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[Modpack] Plantlife [rolling release] [plantlife_modpack]

PostPosted: Fri Nov 30, 2012 06:29
by VanessaE
Image

Vanessa's plantlife modpack


This modpack supplies my Flowers-Plus and Poison Ivy mods, rewritten from scratch to use biome_lib, plus an updated version of the classic Bushes mod (e.g. various kinds of berries), a reduced version of the original Nature mod, called Nature Classic here, Mossmanikin's Ferns and Dryplants mods, the components of his Undergrowth modpack, bas080's vines and rope mod, and my 3D Mushrooms mod.

The purpose of the modpack as a whole is to add various kinds of foliage to the world.

Download: https://github.com/VanessaE/plantlife_modpack/archive/master.zip
...or browse the code: https://github.com/VanessaE/plantlife_modpack

Install: First, you must completely remove any copies of this modpack and/or any individual copies of its components that you may have previously installed. Then, download the above zip, extract it, and put the resultant "VanessaE-plantlife_modpack-xxxxxxx" folder into your Minetest mods folder. It's a good idea to rename the folder to just "plantlife_modpack".

Dependencies: biome_lib, minetest_game from commit 408ee69f or later, and a Minetest engine new enough to run it (0.4.13 for both will be fine).

Recommends: moretrees

License: WTFPL for all code, cc-by-sa 3.0 for the textures.

Important details:

Configuration: By default, all of the components of this modpack are enabled. Any of them can be disabled by simply deleting their respective folders from within the modpack's main folder, as is normally the case with a modpack.

Usage and Crafting Information:
+ "Show details..."

Screenshots:
+ "Show images..."

PostPosted: Fri Nov 30, 2012 07:07
by davidpace
Very Nice! I will download it soon :)

PostPosted: Fri Nov 30, 2012 07:21
by Aqua
+1 nice! Are there sounds?

PostPosted: Fri Nov 30, 2012 07:33
by davidpace
Dunno yet :)

PostPosted: Fri Nov 30, 2012 10:36
by kaeza
+1 Great work VanessaE!

The old flowers mod made the waterlilies spawn even deep into the ocean. Has this been fixed or is there a way to fix it?

Screenshot:
Image

PostPosted: Fri Nov 30, 2012 20:48
by VanessaE
kaeza: that has not been fixed, but is easily done. I just hadn't thought about it. I'll get to it Real Soon Now™ ;-)

PostPosted: Sat Dec 01, 2012 06:02
by leo_rockway
2 minutes into the game:

03:01:23: ERROR[main]: ServerError: LuaError: error: ...eo/.minetest/mods/minetest/plantlife/plants/init.lua:107: bad argument #1 to 'get_perlin' (number expected, got nil)
03:01:23: ERROR[main]: stack traceback:

PostPosted: Sun Dec 02, 2012 00:39
by VanessaE
I didn't have this happen on my end after much testing, but I just pushed an update that should fix this - I forgot to check if the perlin seed value was nil and assign a default if found. That's fixed now (defaults to 0).

PostPosted: Sun Dec 02, 2012 07:14
by VanessaE
Anyone who has this mod should re-download (or git pull, as appropriate). Added a minor fix for seaweed spawning wrong (facedir/param2 wasn't being set). Extended the mod's API slightly and updated API.txt accordingly.

PostPosted: Mon Dec 03, 2012 00:50
by VanessaE
Fixed a few bugs - waterlilies now spawn only in shallow water (3 nodes deep or less), and a bit more densely when they do. Fixed junglegrass turning into dry shrubs when on grass (should only be in the desert). Added a new field to the API to allow one to specify water depth for spawning items on water.

PostPosted: Mon Dec 03, 2012 01:27
by kaeza
VanessaE wrote:Fixed a few bugs - waterlilies now spawn only in shallow water (3 nodes deep or less), and a bit more densely when they do. Fixed junglegrass turning into dry shrubs when on grass (should only be in the desert). Added a new field to the API to allow one to specify water depth for spawning items on water.

+1000 Great!

PostPosted: Wed Dec 05, 2012 00:37
by VanessaE
2012-12-03: Split the flowers, junglegrass, and poisonivy components into separate folders so that this behaves more like a mod pack. To disable a component, delete the appropriate folder. The "plants" folder/mod herein supplies the API and glue used by the others. Also, randomized the spawning algorithm a little, to break up the patterns that were showing up in the spawned plants.

2012-12-04: Another minor update today: I renamed the "plants" module inside this modpack to "plants_lib" and adjusted the other components accordingly. Anyone who is using the plants module directly, just adjust your depends.txt to match. Anyone getting to it via the flowers mod (e.g. nature pack prior to v1.0.0) will need no changes.

PostPosted: Wed Dec 12, 2012 04:53
by Spots
having an issue with the dandelion's the textures are not showing up in the world so it get an odd texture x when i punch the node it goes to my inventory but no texture just an empty spot i have to highlight it to see what it is any ideas

PostPosted: Thu Dec 13, 2012 03:12
by VanessaE
This is a bug in the client/engine. Others have had the same issue with even the default items in the game. I am not sure of the cause. Perhaps disable your texture atlas and make sure you're not using any other programs that occupy a lot of video memory.

PostPosted: Tue Dec 18, 2012 05:51
by paramat
Good mod, thanks.
For my own use i added a recipe to craft 4 cotton into white wool, and made cotton plants drop 4 cotton.
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
minetest.register_craft({
    output = "flowers:cotton 4",
    recipe ={
    {"flowers:flower_cotton"},
    }
})

minetest.register_craft( {
    output = "wool:white",
    recipe = {
            { "flowers:cotton", "flowers:cotton"},
            { "flowers:cotton", "flowers:cotton"}
    },
})

PostPosted: Tue Dec 18, 2012 07:49
by VanessaE
I had considered a recipe like that, but wasn't sure whether to do that or not.

PostPosted: Sun Dec 23, 2012 21:45
by Casimir
I have a cactus for your flower-pots.
Image

By the way, minecraft added pots too. Long time after this mod ;)

PostPosted: Sun Dec 30, 2012 00:35
by dama0404
Sorry, now the images will show up ^^
---------------------------------------------------------

Hello!

I'm having some trouble with some flowers.
Here the prints.
Please, help!
I craft them but it doesn't appear in my inventory.
Thanks.

https://lh4.googleusercontent.com/fF_sNl6ILqzQ5BBCmNj0JXbppiaAUFoNxiPUCyz2BoMARnrWTN-LSImGcyd-04At_aeCD-SIMIA
https://lh6.googleusercontent.com/j5_OZ4u_gfp80T2lNFGQiMqTGVyJ4PgTQaJw1nTr-Wg7rH0Q9qvB6TvEJUcuXMom3CfHUfA5yx4
https://lh5.googleusercontent.com/A9KqIUVmsunFDA3HO8EdTYUbKRxlJ6d02m75bOvBEF0op7EPYxCp0bh1I23OXLRtA2LQPCZlLj4
https://lh6.googleusercontent.com/5lLTwbWyC7hWGDQb5d63mA1fhUjy2psIsPN1fFNGBfWpgK1EJlmShv0M5Cx162EXAQMebDRjC8k

PostPosted: Sun Dec 30, 2012 00:49
by VanessaE
Your images do not show up for me. It appears you need to give permission on your google docs page to let others see them.

PostPosted: Sun Jan 06, 2013 00:13
by Inocudom
I don't know if that moreflowers mod will be worked on in the future (the one with the sunflowers.) If it won't be, will a version of it be made for this mod?

PostPosted: Sun Jan 06, 2013 00:34
by VanessaE
It might be possible to convince me to import it into plantlife :-) , but I'll need to take a closer look at it later (particularly the growth patterns of the flowers). Note that a few plants will be dropped that are duplicates of something that already exists.

PostPosted: Sun Jan 06, 2013 00:40
by Inocudom
I do think it would be a good idea to drop the duplicates, and the leftover flowers would have to be made flammable (they would also have to spawn similarly to the manner that yours do.) The mushrooms don't spawn in the caves as much as I would like them too and the brown plants would look nice in the deserts. I left a few suggestions in the topic for the moreflowers mod as well.

PostPosted: Sun Jan 06, 2013 00:52
by 4aiman
Just downloaded that but can't climb on poison ivy at all...

PostPosted: Sun Jan 06, 2013 01:20
by GloopMaster
4aiman wrote:Just downloaded that but can't climb on poison ivy at all...


It's poisonous, why would you want to?

PostPosted: Sun Jan 06, 2013 01:29
by VanessaE
Poison ivy isn't supposed to be climbable - "climbing" means it will grow vertically against a wall.

PostPosted: Sun Jan 06, 2013 19:20
by Inocudom
Inocudom wrote:I do think it would be a good idea to drop the duplicates, and the leftover flowers would have to be made flammable (they would also have to spawn similarly to the manner that yours do.) The mushrooms don't spawn in the caves as much as I would like them too and the brown plants would look nice in the deserts. I left a few suggestions in the topic for the moreflowers mod as well.


I was thinking that it would be neat if there was a special type of mushroom that lived in caves and emitted florescent light.

The sunflowers and the brown plants are pretty and would make for some good decorations. There are some nice plants in the moreflowers mod.

PostPosted: Sat Jan 12, 2013 05:55
by VanessaE
There have been numerous recent updates to the API of the plants_lib mod to add features needed by my More Trees mod. I recommend that anyone who uses this modpack, please update, or at least update the plants_lib part. Some changes of note is the default seed has changed to match that used in minetest_game so that the junglegrass mod herein will be able to re-grow grass in the areas where it now spawns in the map. This mod now also features a basic temperature map, which should blend in nicely with Splizard's Snow Biomes mod (the same Perlin values are used, with the assumption that the edge of a snow biome is 0° Centigrade).

PostPosted: Sat Jan 19, 2013 19:36
by VanessaE
2012-01-19: Added code to allow for mapgen-based spawning in addition to the existing ABM-based code. Growing code is ABM-based and unchanged.

PostPosted: Sat Jan 19, 2013 22:49
by jojoa1997
please add this code to the flowers mod. it makes wool from 4 cotton in a square.
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
minetest.register_craft({
    output = "wool:white 2",
    recipe = {
        {'', '', ''},
        {'flowers:cotton', 'flowers:cotton', ''},
        {'flowers:cotton', 'flowers:cotton', ''},
    }
})

PostPosted: Sat Jan 19, 2013 22:52
by jojoa1997
jojoa1997 wrote:please add this code to the flowers mod. it makes wool from 4 cotton in a square.
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
minetest.register_craft({
    output = "wool:white 2",
    recipe = {
        {'', '', ''},
        {'flowers:cotton', 'flowers:cotton', ''},
        {'flowers:cotton', 'flowers:cotton', ''},
    }
})

i have added a pull request