Only a single program was used to safely compress all textures in MTG.
* `optipng -o7 -zm1-9 -nc -strip all -clobber %%f`
The key command used is -nc, which stops color mode changes. I.e. any RGBA textures will remain RGBA textures, with none being changes to 8-bit indexed mode.
utils/optimize_textures.sh performs this compression automatically, assuming optipng is installed.
Previously, maximum flora density was chosen based on the extremely rare
occurrence of all 8 flowers being at high density at one location. This
caused flora everywhere to spread to an unacceptably high density.
Revert the threshold to 3, which in testing results in a more acceptable
maximum density of 7 flora per 9x9 area.
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
Adds a direct resource of green dye, and a flower resource of black dye.
Completes the colour sequence: red, orange, yellow, green, blue, violet.
Makes all base dyes cultivatable and sustainable, without the presence
of coal.
Add the new flowers to the world with the same density variation as the
others, but obviously with different noise seeds. Results in more flowers
in a world and more variety of flower combinations.
Only register floatland biomes if mgv7 'biomerepeat' flag is false.
Simplify floatland biomes to coniferous forest and ocean.
Make 'mgv7_floatland_level' and 'mgv7_shadow_limit' parameters global
values for mods to use to register their own floatland biomes.
Flora is converted to dry shrub in desert sand and silver sand.
No conversion in sand to preserve sand dune grasses.
Dry shrubs do not spread so this conversion, used by players, is the
only way to generate them.
If there is no group:soil node found below, do not replace flora with
dry shrub, this was breaking flower pots and other mods.
Originally, flora would only turn to dry shrub if in desert sand.
Use the soil group more instead of checking for multiple node names.
Remove 'neighbors' from ABM.
Turn any flora to dry shrub if on a non-soil, except when on default:sand
to avoid dune grasses being replaced.
Search for "group:soil" when searching for a position for the new flora
node, instead of searching for multiple node names, however do not spread
flora onto desert sand, which is in the soil group.
Remove default:dirt_with_snow from the soil group as it would be frozen
soil. It can be dug and placed to turn it into dirt (consider this some
extra work needed to make it cultivatable).
A simple set of biomes for now: Ocean, coniferous forest, grassland,
sandstone desert.
Update biome lists for blob ores and decorations.
Make sandstone desert filler 1 node deeper to match other deserts.