the oceans are kind of boring, there should be more stuff in the oceans corals and seaweed Maybe? Also maybe beaches culd generate between land and oceans.
This would be nice so long as air bubbles don't appear all around underwater plantlike nodes.
I would support some cubic corals. Plants need a solution for air bubbles (possibly engine side).
The decoration API supports placing decorations on either sea surface or sea bed.
Here are some textures for coral. you may use WTFPL for them.




Sorry tobyplowy there not plants.
@pithydon nice textures I'm not a fan of the colors but a good anyways :) no problem that you don't have plant textures :)
I would support some cubic corals. Plants need a solution for air bubbles (possibly engine side).
Stairs and slabs need a solution too.
Would it be possible (i.e. feasible) to have a generic solution / generic support for fluid-like nodes, like water and lava, but also air聽? Such a solution would allow the 'empty' part of nodes (of plantlike nodes, but also of stairs, slabs, etc.) to be filled with the fluid medium they are supposed to be in, whether that is air, water, lava, or something else. Additional types of air-like nodes would then become a possibility too. For instance vacuum, or colored air. Or real smoke. Poisonous gases in mines, Etc.
@Rogier-5 yes this would be amazing ( this is always a future that i wannted in Minecraft so it would be amazing if minetest would do it)
Maybe a new flag in node definition would be handy, something like: water_passthrough = true, so that water would draw instead of air ?
Maybe a new flag in node definition would be handy, something like: water_passthrough = true, so that water would draw instead of air ?
That would significantly improve the current situation indeed.
Maybe the name liquid_passthrough would be better ? As it would also apply to lava, and other liquids. Maybe even adjacent_liquid_effect = "passthrough", so that other effects would be possible as well ?
When such a node is dug, the server could then also directly replace it with the liquid that is passing through, instead of replacing it with air, and waiting for the liquid loop to fill the gap.
It is tricky to get it right. You have to consider which faces are connected to outside liquid. A normal slab will let liquid pass through horizontally, but not vertically, for example.
It is tricky to get it right. You have to consider which faces are connected to outside liquid. A normal slab will let liquid pass through horizontally, but not vertically, for example.
And nodes could have a wall in their _middle_, so that on one side water could flow in, while lava could flow in on the other side. Without them affecting each other... Such behaviour probably even goes against the block-oriented nature of minetest...
Bottom line: slabs are very tricky indeed :-(. A flag would certainly not solve that problem.
So, I think a straightforward single setting that solves 80% of the problem, for plantlike nodes and some others, like torches, ladders, etc. is a worthwile and significant improvement.
And nodes could have a wall in their middle, so that on one side water could flow in, while lava could flow in on the other side. Without them affecting each other... Such behaviour probably even goes against the block-oriented nature of minetest...
@Rogier-5 I think that is going to be a bit too complicated but it would be cool though (i have no idea how complicated it is I can't program :sweat_smile:) but minetest would definitely benefit from this liquid_passthrough
@paramat well I can't do it I can't program at all :(
I was being grumpy :]
Thanks for the texture submissions i will also look around for alternatives.
@paramat maybe this mod could help.
Thanks had a look but all coral is in plant form, with a special trick to remove air bubbles, we need textures suitable for cubic coral, if anyone finds alternatives please post links here.
@paramat why are the textures By @pithydon Not good?
They are good, i'm just asking for alternatives for consideration, if any exist.
@paramat maybe there could also be some rocks spawning rocks made out of stone blocks And Coral blocks on them (also will you be making seaweed or only Coral blocks?)
I still love the sea modpack.
But for alternatives I remember the valleys_c mapgen mod had some really good looking coral blocks, in my opinion.
@Xanthin yeah they look good but they are not 16x16 pixels (therefore they don't really fit the style of Minetest)
Sea mod handles air bubbles well but the abm's they use to do it are laggy. We need a new drawtype that allows liquids to passthrough plantlike nodes.
@paramat https://forum.minetest.net/viewtopic.php?f=4&t=14132 pixelbox has some underwater textures in it
@kilbith is it allowed to use those Textures?
@paramat i also made 2 textures for plants

coral plant

and kelp

also did a recolor of @pithydon 's blue coral texture

Alive coral is all sorts of colors in real world, but orange, and browns are prevalent, and since water is already blue, I wouldn't pick blue as a coral color.
Just making a texture is a fairly unfinished way to introduce a new game element. I'd argue that a decent PR adding coral should absolutely include the following elements:
Coral is relatively simple since it won't have the air bubble issues. The textures should definitely be crisp, but not neon.
Harvested coral should be all-white, since harvested coral is dead, and dead coral bleaches instantly. This may also teach young minetest players that the only way to enjoy colorful coral is when it's naturally growing, and even touching it kills it. There should also be an ABM for alive coral nodes that kills the coral if there's no water next to it.
Maybe coral can grow out over stone at proper water depths. Coral has a tendency to grow up and sideways at optimal depth, which is -2m, due to wave action energy being low enough at -2m to survive, but plenty light being available at those depths.
Of course, coral also should only grow in high-temperature biomes, so it should only appear in the right biomes.
@sofar holy $#!7 you did your research. Maybe oceans could go a little bit deeper. just an idea :smile:
Coral skeletons are made of limestone so you could add limestone and make it craftable from coral.
The nodedef could be similar to stone and cobble.
Here is more textures



@pithydon nice textures. Can you Make Coral plant textures?
You mean this https://en.wikipedia.org/wiki/Russelia_equisetiformis?
It's a little of topic but maybe I will make a texture for it.
sofar good input, good textures pithydon i'd like to use them.
@paramat will kelp be added?
Coral areas may have to be schematics due to containing several different colours, but i'll try placing by noise too, in concentrated clusters.
@pithydon those textures are not 16x16?
@tobyplowy we can't add kelp of anything plantlike until the engine provides a solution for the bubble problem.
My computer says my textures are 16x16, so if they are not then my computer is lying to my face.
It could be just github displaying them cropped...
@sofar just Coral blocks are good as well :\ (also when will the air bubbles be fixed?)
Could it be for the next stable release or is that a bit too early?
Possible coral implementation (WIP) #1160
Coral reefs will be added before 0.4.15.
@paramat can this be closed?
I'd say corals are not enough, I'd like to keep this open to make sure we push the engine to a fix for underwater plantlike, at minimum.
^ Agreed.
@tobyplowy But is it the _Spirit of Minetest_? :wink: (Sorry, old joke.)
Request issue in the engine https://github.com/minetest/minetest/issues/4869
We still need a solution for underwater plants, but i can make a reed-like node with a new type of plantlike, see https://github.com/minetest/minetest/issues/4869#issuecomment-273189405 onwards.

@paramat have any progress or news on this?
(Sorry if this comment is useless)
I have 2 ideas, one is the above, another is to combine the plant with the full cubic node below, both are new drawtypes (the above being a new plantlike meshoption) and are a little hacky so i need to discuss with other devs.
@paramat I may not understand correctly so please correct me if I'm wrong,
What I understand is you added a new drowtype that is a full cube that has two Planes sticking out on the top correct?
Correct, that takes 2 textures, one for the cube and one for the plantlike extension. The cube is the actual position of the node (seabed) and the planes are just textures that extend into the water nodes above by any amount. With some careful code it would be practical but would have to be "default:sand_with_waterplantname".
@paramat I don't think that is the correct way to fix this also how will kelp work?
It's not ideal but no-one has thought up an alternative way.
Kelp would use 'visual_scale' to enlarge the planes to be several nodes high.
With these nodes you would dig them by digging the base cube, or maybe the selectionbox can be extended upwards to surround the plant also.
Kelp would use 'visual_scale' to enlarge the planes to be several nodes high.
With these nodes you would dig them by digging the base cube, or maybe the selectionbox can be extended upwards to surround the plant also.
I'm Not really sure about that, If That's The Way It Is Gonna Be added I Rather Have This not be added
Code would replace the base cube when dug. The node in inventory would appear as just the plant. When the plant is placed it would replace the seabed node with it's own.
If the plant is decided to only grow on sand then the base cube having to be sand is no problem.
Seems ok to me and well worth a slightly hacky method.
@paramat so let me get this straight if you would break kelp that would have the same effect as you breaking a tree that's one object correct?
That sounds abit half assed doesn't it?
Do you have a better solution? it's very likely the choice is an unusual method or nothing at all.
@paramat now that I think of it isn't your fix already possible by using a 3D model?
Also how will you fix stairs slabs and other blocks that are not full blocks?
https://forum.minetest.net/viewtopic.php?id=4627 seems to work maybe a modefied method of this can be used?
Sea mod uses nodeboxes that extend outside the primary node, my approach is faster to render because it will be only 2 flat planes extending out, as fast as plantlike to render and faster than a 3D model too.
Stairs and slabs can only be done if they are extensions of another full cube, so not useful.
Plantlike rooted has been added, anyone want to make textures for some kind of underwater plant?
@paramat I made some for farlands you can use those
@paramat i hope these are good or atleast usefull
anemone

coral




kelp


sea grass



sea grass block


Thanks we will consider, kelp would be good for plantlike rooted as it is a tileable texture.
as said elsewhere, I'm supportive of more variety in mapgen including sea plants
If you need more or difrent textures just ask me :)
I intend to code kelp decorations using your texture.
@paramat Thanks
I believe that the sea modpack is supposed to fill out water areas. Perhaps it could be helpful.
It doesn't use the new drawtype, it uses a buggy hack.
Also it doesn't work anymore sadly enough
But i'll check the textures.
@paramat Maybe you could also Add The Sea grass?
I think it would look good in the kelp forests
I think we now have 'some' underwater decorations, more to come of course, but this can be closed now.
We'll continue to consider your other textures and suggestions and feel free to continue discussion here.
Most helpful comment
I'd say corals are not enough, I'd like to keep this open to make sure we push the engine to a fix for underwater plantlike, at minimum.