[Mod] Nature Pack [1.0.4]

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neko259
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by neko259 » Sat Dec 01, 2012 20:14

New version released. I've accepted changes by VanessaE, but fixed and refactored them. That code was really horrible in some places (as well as mine, I have to rewrite it a bit). SEED constant just made my day :D
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neko259
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by neko259 » Sat Dec 01, 2012 20:29

And you are still welcome to make pull requests to my repo. Just try to make them small so I can review your code and make notices.
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neko259
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by neko259 » Tue Dec 04, 2012 18:45

1.0.0
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neko259
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by neko259 » Tue Dec 04, 2012 18:55

About the blossom bug: it was fixed in minetest, just search the commits for drop fixes. There was a bug with getting node drops, so that non-default leaves dropped themselves. You can merge this fix to your server, its just 2 lines long.
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BrandonReese
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by BrandonReese » Wed Dec 05, 2012 01:17

I installed the nature pack today, and I'm seeing some weird growth

Image

Image

I watched the trees far off sprang up to that height in a matter of seconds
 

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neko259
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by neko259 » Wed Dec 05, 2012 06:15

Hmm. Did it work right before the update? Did you have nature pack installed before or it is the first time?
Last edited by neko259 on Wed Dec 05, 2012 06:18, edited 1 time in total.
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by BrandonReese » Wed Dec 05, 2012 14:35

This was my first time installing nature pack. At this point I had it installed for about an hour I think. I was wondering through my forest and all of a sudden the tree tops shot up.
 

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neko259
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by neko259 » Wed Dec 05, 2012 19:17

Veery strange. It's something about the ABM work, but I can't really understand what causes it. It seems like the ABM chances are computed from the world creation, not the server start or a previous run.
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by BrandonReese » Wed Dec 05, 2012 20:44

neko259 wrote:Veery strange. It's something about the ABM work, but I can't really understand what causes it. It seems like the ABM chances are computed from the world creation, not the server start or a previous run.


Were you able to reproduce the problem, or are you just making a judgement based on my screenshots?
 

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neko259
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by neko259 » Thu Dec 06, 2012 05:35

I was able to reproduce it, but it reproduces from time to time. Whan I'm just playing without installing any mods or restarting the server, everything works fine.
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neko259
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by neko259 » Sat Dec 08, 2012 18:09

Fixed in 1.0.1, please update. Sorry for inconvenience.
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neko259
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by neko259 » Sat Dec 08, 2012 18:25

Actually, use 1.0.2 cause 1.0.1 had a crash bug :3
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by Inocudom » Sun Jan 06, 2013 00:35

Is this mod still being worked on? There are a few nice and useful features here. I do find it odd that the tree petals are not flammable and that the iron trees don't seem to spawn. The game sometimes crashes as well.
 

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by Ragnarok » Tue Jan 22, 2013 17:12

Line 67 init.lua of the Bushes mod should look like this:

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
plantslib:spawn_on_surfaces(delay, "flowers:flower_"..flower, radius, chance, "default:dirt_with_grass", {"group:flower", "group:poisonivy"}, flowers_seed_diff)
Last edited by Ragnarok on Tue Jan 22, 2013 18:38, edited 1 time in total.
 

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by neko259 » Sun Jan 27, 2013 17:16

Inocudom wrote:Is this mod still being worked on? There are a few nice and useful features here. I do find it odd that the tree petals are not flammable and that the iron trees don't seem to spawn. The game sometimes crashes as well.


I'm working on the mod, but very rarely. I don't have time to do that myself, and nobody wills to contribute :)

I removed the irontrees because the rare iron bug was fixed a long time ago and there are better sources of iron now. And I'll make blossom flammable in the next release.

Also, if you experience crashes, please provide the log.
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neko259
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by neko259 » Sun Jan 27, 2013 17:20

Ragnarok wrote:Line 67 init.lua of the Bushes mod should look like this:

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
plantslib:spawn_on_surfaces(delay, "flowers:flower_"..flower, radius, chance, "default:dirt_with_grass", {"group:flower", "group:poisonivy"}, flowers_seed_diff)

Thanks for the advice, but I've already changed the bushes mod code and cannot find the place you talk about. Maybe it was already fixed or removed on some stage :)

Also, 1.0.4 is out. Enjoy.
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by neko259 » Sun Jan 27, 2013 17:34

Also, I would like to ask if someone has a better idea for the tree grow algorithm. I will be happy to change it, because existing one is too simple.
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by Sokomine » Sun Jan 27, 2013 20:04

Tree growth? That's handled well by RealBadAngels treegen. The nature pack is great! Most of it seems to be included in plantlife now. What are the main differences?

I have some wishes regarding bushes: Mostly, I'd like them to behave like some plants in the hydro-mod - that is, when you dig them, the plant gives its berrie(s) but remains stading (it is turned into a new node without berries). If you dig it again, you do get the bush. Maybe getting the bush could require using an axe to avoid accidental digging.

Strawberries exist in this mod and in the farming_plus-mod. If farming_plus is installed, the strawberrie bushes could yield the same fruits as the plants from farming_plus and give seeds or saplings.

Further bushes for diffrent berries would be great. That would require new textures for them.
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by VanessaE » Sun Jan 27, 2013 21:09

Just to keep you up-to-date, Neko... Plantlife's API has changed radically and Ragnarok's suggested function call may no longer be valid (I have not thoroughly tested the legacy interface to the API).

Plants_lib uses a far more flexible table-based method now, which allows a larger number of controls, and more advanced ones at that, to be placed on when, where, and how the plants grow:

https://raw.github.com/VanessaE/plantlife/master/API.txt

I suggest removing your copies of...

plants_lib
vines
flowers
junglegrass
"poinsonivy" (note the misspelled foldername - my fault)

...and update all of them to the latest versions on my (plantlife) and bas080's (vines) git repositories.

I'm not sure what all you will need to adapt in your code, since I haven't read through it in detail.
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by neko259 » Mon Jan 28, 2013 05:30

As I understand, plantlife needs git version of minetest or/and minetest_game now. So I can't use it until it gets stable.
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by VanessaE » Mon Jan 28, 2013 05:39

Unless I've overlooked something, it only needs a version from recent git if you tell it to use the spawn_tree() call to produce the desired object. Everything else should be pretty common.
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deivan
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by deivan » Tue Mar 12, 2013 10:54

This mod don't have a git address?
 

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neko259
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by neko259 » Thu Mar 14, 2013 05:50

deivan wrote:This mod don't have a git address?

I don't use git. Mercurial repository address is given in the description.
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by sfan5-bot » Thu Mar 28, 2013 16:37

[EE] No Dependencies found


Please fix these Mistakes and report this post, a moderator will delete it
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by deivan » Tue Apr 09, 2013 23:48

I have a small problem with this mod, the strawberry disappear (I have many unknown blocks) and all is growing without end. Put a limit in this evil plants. :-P
Last edited by deivan on Tue Apr 09, 2013 23:49, edited 1 time in total.
 

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by Temperest » Wed Apr 10, 2013 00:25

One word: fire.

Image

(this is not my own picture)
WorldEdit 1.0 released

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deivan
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by deivan » Wed Apr 10, 2013 01:10

This is my picture... I made a modification in the fire mod to make this less laggy. :D
Last edited by deivan on Wed Apr 10, 2013 01:15, edited 1 time in total.
 

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by jojoa1997 » Wed Apr 10, 2013 01:35

you should add it in a pull request to default
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

deivan
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by deivan » Wed Apr 10, 2013 01:44

Is a idea... Have a topic to this?
 

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by Topywo » Wed Apr 10, 2013 11:15

deivan wrote:I have a small problem with this mod, the strawberry disappear (I have many unknown blocks) and all is growing without end. Put a limit in this evil plants. :-P


Maybe this Growth Limiter mod of Ragnarok helps you further: http://forum.minetest.net/viewtopic.php?id=2850
 

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