[mod] new code for spawning plants with growth cycle & drops

coding_novice
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[mod] new code for spawning plants with growth cycle & drops

by coding_novice » Sat Feb 04, 2017 00:21

80 views and not a single comment. I guess nobody cares about advanced water tools.

I've got another mod that I never finished, which was supposed to add various (3d) candles and candleholders to the game (I was too lazy to make the models).

Part of this mod involves code which adds new plants to the game that spawn naturally in specified environments, and drop items and seeds; seeds which can be planted, and grow in 3 stages, under specified conditions, in certain environments. the plants portion of the mod is complete and works well (and has it's own lua file), but the candles portion is incomplete. I never finished registering the multiple variations of candles and recipes, and again, never finished the models. But it took a lot of work and a lot of trial and error to come up with the code for the plants. if anyone wants to see or use the code, leave a comment and let me know. I'll put it up on github and drop you a link.


v Advanced water tools v
(this mod is actually complete but nobody cared enough to even leave a comment)

So I haven't messed around with minetest in a few months (got bored), but I was playing around with modding a while back. I just remembered, so I thought I'd ask if anyone is interested in my most completed mod. I call it advanced water tools. It adds several blocks with different effects.

3 of them (fill blocks), when placed, will (eventually) fill all (air, plant{attached node}, and snow) blocks with water (river or normal, and now lava) up to the height of the placed block and down and out to infinity. another 2 convert river water to water, and vise versa. another 2 convert water (and lava respectively) to air. 1 converts any water to lava. 2 more convert lava to water and river water, respectively.

This is all done using temporary conversion blocks, so this mod can be installed, used to make changes, and then removed without leaving any unknown blocks (if used properly). conversions are done in cycles (using register.abm with an interval) and doesn't crash the game (hasn't crashed mine anyway). the interval is the same for all blocks/functions, and can be changed in the init file.

fill functions will not remove trees.

I just made the lava functions, and haven't tested them, but unless I made a mistake, they should work.
There is also a --disabled and incomplete make_river function (the details of the function are available in the make_river lua file). enabling it as it is might crash the game? (I actually don't think it will, since I was already testing it, but it's been a while. either way it's very incomplete and won't do anything useful as it is)

I don't have time (am too lazy, hence no screenshots) to test the new lava functions, but if anyone thinks that this mod might be useful to them, or wants to test it, or just look at the code, I can upload it somewhere. (also suggestions for that? should I just use dropbox? it's linked to my real name. is that something I should worry about here?)

sidenotes:
I don't think this mod would be good on servers (unless use was restricted to users with higher privileges. even then, one mistake and you'd have to chase down and destroy a bunch of conversion blocks. I'm also assuming that you {hopefully} can't just load any mod on a server unless the server already supports it, but I don't know for sure as I've never played on a server).

And I don't know anything about licensing. I wrote the code, so there shouldn't be a problem there, I think. And the textures are all a modified default minetest river-water texture. if I do need to get some sort of licensing, someone should let me know and tell me how. (I know a lot of other mods are licensed for whatever reason).
 

FaceDeer
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Re: [mod] new code for spawning plants with growth cycle & d

by FaceDeer » Mon Feb 06, 2017 18:38

I'd be interested to see that advanced water tool, it could potentially be handy in conjunction with my dynamic liquid mod. My mod's got some "spring" blocks built into it to serve as a source to replenish water that's flowed away into caverns and whatnot but when messing around on a creative server it would be nice to be able to just say "fill this basin", poof. Do you have it up on Github?
 

twoelk
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Re: [mod] new code for spawning plants with growth cycle & d

by twoelk » Tue Feb 07, 2017 22:02

if you want your mods to appear some day in the Mod Releases thread you may have to read the Forum information and guidelines for posting mods correctly. There is also a section on licenses there. If you want your mod to be acceptable for schools or other educational institutions please consider using something else than WTFPL.
If you want more responses it might help to post some code so people might try out what you created.
 

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TheReaperKing
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Re: [mod] new code for spawning plants with growth cycle & d

by TheReaperKing » Wed Feb 08, 2017 05:08

Honestly I think it will be hard for people to get interested in your mod without a download or screenshots to actually see what it is you are doing.
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afflatus
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Re: [mod] new code for spawning plants with growth cycle & d

by afflatus » Thu Feb 09, 2017 11:36

You need help coding_novice. It is not that "nobody cared enough to even leave a comment", the problem is that you have not given us anything to comment on. As twoelk just said, you need to follow the guidelines and post something the rest of us can understand.

Please don't take this as some kind of 'telling off' - it is not. I just want you to know that people do care and will help if they can. Let me try to explain why you're not getting the responses you want ...

coding_novice wrote:80 views and not a single comment. I guess nobody cares about advanced water tools.

What does 'advanced water tools' have to do with 'new code for spawning plants with growth cycle & drops'? Tell me about your plant spawning code. Maybe put a link to the advanced water tools at the bottom of the post. I want to see a screenshot, a description of what the code does and a link to your github or a downloadable zip of the code you wrote so I can test it out.
I've got another mod that I never finished, which was supposed to add various (3d) candles and candleholders to the game (I was too lazy to make the models).

I don't mean to be harsh, but I don't care about a mod you never finished. I've got lots of them. If you were too lazy to make the models I might not bother reading any further. So far this post is about a lot of stuff that never happened. So ... plants spawning?
Part of this mod involves code which adds new plants to the game that spawn naturally in specified environments, and drop items and seeds; seeds which can be planted, and grow in 3 stages, under specified conditions, in certain environments. the plants portion of the mod is complete and works well (and has it's own lua file), but the candles portion is incomplete. I never finished registering the multiple variations of candles and recipes, and again, never finished the models. But it took a lot of work and a lot of trial and error to come up with the code for the plants. if anyone wants to see or use the code, leave a comment and let me know. I'll put it up on github and drop you a link.

Right, this is where you should start. Get rid of all that nonsense above it. This actually sounds interesting. I'm worried about these unfinished candles - what are they doing in a mod about plants? I think you should remove the unfinished stuff and anything which isn't a plant.

Don't wait for someone to express interest before you put it up on github. The world doesn't work like that. Nobody will take any interest until you actually do something. Post the link here in bold at the top of the page.
v Advanced water tools v
(this mod is actually complete but nobody cared enough to even leave a comment)

I just made the lava functions, and haven't tested them, but unless I made a mistake, they should work.
There is also a --disabled and incomplete make_river function (the details of the function are available in the make_river lua file). enabling it as it is might crash the game?

I don't have time (am too lazy, hence no screenshots) to test the new lava functions,


This is the point where I gave up. None of this is about plants, which is what I want to know about - check the title of this post again. You tell us you are too lazy to test and post screenshots. You know I'm feeling tired too, there are a lot of other pieces of complete, tested code with excellent screenshots that I want to look at and you haven't posted any code at all. Again, not much worth commenting on.

And I don't know anything about licensing. I wrote the code, so there shouldn't be a problem there, I think. And the textures are all a modified default minetest river-water texture. if I do need to get some sort of licensing, someone should let me know and tell me how. (I know a lot of other mods are licensed for whatever reason).


Yes you do need a license and there are strict rules about which license you should use. If you have used stuff from default minetest then it's probably best to use the same (LGPL or CC) license. You also need to check the license of any code graphics etc that you have borrowed from somewhere else and make sure it is compatible with any license you wish to use.

To be honest it sounds like you are not really ready to release your code yet. Testing, documentation and licensing are all important parts of the process. Until you do that and learn how to present your ideas in a way that the rest of us can easily understand you just won't get any feedback, it's as simple as that.

Through these forums you have access to some professional adult programmers and several genius teenage hackers, who will help you if you step up to the mark, but it is up to you to make us care about your code. You can do that basically by advertising yourself better and following the guidelines about releasing code. I know it's a big learning curve, but it is worth it.

Good luck and skillful action ...
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