[Mod] Plants [3.5][plants]

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Bas080
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by Bas080 » Wed Mar 27, 2013 00:52

Inocudom, why are you disappointed that this mod is not dependent on plants_lib? Is it because plants do not spawn after on generate?

If that is the case I can make some adjustments to habitat. That way i can make it spawn on generate, and very rarely make it spawn overtime ABM. Or is there another reason?
 

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Inocudom
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by Inocudom » Wed Mar 27, 2013 01:25

Bas080 wrote:Inocudom, why are you disappointed that this mod is not dependent on plants_lib? Is it because plants do not spawn after on generate?

If that is the case I can make some adjustments to habitat. That way i can make it spawn on generate, and very rarely make it spawn overtime ABM. Or is there another reason?


That would be the reason. If you can make those adjustments, that would allow the plants to replenish.
 

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Ragnarok
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by Ragnarok » Wed Mar 27, 2013 13:26

I understand there is no way to spawn plants on pre generated map for now, right? On fresh worlds your plants looks amazing :)
 

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Bas080
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by Bas080 » Wed Mar 27, 2013 14:17

Ragnarok wrote:I understand there is no way to spawn plants on pre generated map for now, right? On fresh worlds your plants looks amazing :)


There is indeed no feature for replenishing the plants. Will work on this real soon!
 

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Likwid H-Craft
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by Likwid H-Craft » Wed Mar 27, 2013 16:00

What about odd plants?

Like...
this....
http://starwars.wikia.com/wiki/Category:Plants
My Domain's/others:
http://likwidtest.hj.cx/ (Not Done)
 

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Inocudom
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by Inocudom » Tue Apr 23, 2013 22:04

I went deep below ground, but it looks like even the lavashrooms and glowshrooms can only appear so far down. This must be a limitation of the habitat mod. If you or someone else could allow those mushrooms to spawn at all depths below sea level, it would be greatly appreciated.
 

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Bas080
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by Bas080 » Tue Apr 23, 2013 22:42

Insert really large numbers. You can do that yourself by editing:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
habitat:generate("plants:lavashroom_wild", "default:stone", minp, maxp, -1000, -130, 5, 10, {"default:lava_source"},0,{""})
habitat:generate("plants:glowshroom_wild", "default:stone", minp, maxp, -5, 20, 7, 40, {"default:stone_with_coal"},0,{""})


to something like

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
habitat:generate("plants:lavashroom_wild", "default:stone", minp, maxp, -1000000, -130, 5, 10, {"default:lava_source"},0,{""})
habitat:generate("plants:glowshroom_wild", "default:stone", minp, maxp, -1000000, 20, 7, 40, {"default:stone_with_coal"},0,{""})


No limitation (height and depth at which spawns) is not an option with habitat mod. Neither will I add this to Habitat. It is almost dead except for plants mod which still depends on habitat.
 

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Inocudom
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by Inocudom » Tue Apr 23, 2013 23:31

Thank you Bas080. I will try that and see what happens.
 

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Mihobre
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by Mihobre » Sun Apr 28, 2013 11:37

great!!!!!!!
I wanna fly!!!
I wanna have feathery wings of silver, blue, and white!!!
I wanna soar high and touch the sky!!!
I wanna fly!!!
 

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Mossmanikin
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by Mossmanikin » Fri May 24, 2013 12:43

While generation is really slow, I like the result a lot!
In particular the wild corn looks great.

Noob 4 life!
My stuff
 

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Inocudom
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by Inocudom » Fri May 31, 2013 02:51

This mod always goes well with plantlife. Keep up the good work.
 

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by Inocudom » Mon Jun 24, 2013 04:47

The post below speaks of recent changes to Minetest that could make this mod perform better.
http://forum.minetest.net/viewtopic.php?pid=96112#p96112
 

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Inocudom
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by Inocudom » Tue Aug 06, 2013 16:40

Inocudom wrote:The post below speaks of recent changes to Minetest that could make this mod perform better.
http://forum.minetest.net/viewtopic.php?pid=96112#p96112


Would voxel_manip improve this mod's performance?
 

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Bas080
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by Bas080 » Wed Aug 07, 2013 18:08

Hybrid Dog wrote:
Inocudom wrote:
Inocudom wrote:The post below speaks of recent changes to Minetest that could make this mod perform better.
http://forum.minetest.net/viewtopic.php?pid=96112#p96112


Would voxel_manip improve this mod's performance?
You would need to edit the habitat mod.


I am not familiar with voxel_manip. I would have to see a good example to know if it is applicable. Is there a good example?

EDIT:
Yes there is, https://github.com/PilzAdam/nether/blob/voxelmanip/init.lua
Last edited by Bas080 on Wed Aug 07, 2013 18:49, edited 1 time in total.
 

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Re: [Mod] Plants [3.5][plants]

by Argos » Sat Feb 07, 2015 19:55

Hi,

Are you still working on this mod ?

I created a few patches to fix a few bugs, and making some small improvements. Would you be interested ?
 

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Re: [Mod] Plants [3.5][plants]

by Bas080 » Mon Feb 09, 2015 00:22

Argos, I would be very much interested. Even if I don't use this mod myself atm, please do share. Your changes might inspire me to develop this mod further.
 

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Re: [Mod] Plants [3.5][plants]

by Argos » Wed Mar 11, 2015 10:45

Hi,
I took a break from hacking on minetestmapper, and found time to get my patches in releasable state. You'll find them in my tree. I also created a pull request.

Awaiting your feedback...
My mods & tools:
My fork of Minetestmapper - much improved - features, manual, Windows downloads
[MOD] Wrench (rotate:wrench) - improved screwdriver alternative - manual, download
 

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