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feat: cypress/juniper and baobab trees with GrowingFlora #161
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Additional to the comments, this also depends on what we want to do about Terasology/CoreWorlds#43
@RegisterPlugin | ||
public class CypressSpawn extends GrowthBasedPlantSpawnDefinition { | ||
public CypressSpawn() { | ||
super(PlantType.TREE, Cypress.ID, "MetalRenegades:steppe", 0.5f, 0.0007f); |
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From a bit of testing I'd increase the probability a bit here...
super(PlantType.TREE, Cypress.ID, "MetalRenegades:steppe", 0.5f, 0.0007f); | |
super(PlantType.TREE, Cypress.ID, "MetalRenegades:steppe", 0.5f, 0.0014f); |
@@ -77,6 +77,10 @@ | |||
"id": "Gooey", | |||
"minVersion": "1.0.0" | |||
}, | |||
{ | |||
"id": "GrowingFlora", |
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since growing flora has a hard dependency on ClimateConditions this will automatically enable the player effects such as slow down due to heat or cold - do we want that right now in Metal Renegades?
Adds juniper trees to steppes and baobabs to scrublands, using GrowingFlora and the assets from PlantPack. It depends on Terasology/GrowingFlora#38. Juniper trees are a type of cypress, so I'm using the cypress assets, and they do naturally appear in the American West; baobab trees actually live in Africa, but it's a similar environment and I think they make scrublands a lot more interesting, and baobab already exists in PlantPack unlike other tree species which would make more sense geographically.
I don't think the trees actually grow currently, although I haven't tested it extensively, and they're a lot more unpredictable than CoreWorlds' tree generation, so they sometimes end up really weird-looking. They're also cut off at chunk boundaries (Terasology/GrowingFlora#39). However, they have the potential to look nicer than CoreWorlds trees, and they're certainly a lot more varied.
A baobab
A bent juniper tree
An example of how the variation can sometimes lead to weird-looking trees