by ShadMOrdre » Sat Apr 27, 2019 9:09 am
twoelk,
Thanks for the suggestion about the Red trees mod. I'll get those folded in. In the meantime, look for cherry blossoms from the valleys mapgen in temperate temperate highlands. A generic red tree can be found in warm temperate lowland areas. More features coming, as detailed below.
lestrol,
Thanks for all the great questions. I hope these are some great answers for you:)
This mod is still WIP, as there is still much ongoing development on this mod. Some things may not yet work correctly, like saplings. I do use farming_redo, but just realized, plant names in lib_ecology mod use underscores, and that must make farming_redo not work for the lib_ecology defined plants. I had previously considered breaking out the plants from the farming mod, leaving just the API part of farming, while integrating all the plants into lib_ecology. I'll add this to the priority list.
As for clearing the biomes, this is no longer correct. For the time being, I clear biomes in lib_ecology, to eliminate the default biomes. This mod, and others in my arsenal, are all part of a soon to be released game. As such, while I've integrated a large portion of default into lib_ecology, I've yet to clear the default biomes from within my own modified default. This can easily be uncommented in init.lua.
I will soon be adding cool_trees by runs (need to scale textures to 16x16/16 color) and xocean by StarNinjas, and various new random plants and trees. I have also heavily considered integrating nsspf, Aotearoa and Australia mods, to help balance the plant life in general, but also specifically from the Southern Hemisphere. This is also one of my priorities.
Bamboos can be found in the hotter biomes of the new v5 branch of lib_ecology. I also added the bamboo from the Farlands game, to give some variety to bamboo, and I think you'll like the effect. Mushrooms, not being a "natural" biome, will be given special treatment, as will other non natural ecosystems.
The newest version includes a limited introduction of ecosystems. In this case, each biome is define by a unique ground cover, (for example, dirt_with_grass_hot_humid_lowland). The italicized part of the name is the biome name. Within this dirt type, I generate up to 7 other dirt types, providing "ecosystem" dirt upon which to decorate with plants and trees. In this setup, plants and trees can be mixed/matched, and also have custom densities and altitudes.
I am frantically working to get most of this done, and want to also get bugs fixed along the way. I can't provide a timeframe, and I'd say a couple of days might be well short, but I am hoping to get most of the above stuff done within a about a week or so. nsspf, aoteara, australia and the farming_redo mods will not be integrated for the next update, although I do intend to get the plants in this mod that use farming_redo to work.
Saplings, leaf decay, and some of those bug fixes are certainly at the top of my list. I am also focusing, at the moment, on adding the few new plants and trees, and cleaning up the plant definitions and some schematic models. Many biomes and ecosystems are still very incomplete. Plants and trees are defined that are not generated on the map, and I've been focused heavily in getting more of this completed. With all this....
I would like to suggest, that if you do intend to make any code changes, that you fork this project on Github, and push your changes back to this project. I would gladly appreciate help in any area of this mod. It is light on the processing, and I'd like to keep that aspect, but is heavy on the details, which is where, IMHO, most of the work now remains.
Thanks for your comments and suggestions. Please, keep 'em comin'!
Shad