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

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VanessaE
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by VanessaE » Fri Mar 15, 2013 04:29

The one that peaceful_npc needs is plants_lib, from my Plantlife modpack, not the similarly-named mod found on this topic.
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by ByzantineCoffeeCreamer » Fri Mar 15, 2013 10:50

Now the peaceful_npc_mod isn't working.
 

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by mauvebic » Fri Mar 15, 2013 15:49

yeah no it didn't strike me that 'plantlib' / 'plant_lib' might be in use since vanessa's mod was called Plantlife :p

But you might want to redirect your questions to the peaceful_npc thread since i know nothing about it :p
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by ByzantineCoffeeCreamer » Fri Mar 15, 2013 20:11

It's all good now. I changed the folder name and both work together now.
 

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by tbillion » Wed Apr 03, 2013 16:58

Bas080 wrote:Do the plants also grow when in sunlight?


hate to be a bubble buster but plants do grow in this in the sun light. >>>

Image

i have a couple suggestions for this mod, and i have done extensive hydro and aeroponics in my life.

if its going to be aeroponics you need to include airstones and air pumps into the mix, make an airstone part of the craft recipe for the trays, then without an air pump connected to the trays they wont become full and work, aeroponics relys on both air and the flooding of the chambers.

you should also come up with a way to detect the light that is shone on the plants then you can come up with serious lighting, like high pressure sodium and standard CFL i have seen many setups and the light head is the most changeable thing, it would be cool if the light could be mesecon powered or ran off technic batteries :)

as for both hydro and aeroponics you should have a tank or a device that the water goes through first that has the "nutrient" in it, have a few recipies for craftable nutrient, and when it runs out the plants dont auto spawn anymore. and then you should have "waste" out from the trays and either an option to recycle it through a still which boils out the water and gives you back a component that can be used for more fertilizer or just dump it out a nozzle :) i dont know enough about lua yet or id do it myself.
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by mauvebic » Wed Apr 03, 2013 18:24

tbillion wrote:i have a couple suggestions for this mod, and i have done extensive hydro and aeroponics in my life.

if its going to be aeroponics you need to include airstones and air pumps into the mix, make an airstone part of the craft recipe for the trays, then without an air pump connected to the trays they wont become full and work, aeroponics relys on both air and the flooding of the chambers.


Not quite sure how that would look, one solution might be to make the outlet more than just an outlet by adding the missing components and an inv slot for airstone?


tbillion wrote:you should also come up with a way to detect the light that is shone on the plants then you can come up with serious lighting, like high pressure sodium and standard CFL i have seen many setups and the light head is the most changeable thing, it would be cool if the light could be mesecon powered or ran off technic batteries :)


The growth is done independently of the equipment, its plantlib that checks surrounding light, so in that regard, weather its sunlight, or any light fixture from any mod, it should work regardless. The previous version (hydro) did have those growth lamps, but since then ive added two dozen light fixtures to another of my mods so it felt kinda redundant.

Im not interested in adding large/heavy dependencies, but that isn't stopping people from using other mods as sources of lighting.

tbillion wrote:as for both hydro and aeroponics you should have a tank or a device that the water goes through first that has the "nutrient" in it, have a few recipies for craftable nutrient, and when it runs out the plants dont auto spawn anymore. and then you should have "waste" out from the trays and either an option to recycle it through a still which boils out the water and gives you back a component that can be used for more fertilizer or just dump it out a nozzle :) i dont know enough about lua yet or id do it myself.


pipes do have storage tanks that double as mixers, which takes a liquid and a solid to produce a new liquid. I guess it would be a matter of declaring the solid component and the new liquid, and retexturing the trays since fertilized water is usually a little colored. Though im hesitant of making this too heavy, since the latest version has been merged to my version of pipes (since you cant have aero without pipes anyhow) :/
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by rubenwardy » Wed Sep 25, 2013 17:12

Why have you edited the main post to point to farming_plus?
 

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by mauvebic » Thu Sep 26, 2013 18:56

zimg and ompldr went offline and i never really bothered to put anything back up, so i refer them to the nearest mod.
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by kaeza » Thu Sep 26, 2013 19:24

I think there's a version of this mod somewhere in OldCoder's game packs. Don't know how recent it is though.
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by Neuromancer » Fri Sep 27, 2013 02:42

mauvebic wrote:zimg and ompldr went offline and i never really bothered to put anything back up, so i refer them to the nearest mod.

This is what happens when you put your trust in something that is powered by 473 horny toads.
 

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by Sokomine » Fri Sep 27, 2013 18:27

mauvebic wrote:zimg and ompldr went offline and i never really bothered to put anything back up, so i refer them to the nearest mod.

Hm :-) If you put it this way, we may start a search for older versions of this mod on our hard discs. Would it be ok if a moderator would edit your first post and put a link to such a version back online? Aeroponics is a nice mod and it would be a pity to loose it. Like farming_plus, it does have its limitations (a cross between both mods would be great!), but it does take a diffrent approach, is fun to use and has nice textures.
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by mauvebic » Fri Sep 27, 2013 18:41

No, for several reasons. People would expect support, updates, and come to me with their problems on an old version I no longer run. Aero also duplicates certain plants from farming, and requires a radically different version of pipeworks (more duplication if you also run the mainstream pipeworks).

I'd recommend sticking with the more popular and supported farming/farming_plus.
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by rubenwardy » Sat Sep 28, 2013 16:21

I loved this mod. I preferred it to farming or farming_plus. I still have a copy, if any one want it.
 

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by Neuromancer » Sat Sep 28, 2013 16:38

rubenwardy wrote:I loved this mod. I preferred it to farming or farming_plus. I still have a copy, if any one want it.

Mauvebic, Cornernote, and JoradanIbanez wrote some of the best mods. Now all we have left are the fragments. I'd say put it on github or some other stable repository so more of Minetest's history and innovative code isn't lost forever. Doesn't matter if it is supported or not, someone can always pick it up and create new even better mods based on them.
 

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by mauvebic » Sat Sep 28, 2013 18:25

Neuromancer wrote:
rubenwardy wrote:I loved this mod. I preferred it to farming or farming_plus. I still have a copy, if any one want it.

Mauvebic, Cornernote, and JoradanIbanez wrote some of the best mods. Now all we have left are the fragments.


What can I say? Back when I cared I got much less positive feedback than negative feedback from people obsessed with methods, licenses and formatting. The rest were people asking me how to derive my own mods. When I run a server I get to see people use my mods as they were intended, which is more gratifying :-)

If you must, i'd suggest starting a new thread. You're going to need to make it work with mainstream pipeworks, or find some other way to feed water into the trays. You might also want to change the textures, since I didn't make them from scratch. Make sure people know who to contact if they run into problems (not me) :P
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by Inocudom » Sat Sep 28, 2013 19:29

This mod provides an interesting way to do farming, so any fork of it would probably want to support default farming, farming_plus, flowers, gardening, plantlife, and pipeworks.
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by tbillion » Fri Apr 18, 2014 11:01

@mauvebic I still have a copy of this mod on an old install from before i went to jail, i know little about lua but i love learning, on a scale of 1 to 10 how hard would it be to bring this mod back and also add all the little features and caveats that i had posted before? I have messed with a few mods the one i mess with the most is of course the TBM script, but is it really hard when you take on a mod like this? its easy to get the TBM to not lay torches or make a bigger hole, but isnt this alot harder?
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by JPRuehmann » Fri Apr 18, 2014 18:41

Hi
Have you looked at the clean mod https://forum.minetest.net/viewtopic.php?id=2777?
 

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by tbillion » Fri Apr 18, 2014 18:47

JPRuehmann wrote:Hi
Have you looked at the clean mod https://forum.minetest.net/viewtopic.php?id=2777?


er nope? why would i want to delete unk known nodes? I have two different computers running two different versions of minetest, sadly the older version is better tho, becasue everything works, i am having a heck of a time with some mainline mods.

as far as aeroponics goes though i am looking at bringin this mod back if its ok with the creator, a fork or whatever its called. i figure ill work on it right after i get the TBM mod all customized.. although when im done i might call the improved TBM a strip miner or a bulldozer, becasue it functions more in those two manners now versus a tunneling tool. and in the huge caverns i create i wanna put in alot of hydro/areoponics. but this mod is gone so is a couple other good ones, like lava catalyst and water catalyst.
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by hoodedice » Fri Apr 18, 2014 20:00

tbillion wrote:
JPRuehmann wrote:Hi
Have you looked at the clean mod https://forum.minetest.net/viewtopic.php?id=2777?


er nope? why would i want to delete unk known nodes? I have two different computers running two different versions of minetest, sadly the older version is better tho, becasue everything works, i am having a heck of a time with some mainline mods.

as far as aeroponics goes though i am looking at bringin this mod back if its ok with the creator, a fork or whatever its called. i figure ill work on it right after i get the TBM mod all customized.. although when im done i might call the improved TBM a strip miner or a bulldozer, becasue it functions more in those two manners now versus a tunneling tool. and in the huge caverns i create i wanna put in alot of hydro/areoponics. but this mod is gone so is a couple other good ones, like lava catalyst and water catalyst.


Check the Readme if it has one. If he did release it as a free-culture mod, no one is stopping you from modifying it.
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Re: [Modpack] Aeroponics [011413][pipeworks][liquids][plantl

by Fixerol » Sat Feb 04, 2017 21:38

Here is fork of this mod by HybridDog: https://github.com/HybridDog/hydro/ (Mauvebic/Peacock's hydroculture mod reworked)
 

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