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 - [email protected]
@DivinityCraft
About deletion, are you suggesting that, if the plugin encounters something like wood planks, it would remove them over time slowly, so that player-abandoned claims are returned to natural-looking areas?
That's in itself a very interesting concept. I wonder if it should be an entirely separate plugin that uses the same core concepts but just works independently....
@DivinityCraft
Thanks for your thoughts - here are my ideas on them right now:
1 - the plugin only affects "natural" blocks right now, and leaves things like wood, bricks entirely alone. As such it should be suitable for most players, since they will build wood roofs, etc.. Making the degradation cycle configurable has it's problems, as it would affect the degradation chain and would be somewhat complicate the way the plugin work - you'd be required to determine all properties (including hardness and resistance) of all the materials, which isn't a bad idea, but complex from a configuration aspect and somewhat fragile. There are also Biome restrictions, in order to keep sand/clay out of some environments.
I may do this at one point, but I'm inclined to work on implementing ice effects first, for instance.
2. I'm not sure why you'd want blocks to disappear, it counters the notion that being block-neutral is a good goal - you don't want to end up with an empty world.
I'm personally looking forward for player ruins to degrade over time, but hand-made materials are not degraded by my plugin over time at all, so this is a problem my plugin will not currently help with.
3. having faction claims be unaffected seems like a good option, and I use factions myself, so I will look into that for sure!
Very interesting plugin, I look forward to seeing it become more and more developed. Perhaps it could become the solution to the terrain damages that worlds inevitably suffer at the hands of their players. I would love to see the following things to be implemented:
1. The ability to configure what blocks are to be affected
2. Be able to set certain types of blocks to be deleted instead of just displaced, to allow for player-made ruins to be deleted automatically
3. Compatibility with protection plugins such as Factions so that claimed chunks are not affected, especially important for 2. to work
I'll make an example of what these addition could look like in the config: Blocks to be displaced: -1 -3 -24
Blocks to be deleted: -5 -35 -42
Factions compatibility mode (no displacement/deletion of blocks on claimed land): true Towny compatibility mode (no displacement/deletion of blocks on claimed land): false
For those trying out v2 - please let me know what you think about the sounds I've selected to be played when blocks fall down, and whether you've had issues with this plugin otherwise!
@KevinABC96
Hi Kevin - Lava currently doesn't do anything. That's somewhat intentional as Lava in real life also doesn't act as an transport mechanism other than the lava itself. You could argue that lava actually hardens material (e.g. turning sand into sandstone). I may just consult some of my geology theory books to see if there is some material on that.
As for uplift/tectonics, yes, I've obviously thought a lot about that - I'm currently thinking of writing a separate plugin that creates static fault zones of various fault types (e.g. shear, strike/slip, etc.) but due to the persistent nature of fault zones (the fault lines do not move much over time) it is a completely different concept than erosion/sedimentation.
This Sedimentology plugin is entirely stateless, which makes it so simple and trivial to implement. A plugin that implements fault zones needs to remember fault locations, fault types etc.. It will be much more complex and move hundreds of blocks at a time, too :^)
Perhaps I'll have some time during the xmas holidays ;^)