[Mod] Grasses [0.1.8] [dryplants]

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Neuromancer
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by Neuromancer » Sat Oct 26, 2013 12:32

I know that there is a Cottages mod https://forum.minetest.net/viewtopic.php?id=5120 that already has a dried grass roof, but I wonder if that might fit better here. I think it would look better if the dried grass were less yellow than in cottages though. More wheat color like this.

Best color here:
Image


Image

Image

Cool but too yellow:
Image
Last edited by Neuromancer on Sat Oct 26, 2013 12:42, edited 1 time in total.
 

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by Mossmanikin » Sat Oct 26, 2013 17:55



The cottages (and darkage) mod inspired me to add the reed blocks/roofs.
Cottages (and darkage) has straw, dryplants/grasses has dry and wet reed.
Do you mean we should add some hay/straw nodes, or rather some new textures for straw?

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by Neuromancer » Sat Oct 26, 2013 19:44

Mossmanikin wrote:


The cottages (and darkage) mod inspired me to add the reed blocks/roofs.
Cottages (and darkage) has straw, dryplants/grasses has dry and wet reed.
Do you mean we should add some hay/straw nodes, or rather some new textures for straw?

I just love your natural building block textures. I love the twigs and reeds. I also like how they auto shape on the corners. I don't want to add a whole cottages Mod to the Eden game. So that's what got me thinking it would be a good fit for the grasses mod.
Last edited by Neuromancer on Sat Oct 26, 2013 19:45, edited 1 time in total.
 

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by Mossmanikin » Sat Oct 26, 2013 20:04

Neuromancer wrote:I just love your natural building block textures. I love the twigs and reeds. I also like how they auto shape on the corners. I don't want to add a whole cottages Mod to the Eden game. So that's what got me thinking it would be a good fit for the grasses mod.


Thanks, now I know what you mean. It would fit (since wheat is grass). Would you like to give it a try (I'm kind of busy with other stuff atm)?

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by Sokomine » Sun Oct 27, 2013 21:23

Neuromancer wrote:I think it would look better if the dried grass were less yellow than in cottages though.

The straw in the cottages mod is in that bright yellow color because I think that looks best for a straw-roof. My research showed that fresh straw roofs (hardly seen anywhere anymore) may be in that color. Older ones get a lot darker. The darkage mod provided the necessary texture.

Further roof material is always welcome for buildings. The default game lacks a lot in that department.

Mossmanikin wrote:The cottages (and darkage) mod inspired me to add the reed blocks/roofs.
Cottages (and darkage) has straw, dryplants/grasses has dry and wet reed.

Reed blocks/roofs are a fine idea. I abused the blocks for a normal house on Vanessas survival server, but that's good - they're even useful for more than one purpose:

Image
The original house used bamboo and was built on another server that's gone now. The dry grass works very well with the pumice and adobe.
Image
Also looks fine on larger surfaces and in combination with wood. Very nice texture.

Your prehistoric mod has a nice small hut with a grass roof as demonstration of the mods capabilities. Maybe you could group some of them roughly in a circle and thus construct tiny villages that would be easy to span and fit nicely into the landscape?
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by Mossmanikin » Mon Oct 28, 2013 22:48

Sokomine wrote:
Neuromancer wrote:I think it would look better if the dried grass were less yellow than in cottages though.

The straw in the cottages mod is in that bright yellow color because I think that looks best for a straw-roof. My research showed that fresh straw roofs (hardly seen anywhere anymore) may be in that color. Older ones get a lot darker. The darkage mod provided the necessary texture.

Further roof material is always welcome for buildings. The default game lacks a lot in that department.


Maybe we should add old straw (a bit like there's wet and dry reed) and yellow straw (as in darkage or cottages) with aliases and an optional abm for aging.

Sokomine wrote:Further roof material is always welcome for buildings. The default game lacks a lot in that department.

Mossmanikin wrote:The cottages (and darkage) mod inspired me to add the reed blocks/roofs.
Cottages (and darkage) has straw, dryplants/grasses has dry and wet reed.

Reed blocks/roofs are a fine idea. I abused the blocks for a normal house on Vanessas survival server, but that's good - they're even useful for more than one purpose:

http://mg.viewskew.com/mgoblin_media/media_entries/440/screenshot_4222862080.png
The original house used bamboo and was built on another server that's gone now. The dry grass works very well with the pumice and adobe.
http://mg.viewskew.com/mgoblin_media/media_entries/441/screenshot_4222891468.png
Also looks fine on larger surfaces and in combination with wood. Very nice texture.


Interesting use of the reed blocks. :)
I immediately thought of bamboo (before I read the original house had it).

Sokomine wrote:Your prehistoric mod has a nice small hut with a grass roof as demonstration of the mods capabilities. Maybe you could group some of them roughly in a circle and thus construct tiny villages that would be easy to span and fit nicely into the landscape?


Good idea. I neglected that mod, but didn't abandon it.
It would also be nice if there were some hunters and gatherers in/near such a small village.

Guess I'll add it one day, when I know more about the spawning of structures (and mobs) and have seen the motion picture "Quest for Fire" at least one more time. :D

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by Sokomine » Mon Nov 11, 2013 03:08

Mossmanikin wrote:Maybe we should add old straw (a bit like there's wet and dry reed) and yellow straw (as in darkage or cottages) with aliases and an optional abm for aging.

Buildings would then change slowly after construction. I don't think that's such a good idea. Just offer the diffrent versions (old/new etc.) so that players can decide how old they want their roof to be.

Mossmanikin wrote:It would also be nice if there were some hunters and gatherers in/near such a small village.

As long as they won't have to really hunt or gather anything, that might be doable with the standard mods. Or perhaps they could even be drawn to bushes with berries and be attracted to players (=possible trade?). The cavemen skin found on Dan Duncombes Realtest server (don't know where it comes from) might fit very well into prehistoric.

Mossmanikin wrote:Guess I'll add it one day, when I know more about the spawning of structures (and mobs) and have seen the motion picture "Quest for Fire" at least one more time. :D

You don't need anything particulary complex here - just a few huts, fire place in the middle, perhaps a few cavemen around. Compared to what other mods do, that ought to be easy :-) Even add_node might be fast enough for the occasional village.
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by Inocudom » Wed Nov 27, 2013 13:16

Anything going on with this mod lately? It is such a nice mod.
 

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by Mossmanikin » Sat Dec 21, 2013 17:50

Inocudom wrote:Anything going on with this mod lately? It is such a nice mod.


Thank you. :)
Added some of Neuromancer's NaturalBeauty-textures.

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by Mossmanikin » Tue Dec 24, 2013 18:51

Grasses 0.1.8
- Added ("old") junglegrass from VanessaE's plantlife modpack
- Changed code for spawning of different junglegrass sizes
- Added README.txt

Abm's for variation was indeed a dead end (should've known).
Instead some smaller junglegrass plants will be added ongen, near default junglegrass/jungletrees, replacing some of the default ones (not sure about that).

Spawning of junglegrass in already explored areas is disabled by default.
No farming implemented yet.

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Re: [Mod] Grasses [0.1.8] [dryplants]

by VanessaE » Tue Aug 12, 2014 19:15

Since this mod is no longer being maintained by Moss, I've imported it into Plantlife modpack. Any patches and such should be directed there.

https://github.com/VanessaE/plantlife_modpack
 

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Re: [Mod] Grasses [0.1.8] [dryplants]

by VanessaE » Wed Aug 13, 2014 16:42

I've moved this mod to the "Old Mods" section, since it is no longer separately maintained.
 

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