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[Mod] Bonemeal [0.3] [bonemeal]

Posted:
Tue Jan 17, 2017 21:16
by TenPlus1
Bonemeal is crushed from bones found in dirt or by using player bones, Mulch is made from a tree trunk surrounded by leaves and Fertiliser is a mix of both, each of which can be used to quickly grow saplings, crops and grass/decoration on top of dirt. Support for ethereal saplings/crops, farming redo crops and moretrees saplings are included.
Download:
https://github.com/tenplus1/bonemeal/archive/master.zipSource:
https://github.com/tenplus1/bonemealLicense: MIT
Dependencies: default, ethereal?, moretrees?
Re: [MOD] Bonemeal [0.1] [bonemeal]

Posted:
Tue Jan 17, 2017 22:58
by texmex
Nice! It's more polished than the bones mod I'm using. I like the particles! Are they green because you sprinkle the souls of past Sams? Found two things with it that's a bit odd however
• Is it meant to be able to grow grass and flowers on desert sand?
• Is it meant to override the sapling growing light and proximity check? As of now you can build walls of trees like this
Thanks!
Re: [MOD] Bonemeal [0.1] [bonemeal]

Posted:
Wed Jan 18, 2017 08:22
by TenPlus1
By default any group:soil will have grass and flowers growing on it, but since default farming mod classifies desert sand as soil then it's a problem, so I'll put a specific entry for desert sand and upload today...
... as for sapling light checks, yes, it's meant to override them :) Many players including myself wanted a way to force grow saplings without the need for light (or in ethereal's case specific dirt to grow on :)
Re: [MOD] Bonemeal [0.1] [bonemeal]

Posted:
Wed Jan 18, 2017 09:37
by texmex
TenPlus1 wrote:By default any group:soil will have grass and flowers growing on it, but since default farming mod classifies desert sand as soil then it's a problem, so I'll put a specific entry for desert sand and upload today...
Is that a concious decision you think? If so I guess I can live with it, considering how powerful this bonemeal really seems to be :)
TenPlus1 wrote:... as for sapling light checks, yes, it's meant to override them :) Many players including myself wanted a way to force grow saplings without the need for light (or in ethereal's case specific dirt to grow on :)
Alright, cool!
Re: [MOD] Bonemeal [0.2] [bonemeal]

Posted:
Wed Jan 18, 2017 09:45
by TenPlus1
Updated to 0.2:
- sand, desert_sand and silver_sand will only spawn the odd dry_shrub instead of grass and flowers :)
- added global bonemeal:on_use(pos) function for other mods to use
- added flowers from bakedclay mod as decoration
Re: [MOD] Bonemeal [0.1] [bonemeal]

Posted:
Wed Jan 18, 2017 09:55
by texmex
Good solution. :)
Re: [MOD] Bonemeal [0.2] [bonemeal]

Posted:
Wed Jan 18, 2017 11:11
by twoelk
the bonemeal mod is among those that are vital for me on Xanadu. I have always liked the fertilizer concept.
I wonder though wether it might be interesting to split the power somewhat. Maybe having a cheap fertilizer that makes use of more leaves or grass with a single bone to enhance growth time but stick to the biome rules. A stronger fertilizer could be made by upgrading like needing several cheap fertilizer nodes and maybe some more mob bones to be able to override the growth rules as set by biomes and proximity. A third level might be something like a green thumb or some green boots that turn sand and stone to dirt with grass as I walk over them.
Re: [MOD] Bonemeal [0.3] [bonemeal]

Posted:
Wed Jan 18, 2017 15:56
by TenPlus1
Updated to 0.3
- Added Mulch (tree surrounded by leaves) and Fertiliser (bonemeal + mulch) items
- Added growth strength (mulch = 1, bonemeal = 2, fertiliser = 3) higher the faster things grow in lower light.