[mod] Not so simple plants and fungi [nsspf]

npx
Member
 
Posts: 165
Joined: Thu Apr 09, 2015 21:17
In-game: npx

Re: [mod] Not so simple plants and fungi

by npx » Mon Jan 09, 2017 20:46

All the mushrooms are real mushrooms and have their real effect. It's up to you to discover which ones are edible! Even using your experience ;)
 

User avatar
TheReaperKing
Member
 
Posts: 493
Joined: Sun Nov 22, 2015 21:36

Re: [mod] Not so simple plants and fungi

by TheReaperKing » Sat Jan 21, 2017 21:59

Thank you for the learning experience. I thought that the mushrooms would be on the north side (though I read some do grow on the north side) but I found that some fungi grow on the south side too, interesting! This was a fun read:
http://www.naturalnavigator.com/the-lib ... ng-lichens
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com

Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com

Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

CuriousNoob
Member
 
Posts: 74
Joined: Wed Jan 27, 2016 09:43

re : plant and fungi navigation

by CuriousNoob » Sun Jan 22, 2017 11:51

TheReaperKing wrote:Thank you for the learning experience. I thought that the mushrooms would be on the north side (though I read some do grow on the north side) but I found that some fungi grow on the south side too, interesting! This was a fun read:
http://www.naturalnavigator.com/the-lib ... ng-lichens


Just remember that asymmetrical North/South phenomena would probably be reversed for the same species in the other hemisphere ;-P

.
 

npx
Member
 
Posts: 165
Joined: Thu Apr 09, 2015 21:17
In-game: npx

Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Thu Feb 02, 2017 09:00

Moved to Mod releases!
 

lumberJack
Member
 
Posts: 12
Joined: Wed Apr 06, 2016 23:38
GitHub: kakalak-lumberJack
IRC: lumberJack lumberJuice
In-game: lumberJack

Re: [mod] Not so simple plants and fungi [nsspf]

by lumberJack » Tue Feb 14, 2017 13:31

Yes! More of this please. Excellent work. My only suggestion would be that as you continue to develop the mod, please include a configuration file or an easy way for people running servers to pick and choose fungi/plants they want to spawn on their map.

Edit: What just happened? :D I tested this on a test world and everything seemed to work nicely. Spawn rates were very moderate. Threw it on my server and it went crazy. Instantly there were mushrooms everywhere! Not sure what the issue is but I will continue to investigate and try to figure out what went wrong. Meanwhile, any clues would be appreciated. I would love to get mod to play nice with my server :)
 

npx
Member
 
Posts: 165
Joined: Thu Apr 09, 2015 21:17
In-game: npx

Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Tue Feb 14, 2017 17:47

It is a really nice idea, I will work on choosing the fungi to spawn!
Fungi in the wip version grew in this uncontrolled way... So I wrote an abm in order to kill the fungus in the moment in wich he grows too much, I think something went wrong in this process. Those fungi are very invasive, but in this way it should be a controlled process. Please, tell me if you discover something!
 

User avatar
Chibi ghost
Member
 
Posts: 161
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: [mod] Not so simple plants and fungi [nsspf]

by Chibi ghost » Tue Feb 14, 2017 19:24

seems okay to me when a area loads sometimes I see about a dozen grouped together but most of the fungi vanish by the time time the area fully loads
 

lumberJack
Member
 
Posts: 12
Joined: Wed Apr 06, 2016 23:38
GitHub: kakalak-lumberJack
IRC: lumberJack lumberJuice
In-game: lumberJack

Re: [mod] Not so simple plants and fungi [nsspf]

by lumberJack » Wed Feb 15, 2017 13:44

Chibi ghost wrote:seems okay to me when a area loads sometimes I see about a dozen grouped together but most of the fungi vanish by the time time the area fully loads


That is basically the behavior I see if i load it in a fresh world and then build it up with other mods, but for some reason adding it to my already established world sends the fungus into overload. Can't really come up with a logical reason for this, but the fungus literally grown on virtually every tree/jungle block and crowd the ground. They don't seem die off, at least not within a few minutes.

npx wrote:It is a really nice idea, I will work on choosing the fungi to spawn!
Fungi in the wip version grew in this uncontrolled way... So I wrote an abm in order to kill the fungus in the moment in wich he grows too much, I think something went wrong in this process. Those fungi are very invasive, but in this way it should be a controlled process. Please, tell me if you discover something!


I'll keep messing with it. It may come down to just trying to tune down the abms, but it will be a few days before i have time to really get in there and experiment properly. I'll let you know if I come up with anything that seems to work.

Edit/update:
So, after several experiments to figure out what circumstances caused the overgrowth of fungus experienced on my map, there seems to be a relation to the server's age, specifically the game_time value recorded in the worlds/env_meta.txt file. I have tried turning up this value to 7-8 digit numbers and been able to replicate the overgrowth on new worlds. Also reloading all the mods I have on my server in a new world with nsspf does not trigger the overgrowth. I'll continue to experiment to try to find a way to integrate this mod into more "aged" worlds, but I thought I would share what I have found out so far...
 

npx
Member
 
Posts: 165
Joined: Thu Apr 09, 2015 21:17
In-game: npx

Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Fri Mar 03, 2017 15:31

Check the amazing review made by NathanS
https://www.youtube.com/watch?v=JbHFwUX ... 3gK_8V671H

Nathan, glowing fungi really glows in the real world! https://en.wikipedia.org/wiki/Mycena_chlorophos
The tubers (truffles), that grow underground are precious and fragrant foods, they cannot be cooked at all!
All the names and effects of the mushrooms are real, but of course it is very hard to distinguish them in the woods only by seeing the models, so it is possible to use mod for didactic purposes, but not with the aim of finding and eating them, intoxications with fungi are unfortunately very common even among experts.

The growing part of the fungus, that is able to produce the mushroom after some time is the mycelium, a block of dirt covered with white "roots". The mycelium dies when exposed to air, but by digging the remained block, called fungusdirt it is possible to find the spores. The fungusdirt has the same texture of the dirt so it is hard to find it, but it is possible to farm fungi by clicking on them on the specific block that they requires. Those mechanics are complicated, that's why sometimes fungi escape from the control and overgrow!
 

User avatar
Nathan.S
Member
 
Posts: 679
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [mod] Not so simple plants and fungi [nsspf]

by Nathan.S » Sat Mar 04, 2017 03:16

I want to get some of those fungi for my house.

Thanks for explaining the growing information. I'll link your post one my website so people can find more information on how to grow the fungi.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

User avatar
Chibi ghost
Member
 
Posts: 161
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: [mod] Not so simple plants and fungi [nsspf]

by Chibi ghost » Sat Mar 04, 2017 10:01

npx wrote:Check the amazing review made by NathanS
https://www.youtube.com/watch?v=JbHFwUX ... 3gK_8V671H

Nathan, glowing fungi really glows in the real world! https://en.wikipedia.org/wiki/Mycena_chlorophos
The tubers (truffles), that grow underground are precious and fragrant foods, they cannot be cooked at all!
All the names and effects of the mushrooms are real, but of course it is very hard to distinguish them in the woods only by seeing the models, so it is possible to use mod for didactic purposes, but not with the aim of finding and eating them, intoxications with fungi are unfortunately very common even among experts.

The growing part of the fungus, that is able to produce the mushroom after some time is the mycelium, a block of dirt covered with white "roots". The mycelium dies when exposed to air, but by digging the remained block, called fungusdirt it is possible to find the spores. The fungusdirt has the same texture of the dirt so it is hard to find it, but it is possible to farm fungi by clicking on them on the specific block that they requires. Those mechanics are complicated, that's why sometimes fungi escape from the control and overgrow!
ah that's where I've been going wrong shame I converted the glass houses I made for the mushrooms into store houses for flowers for dying with
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [mod] Not so simple plants and fungi [nsspf]

by burli » Mon Mar 06, 2017 10:21

This mod uses 28 ABM's? Seriously? You really should replace some of them with node timers
 

v-rob
Member
 
Posts: 12
Joined: Thu Mar 24, 2016 03:19

Re: [mod] Not so simple plants and fungi [nsspf]

by v-rob » Mon Mar 13, 2017 23:55

Why can't I place mushrooms down in creative mode? They always disappear, wherever I put one...

Also, how do you plant spores? I don't quite understand that.
 

npx
Member
 
Posts: 165
Joined: Thu Apr 09, 2015 21:17
In-game: npx

Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Tue Mar 14, 2017 17:23

This is a "realistic" mod, I think, it is quite irrealistic put a mushrooms again on the ground.

Each fungus type need a specific block on which you must click with the spores.
Saprobiontic fungi (macrolepiota, lycoperdon, psilocybe...) just need a block of dirt_with_grass on a dirt block, you have to click on the dirt_with_grass to transform the dirt under it in mycelium.
Mychorrizal fungi (amanita, boletus, truffles...): you have to click with the spores on the right tree trunk, this will transform the dirt under the trunk in mycelium.
Snowbank fungi work as the saprobiontic but using the dirt_with_snow, instead of dirt with grass.
Is it clear? Maybe we will make a video in order to explain better all these dynamics, I understand that I'm not able to explain very well... Sorry!
Last edited by npx on Tue Mar 14, 2017 22:56, edited 1 time in total.
 

User avatar
Chibi ghost
Member
 
Posts: 161
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: [mod] Not so simple plants and fungi [nsspf]

by Chibi ghost » Tue Mar 14, 2017 18:39

no you did very well much easier to understand now thank you
 

v-rob
Member
 
Posts: 12
Joined: Thu Mar 24, 2016 03:19

Re: [mod] Not so simple plants and fungi [nsspf]

by v-rob » Tue Mar 14, 2017 23:05

Thank you very much. I understand now.
 

User avatar
the_raven_262
Member
 
Posts: 68
Joined: Mon Sep 22, 2014 09:30
GitHub: theraven262
IRC: the_raven_262 Raven262 Corvus262 corvus
In-game: the_raven_262 Raven262 Nevermore

Re: [mod] Not so simple plants and fungi [nsspf]

by the_raven_262 » Wed Mar 15, 2017 06:51

This mod is complex and quite interesting, though if i were you i would make mushrooms fall to the ground when i cut the tree that is holding them.
My favourite quote is NOOT NOOT! (By comrade Pingu)
Which roughly translates to "The revolution will be swift and without mercy!"
 

User avatar
azekill_DIABLO
Member
 
Posts: 3458
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [mod] Not so simple plants and fungi [nsspf]

by azekill_DIABLO » Wed Mar 15, 2017 10:51

burli wrote:28 ABM


Image
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

User avatar
TailsTheFoxDoes MT
Member
 
Posts: 415
Joined: Mon Jan 18, 2016 20:50
In-game: TailsTheFox

Re: [mod] Not so simple plants and fungi [nsspf]

by TailsTheFoxDoes MT » Sun Mar 19, 2017 22:33

npx wrote:A mod that adds wild plants and fungi in order to give another source of food without farming.

For now there are only 29 fungi and no plants.
You just have to walk around in the different biomes and gather the fungi.
All the fungi are taken from the real world and thay have their scientific names. Many of them are good to eat, but others can be lethal.
There are 5 types of fungi:
-Ectomycorrhizal fungi: grows in association with the roots of trees, the mycelium grows in the ground and sometimes a mushroom will grow. There are also truffles, hard to find (truffles are produced underground)
-Saprobiontic fungi: divided in 4 categories distiguished by where they grow
+Jungle fungi grow on trees trunks in the jungle.
+Grass fungi grow as mycelium underground in grassland and sometimes produce a mushroom on the surface.
+Snowbank fungi act as grass fungi but under the snow.
+Tree fungi as jungle fungi grow on trees trunks of trees and pine trees.

The mushrooms:
Image

Fungi are generated by abm, so their growth will require some time.

It is possible to farm the fungi with the spores. Exposed to air mycelium will die and the dirt left may contain spores, dropped when digged.
For saprobiontic is necessary to click with the spores the ground (dirt_with_grass or dirt_with_snow) to grow a new mycelium under the node. Ectomycorrhizal fungi spores need to placed on the bottom of the right trunk of a tree, each fungus need a specific tree.

Many mushrooms are hard to digest so it is better to cook them before eating, in order to appreciate their nutritional value fully. Cooking could also inactivate the toxin in poisonous fungi (only in some of them obviously!). In other cases cooking may damage the benefic propreties of the mushrooms reducing his nutritional value.

License: LGPLv3 for the code; CC BY-SA 4.0 for the models and textures

Github: https://github.com/NPXcoot/nsspf
Download: https://github.com/NPXcoot/nsspf/archive/master.zip


Ugh this is too COMPLEX for me! :P
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [mod] Not so simple plants and fungi [nsspf]

by Wuzzy » Mon Mar 20, 2017 14:06

What happens to the brown and red mushrooms from Minetest Game? Will they be replaced?
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

npx
Member
 
Posts: 165
Joined: Thu Apr 09, 2015 21:17
In-game: npx

Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Mon Mar 20, 2017 14:34

There is an ABM to remove them from the map!
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [mod] Not so simple plants and fungi [nsspf]

by Wuzzy » Mon Mar 20, 2017 14:40

IMO it would make more sense to overwrite those mushrooms with 2 mushrooms from this mod to match the style of everything else. Or just add 2 additional mushrooms just to replace the default mushrooms, by using a close equivalent instead.

An ABM is usually costly and it also does not get rid of brown and red mushrooms in inventories.
It is ugly to have the default mushrooms still present in the game, alongside the 3D mushrooms which are very different.
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [mod] Not so simple plants and fungi [nsspf]

by burli » Mon Mar 20, 2017 15:38

Wuzzy wrote:An ABM is usually costly...


As I mentioned this mod has 28 of them, a lot of them with interval = 1 and chance = 1

Definitively too much for a few mushrooms
 

User avatar
azekill_DIABLO
Member
 
Posts: 3458
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [mod] Not so simple plants and fungi [nsspf]

by azekill_DIABLO » Mon Mar 20, 2017 16:17

this mod might increase the server lag A LOT
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

Zachary
New member
 
Posts: 8
Joined: Wed Mar 08, 2017 09:42

Re: [mod] Not so simple plants and fungi [nsspf]

by Zachary » Tue Mar 21, 2017 00:14

TailsTheFoxDoes MT wrote:
npx wrote:A mod that adds wild plants and fungi in order to give another source of food without farming.

For now there are only 29 fungi and no plants.
You just have to walk around in the different biomes and gather the fungi.
All the fungi are taken from the real world and thay have their scientific names. Many of them are good to eat, but others can be lethal.
There are 5 types of fungi:
-Ectomycorrhizal fungi: grows in association with the roots of trees, the mycelium grows in the ground and sometimes a mushroom will grow. There are also truffles, hard to find (truffles are produced underground)
-Saprobiontic fungi: divided in 4 categories distiguished by where they grow
+Jungle fungi grow on trees trunks in the jungle.
+Grass fungi grow as mycelium underground in grassland and sometimes produce a mushroom on the surface.
+Snowbank fungi act as grass fungi but under the snow.
+Tree fungi as jungle fungi grow on trees trunks of trees and pine trees.

The mushrooms:
Image

Fungi are generated by abm, so their growth will require some time.

It is possible to farm the fungi with the spores. Exposed to air mycelium will die and the dirt left may contain spores, dropped when digged.
For saprobiontic is necessary to click with the spores the ground (dirt_with_grass or dirt_with_snow) to grow a new mycelium under the node. Ectomycorrhizal fungi spores need to placed on the bottom of the right trunk of a tree, each fungus need a specific tree.

Many mushrooms are hard to digest so it is better to cook them before eating, in order to appreciate their nutritional value fully. Cooking could also inactivate the toxin in poisonous fungi (only in some of them obviously!). In other cases cooking may damage the benefic propreties of the mushrooms reducing his nutritional value.

License: LGPLv3 for the code; CC BY-SA 4.0 for the models and textures

Github: https://github.com/NPXcoot/nsspf
Download: https://github.com/NPXcoot/nsspf/archive/master.zip


Ugh this is too COMPLEX for me! :P
well because I know you are a little kid who creates a channel called tails the fox ha ha identity exposed
 

npx
Member
 
Posts: 165
Joined: Thu Apr 09, 2015 21:17
In-game: npx

Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Wed Mar 22, 2017 16:45

Wuzzy wrote:IMO it would make more sense to overwrite those mushrooms with 2 mushrooms from this mod to match the style of everything else. Or just add 2 additional mushrooms just to replace the default mushrooms, by using a close equivalent instead.

An ABM is usually costly and it also does not get rid of brown and red mushrooms in inventories.
It is ugly to have the default mushrooms still present in the game, alongside the 3D mushrooms which are very different.


You're right, but I really don't know how it could be done... Is it possible to remove them?
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [mod] Not so simple plants and fungi [nsspf]

by burli » Wed Mar 22, 2017 17:42

npx wrote:You're right, but I really don't know how it could be done... Is it possible to remove them?

Maybe not all of them, but I think most of the ABMs can be replaced with node timers
 

npx
Member
 
Posts: 165
Joined: Thu Apr 09, 2015 21:17
In-game: npx

Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Wed Mar 22, 2017 18:53

burli wrote:
npx wrote:You're right, but I really don't know how it could be done... Is it possible to remove them?

Maybe not all of them, but I think most of the ABMs can be replaced with node timers


I meant default mushrooms as suggested by Wuzzy...

I know that the mod is heavy and has a lot of ABM, but I think it would be hard to reduce them in number, I will think about the use of node timers
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [mod] Not so simple plants and fungi [nsspf]

by burli » Wed Mar 22, 2017 18:59

npx wrote:I meant default mushrooms as suggested by Wuzzy...

Ah, sorry. You can overwrite them with own mushrooms, but you still have the default spread ABM. Or you can remove them
 

v-rob
Member
 
Posts: 12
Joined: Thu Mar 24, 2016 03:19

Re: [mod] Not so simple plants and fungi [nsspf]

by v-rob » Thu Mar 23, 2017 22:42

EDIT: never mind
 

Previous

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 64 guests

cron