[Modpack] Aeroponics [011413][pipeworks][liquids][plantlib][aero]

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mauvebic
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by mauvebic » Fri Aug 03, 2012 23:50

Fix posted for the wine craft :-)
for the coffee, cant find anything wrong, did you roast it in the furnace first?
Last edited by mauvebic on Fri Aug 03, 2012 23:51, edited 1 time in total.
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The_SanaM
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by The_SanaM » Sat Aug 04, 2012 00:20

I just figured out the coffee...will test the wine now:-)

EDIT: Wine works now
Last edited by The_SanaM on Sat Aug 04, 2012 00:23, edited 1 time in total.
 

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mauvebic
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by mauvebic » Sat Aug 04, 2012 00:34

Ive thought of adding an option for creating "arable land" (basically the dirt nodes near water) where you could plant seeds and grow in sunlight, albeit at a slower rate.Would that be interesting/useful?
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The_SanaM
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by The_SanaM » Sat Aug 04, 2012 00:52

Like to make wheat? Then to create bread or other food items that have wheat in them. That would be cool
 

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mauvebic
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by mauvebic » Sat Aug 04, 2012 00:59

i was thinking barley to beer for starters, but wheat and bread would be cool too :-) but the existing plants could also grow too outdoors? the outdoor equivalent would give less and take more time to grow, since you dont have equipment to help you grow.

If you want to add plants yourself though, it' pretty easy :-) you need 4-5 textures like the other plants, and make an entry in the plants array :-) share it here and ill include it w/ credits :-)
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The_SanaM
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by The_SanaM » Sat Aug 04, 2012 03:02

haha I have no knowledge of making or editing mods, I'll just continue to use the mods and make suggestions;-)
 

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by The_SanaM » Sat Aug 04, 2012 14:03

I think that you should keep the lights for the plants or make the plants both grow off of sunlight and/or the lights because I know personally I like to make houses underground and I would have some issues with trying to get sunlight for the plants
 

Matsetes
 

by Matsetes » Wed Aug 08, 2012 16:40

I harvested habanero, but nothing happened... =(
 

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mauvebic
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by mauvebic » Wed Aug 08, 2012 16:44

I just harvested some and i got seeds and 2 habanero. Are you getting an error message of any kind? is your inventory full? perhaps you had one spot free but you got seeds before the plant :-/
Last edited by mauvebic on Wed Aug 08, 2012 16:44, edited 1 time in total.
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Matsetes
 

by Matsetes » Sun Aug 26, 2012 11:43

Ah, sorry I tried and it was only not matured yet, now it works =)
 

Gage
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by Gage » Wed Sep 26, 2012 21:22

how do you make promix im so confused ):{
 

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Topywo
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by Topywo » Wed Sep 26, 2012 23:24

Gage wrote:how do you make promix im so confused ):{



minetest.register_craft({ output = 'hydro:promix 6', recipe = {
{'', 'default:clay_lump',''},
{'default:dirt', 'default:dirt', 'default:dirt'},
{'default:dirt', 'default:dirt', 'default:dirt'},
}})

Copied from the last part of the init.lua of the Hydroculture mod. (where are also the other crafts of that mod).
 

Ragnar
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by Ragnar » Fri Dec 28, 2012 13:02

does it have grapes and wine?
if yes, then please give me the mod:name 's
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

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mauvebic
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by mauvebic » Mon Dec 31, 2012 01:07

Im going to rewrite this thing. Been looking for nicer textures
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guilleelcapoextra
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by guilleelcapoextra » Mon Dec 31, 2012 01:15

download link
 

Sokomine
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by Sokomine » Mon Dec 31, 2012 01:59

If you're going to rewrite it I'll write some of my experience with the mod. I like it since it allows growing things. Plantlife is something I love in singleplayer worlds. With hydroculture, it was a bit difficult to get the plants to actually grow. The area had to be set up specificly (water underneath, then the promix block, then seed, x free fields, lamp - at the exact hight). At first I didn't get the height right and was waiting and waiting for anything to grow.

It would be great if your plants could grow on farmland from farming as well - and vice versa. The idea of plants which you don't have to remove completly but where you can just harvest the fruits is good. That is more realistic than pulling out the whole plant. Maybe you could make the plant that is bereft of its fruits even harder to uproot so that it isn't accidently pulled out after the harvesting. Or require an axe to remove the plant itself. And it would be great if that type of plant could grow 2-3 blocks high - with each part beeing able to be harvested and re-growing fruits :-) There are other mods which might come into play here. Bushes are decorative and provide strawberrys (they could learn to give those *without* disappearing as a plant - just like your hydro-plants do). Farming has strawberries as well. Maybe a diffrent species. Farming also provides tomatoes; where your mod provides another kind of tomatoes. I'd prefer a way of having plants and their fruits interchangable between mods :-)

Regarding the textures, there is hardly any need to improve them. They look fine! It's only the seeds that are a bit boring (although realistic) and difficult to distinguish. The plants that provide the seeds arn't easily distinguishable either. Maybe you could get strawberry seeds from the bushes-mod and rose seeds from the flowers-mod and its roses. If they are installed.

If you want to add new textures, please do them for additional plants :-) And it would be really great if all those mods out there for growing plants could fit together in a better way.
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mauvebic
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by mauvebic » Tue Jan 01, 2013 19:42

I can say this much about the new mod:
ittl be called aeroponics
it wont require dirt
it wont require special lights (it will simply check light values)
the harvests will be perpetual until you remove the plant (or plant something else)
it will need water but not in the traditional sense (pipeworks and aeroponics equipment as opposed to placing water nodes which avg players don't have access to)

unknown: seeds work on a land map, but not a space map. So dont expect seeds/weeds to spawn naturally, youll prolly need a market mod or some other arrangement.

Image
Image
Last edited by mauvebic on Wed Jan 02, 2013 11:14, edited 1 time in total.
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by rubenwardy » Wed Jan 02, 2013 17:08

This is a very nice mod, I will be adding support for it in my food mod
 

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mauvebic
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by mauvebic » Wed Jan 02, 2013 20:32

1st version released :-)

Seeds and equipment have to be pulled from creative ( anyone can feel free to write a mod for crafts and natural seed spawning )

Rubenwardy: look at the plantlib mod: thats where the crops and seeds are :-)
Last edited by mauvebic on Wed Jan 02, 2013 20:57, edited 1 time in total.
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by rubenwardy » Fri Jan 04, 2013 16:43

Food Mod Support

This mod is now supported in the food mod.
 

Michael Eh?
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by Michael Eh? » Tue Jan 08, 2013 05:04

still can't get any of this to work unless in creative mode in local mode. using 0.4.4 stable
can we have a link to the crafting guide plz?
 

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mauvebic
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by mauvebic » Tue Jan 08, 2013 19:58

There aren't any traditional crafts yet, im open to suggestions that use default nodes :-)

Update posted
- added working mixers, valves and storage tanks to pipeworks
- added barley to plantlib
- added liquids mod (wip), mixer recipes:
water + cobble = wet cement (source nodes dry into stone)
water + grapes = wine
water + barley = beer
lava + mese block = plasma
Last edited by mauvebic on Tue Jan 08, 2013 22:31, edited 1 time in total.
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madarexxx
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by madarexxx » Wed Jan 09, 2013 08:17

mauvebic wrote:There aren't any traditional crafts yet, im open to suggestions that use default nodes :-)

Update posted
- added working mixers, valves and storage tanks to pipeworks
- added barley to plantlib
- added liquids mod (wip), mixer recipes:
water + cobble = wet cement (source nodes dry into stone)
water + grapes = wine
water + barley = beer
lava + mese block = plasma


Can you take technic mod too? RealBadAngel left it, no?
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mauvebic
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by mauvebic » Fri Jan 11, 2013 06:24

preview - new banana plant, and updated textures
Image
Image
Image
Last edited by mauvebic on Fri Jan 11, 2013 07:12, edited 1 time in total.
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by Jordach » Fri Jan 11, 2013 08:09

Mauvebic, good, because people think bananas grow on trees and not on plants, well done for using the correct way they grow in real life.

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mauvebic
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by mauvebic » Mon Jan 14, 2013 05:22

updated modpack, changes:
- tanks and mixers have independent outlet control (punch on/off), status in infotext
- updated all the plantlib textures (32px)
- added banana and mango plants
- added more stages (total 4) for wheat/cotton plants

*not 100% on the new barley texture, thoughts?
Last edited by mauvebic on Sat Jan 26, 2013 17:30, edited 1 time in total.
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Michael Eh?
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by Michael Eh? » Tue Jan 22, 2013 23:57

using older Hydro mod on gameboom. Coffee and wine is great but costs too much material. Ie. you lose 6 glass drinking wine or 3 clay for coffee. Maybe make cup or winebottle a seperate craft. When consumed it would leave the empty cup or bottle.
 

blah_craft
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by blah_craft » Fri Jan 25, 2013 03:41

hey mauvebic,

I'm a home-brewer and have grown everything from barley to hops before in my own gardens. For the barley, I would try and make a clearer separation between the stem on bottom and grain on top, like...

\|/
\|/
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instead of

\|/
\|/
\|/
\|/

...and maybe use a slightly thicker concentration of darker pixels at the core of the grain part on top.

Speaking of grain, was someone working on a beer crafting mod? I may have a few suggestions on that as well.
Last edited by blah_craft on Fri Jan 25, 2013 03:43, edited 1 time in total.
 

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mauvebic
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by mauvebic » Sat Jan 26, 2013 17:32

Yeah im still not crazy about the barley texture - it looked alot better before downscaling to 32px lol next update ittl be different :-)
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ByzantineCoffeeCreamer
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by ByzantineCoffeeCreamer » Fri Mar 15, 2013 03:51

Any help I could get will be appreciated. Installed the mod as I needed the "plants_lib" mod for the peaceful npc mod. I changed the folder name to "plants_lib" and on the dependencies, it was no longer listed as missing...problem is now though, though it's no longer missing, it's failing to load and run.
 

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