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Default: Add bush stem and leaves nodes #1327

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commented Oct 13, 2016

To allow mapgen bushes in green-grass and savanna grasslands.
Nodes for a generic bush and an acacia bush.
Stem nodes are craftable to a single wood node to provide a small
amount of wood resource in grasslands.
Fuel times are that of corresponding 'wood' nodes, 1/4 that of
corresponding tree nodes.
No leafdecay to enable use as hedges or without a nearby tree trunk.
Uses 'default leaves simple' texture for extra visual thickness.
//////////////////////////////////////////////////

screenshot_20161026_005801

screenshot_20161026_023039

^ Side stems actually touch cube faces precisely, the visual gap is due to the 44 degree rotation of plantlike. The central stem has been chopped to only penetrate the top leaf node by < 1 pixel.

screenshot_20161026_010137

^ Leaf nodes have visual thickness to enable use on their own as hedges, maze hedges etc.

screenshot_20161026_010539

screenshot_20161026_023236

^ Bush stem adds darkness and stem colour to the bush centre

@tobyplowy

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commented Oct 13, 2016

@paramat The leaf Texture Looks ok in my opinion allthow the jungle should have a More Dance version

@Fixer-007

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commented Oct 13, 2016

It looks funny, it is hard to form an opinion about it.

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commented Oct 13, 2016

Hm it looks out of place in savanna, perhaps we should have a seperate 'acacia_bush_leaves' node for that? Looks good on green grass though. Please ignore my uninspiring bush design.

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commented Oct 13, 2016

This is what I envision bushels to be like if added:#
Bushels

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commented Oct 13, 2016

I agree With @tenplus1 I think The wood inside The budhes is not so good looking

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commented Oct 13, 2016

@paramat I think Every biome shuld have its own bush

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commented Oct 13, 2016

Yes, that trunk is bothering me too, maybe use stick instead? or immerse trunk in soil...

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commented Oct 13, 2016

The trunk is meant for providing some tool-building wood in grasslands. The new biomes mean even more chance of being far from forests. My bush design is lacking extra nodes that will help to hide the trunk. Trunk could perhaps be in soil, interesting, like trees.

@paramat paramat force-pushed the paramat:bush branch from 60f2be9 to 2c1831d Oct 14, 2016

@paramat paramat changed the title Default: Add generic 'bush leaves' node Default: Add 'bush leaves', 'acacia bush leaves' nodes Oct 14, 2016

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commented Oct 14, 2016

Updated, see first post.
Now 2 nodes, both use existing textures.

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commented Oct 14, 2016

@paramat The bushes are new nodes arend they Maybe if you break Them they turn into sticks so you Can craft them into planks?

@paramat paramat force-pushed the paramat:bush branch from 2c1831d to 6481993 Oct 14, 2016

@paramat paramat changed the title Default: Add 'bush leaves', 'acacia bush leaves' nodes Default: Add bush stem and leaves nodes Oct 14, 2016

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commented Oct 14, 2016

Updated after discussion http://irc.minetest.net/minetest-dev/2016-10-14#i_4724491
'bush stem' nodes are added that are craftable to 1 wood node to provide a limited wood resource in grasslands (4 bushes needed to create a wood pick).
Stem nodes are identical to 'tree' nodes and use existing textures.

@Ferk

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commented Oct 15, 2016

I don't understand. Why use a new stem node instead of a tree node if they are identical?
From the IRC dialog I get the impression @sfan5 meant to suggest using a plantlike node instead of a blocky trunk.

Oh, is it so that the crafting recipe gives less wood? I thought the rarity of the bushes would regulate that.
It could be a bit confusing having 2 nodes identical that craft different.

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commented Oct 15, 2016

Yeah to provide 1 wood instead of 4.
It could be a plantlike drawtype.
I also just thought that this stem could have bark texture on all 6 sides, to darken it's appearence, this would also distinguish it from the tree versions.

@paramat paramat added the WIP label Oct 15, 2016

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commented Oct 15, 2016

@paramat Maybe the Wood Block could be Underneath The bush in the ground (on the Same level as grass blocks)

That's also What happens in the picture @tenplus1 shows

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commented Oct 15, 2016

@Ferk I indeed suggested to use a plantlike drawtype as bushes are not as dense as normal trees.

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commented Oct 15, 2016

Another alternative for the stem would be to make it a nodebox for a much thinner trunk (8x16x8, that's 25% the size as it gives 25% the wood), this way the tree texture can still be reused in all sides (just like fences use wood), and it might make for an interestingly different node.
Players could build little trees by putting a leave node on top.

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commented Oct 15, 2016

I considered a nodebox but would prefer plantlike for render speed, plantlike is more suitable too for this use, the stem is mostly hidden so a fancy appearence is mostly wasted. I'll work on a plantlike stem.

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commented Oct 17, 2016

Could use the meshoptions to give it a different shape as well?

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commented Oct 17, 2016

Yes i'll try those.

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commented Oct 19, 2016

wouldn't it be better to make the stem as no real stem but as leaf like node, that got some twinks on its sides and on bottom?:
texture
or make a mesh with leaf texture on side and some twinks in this 1m³ block looking out and stabbing into the leaf nodes around:
mesh
and then generate some leaves around it

@paramat paramat force-pushed the paramat:bush branch 2 times, most recently from b22679d to ac715f0 Oct 25, 2016

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commented Oct 25, 2016

@paramat Looks good :) although it would probably Look Better if it Inside a leaf block

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commented Oct 25, 2016

ok, i was false, parmat's plantlike stem is really nice

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commented Oct 25, 2016

I've been avoiding commenting on this thread for a while, because I can't seem to get warmed up to where this is going...

TBH I wish we would just redo leaves entirely and avoid having to add stems:

  • leaves dug by hand drop 0-1 sticks
  • leaves dug with scissors drop leaves

Then we could just place leaves as bushes in the landscape and players would only ever get sticks out of them, while making the ornamental placement of leaves a bit harder (requiring a scissor tool made out of e.g. copper)

I like doing more without new nodes, and that would be a simple way of doing it. The default mtg can really use a default shear/scissor tool as well (could even just make it a knife, whatever) since so many mods rely on them already.

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commented Oct 25, 2016

We need some wood dropped in grasslands. and bushes can't have leafdecay.

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commented Oct 25, 2016

just place them with a different param2?

@sofar sofar closed this Oct 25, 2016

@sofar sofar reopened this Oct 25, 2016

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commented Oct 25, 2016

Erg my bad, coordination issues :)

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commented Oct 25, 2016

Bush leaves need a thicker leaves texture too, these use 'leaves_simple'.
They can't drop saplings.
Essentially bushes are very important and deserve new nodes.

@paramat paramat force-pushed the paramat:bush branch 2 times, most recently from fc0429a to 3433359 Oct 25, 2016

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commented Oct 26, 2016

@sfan5 you were correct, the first attempt was too thick, especially when enalarged to fill the cube.
Updated and completed, acacia bush, texture credits and fuel times added, see first post.

Default: Add bush stem and leaves nodes
To allow mapgen bushes in green-grass and savanna grasslands.
Nodes for a generic bush and an acacia bush.
Stem nodes are craftable to a single wood node to provide a small
amount of wood resource in grasslands.
Fuel times are that of corresponding 'wood' nodes, 1/4 that of
corresponding tree nodes.
No leafdecay to enable use as hedges or without a nearby tree trunk.
Uses 'default leaves simple' texture for extra visual thickness.

@paramat paramat force-pushed the paramat:bush branch from 3433359 to f359ea5 Oct 26, 2016

@paramat paramat added Textures and removed WIP labels Oct 26, 2016

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commented Oct 26, 2016

Stem texture looks good, especially in combination with leaves 👍

@sfan5 sfan5 added the One approval label Oct 26, 2016

@sfan5 sfan5 added this to the 0.4.15 milestone Oct 26, 2016

paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1},
sounds = default.node_sound_leaves_defaults(),
})

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sfan5 Oct 26, 2016

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Shouldn't these be usable as fuel?

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@paramat

paramat Oct 26, 2016

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Fuel time is defined for group:leaves.

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commented Oct 26, 2016

what about using texture modifier to make the bush leaves thicker
i thought of something like this:
default_leaves.png^(default_leaves.png^[transformFX)

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commented Oct 26, 2016

Have you considered using meshoptions and set param2 = 1 ? That may look good as well, and may work better when there's no leaves diagonally.

edit: it also may help to vary leaf placement in schematics by making some bushes connect leaves on the diagonal, while others directly at the face.

I'm somewhat defrosting to this concept, the latest screenshots posted at the top don't look so bad at all.

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commented Oct 26, 2016

@paramat it Looks Good how it is right now

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commented Oct 26, 2016

Yes i've considered the + shape, as you wrote because diagonal leaves are not always present. I might prefer diagonal because it's more consistent with the widespread use of plantlike, i like the way it adds some 'diagonality' to the bush, i like how it allows a scaled-up stem, which helps add more darkness to the centre and makes the stems thicker.

There's time to reconsider and change things, as these nodes will not be added to worlds until feature freeze, for now i need these in to work on bush schematics and bush placement so i'll merge.

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commented Oct 27, 2016

@paramat paramat closed this Oct 27, 2016

@paramat paramat deleted the paramat:bush branch Oct 27, 2016

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commented Nov 1, 2016

@paramat How about Jungle bushes (I think the jungle floor looks a bit too naked, this would help) it's just a question and sort of a request :P

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commented Nov 1, 2016

Nope, i opposed this in sofar's PR.
Rainforest is already very dense, we could increase the density of junglegrass.
In reality a rainforest floor is not particularly overgrown.

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commented Nov 1, 2016

@paramat increaseing the density of junglegrass is also good i guss

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