | 20 | 75 | 10 | ethereal.fiery |
| fiery_ocean | -192 | 4 | 75 | 10 | ethereal.fiery |
| sandclay | 1 | 11 | 65 | 2 | ethereal.sandclay |
| swamp | 1 | 7 | 80 | 90 | ethereal.swamp |
| swamp_ocean | -192 | 1 | 80 | 90 | ethereal.swamp |
#### Biome work
This is done by assigning a heat and a humidity value to each biome.
Each biome is assigned with a heat and humidity value between 0 and 100.
The `ethereal` mod will sustitute all the current biomes and will
places new ones.. the code do `minetest.clear_registered_biomes()` and
the `minetest.clear_registered_decorations()` rutines, ores still are
not well developed and are just defaults and featured.
### Node list
#### Hard nodes or blocks
* ethereal:etherium_ore, ethereal:stone_with_etherium_ore. Regular ore, cosmetic use like gold ore.
* ethereal:crystal_spike, mix 2 Crystal and 2 Mese for a crystal ingot, water bucket, gives ethereal:crystal_ingot, used for silk touch tools, ow OP sword
* ethereal:crystal_block Block of the above mineral, Only for cosmetic use.
* ethereal:stone_ladder Ladders made of stone
* ethereal:glostone Light block, Same light level as a mese post, decorative
#### Biome nodes like trees and plants
Stairs, Slabs, Outer and Inner variants of wood exists, Just append, _stair _slab _outer_stairs _inner_stair to every wood respectively.
List goes, Leaves, Trunk, Wood, Sapling, and extras
##### Willow
* ethereal:willow_twig
* ethereal:willow_trunk
* ethereal:willow_wood
* ethereal:willow_sapling
##### Redwood
* ethereal:redwood_leaves
* ethereal:redwood_trunk
* ethereal:redwood_wood
* ethereal:redwood_sapling - Grows a small redwood tree
* ethereal:giant_redwood_sapling - The big one, crafted from 2 saplings.
##### Frost megatree
* ethereal:frost_leaves
* ethereal:frost_tree - Substantially harder to break
* ethereal:frost_wood - A bit hard to break
* ethereal:frost_sapling
##### Banana
* ethereal:bananaleaves
* ethereal:banana_trunk
* ethereal:banana_wood
* ethereal:banana_tree_sapling
* ethereal:banana - Heals 2 hearts
##### Orange minitree
Orange uses apple trunk and wood as base
* ethereal:orange_leaves
* ethereal:orange_sapling
* ethereal:orange - heals 1.5 hearts
##### Healing megatree
* ethereal:yellowleaves
* ethereal:yellow_trunk
* ethereal:yellow_wood
* ethereal:yellow_tree_sapling
* ethereal:golden_apple - Heals to full health (It does not heal 10 hearts, just heals to default full)
##### Palm tree
Like pine
* ethereal:palmleaves
* ethereal:palm_trunk
* ethereal:palm_wood
* ethereal:palmsapling
##### Birch minitree
Like aspen
* ethereal:birch_leaves
* ethereal:birch_trunk
* ethereal:birch_wood
* ethereal:birch_sapling
##### Bamboo
* ethereal:bamboo_trunk - Cheap wood, easy to break a trunk of it
* ethereal:bamboo_leaves
* ethereal:bamboo_sprout
##### Sakura megatree
* ethereal:sakura_leaves
* ethereal:sakura_leaves2 - Nosense to be honest
* ethereal:sakura_trunk
* ethereal:sakura_wood
* ethereal:sakura_sapling
##### Lemon tree
* ethereal:lemon_leaves
* ethereal:lemon_trunk
* ethereal:lemon_wood
* ethereal:lemon_sapling
* ethereal:lemon - TODO: Healing value
##### Olive megatree
* ethereal:olive_leaves
* ethereal:olive_trunk
* ethereal:olive_wood
* ethereal:olive_sapling
#### Other "Wood-like" items
##### Mushroom
* ethereal:mushroom_sapling
* ethereal:mushroom
* ethereal:mushroom_trunk
* ethereal:mushroom_pore
##### Misc bushes
* ethereal:bush3 (wtf?)
* ethereal:bush2 (Nonsense)
* ethereal:bush
#### BIG SAPLING
-Crafted with 3 regular apple saplings, gros a big tree with lots of wood and apples
* ethereal:big_tree_sapling
#### Understanding Biome customization
Are there any settings to enable to correctly use it to customized?
Each biome has a `y.min` and `y.max` values where will be apply.
Also is assigned with a `heat` and `humidity` value between 0 and 100.
As well as drawing them by hand, **you can also create Voronoi diagrams
using programs such as Geogebra.** Dug up this **ethereal voronoi diagram**
from Paramat at https://www.geogebra.org/classic/jcc8eyy5 using those basics:
* Firstly GeoGebra is not what we call super user friendly - Quirky
would be good descriptor :)
* Depending on your monitor size/aspect ratio you may need to change some
of the pane sizes :) large widescreen monitors will be helpfully
* If playing with the above don't try and move the blue dots that'll
totally break the height automation
* Update the Height Min/Max Heat/Humidity values in the spreadsheet
view, It left open on the right (red box below) - and don't change
the formula in Column F, that'll break it.
* When updating click in cell update value then click outside the cell
on the top menu bar works well...pressing enter will move you down a
cell which is annoying - quirky
* Adjusting to an exact height click on the slider and then update the
value in the right most pane "definition" field to an exact value - The
above link will open setup like that but as soon as you click on another
element it's properties will be displayed (Blue box below)
Legend: heat = x and humidity = y so then by example:
![screenshot-geogebra-ethereal.png](screenshot-geogebra-ethereal.png)
File to import in new geogebra: [ethereal-biomes-defaults-22-Jul-2022-geogebra.ggb](ethereal-biomes-defaults-22-Jul-2022-geogebra.ggb)
For example, the Frost biome has heat=10 and humidity=40 by default
Recommendations:
* https://rubenwardy.com/minetest_modding_book/en/advmap/biomesdeco.html
- [Mod structure and customization](#mod-structure-and-customization)
- [Dependencies](#dependencies-and-compatibility)
- [Compatibility](#dependencies-and-compatibility)
- [Settings](#settings)
- [Fishing api](#fishing-api)
- [Biomes list](#biomes-list)
- [Biome work](#biome-work)
## Changelog
A huge thanks to Chinchow who was the inspiration behind Ethereal and everyone
who helped make this mod bigger and better throughout it's release :)
### 1.30
- New fish textures by SirroBzeroone and BlueTangs Rock
- New fish added along with food recipes (thanks BlueTangs Rock)
- Fishing rod now has 65 uses
- Fixed willow leaves scaling and forced schematic trunk placement
- Add 11 new lucky blocks
- Caverealms' glow bait reduces wait time when fishing
- Add Basandra Bush and wood items, Add Spore Grass
#### 1.29
- Use "stratum" to generate mesa biome for stripey goodness
- Added coloured candles (thanks wRothbard)
- Rename some biomes to fall inline with default for spawning
- Make stairs and doors a soft dependency, fix willow recipes (thanks sangeet)
- Added 'ethereal.flightpotion_duration' setting, potion also works on 0.4.x clients
- Added olive wood fences, gates, mese posts
- Added lilac to sakura biome (can be crafted into magenta dye)
#### 1.28
- Added new Mediterranean biome with Lemon and Olive trees (thanks Felfa)
- Added Candied Lemon and Olive Oil items and recipe
- Rewrite stairs and add auto-select function
- Added Lemonade
- Added smaller redwood trees, to grow large variety 2 saplings required
- Added Flight Potion (etherium dust arch, fire dust middle, empty bottle bottom)
- Added new Fishing mechanics (inspired by Rootyjr's on mineclone2)
- Added fishing api to add new items (read API.txt file)
- Certain fish can only be found in specific biomes
- Rename textures so they begin with ethereal_ (sorry texture pack folks)
- Override mushroom spread abm to use "group:mushroom"
#### 1.27
- Added Etherium ore and dust
- Added sparse decoration of dry grass and shrub to caves biome
- Added sponges that spawn near coral, dry sponge in furnace to soak up water
- Added new savanna dirt and decorations
- Use default grass abms
- Split and re-write mapgen files for tidier generation
- Giant Mushroom tops now decay when trunk removed
- Added Blue Marble to grey biomes and Blue Marble Tile recipe
#### 1.26
- Added Sakura biome, pink sakura trees and saplings
- 1 in 10 chance of sakura sapling growing into white sakura
- Bamboo grows in higher elevation while sakura grows in lower
- Added sakura wood, stairs, fence, gate and door
- Added 5.0 checks to add new biomes and decorations
- Fixed water abm for dry dirt and added check for minetest 5.1 dry dirt also
#### 1.25
- Converted .mts files into schematic tables for easier editing
- Added firethorn shrub in glacier areas (can be crafted into jelly)
- Tweaked mapgen decorations
- Added more lucky blocks
- Added igloo to glacier biome
- 2x2 bamboo = bamboo floor, 3x3 bamboo or 2x bamboo floor = bamboo block, blocks can be made into sticks, bamboo stairs need blocks to craft
#### 1.24
- Updating code to newer functions, requires Minetest 0.4.16 and above
- Added food groups to be more compatible with other food mods
- Bonemeal removed (use Bonemeal mod to replace https://forum.minetest.net/viewtopic.php?f=9&t=16446 )
- Crystal Ingot recipe requires a bucket of water, unless you are using builtin_item mod where you can mix ingredients by dropping in a pool of water instead
#### 1.23
- Added bonemeal support for bush sapling and acacia bush sapling
- Added support for [toolranks] mod if found
- Reworked Crystal Shovel so it acts more like a normal shovel with soft touch
#### 1.22
- Added coral and silver sand to mapgen (0.4.15 only)
- Replaced ethereal:green_dirt with default:dirt_with_grass for mortrees compatibility
- Mesa biomes are now topped with dirt with dry grass (redwood saplings grow on dry grass)
- Added bonemeal support for moretree's saplings
- Added settings.conf file example so that settings remain after mod update
- Added support for Real Torch so that torches near water drop an unlit torch
- Added support for new leafdecay functions (0.4.15 dev)
- Mapgen will use dirt_with_rainforest_litter for jungles if found
- Added bushes to mapgen
#### 1.21
- Saplings need clear space above to grow (depending on height of tree)
- Bonemeal changes to suit new sapling growth
- Fixes and tweaks
- Added default Abm overrides
- Added 4 new plants from baked clay mod to mapgen
- Added swamp biome to outskirts of bamboo areas
#### 1.20
- Tweaked Ethereal to work with new features and nodes in Minetest 0.4.14
- Added bones found in dirt and bonemeal to make tree's and crops grow quicker
- Tree's follow default rules where saplings need light to grow
- Using default schematics for apple, pine, acacia and jungle tree's
- Tidied and split code into separate files
- Redid coloured grass spread function to run better
- Added support for moreblock's stairsplus feature
#### 1.19
- Added new biome routine to help restructure biomes
- Tweaked biome values so that they are more spread out (no more huge bamboo biome)
- Tweaked biome plant and tree decorations
- Fixed farming compatibility when using hoe on ethereal dirt
- Dirt with dry grass turns into green grass when near water
- Ice or snow above sea level melts into river water
- Disabling ethereal biomes no longer shows error messages
- Fire Flowers re-generate, can also be made into Fire Dust and both are fuel
- Optimize and tidy code
#### 1.18
- Added Birch tree, also stairs; fence and gate
- Added Fire flower to fiery biomes (careful, it hurts)
- Tweaked biomes and decoration slightly
- Added tree_tool for admin to quickly grow tree's
- Cobble to Mossycobble when near water has been toned down a bit
#### 1.17
- Added new Glacier biome filled with snow and ice
- Changed Mesa biome to have more coloured clay patterns
- Changed Bamboo biome to have tall tree-like stalks with leaves that give
- Bamboo sprouts are now saplings to grow new stalks
- Removed farmed mushrooms and replaced with default game mushrooms with spores
#### 1.16
- Added new tree schematics that change when placed with random leaves, fruit and height
- Changed frost dirt so that it no longer freezes water (saves lag)
- Torches cannot be placed next to water, otherwise they drop as items
- Added latest farming redo Bean Bushes to mapgen
- Code tidy (thanks HybridDog) and bug fix
- Banana, Orange and Apple fruits now drop when tree has been removed.
#### 1.15
- Added Staff of Light (thanks Xanthin), crafted from illumishrooms and can turn stone into glostone and back again
- Changed how Crystal Spikes reproduce
- Crystal Ingots now require 2x mese crystal and 2x crystal spikes to craft
- Removed obsidian brick & stairs now they are in default game, also removed pine wood stairs for same reason
- Tidied code and optimized a few routines
#### 1.14
- Changed Ethereal to work with Minetest 0.4.11 update and new mapgen features
- Changed Pine tree's to use default pine wood
- Added pine wood fence, gate and stairs
- Crystal Spikes now re-generate in crystal biomes
- Removed layer mapgen, keeping spread as default
#### 1.13
- Changed melting feature to work with 0.4.11 pre-release now that group:hot and group:melt have been removed
#### 1.12
- Added ability to disable biomes in the init.lua file by setting to 1 (enable) or 0 (disable)
- Supports Framing Redo 1.10 foods
#### 1.11
- Added Stairs for Ethereal wood types, mushroom, dry dirt, obsidian brick and clay
- Added Green Coral which can be used as green dye
- Craft 5x Ice in X pattern to give 5x Snow
- Added Snow and Ice Bricks with their own stairs and slabs which melt when near heat
#### 1.10
- Added Stone Ladders (another use for cobble)
- Craft 5x Gravel in X pattern to give 5 dirt, and 5x dirt in X pattern for 5 sand
- Added Acacia tree's to desert biome (a nice pink wood to build with, thanks to VanessaE for textures)
- Added Acacia fences and gates
- Added Vines, craftable with 2x3 leaves
#### 1.09
- Fixed Quicksand bug where player see's only black when sinking instead of yellow effect, note this will only work on new maps or newly generated areas of map containing quicksand
- Hot nodes will melt ice and snow in a better way
- Few spelling errors sorted for sapling and wood names
## LICENSE
* Code:
* The MIT License (MIT) Copyright (c) 2016 TenPlus1
* Art:
* Free textures from lisheng2121 (shutterstock)
* Free textures from epicwannehz, Altairas, JMArtsDesign
* Some from Royalty Free SFX from dreamstime.com
* Others
Complete details are at the [license.txt](license.txt) file.