I'm more than disappointed to see an old mod is still far from mature. The mod is overly unbalanced.
Plotting the biomes into a Voronoi graph, I found that far to many biomes are stuck in the lower-left corner, while a few biomes like sakura stays all the way up, covering lots of area.
The naming scheme is rather scheme, which means that only savanna is the only biome recognizable, and every time I start up a world I start in a savanna.
Wild onions grow far too fast compared with other crops.
Suggestions and pull requests are welcome, also I've renamed a few of the biomes to be more inline with default one's for spawning player, and slowed onion growth a little.
Don't be disappointed man, your complaints were fixed.. :)
After more checks to the mod this is what i see:
1- The mod uses humidity/heat to spawn biomes to have it's special way of spawning biomes and make the biome spawning more realistic, it does not need to use the same ways that other biomes use..
2- The mod actually did not spawn only savannah but you are right, it was not very random and savannah was very common to be spawn after the last update, it will start the spawn of the world more randomly :)
3- wild onions will grow slower, however i do not see why all crops need to have the same growing speed..
Dried lands get spawned next to swamps. It isn't realistic.
Fixed. This is actually a problem with minetest_game/spawn, it should have a register_habitable_biome function.
They do. A well-designed game needs to be balanced. Onion, normally a kind of econimic plant, would dominate your meal and farmlands if it is too strong.
Overall, ethereal is just too fancy. It looks beautiful at first sight, but turns out to be messy in the long run. That's exactly what I mean -- it keeps adding new features without striking a balance among them.
I didn't know realism was such an important part of a game about placing blocks :^)
I've never seen someone get so worked up about onions before. The maintainer even addressed the issues, my friend. Consider working with them and raising high quality bug reports.
I'm more than disappointed to see an old mod is still far from mature. The mod is overly unbalanced.
sakura
stays all the way up, covering lots of area.savanna
is the only biome recognizable, and every time I start up a world I start in a savanna.Suggestions and pull requests are welcome, also I've renamed a few of the biomes to be more inline with default one's for spawning player, and slowed onion growth a little.
Don't be disappointed man, your complaints were fixed.. :)
After more checks to the mod this is what i see:
1- The mod uses humidity/heat to spawn biomes to have it's special way of spawning biomes and make the biome spawning more realistic, it does not need to use the same ways that other biomes use..
2- The mod actually did not spawn only savannah but you are right, it was not very random and savannah was very common to be spawn after the last update, it will start the spawn of the world more randomly :)
3- wild onions will grow slower, however i do not see why all crops need to have the same growing speed..
@wwar
minetest_game/spawn
, it should have aregister_habitable_biome
function.Overall, ethereal is just too fancy. It looks beautiful at first sight, but turns out to be messy in the long run. That's exactly what I mean -- it keeps adding new features without striking a balance among them.
I didn't know realism was such an important part of a game about placing blocks :^)
I've never seen someone get so worked up about onions before. The maintainer even addressed the issues, my friend. Consider working with them and raising high quality bug reports.
@cathaya7d4 - most of the issues you listed have been tweaked already in the latest update :)