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[Mod] Flowers - VanessaE edition ;-) [20120731][flowers]

PostPosted: Tue Jul 31, 2012 13:28
by VanessaE
This mod is obsolete, as its functionality has long since been added to minetest_game. If you need more flower-type plants than what minetest_game provides, please use Plantlife instead. That modpack covers what minetest_game didn't pick up from this mod, plus it adds other related mods.

This simple mod is a rewrite of Ironzorg's original Flowers mod (about 75% of the code has been replaced or rewritten). It uses more modern functions and far less code than the original, and so hopefully it'll cause less CPU load than before.

It also provides a couple of extra features: Flowers grow just a bit faster than before, and now they will only spawn when there's enough light (above roughly 1/4 that of full daylight). Flowers and cotton will spawn on both grass and bare dirt now, and waterlilies of course will spawn only on water.

It is, to the best of my knowledge, compatible with all other mods that used the previous version (i.e. as a source of colors or something), with the exception of code that uses functions found in the old mod (see below).

License: N/A
Download: N/A

Screenshots
(patterned after Ironzorg's original thread)
Image
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PostPosted: Tue Jul 31, 2012 18:29
by LolManKuba
VaanessaE edition hmmm...
Welcome back new flowers mod!!!!

PostPosted: Tue Jul 31, 2012 19:06
by Spots
been running it on my home computer so my son and i can play togeather and in 4-5 hours of play you get some really really tall trees that need trimmed lol ,other then that works great

PostPosted: Tue Jul 31, 2012 21:43
by VanessaE
Heh yeah the trees being tall is something in the nature mod. Those should be shortened abnd *widened* a bit I think. Unless the mod is trying to turn apple trees into California Redwoods ;-)

PostPosted: Tue Jul 31, 2012 22:19
by mauvebic
I thought about your nodebox pot idea... what about flower-boxes for windows? squarish ones wouldnt require alot of nodebox defs :-)

PostPosted: Tue Jul 31, 2012 23:30
by VanessaE
Not a bad idea, but that's something that would require a new set of flower textures as well - ideally one would want multiple flowers per square meter, possibly even mixed varieties similar to the ones you had in madblocks, not to mention figuring out meaningful recipes :-)

PostPosted: Tue Jul 31, 2012 23:37
by mauvebic
well flowers stand at the center of the node? you could make the flowerbox nodebox finish a bit beyond that point (between 0.1 and 0.5) - then they would align. Ideally you want to design containers that fit your flowers, not come up with different flowers for each container :-)

PostPosted: Tue Jul 31, 2012 23:50
by Menche
I don't understand what MAX_RATIO and spawnchance are for. Couldn't you just increase the interval of the abm?

PostPosted: Wed Aug 01, 2012 00:08
by Bas080
Awesome, i like the spawn avoid argument in the spawn_on_surfaces function. Will put it in my plants and harvest mod. PilzAdam is suggestion to spawn plant and maybe flowers on biome spawn. Maybe flowers should have similar spawning.

PostPosted: Wed Aug 01, 2012 01:14
by VanessaE
Menche: those arguments are as Ironzorg originally intended them. If you change the interval of the ABM, yes it'll affect the rate at which the flowers grow, but changing the spawnchance also does the same, without affecting the CPU usage of the mod. Max ratio is kind of a fudge number.

I opted not to change how that all works because I'm still learning the details of ABMs, and it works just fine as-is. :-)

PostPosted: Wed Aug 01, 2012 03:15
by sdzen
just as a line of warning my server has begun to crash since i started using your addition something about farobjects not being deleted
Edit: and there was nothing else changed in that time i checked

PostPosted: Wed Aug 01, 2012 03:20
by VanessaE
Strange, it seems to work fine for me? The flowers are just normal nodes, there's nothing about the code that should crash it. Are you sure you're not getting this from some other mod?

PostPosted: Wed Aug 01, 2012 03:54
by sdzen
yes im quite sure

PostPosted: Wed Aug 01, 2012 06:17
by ironzorg
Looks good.

PostPosted: Wed Aug 01, 2012 07:50
by RealBadAngel
you could add lines like that:
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({
    type = "cooking",
    output = "dye:black 2",
    recipe = "default:coal_lump",
})
minetest.register_craft({
    type = "cooking",
    output = "dye:green 2",
    recipe = "default:cactus",
})
minetest.register_craft({
    type = "cooking",
    output = "dye:red 2",
    recipe = "flowers:flower_rose",
})
minetest.register_craft({
    type = "cooking",
    output = "dye:blue 2",
    recipe = "flowers:flower_viola",
})
minetest.register_craft({
    type = "cooking",
    output = "dye:white 2",
    recipe = "flowers:flower_dandelion_white",
})
minetest.register_craft({
    type = "cooking",
    output = "dye:yellow 2",
    recipe = "flowers:flower_dandelion_yellow",
})
minetest.register_craft({
    type = "cooking",
    output = "dye:orange 2",
    recipe = "flowers:flower_tulip",
})
minetest.register_craft({
    type = "cooking",
    output = "dye:brown 2",
    recipe = "default:dry_shrub",
})


so we could have then all the dyes from default game here - i mean latest build here 0.4.2rc1, not 0.4.1
i already included that in my mod but it rather should be in yours

no need to add anythin else, all mixing recipes and gfx are built-in

just maybe to add a way to produce wool. add flax plant, let it grow. when harvested drop strings (random 1-4) and seeds (1-2).
then allow it to plant manually on dirt near water. strings could be used then to craft wool like 4xstrings -> 1 wool.
(idea comes from mod for Minecraft - RedPower2 as alternative to shear sheeps)

This way u could make easy way from dye sources to wool and let other mod use dyes.

PostPosted: Wed Aug 01, 2012 08:31
by VanessaE
A similar version of the dyes you suggested are already in my Unified Dyes mod.

PostPosted: Wed Aug 01, 2012 08:52
by RealBadAngel
VanessaE wrote:A similar version of the dyes you suggested are already in my Unified Dyes mod.


no offence but unifieddyes as of 0.4.2 are obsolete
the problem is they produce different dyes than that are already in the game

PostPosted: Wed Aug 01, 2012 16:53
by VanessaE
Unified Dyes isn't obsolete because it produces far more colors than the one in the game. The game's built-in dyes were added after I wrote mine, and were done in such a way that the two complement each other. Besides, there are no crafting recipes for the built-in ones.

PostPosted: Thu Aug 02, 2012 17:23
by RealBadAngel
VanessaE wrote:Unified Dyes isn't obsolete because it produces far more colors than the one in the game. The game's built-in dyes were added after I wrote mine, and were done in such a way that the two complement each other. Besides, there are no crafting recipes for the built-in ones.


Complement each other? So how to craft them? Smelt unifieddyes ones down to default ones or somethin?
Yeah there are no recipes and yes you are blockin natural ones with unifieddyes.
either some1 will just throw away unifieddyes and make use just of flowers with additional recipes mod for dyes,
or rewrite whole flower mod to fit defaults.
thats my opinion.

PostPosted: Sat Aug 04, 2012 04:56
by VanessaE
Update: Tuned out the random-numbers-inside-ABM stuff. Uses the ABM's chance setting instead. Should be approximately the same as before, but hopefully using a tad less CPU. See the Nature Pack thread for related updates.

If anyone's got a better blue geranium texture, please let me know.

PostPosted: Mon Aug 06, 2012 06:01
by vicscandl
V, as always, love your mods... any chance i could get you to work in an algae plant for my yet to be released mod? I'm already using your vessels mod as a dependent and would love to work with you on expanding the types of glassware available for use... either PM or hit me up when i make it back to IRC... stupid w*** has me all timecrunched!!!

PostPosted: Mon Aug 06, 2012 06:49
by VanessaE
Algae eh? Hm. Where it should spawn? Under what conditions?

As for vessels, I won't be adding any additional glassware, as that mod is targeted at inclusion into the game's defaults, however I could put such things into a "glassware" or "more vessels" sort of mod.

PostPosted: Mon Aug 06, 2012 07:18
by vicscandl
i'd say perhaps dirt near water?

no worries on the extra glassware, i'll just include it in the tools section of my mod.. :)

once again, thanks for the mods that my son cracks out on....

PostPosted: Mon Aug 06, 2012 07:23
by VanessaE
I was thinking the same - maybe at the shoreline, within 2 nodes of the water, and only on either bare dirt, stone, or cobble.

The next question then is: What kind of algae should it be modeled after? Some types only grow on wet, exposed surfaces, some only grow underwater, etc.

PostPosted: Mon Aug 06, 2012 07:29
by vicscandl
100% on board with your spawn choice, good call.

well, specifically, the kind i'm "using" for my work is called Chlamydomonas reinhardtii

http://en.wikipedia.org/wiki/Chlamydomonas_reinhardtii

i'm willing to be as generic as possible... :) ease of use kinda choice...

PostPosted: Mon Aug 06, 2012 23:52
by VanessaE
2012-08-04: Added seaweed. Spawns only at a shoreline where water comes into contact with dirt, grass, or stone. Spawns only on the water node at the shoreline or the two dirt/grass/stone nodes along it (so max three nodes wide).

No limit to the density of the seaweed, but it grows slowly and only when the light level is between 4 and 10 (14 = broad daylight). If you need to cultivate it, use a dark room and torches placed so that the water/dirt/stone sees the right amount of light.

2012-08-06: Tweaked selection boxes on all nodes. Tweaked seaweed to use signlike instead of raillike drawtype, (so that it is forced to only spawn flat). Adjusted light level limits to give it more time to grow.

PostPosted: Wed Aug 22, 2012 13:37
by Neuromancer
Are there any good 64x texture packs that replace the textures in this mod? All the rest of my textures are 64x and the flowers kind of stand out as low res.

PostPosted: Wed Aug 22, 2012 14:44
by VanessaE
Yes, in my photorealistic pack.

https://github.com/VanessaE/64px-realistic-textures/zipball/master

Download and unzip this to anywhere convenient and copy the flower* files to your textures folder.

Calinou/Misa's 64px pack also has flowers. That one is here:

http://minetest.net/forum/viewtopic.php?id=274

PostPosted: Wed Aug 22, 2012 20:59
by Neuromancer
VanessaE wrote:Yes, in my photorealistic pack.

https://github.com/VanessaE/64px-realistic-textures/zipball/master

Download and unzip this to anywhere convenient and copy the flower* files to your textures folder.

Calinou/Misa's 64px pack also has flowers. That one is here:

http://minetest.net/forum/viewtopic.php?id=274

Thanks much!

PostPosted: Wed Sep 12, 2012 14:42
by Riwako
Hello:

I'm trying to use this mod in my world but minetest crashes:
"Fail to load and run path/init.lua

I'm using lastest verision, 0.4.3. Maybe this is the problem? I'm using mesecons and boblocks too.
Mmmmm... I don't know what happens with initial.lua Any idea?