[Mod] growing trees [0.0.9] [growing_trees]

sapier
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[Mod] growing trees [0.0.9] [growing_trees]

by sapier » Thu Feb 09, 2012 21:54

A mod growing a little bit more interesting trees. Each tree is unique!

License: Do whatever you want!
Dependencies: default

It's testing right now tell me if you like it or what to improve.

Notes:
-Trees keep growing until hard limit but slow down drasticaly at soft limit
-don't remove top of trunk or tree won't grow any further
-don't remove "leaves" directly on front of branch or branch won't grow any more

Recipe (growing_tree sapling):
sapling
sapling

Config file settings:
growing_tree_max_size (maximum size a tree can grow, default 20)
growing_tree_slowdown_size (slowing down tree growth as of this size, default 10)

Latest development

Version 0.0.9
Version 0.0.8
Version 0.0.7
Version 0.0.6
Version 0.0.5 (Now really trees)
Version 0.0.4
Version 0.0.3 (Minetest 0.4.2rc1+)
Version 0.0.2
Version 0.0.1

Changelog:

0.0.9:
-fixed another bug branches not beeing grown correct
-reduced growth speed by factor 3

0.0.8:
-fixed bug with trees reaching maximum size discovered by Spots

0.0.7:
-fixed bug in tree ->big tree transition ("heightbug")
-fixed bug in spawning algorithm reducing randomnes drastically
-added additional checks on growth in order to prevent trees from growing through walls

0.0.6:
-fixed bug in leaves detection code
-adjusted amb intervals and chances to make "in growth" trees look more like trees

0.0.5:
-major code cleanup
-added apple spawning
-added hard limit for growth
-make hard and soft growth limits configurable
-add big + medium trunks
-new tree top
-fix branch textures (mostly)

0.0.4:
-added spawning on map generation
-minor fix in tree structure (uppermost branches won't grow to full size but a more reasonable value)

0.0.3:
-added nodebox support

0.0.2:
-added sound support
-switched to groups material system
Last edited by sapier on Mon Jan 23, 2017 22:51, edited 2 times in total.
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dannydark
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by dannydark » Fri Feb 10, 2012 14:38

Awesome ^_^ MT really needs more styles of trees it gets a little boring just staring at box looking trees.

It would be nice to see some different type of trees too if possible some ideas: birch, oak, pine, beech. Just some ideas ^_^

Btw does/will this mod also work with jungle trees? if so any plans on adding vines that grow on the jungle trees? I know the nature mod adds vines but I think that only adds them to the floor :S which is a little weird
 

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neko259
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by neko259 » Fri Feb 10, 2012 16:50

You made trees grow like in nature mod but without infiniteness? :)
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by sapier » Fri Feb 10, 2012 21:58

@neko not exactly I tried to make the growing a little bit more "predictable" this trees do have a trunk and branches starting at it. While branches try not to cross each other.

And yes, I didn't like the no limit growing of nature too ... but this tress grow to infinity too just their growing speed slows down if > 10 the larger they are. Thus there's no hard limit in tree size but you'll have to wait longer and longer to get bigger trees.
Last edited by sapier on Fri Feb 10, 2012 21:58, edited 1 time in total.
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by Temperest » Fri Feb 10, 2012 22:25

I'd love to see this as the default tree growth behavior in the nature mod. Great mod!
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neko259
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by neko259 » Sat Feb 11, 2012 09:46

sapier wrote:@neko not exactly I tried to make the growing a little bit more "predictable" this trees do have a trunk and branches starting at it. While branches try not to cross each other.

And yes, I didn't like the no limit growing of nature too ... but this tress grow to infinity too just their growing speed slows down if > 10 the larger they are. Thus there's no hard limit in tree size but you'll have to wait longer and longer to get bigger trees.

Okay then :) The more variants we have the more freedom to the admins and users :)
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by Bbill9908 » Sun May 06, 2012 20:08

Hey, I downloaded this mod, and I was going to put the trees on top of my house... When I planted them and let them grow for awhile, I discovered that I could not destroy the leaves... Is this on purpose, or a bug? Help please... >.<
 

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Calinou
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by Calinou » Sun May 06, 2012 20:12

That's because the mod is outdated - the modding API has been updated since.
 

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by Bbill9908 » Sun May 06, 2012 22:25

Calinou wrote:That's because the mod is outdated - the modding API has been updated since.



Alright, then can you provide me with the updated version please, if one exists?
 

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by LolManKuba » Sun May 06, 2012 23:40

Bbill9908 wrote:
Calinou wrote:That's because the mod is outdated - the modding API has been updated since.



Alright, then can you provide me with the updated version please, if one exists?

I know I'm not Calinou but I'm 95% sure there is no updated version since they would've had to use this topic to post with.
And the Confiers Mod is kind've like the same thing as this.
 

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by sdzen » Mon May 07, 2012 00:34

no it is not there is a very defining difference these trees grow vertically conifers does not grow at all!
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by Bbill9908 » Mon May 07, 2012 00:35

LolManKuba wrote:
Bbill9908 wrote:
Calinou wrote:That's because the mod is outdated - the modding API has been updated since.



Alright, then can you provide me with the updated version please, if one exists?

I know I'm not Calinou but I'm 95% sure there is no updated version since they would've had to use this topic to post with.
And the Confiers Mod is kind've like the same thing as this.


Alright, thank you very much, I'll just make sure not to plant them somewhere where I don't want to build... xD
 

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by sapier » Tue May 08, 2012 21:38

I'll do am update soon, I didn't know anyone was interested in this mod as there wasn't really much feedback.
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by sapier » Sun May 13, 2012 12:50

I've released the promised update. This version works with current development minetest again.
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by Temperest » Sun May 13, 2012 13:51

Excellent!

Would it be possible to have growing trees automatically replace normal trees during map generation?
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by sapier » Sun May 13, 2012 21:26

growing trees is still missing lots of checks I'm not quite sure if the algorithms do what they are expected to do. But if you have already tested and are convinced about it I'll have a look if this can be done.

A first step might be just add them additionaly to normal trees.
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by Melkor » Mon May 14, 2012 10:43

this is a great mod, adds more variety to the map

sapier wrote:I'll do am update soon, I didn't know anyone was interested in this mod as there wasn't really much feedback.


if this is true, then it is a pity, maybe people are lazy to comment?
 

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by sapier » Wed Sep 05, 2012 00:15

After some time has gone since last update ... and default trees still are not quite beautifull, while nature trees still grow to infinity without slowing down (Yes I know they are expected to do so)

I've decided to update growing_trees mod.
Please tell me if there are bugs.

EDIT1: If someone already uses old version you don't have to reset your world all trees get "rounded" automaticaly
Last edited by sapier on Wed Sep 05, 2012 00:18, edited 1 time in total.
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by Temperest » Wed Sep 05, 2012 00:30

Wow! I wonder if it would be possible to have these spawn automatically somehow. I think the conifers mod does this by spawning them in addition to normal trees.
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by sapier » Wed Sep 05, 2012 00:51

I'll have a look at it probably I can use conifers spawn algorithm for 0.0.4
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by Neuromancer » Wed Sep 05, 2012 02:08

sapier wrote:I'll do am update soon, I didn't know anyone was interested in this mod as there wasn't really much feedback.

I just never knew this mod existed. It actually looks like perhaps the most promising tree mod out there.
 

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by sapier » Wed Sep 05, 2012 11:26

Ok here it is ... for now this mod is complete (bugfixing may be required)

conifers spawn algorithm was way to heavy for rare trees so I created an algorithm spawning at map generation only

if you wanna plant a tree yourself you still need to craft a special sapling

EDIT1:
@Neuromancer there are some other interesting mods I've written too, I've just been focusing on animals mod while other mods got only updated if someone complained they'd not been working ;-)
Last edited by sapier on Wed Sep 05, 2012 11:28, edited 1 time in total.
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by Temperest » Wed Sep 05, 2012 20:06

Now if only default trees could be disabled, growing tree spawn rates could be boosted to default tree values and all saplings would be made growing saplings...

I'm liking this more and more.
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cisoun
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by cisoun » Wed Sep 05, 2012 20:38

sapier wrote:conifers spawn algorithm was way to heavy for rare trees so I created an algorithm spawning at map generation only


I fix'd that but I haven't still released the new version. I also tried to use the on_generated function but I didn't understand how it works. May I take a look at yours ?
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by RealBadAngel » Wed Sep 05, 2012 20:42

tested it today and i think its great
 

sapier
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by sapier » Wed Sep 05, 2012 21:09

@cisoun of course you may
another info for you not to make same mistake I did, first I tried to loop to whole chunk x,z ... wich is way to slow.

Current algorithm partitions chunk (roughly) in square areas based uppon tree distance and randomly tries to place a tree within this area. I say tries because I do 5 attempts and check those positions if they match some attributes I require to place a tree there. If after 5 attempts no tree can't be placed I skip.
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by Spots » Wed Sep 05, 2012 22:20

i tested it today also and i like it a lot great job
 

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by sapier » Thu Sep 06, 2012 19:47

I'm sorry to disappoint you but this mod needs major code rework until I see any chance celeron will accept it for default game. I'm currently reworking code for a growing_cactus mod and at some functions code is really horrible.
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by sapier » Mon Sep 10, 2012 00:02

Leasons Learned on growing_cactus have been included within growing trees making trees even better than before ;-)
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by VanessaE » Mon Sep 10, 2012 00:48

In the 0.0.5...the zip file is named "growing cactus" rather than "growing trees". I guess this wasn't intentional. :-)
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