create new mod based on the floadlands and floatland_realm

* registered the nodes and the biomes, one item craft
* take textures and give credits
* licence and readme
* when ethereal come in, this will get sure lower snow high generated
master
mckaygerhard 2022-02-13 04:51:34 -04:00
parent cb4a21b561
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@ -39,9 +39,11 @@ To download you can play this game with the following minetest engines:
* minetest default
* minetest Auth Redux as `auth_rx` [mods/auth_rx](mods/auth_rx) from https://codeberg.org/minenux/minetest-mod-auth_rx
** so then minetest Formspecs as `formspecs` [mods/formspecs](mods/formspecs) from https://codeberg.org/minenux/minetest-mod-formspecs
* so then minetest Formspecs as `formspecs` [mods/formspecs](mods/formspecs) from https://codeberg.org/minenux/minetest-mod-formspecs
* minetest Random Spawn as `rspawn` [mods/rspawn](mods/rspawn) from https://codeberg.org/minenux/minetest-mod-rspawn
** so then default beds as `beds` [mods/beds](mods/beds) from default 0.4
* so then default beds as `beds` [mods/beds](mods/beds) from default 0.4
* minetest floatlands as `floatlands` [mods/floatlands](mods/floatlands) derived from Floatlands Realm made to this servers, as https://codeberg.org/minenux/minetest-mod-floatland
* so then default flowers as `flowers` are need. Later this will need ethereal modifications.
## Licensing

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mods/floatland/README.md Normal file
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minetest mod floatland
============================
Simple mod to added rare greenbiomes to floadlands event only snown
Information
-----------
This mod is named `floatland`, it produces a large floadlands,
but the biome is more nice event simple snown when others mods like ethereal
are present.
Technical info
--------------
This is a fork for minenux project, from original work of floadlands_realm
its just to provide nice biomes when other mods like ethereal only produces snown.
it uses the setting from minetest config files of mapgen v7, specially the `mgv7_floatland_level`
and try to redefined the floatland layer of biome fully.
#### Status
Currently only some nodes are defined, still pending to define digging of tools.
#### Depends
* mgv7 mapgen only
* default mod
#### Blocks
| Node/item | tecnical names | related/drop | note |
| --------------- | ---------------------- | ------------ | ------------------------ |
| High Grass | floatland:grass | default:dirt | top block, use diamond shovel |
| High Dirt | floatland:dirt | | |
| High Stone | floatland:stone | floatland:dirt | |
| High Sand | floatland:sand | | top block, use diamond shovel |
| High Rare Sand | floatland:rare_sand | | |
| High Crystal Sand | floatland:sand_crystal_block | floatland:sand_crystals 6 | |
| High Sand Crystal | floatland:sand_crystals | | |
| High Salt | floatland:salt | | |
#### Biomes
| Name | technical names | nodes of biome |
| --------------- | ---------------- | ---------------------------------------------- |
| Floatland Beach | floatland_nicebeach | floatland:grass, floatland:dirt, floatland:stone |
| Floatland grass | floatland_nicegrass | floatland:sand, floatland:stone |
# License
CC BY SA 3 mckayshirou
Based in Amaz an archived work of it are at https://github.com/Amaz1/floatland_realm
Artwork of `sand_crystal_<>` based on runsy saltd mod https://github.com/runsy/saltd
The noise code is based on the floatlands C++ noise code.
See https://github.com/minetest/minetest/blob/28841961ba91b943b7478704181604fa3e24e81e/src/mapgen_v7.cpp#L415

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default
flowers?

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Simple mod to added greenbiomes to floadlands if you already have mods like ethereal

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mods/floatland/init.lua Normal file
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-- minetest.clear_registered_biomes() -- do not regenerate, we want to combine it!
-- Get setting or default
local mgv7_spflags = minetest.get_mapgen_setting("mgv7_spflags") or "mountains, ridges, floatlands, caverns"
local captures_float = string.match(mgv7_spflags, "floatlands")
local captures_nofloat = string.match(mgv7_spflags, "nofloatlands")
local floatland_y = minetest.get_mapgen_setting("mgv7_floatland_level") or 1280
local mount_height = minetest.get_mapgen_setting("mgv7_float_mount_height") or 128
local mount_dens = minetest.get_mapgen_setting("mgv7_float_mount_density") or 0.6
-- Make global for mods to use to register floatland biomes
default.mgv7_floatland_level = floatland_y
default.mgv7_shadow_limit = minetest.get_mapgen_setting("mgv7_shadow_limit") or 1024
-- Register the biome at the floatland level
default.register_biomes(default.mgv7_shadow_limit - 1)
-- Registering of the nodes
minetest.register_node("floatland:grass", {
description = "High Grass",
tiles = {"floatland_realm_grass.png", "floatland_realm_dirt.png",
{name = "floatland_realm_dirt.png^floatland_realm_grass_side.png",
tileable_vertical = false}},
groups = {crumbly = 2, soil = 1, spreading_dirt_type = 1},
drop = 'floatland:dirt',
sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_grass_footstep", gain = 0.25},
}),
})
minetest.register_node("floatland:sand", {
description = "High Sand",
tiles = {"floatland_realm_sand.png"},
drop = 'floatland:sand',
groups = {crumbly = 2, falling_node = 1, sand = 1},
sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("floatland:dirt", {
description = "High Dirt",
tiles = {"floatland_realm_dirt.png"},
drop = 'default:dirt',
groups = {crumbly = 2, soil = 1},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("floatland:stone", {
description = "High Stone",
tiles = {"floatland_realm_stone.png"},
groups = {cracky = 2, stone = 1},
drop = 'floatland:stone',
legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("floatland:rare_sand", {
description = "High Rare Sand",
tiles = {"floatland_rare_sand.png"},
drop = "floatland:salt 6",
groups = {crumbly = 3, soil = 1, spreading_dirt_type = 1},
sounds = default.node_sound_dirt_defaults({
footstep = {name = "default_grass_footstep", gain = 0.25},
}),
})
minetest.register_node("floatland:sand_crystal_block", {
description = "High Crystal Block",
drawtype = "glasslike_framed_optional",
tiles = {"floatland_sand_crystal_block.png"},
paramtype = "light",
paramtype2 = "glasslikeliquidlevel",
param2 = 255,
use_texture_alpha = "blend",
sunlight_propagates = false,
groups = {cracky = 2},
sounds = default.node_sound_glass_defaults(),
walkable = true,
drop = "floatland:sand_crystals 6"
})
-- Registering of items
minetest.register_craftitem("floatland:sand_crystals", {
description = "High Sand Crystals",
wield_image = "floatland_sand_crystals.png",
inventory_image = "floatland_sand_crystals.png",
groups = {salt= 1},
})
minetest.register_craftitem("floatland:salt", {
description = "High Salt",
wield_image = "floatland_salt.png",
inventory_image = "floatland_salt.png",
groups = {salt= 1},
})
minetest.register_craft({
type = "shapeless",
output = "floatland:salt",
recipe = {"floatland:sand_crystals"},
})
-- Registering of the biomes
minetest.register_biome({
name = "floatland_nicegrass",
node_top = "floatland:grass",
depth_top = 1,
node_filler = "floatland:dirt",
depth_filler = 2,
node_riverbed = "floatland:rare_sand",
depth_riverbed = 2,
node_water = "default:water_source",
node_river_water = "default:river_water",
depth_water_top = 5,
node_water_top = "default:water_source",
node_stone = "floatland:stone",
y_min = floatland_y + 40,
y_max = 31000,
heat_point = 50,
humidity_point = 50,
})
minetest.register_biome({
name = "floatland_nicebeach",
node_top = "floatland:sand",
depth_top = 3,
node_filler = "floatland:sand_crystal_block",
depth_filler = 3,
node_riverbed = "floatland:rare_sand",
depth_riverbed = 2,
node_water = "default:water_source",
node_river_water = "default:river_water",
depth_water_top = 5,
node_water_top = "default:water_source",
node_stone = "floatland:stone",
y_min = default.mgv7_shadow_limit,
y_max = floatland_y + 40,
heat_point = 50,
humidity_point = 50,
})

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name = floatland
title = Floatland
author = mckayshirou
license = GPL
depends = default
optional_depends = flowers
description = Simple mod to added greenbiomes to floadlands if you already have mods like ethereal

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