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Leaf decay mod by MarkTraceur

Posted:
Mon Dec 05, 2011 04:46
by MarkTraceur
Leaf decay, originally implemented in C++ for 0.31, re-implemented in Lua for 0.4.
https://gitorious.org/marktraceur-minetest-mods/leaf_decayChangelog/download links:
= Version 0.2 2011-12-04 =
https://gitorious.org/marktraceur-minetest-mods/leaf_decay/archive-tarball/0.2* Keep player-placed blocks from decaying
= Version 0.1 - 2011-12-04 =
https://gitorious.org/marktraceur-minetest-mods/leaf_decay/archive-tarball/0.1Initial release.
+ leaf decay
+ apple decay

Posted:
Mon Dec 05, 2011 14:16
by bwog
How fast are they supposed to decay? I waited a minute and nothing went away. A few minutes later though I got an error that I can't remember what it was for. I used the latest dev release.

Posted:
Mon Dec 05, 2011 14:25
by MarkTraceur
It should be pretty much instantaneous--definitely under 30 seconds. Strange that you got an error, though. It might work better with the absolute, bleeding edge, up-to-the-minute dev code on GitHub, would you mind testing? I'd much rather support that than transient dev releases.

Posted:
Mon Dec 05, 2011 15:01
by bwog
MarkTraceur wrote:It should be pretty much instantaneous--definitely under 30 seconds. Strange that you got an error, though. It might work better with the absolute, bleeding edge, up-to-the-minute dev code on GitHub, would you mind testing? I'd much rather support that than transient dev releases.
I've looked around on GitHub but can't find how to get the latest release. I can only find individual files.

Posted:
Mon Dec 05, 2011 15:23
by randomproof
Looking at the code I think this will only work on newly generated blocks, not old ones or saplings turned into trees, since they wouldn't have had param2 set.

Posted:
Mon Dec 05, 2011 15:56
by bwog
I did generate a new world after adding the mod.

Posted:
Thu Dec 08, 2011 14:12
by bwog
MarkTraceur wrote:It should be pretty much instantaneous--definitely under 30 seconds. Strange that you got an error, though. It might work better with the absolute, bleeding edge, up-to-the-minute dev code on GitHub, would you mind testing? I'd much rather support that than transient dev releases.
Again, where do I find the place to download the whole game with the latest files?

Posted:
Thu Dec 08, 2011 14:37
by bcmpinc
You can download the latest version of minetest here:
https://github.com/celeron55/minetest/zipball/masterHowever, this is only the source code. So you still need to compile it.

Posted:
Thu Dec 08, 2011 15:37
by bwog
I'll pass on that. It takes like 5 programs on Windows.

Posted:
Thu Dec 08, 2011 16:12
by dannydark
@bwog: you can find the latest compiled dev versions for windows here:
https://github.com/celeron55/minetest/downloadsThese are one's that Celeron55 compiles and releases, they might not always contain the very latest changes but they are usually kept pretty well up to date (also stable releases will also be found there)

Posted:
Fri Dec 09, 2011 17:01
by bwog
Still doesn't do anything in the latest dev build. Where is the mods folder supposed to be? Maybe I have it in the wrong place.
EDIT: Never mind, found out where. I had it in the wrong place, that's probably why it didn't work...

Posted:
Tue Dec 20, 2011 02:30
by dannydark
In your init.lua file you say:
-- NOTE: It is recommended that you add a line to your mapgen.cpp
-- if you want leaf decay to work with sapling-grown trees.
-- Specifically, under the following line:
-- MapNode applenode(LEGN(ndef, "CONTENT_APPLE"));
-- in mapgen.cpp, the function make_tree, you should add:
-- leavesnode.param2 = 1;
However, when I do this all trees generate with stone leaves lol.

Posted:
Tue Dec 20, 2011 02:33
by MarkTraceur
Ah! Yes, I forgot to change that line. It should be
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.

Posted:
Tue Dec 20, 2011 02:37
by dannydark
Thanks ^_^ will give that a try.
EDIT: Yeah that worked, cheers mate.

Posted:
Mon Jan 02, 2012 18:51
by neko259
I get an error that your mod doesn't follow naming conventions.

Posted:
Mon Jan 02, 2012 19:49
by MarkTraceur
neko: Probably because you extracted it into a directory with a really long name. The path should look like so:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
If it has "marktraceur" anywhere in it, you did it wrong.

Posted:
Mon Jan 02, 2012 19:58
by neko259
Why don't you repack it to have a short name without additional renaming?

Posted:
Mon Jan 02, 2012 22:37
by MarkTraceur
If you check out the git repo (which is my first suggestion), you'll get a nicely named directory. I don't think gitorious allows me to change the name of the archive.
Your best bet is to
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
tar xvzf <tarball name>
mv <directory name> leaf_decay

Posted:
Tue Jan 03, 2012 03:59
by neko259
Mmm, okay then :)

Posted:
Wed Jan 04, 2012 18:46
by neko259

Posted:
Wed Feb 01, 2012 19:45
by dannydark
I updated the Leaf Decay mod to work with the latest 0.4dev as I needed it for my server, I also added a version string to it as I like to see what version of a mod I have on server start.
You can grab my updated version here:
http://pastebin.com/XN5qeawRJust replace the contents of the leaf_decay/init.lua file with that pastebin
I named it 0.3 (so I know that I have changed it from the original) but feel free to take my changes there wasn't many lol ^_^

Posted:
Tue Mar 13, 2012 16:08
by Arwym
So, is this working with 0.4?

Posted:
Sat Mar 24, 2012 12:53
by bgsmithjr
on build 03202012 clicking the fallen apples crashes the game, and if you remove the mod the game no longer launches.