From a465572ae5193bbd8e4c882a520c7003e8f1e238 Mon Sep 17 00:00:00 2001 From: Ezhh Date: Wed, 14 Aug 2019 15:04:02 +0100 Subject: [PATCH] Biomes and Decorations: Create chapter --- _en/advmap/biomesdeco.md | 244 +++++++++++++++++++++++++++++++++++++++ _en/advmap/lvm.md | 2 +- 2 files changed, 245 insertions(+), 1 deletion(-) create mode 100644 _en/advmap/biomesdeco.md diff --git a/_en/advmap/biomesdeco.md b/_en/advmap/biomesdeco.md new file mode 100644 index 0000000..1ca24ef --- /dev/null +++ b/_en/advmap/biomesdeco.md @@ -0,0 +1,244 @@ +--- +title: Biomes and Decorations +layout: default +root: ../.. +idx: 6.1 +description: Create biomes and decorations to customise the map +--- + +## Introduction + +The ability to register biomes and decorations is vital when aiming to create an +interesting and varied in-game environment. This chapter teaches you how to +register biomes, how to control biome distribution, and how to place decorations in biomes. + +- [What are Biomes?](#what-are-biomes) +- [Heat and Humidity](#heat-and-humidity) + - [Biome Locations](#biome-locations) +- [Visualising Biome Boundaries](#visualising-biome-boundaries) +- [Mapgen Aliases](#mapgen-aliases) +- [Registering a Biome](#registering-a-biome) +- [What are Decorations?](#what-are-decorations) +- [Registering a Simple Decoration](#registering-a-simple-decoration) +- [Registering a Schematic Decoration](#registering-a-schematic-decoration) + +## What are Biomes? + +A Minetest biome is a specific in-game environment. When registering biomes you +can determine the types of nodes that appear in them during map generation. +Some of the most common types of node that may vary between biomes include: + +* Top node: This is the node most commonly found on the surface. A well-known + example would be Dirt with Grass from Minetest Game. +* Filler node: This is the layer immediately beneath the top node. + In biomes with grass, it will often be dirt. +* Stone node: This is the node you most commonly see underground. +* Water node: This is usually a liquid and will be the node that appears + where you expect bodies of water. Other types of node can also vary between + biomes, providing an opportunity to create vastly different environments + within the same game. + +## Heat and Humidity + +It is not enough to simply register a biome; you must also decide where it can +occur in game. This is done by assigning a heat and a humidity value to each biome. + +You should think carefully about these values; they determine which biomes can +be neighbours to each other. Poor decisions could result in what is meant to +be a hot desert sharing a border with a glacier, and other improbable +combinations which you may prefer to avoid. + +### Biome Locations + +In game, heat and humidity values at any point of the map will usually be between +0 and 100. The values gradually change, increasing or decreasing as you move +around the map. The biome at any given point will be determined by which of the +registered biomes has heat and humidity values closest to those at that position on the map. + +Because the changes in heat and humidity are gradual, it is good practice to assign +heat and humidity values to biomes based on reasonable expectations about that +biome’s environment. For example: + +* A desert might have high heat and low humidity. +* A snowy forest might have low heat and a medium humidity value. +* A swamp biome would generally have high humidity. +* +In practice this means that, as long as you have a diverse range of biomes, you +are likely to find that the biomes which border each other form a logical progression. + +## Visualising Biome Boundaries + +
+ Vernoi +
+ Voronoi diagram +
+
+ +Visualising Biome Boundaries Fine tuning heat and humidity values for biomes is +easier if you can visualise the relationship between the biomes you are using. +This is most important if you are creating a full set of your own biomes, but +can also be helpful if you are adding a biome to an existing set. + +The simplest way to visualise which biomes may share borders with one another +is to create a Voronoi diagram, which can be used to show which of a number of +points on a 2-dimensional diagram any given position is closest to. + +To do this, mark a point for each biome based on heat and humidity values, +where the x-axis is heat and the y-axis is humidity. The diagram is then +divided into areas, so that every position in a given area is closer to the +point inside that area than it is to any other point on the diagram. + +Each area represents a biome. If two areas share a border, the biomes they +represent in-game can be located next to each other. The length of the border +shared between two areas, compared to the length shared with other areas, will +tell you how frequently two biomes are likely to be found next to each other. + +A Voronoi diagram can reveal: + +* Where biomes that should border each other do not. +* Where biomes that should not border each other do. + +It can also give a general insight into how common biomes will be in-game, with +larger and more central biomes being more common than smaller biomes and biomes +that are located on the outer edge of the diagram. + + +## Mapgen Aliases + +Existing games should already include suitable mapgen aliases, so you only need +to consider registering mapgen aliases of your own if you are making your own game. + +Mapgen aliases provide information to the core mapgen, and can be registered in the form: + +```lua +minetest.register_alias("mapgen_stone", "base:smoke_stone") +``` + +At a minimum you should register: + +* mapgen_stone +* mapgen_water_source +* mapgen_river_water_source + +If you are not defining cave liquid nodes for all biomes, you should also register: + +* mapgen_lava_source + + +## Registering a Biome + +The following code registers a simple biome named grasslands biome: + +```lua +minetest.register_biome({ + name = grasslands, + node_top = "default:dirt_with_grass", + depth_top = 1, + node_filler = "default:dirt", + depth_filler = 3, + y_max = 1000, + y_min = -3, + heat_point = 50, + humidity_point = 50, +}) +``` + +This biome has one layer of Dirt with Grass nodes on the surface, and three layers +of Dirt nodes beneath this. It does not specify a stone node, so the node defined +in the mapgen alias registration for mapgen_stone will be present underneath the dirt. + +There are many options when registering a biome. The following can be included in +the registration: + +* name: The biome’s name. +* node_dust: A layer of this node is placed after everything else. It is often used to add snow. +* node_top: Type of node on the surface, but underneath node_dust. +* depth_top: Number of nodes deep the surface layer is. +* node_filler: Type of node directly under the surface layer. +* depth_filler: Number of nodes deep the filler layer is. +* node_stone: Type of node under the filler layer, extending down to y_min. +* node_water_top: Type of node appearing above surface water. It is often used to add ice. +* depth_water_top: Number of nodes deep the water top layer is. +* node_water: Type of node in surface level bodies of liquid. +* node_river_water: Type of node that appears in rivers. Note that this is not used for all mapgens available in the Minetest engine. +* node_riverbed: Type of node in riverbeds. +* depth_riverbed: Number of nodes deep the riverbed layer is. +* node_cave_liquid: Type of node in underground cave liquid. +* node_dungeon: Type of node used in underground dungeon walls. +* node_dungeon_alt: Alternative type of node used in dungeon walls. +* node_dungeon_stair: Stairs node used in dungeons. +* vertical_blend: Number of nodes above y_max over which the biome will blend with the next biome. This can be used to prevent abrupt biome changes. +* y_max: Maximum height of the biome. +* y_min: Minimum height of the biome. +* heat_point: Heat value for the biome. +* humidity_point: Humidity value for the biome + +You don’t need to define every option for every biome you, but in some cases failure +to define eithe a specific option, or a suitable mapgen alias, can result in map generation errors. + +## What are Decorations? + +Decorations are either nodes or schematics that can be placed on the map at mapgen. +Some common examples include flowers, bushes and trees. Other more creative uses +may include hanging icicles or stalagmites in caves, underground crystal formations +or even the placement of small buildings. + +Decorations can be restricted to specific biomes, by height, or by which nodes +they can be placed on They are often used to develop the environment of a biome +by ensuring it has specific plants, trees or other features. + +## Registering a Simple Decoration + +Simple decorations are used to place single node decorations on the map during +map generation. You must specify the node that is to be placed as a decoration, +and details for where it can be placed, and how frequently. + +For example: + +```lua +minetest.register_decoration({ + deco_type = "simple", + place_on = {"base:dirt_with_grass"}, + sidelen = 16, + fill_ratio = 0.1, + biomes = {"grassy_plains"}, + y_max = 200, + y_min = 1, + decoration = "plants:grass", +}) +``` + +In this example, the node named plants:grass will be placed in the biome named +grassy_plains on top of base:dirt_with_grass nodes, between the heights of y = 1 and y = 200. + +The fill_ratio value determines how frequently the decoration appears, with higher +values up to 1 resulting in a great number of decorations being placed. It is possible +to instead use noise parameters to determine placement. + +## Registering a Schematic Decoration + +Schematic decorations are very similar to simple decoration, but involve the placement +of a schematic instead of the placement of a single node. For example: + +```lua +minetest.register_decoration({ + deco_type = "schematic", + place_on = {"base:desert_sand"}, + sidelen = 16, + fill_ratio = 0.0001, + biomes = {"desert"}, + y_max = 200, + y_min = 1, + schematic = minetest.get_modpath("plants") .. "/schematics/cactus.mts", + flags = "place_center_x, place_center_z", + rotation = "random", +}) +``` + +In this example the cactus.mts schematic is placed in desert biomes. You need to provide +a path to a schematic, which in this case is stored in a dedicated schematic directory within the mod. + +This example also sets flags to center the placement of the schematic, and the rotation +is set to random. The random rotation of schematics when they are placed as decorations +helps introduce more variation when asymmetrical schematics are used. diff --git a/_en/advmap/lvm.md b/_en/advmap/lvm.md index 94b5c90..b5775b7 100644 --- a/_en/advmap/lvm.md +++ b/_en/advmap/lvm.md @@ -2,7 +2,7 @@ title: Lua Voxel Manipulators layout: default root: ../.. -idx: 6.1 +idx: 6.2 description: Learn how to use LVMs to speed up map operations. redirect_from: - /en/chapters/lvm.html