Sedimentology
Project Moved to Minetest
I am ceasing all Bukkit-related development, and instead focusing on a 100% GPL Voxel game called Minetest. I have ported this plugin over to Minetest, and encourage everyone to switch with me.
This project is *not* dead (on the contrary) but there will be no new releases for Bukkit or any minecraft server mod. No permissions to take over or maintain the current project page on dev.bukkit.org are granted.
For more information, Visit the Minetest Mod releases Forum.
Cheers,
s0f4r.
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Quick links: <Concepts> <Configuration> <Screenshots> <Bugs>
Sedimentology
a bukkit plugin that simulates erosion and sedimentation
Description
This plugin attempts to create processes that are involved in the transport and deposition of sediments:
- water picking up material
- transportation down slopes
- weather influence
- material falling down cliffs
- material decaying/degrading into smaller grained materials
- creating thicker piles of snow, and thawing snow
The plugin doesn't properly recreate real geologic processes, instead it mimics the bahavior of erosion and deposition by rolling a dice for most of the factors involved, and if the roll was succesful, proceed to the next step.
Material hardness and resistance are taken into account - some materials are easier displaced than others. Some materials degrade easier than others. Some materials (sand) have a different angle of repose.
This plugin isn't meant to enhance game play per se, it will operate slowly over time and vegetation will prevent most of it's effects from taking a toll on the landscape in most cases, so it will take a long time in default settings from actually doing anything noticeable. Because dirt naturally gets a grass cover in Minecraft it will be unlikely that this plugin does significant damage to your world. Of course, planting stuff is still advisable if you want to reduce the effects of the plugin further.
From version 8 on and higher, this plugin will create thicker piles of snow, potentially up to several blocks high. Snow accumulation and melt are based on various factors and will create thick snow covers on mountain tops, and thin covers near snow edges or lower down. Daylight and sunshine cause snow melt, and the plugin can even remove all snow cover entirely over time if the parameters are right.
Do you like a more dynamic world? Please check out my Botany plugin too!
Screenshots
Please have a look at the screenshots page here.
Concepts
Please have a look at the in-depth Concepts of Sedimentology page here for more information on the concepts of this plugin.
Configuration
Please have a look at the Configuration page for console commands and configuration options.
Factions / Towny / WorldGuard
These plugins provide ways to protect blocks from being modified, and Sedimentology can interface with them to see if blocks are part of a Faction claim, Towny town, Residence claim etc. If the protection feature is enabled in the config.yml file, and one or more of these plugins are loaded, then Sedimentology will not modify blocks in any region that these plugins have on file. Snow buildup, however, will still take place everywhere, since it's a reversible process that is not destructive.
The testing that I do for these plugins is limited - please report any issues in the bug tracker on github.
Tested are these versions:
- Factions 1.6.9.5
- Factions 2.3.0 with mcore 7.0.1
- Towny 0.84.0.9
- WorldGuard 5.8
Bugs / Code
The project code is hosted on my github page: https:github.com/sofar/Sedimentology.
Please file all bugs and feature requests here: github.com/sofar/Sedimentology/issues/new
Due to the overwhelming number of requests and issues I'm receiving for this plugin I request that everyone please file all issues on the github issue tracker. You can file support requests, errors or crashes, feature requests and report problems with this plugin.
The main page thread can be used for discussion just as it is being used right now, and I have no problems with people discussion issues there, but please take the courtesy of filing an issue for problems you see so I can properly track all reported problems and do not need to scan through the many pages of comments.
For bugs, tips, donations please feel free to contact me: Auke Kok - auke@foo-projects.org
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Posted Dec 7, 2013Could you add documentation for the config option. It's not really clear what it does and how long it takes to affect something. If I want to do some fine tuning and I change the default option from 10 to 9 ... will this have any kind of tangible effect? And what kind? On what scale?
Thanks :-)
EDIT: I did some testing with the sand tower. Seems to be working fine. I poured water on the sand from above so that there was constant erosion going on. But the rate at which dirt (on the ground) was turned into sand alarmed me a bit. On my server most things happen quite slowly. The length of full day rotation is 100 minutes instead of 20 minutes in vanilla Minecraft. And for a crops to ripen it takes about 24 hours of IRL time. And so on.
How could I take this into account in Sedimentology? If the setting is now at 10 and I set it to 1 ... ? In my oppinion and on my server the erosion rate can be quite slow indeed. But it's really difficult to test slow settings.
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Posted Dec 7, 2013@s0f4r
I will be sure to test that sand trick :-)
I just downloaded v5, testing it now. I'm very excited about this!
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Posted Dec 6, 2013Sedimentology-5 is pending approval and should be ready for download soon. This beta release is for bukkit 1.7.2 testing servers only. This plugin version will not work for version 1.6.x bukkit servers as it implements new blocks and biomes.
Please test and leave feedback. If you see problems, a screenshot speaks wonders, and please include the output of "/sed stats".
Enjoy!
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Posted Dec 6, 2013@pilvimaa
Cool!
I took a look around (you must have all been asleep already in Finland) and noticed some effects from the v3 version - there's some water breakage in one of the castles, creating waterfalls that are obviously misplaced, and that is leading to underwater sand deposits being created (something that is going to be removed in the 1.7.2 special version that I'm testing right now). Some blocks look like they may have fallen down from one of the dirt towers too.
An easy way to test if displacement is working is to make a 4x4x4 sand tower, even with default settings that should start to crumble down fast.
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Posted Dec 6, 2013Well, I am running it on a public server ... but it's 1.7.2 and I'm not sure if Sedimentology is working or not :-) I tried to make a tower of dirt and I've been watching it's behaviour in rain for ... a week maybe? But I don't think anything has happened.
No errors though. But I will probably know more when the proper 1.7.2 version of Sedimentology is released eventually.
My server: aurinkomaacraft.fi
It's a finnish language roleplaying server and kind of impossible to get into unless you're a native finnish speaker but every now and then we've had visitors from other countries as well.
For the purpose of checking out Sedimentology - after I'm able to verify that it's actually doing something and working properly with 1.7.2 - everyone is most welcome.
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Posted Dec 5, 2013Folks,
If anyone is running Sedimentology on a public server, please let me know, or better, post a screenshot or server location here, and let me know what your experiences with the plugin are! I'd like to hear from you.
Also, if anyone is looking for a Sedimentology-enabled server to look around, please ask here so folks can have a look at the plugin in action.
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Posted Dec 5, 2013@Osverts
Thanks for the support!
I like the idea of larger world transformations, and I've thought and played with this plugin to make it do some of the aspects of that (like, turning dirt blocks eventually into sand absent vegetation). It certainly makes for an interesting world.
However, while that is a fun exercise it makes for awful gameplay, since it will generate a 1-block thick sand cover over all areas and that just doesn't do much. Right now it just doesn't feel right to me.
On top of that you're spot on that we should rather have something that changes the biome and transforms the landscape in the long run, all the way into the ground if possible. And that's something that Sedimentology can't really do right now.
I'm thinking to develop this plugin to a point where Sedimentology achieves the following goals:
- Affect but not destroy an existing Minecraft world - Introduce realistically looking landscapes, not piles and piles of debris thrown into oceans
And ultimately to the player this would mean:
- Force players a bit more consciously to replant trees - It's going to look different tomorrow, and that's cool!
:)
As for trees/sand interacting - sand dunes will currently just choke trees and vegetation, nothing will stop that. While vegetation prevents material from being picked up (up to a limit), it has no way to stop material from being deposited :). Specifically to that, I only have water and slopes creating transportation, but there is no wind transport. I don't think there will ever be one since it's going to be very strange to see blocks move horizontally or even upwards.... Maybe some day.
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Posted Dec 5, 2013Hi dear modmaker, This is very interresting! You are the first one to create a mod that goes in a direction that interrested me for a long time. And I am sorry to use this opportunity to request/propose something that I never found or seen before and that might interrest you. What if we could imagine that deserts would expand if not stopped by trees. My basic idea is that players who are careless about their environment and cut all the trees without replanting them should have some consequences. I thought first rarification of seedlings, and finally transformation of a terrain to a desert... maybe even a change to the biome? Anyway I will try your mod this weekend on my server and thank you for the direction of your research! Cheers.
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Posted Dec 4, 2013Spent some time on the following things:
There's also a few new screenshots out for those who can't try out the plugin yes themselves.
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Posted Dec 4, 2013Since you believe the code for a ruin cleaner plugin would be similar to Sedimentology, would you be willing to program that plugin? I want both Sedimentology and this decay plugin so I would feel a lot more comfortable if you programmed both so that there would be no compatibility issues between them.
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Posted Dec 2, 2013@pilvimaa
Hi pilvimaa,
The 1.7 blocks are fairly straightforward, It'll be a few days so I can test everything works welll - the new plants reuse some of the old item identifiers, so it's not a lot of work. I expect to have a 1.7 version out within a week or so.
For now, the plugin doesn't touch columns that have typical house blocks on top like roofs, slabs, and since even cobblestone can take weeks to decay on the default setting there shouldn't be a need to worry about floating houses - worst case your house on the hills will be standing at a cliffs edge. Of course, planting vegetation (grass, flowers, trees) basically prevents most erosion from actually happening.
The plugin completely ignores unloaded chunks, and it has to do so to prevent it from endlessly loading new chunks which will bring your server down (trust me on that one;^) ). That does indeed mean that unvisited chunks outside of players' vision remain untouched, but it also means that once they do occupy and play in those areas that they get the full effect of the plugin. Of course, there are plugins to keep certain chunks loaded. Note that the more chunks you load, the slower this plugin will do it's work.
As for Towny and Factions, they are completely optional and don't even need to be installed on your server. But I'm going to add a configuration option so that using the protection code can be toggled on/off even if you have towny or Factions installed, so that folks using those plugins can still enjoy the effects of this plugin in their private chunks. Watch for v4 coming soon.
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Posted Dec 2, 2013This plugin seems SO interesting. How soon will you have support for all the 1.7 blocks?
There is one thing I was wondering about. What if you build a house on a steep muddy hill ... will you end up having a floating house after a few rainy days/weeks/months ... ? If there are any known problems like the one I suggested that could potentially upset people/make the scenery look ugly - could you make a list of them on your main page?
What about unloaded chunks? Is the terrain going to look drastically different over time in player populated areas compared to willderness? Since you won't have any erosion happening in areas where there are no players present.
Be as it may, I certainly must have this plugin on my server. I love all things that add small bits of suprising realism to Minecraft :-)
I read about your interest in adding towny/factions support (or some such) and degrading buildings over time on unprotected lots.
It's a great idea. But personally I don't use and would not consider using those plugins. What options would I have in the eventuality that you add support for such feature in short of disabling the functionality?
I think it's a wonderful idea but I do not adhere to the whole concept of protected lots. I wonder if you could have the option for detecting the presence of doors, glass blocks/panes or something similiar - if the house is missing these things it will start to break down eventually. Or perhaps you have better ideas as to what would be the best way to implement the degradation of non natural structures ... but I can certainly see how it could be problematic.
Still, if you get any brilliant ideas I would sure appreciate you taking into account also us who do not like to use protected lots on our servers.
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Posted Dec 1, 2013@s0f4r
So, after talking to some helpful folks I may have towny support working, but I can't test right now as my towny jar fails to start with 1.6.4-r2.0 - towny users should test and report the upcoming sedimentology-3 jar please, and let me know if it works.
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Posted Dec 1, 2013@KevinABC96
Thanks for your comments, some notes:
I still feel like combining this plugin with a plugin that performs a completely different geologic process doesn't make any sense. It would make debugging harder and just make things more complex, but it all doesn't make sense to discuss until some code actually takes shape ;).
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Posted Dec 1, 2013Tonight I'll hopefully finish testing version 3, which will have Factions support (basically all claimed chunks will be unaffected) and fixes quite a few little bugs with various parts of the displacement code, fixes up water near sealevel. Factions support is optional - the plugin will run fine without Factions installed.
I will not add towny support right now since the plugin API for towny doesn't allow me to make it optional - the towny calls I need to make require me to import towny classes that require towny to be installed, and I don't use towny myself at this point. Maybe someone else can look into that if they feel like it.
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Posted Nov 30, 2013There's now a linked screenshot page for those interested in the effects.
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Posted Nov 30, 2013@DivinityCraft
Good point - I've never understood why on some servers there is just a jungle of unclaimed land with half-protected plots cluttering about. I'm thinking a separate cleanup plugin will be easy to write using the same concepts, and I'd like to keep the functionality of this plugin focused on the geology concepts. Note that it should not take much time to convert Sedimentology into "Waste Management Co Plugin"... cough... takers?
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Posted Nov 30, 2013@X_angelz_X
I'm working on some screenshots for this page so people get an idea what it effects to. Obviously I'd like testers, or better even people who can review the code on github. If people want to share screenshots, that would be great!
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Posted Nov 30, 2013@s0f4r
Yes exactly, I think displacement and deletion would be able to work in synergy to create a kind of world-cleaning plugin. Any unnatural blocks in unclaimed land get deleted, and then the terrain damage left behind gets somewhat repaired by the displacement of natural blocks. This plugin can actually obsolete a major reason why servers replace their worlds; the clutter of ruins.
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Posted Nov 30, 2013This seems like a highly anticipated and interesting plugin, I can't await to test this out, are you looking for someone to showcase the plugin?