[Modpack] Plantlife [rolling release] [plantlife_modpack]

4aiman
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by 4aiman » Sat Mar 02, 2013 07:34

Could you add a version with animated textures?
Or rather, if I make nice animated textures, would you be so nice to add them?
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VanessaE
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by VanessaE » Sat Mar 02, 2013 15:04

Because of the draw type used with the various plants, such things would require being able to warp the faces of the objects; animated textures alone won't be enough because they'll cause the images to sort of "split apart" as they wave around.

Be that as it may, I'm not inclined to add such things to this modpack, it is meant to be lightweight.
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VanessaE
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by VanessaE » Wed Mar 20, 2013 15:41

Update: 2013-03-20: Made all jungle grass, poison ivy plants and flowers, except for flowers-in-pots, buildable_to. This does not affect other mods that use plants_lib, just the ones included here.
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by Dopium » Sun Mar 24, 2013 05:13

VanessaE wrote:Update 2013-02-24: Fixed waterlilies sometimes being placed vertically instead of flat/horizontally. Sorry about that folks (why don't people tell me these things?).



To be honest never noticed until you pointed this out lol, but thanks for the update.
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VanessaE
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by VanessaE » Sun Mar 24, 2013 07:33

There, pushed a proper fix. It's not an engine bug, just an artifact of poor API documentation in the past. (Why didn't I catch this sooner?)
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VanessaE
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by VanessaE » Sun Mar 24, 2013 08:13

Important notice to all users of this mod: Due to a long-standing bug which I just fixed, anyone who downloads the latest git of Minetest with the new "6d facedir" code included will find that a fair number of their waterlilies will appear to be standing on edge, or they'll have a selection box that isn't correct.

This is because the engine was not storing the rotation values for the waterlilies as they were being interpreted for display. Rather, it was storing the raw values that were being given, whether valid or not. This is no longer being done, but the old values are still there, so you'll see some artifacts.

The solution is to just dig up any offending waterlilies and let the mod generate them again over time.

It might be faster to comment-out the waterlilies' spawn_on_surfaces calls in plantlife/flowers/init.lua and then write a custom ABM that'll go around deleting them, then disable that ABM and restore the commented-out call once they're all gone, or use worldedit to wipe them out.
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VanessaE
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by VanessaE » Thu Apr 25, 2013 21:50

Update 2013-04-25: Minetest now comes with a flowers mod, so that which it includes has been removed from my mod. In so doing, I've renamed my flowers mod to "flowers_plus", since it's now more of an add-on to the default.

You need Minetest "common" from git from at least this afternoon (and you may also need the latest Minetest engine), or you'll find lots of unknown blocks in your map where flowers used to be. If you have an older version of Minetest, either grab the latest nightly build/git source, or use a version of plantlife older than today's update.
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by vv221 » Mon May 06, 2013 17:00

VanessaE wrote:Update 2013-04-25: Minetest now comes with a flowers mod, so that which it includes has been removed from my mod. In so doing, I've renamed my flowers mod to "flowers_plus", since it's now more of an add-on to the default.

As of today, "flowers" is missing from common_mods line in games/minetest_game/game.conf, resulting in unknown blocks in place of flowers from older versions of your mod. (minetest engine, minetest game and common all downloaded today from git)
Adding the missing "flowers" to common_mods works well.
 

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by VanessaE » Mon May 06, 2013 22:05

The standard distribution of minetest_game never supported default flowers. :-/ But it's easy enough to copy or just enable it like you did. I guess I shoulda been more clear :-)
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by Inocudom » Sun May 12, 2013 22:12

It seems that flowers don't appear on old chunks anymore. When those flowers were part of this mod, they appeared on old chunks. Jungle grass, however, can appear on old chunks. Is there a way that flowers can appear on old chunks again? Could this be done for the tall grass too?
Last edited by Inocudom on Sun May 12, 2013 22:14, edited 1 time in total.
 

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VanessaE
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by VanessaE » Mon May 13, 2013 00:52

There is no code in my mod to remove them, so they should continue to re-grow - unless someone or something is harvesting them faster than their grow rate.

On my server, I have the opposite problem - they grow way too fast and almost out of control, and HEAVILY favor dandelions and cotton (which should be impossible, there's nothing in my code or in PilzAdam's that should be doing that).
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by Inocudom » Mon May 13, 2013 02:07

The old chunks were from an old 0.4.3 map I decided to look around in. When the flowers were part of your mod, they would have eventually appeared on the old chunks of that map. Now, only the lilypads and poison ivy do. This seems unusual, considering that the flowers are much more abundant on your server.

Has anyone else seen something like this on their maps lately?
Last edited by Inocudom on Mon May 13, 2013 02:09, edited 1 time in total.
 

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by VanessaE » Mon May 13, 2013 02:42

This is strange. See, in the new default flowers, they're supposed to only spawn near other flowers (hence, a small patch should expand over time), so if you have an area that's totally devoid of flowers, they won't regrow there until you plant a few yourself.

Also they use different Perlin settings than mine did, which changes their growing pattern.
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by vv221 » Mon May 13, 2013 12:42

VanessaE wrote:On my server, I have the opposite problem - they grow way too fast and almost out of control, and HEAVILY favor dandelions and cotton (which should be impossible, there's nothing in my code or in PilzAdam's that should be doing that).

It has the same behaviour on my server, plantlife and minetest built from git the 20130506.
 

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by Evergreen » Thu May 16, 2013 18:21

Grrr, technic relies on this modpack, and some of the recipies require dies. And since the colored flowers were removed, you can't get dyes naturally. :/
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by VanessaE » Thu May 16, 2013 19:51

Current versions of minetest (in git) already have flowers (though I'm not sure which 'game' uses them), which can be crafted into dyes. Anything which can use my old flowers (or ironzorg's original) can use the default ones.
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by VanessaE » Tue May 21, 2013 18:35

Update 2013-05-21: Since 'common', 'build', and 'survival' have all been re-incorporated into minetest_game, and farming mod is now part of it also, cotton from flowers_plus has been retired, as it is obsolete now. Any recipes that depend on the cotton plants or on wads of cotton should be tweaked at some point to use the farming mod's cotton plants and string instead. Aliases are provided for backwards compatibility.
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by Sokomine » Wed May 22, 2013 19:55

The cotton plants look nice as plants and thus deserve to live on :-) Maybe they could be a more natural source for "wild" cotton than junglegrass?
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by VanessaE » Wed May 22, 2013 19:58

Not really necessary, any server that's been using plantlife for a while probably already has an abundant supply of "wild" cotton by now anyway :-)
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by Mossmanikin » Fri May 24, 2013 11:56

I'd say: this mod is a must-have!

Took me a while to figure out why no flowers would spawn (I use the stable 0.4.6). :D
Guess might happen to any newcomer.
(Anyway, now I've got the flowers mod from a development version of the game...)

Makes ones minetest world much more "alive".

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by Mossmanikin » Sun Aug 18, 2013 23:09

Is it on purpose that one cannot place water lilies on water?

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VanessaE
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by VanessaE » Sun Aug 18, 2013 23:15

Not specifically, no. I just never thought to add that feature (and I'm not exactly sure how to :P ).
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by Mossmanikin » Sun Aug 18, 2013 23:33

VanessaE wrote:Not specifically, no. I just never thought to add that feature (and I'm not exactly sure how to :P ).


Ah, ok, I just thought it would be a nice feature (not only because minetest has it). :)
Something as simple as
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Code: Select all
liquids_buildable = true,

would be nice to have.

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by kaeza » Mon Aug 19, 2013 00:49

There's the liquids_pointable property, but dunno if it works for nodes (buckets use it).
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by Mossmanikin » Mon Aug 19, 2013 03:21

kaeza wrote:There's the liquids_pointable property, but dunno if it works for nodes (buckets use it).


It also works for nodes.

I experimented with it and added the following to the waterlily:
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Code: Select all
liquids_pointable = true,
    on_place = function(itemstack, placer, pointed_thing)
        local pt = pointed_thing
        local direction = minetest.dir_to_facedir(placer:get_look_dir())
        local node = minetest.env:get_node(pt.under)
        local waterlily = math.random(1,4)
        if waterlily == 1 then
            minetest.add_node({x=pt.under.x, y=pt.under.y+1, z=pt.under.z}, {name="flowers:waterlily", param2=direction})
        elseif waterlily == 2 then
            minetest.add_node({x=pt.under.x, y=pt.under.y+1, z=pt.under.z}, {name="flowers:waterlily_225", param2=direction})
        elseif waterlily == 3 then
            minetest.add_node({x=pt.under.x, y=pt.under.y+1, z=pt.under.z}, {name="flowers:waterlily_45", param2=direction})
        elseif waterlily == 4 then
            minetest.add_node({x=pt.under.x, y=pt.under.y+1, z=pt.under.z}, {name="flowers:waterlily_675", param2=direction})
        end
        if not minetest.setting_getbool("creative_mode") then
            itemstack:take_item()
        end
        return itemstack
    end,


Dunno if it's elegant, but it works surprisingly well. :)

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by LionsDen » Mon Aug 19, 2013 03:31

Does something need to be done to enable the seaweed? I have the plants in just about every game I have ever played and I have never seen any seaweed.
 

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by VanessaE » Mon Aug 19, 2013 04:25

Lionsden: Seaweed is supposed to be a little bit rare, but you should still see it from time to time. It's limited to very shallow water in dark areas, near dirt/grass or on mostly-waterlogged stone.

Mossmanikin: That looks very similar to what I was thinking of doing, though I have a different idea in mind. I've pushed an update (affects plants_lib and flowers_plus) to add this feature, based loosely on your code. Lilies rotate randomly on place, or hold 'sneak' to force facedir-only placement, and they take node_ownership and a couple of other protection mods into account also.
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by Mossmanikin » Mon Aug 19, 2013 18:31

VanessaE wrote:Mossmanikin: That looks very similar to what I was thinking of doing, though I have a different idea in mind. I've pushed an update (affects plants_lib and flowers_plus) to add this feature, based loosely on your code. Lilies rotate randomly on place, or hold 'sneak' to force facedir-only placement, and they take node_ownership and a couple of other protection mods into account also.


I love what you've done there!

I'm glad my code was of some use.
Also one can really learn by looking at your code. :)

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by VanessaE » Sun Sep 15, 2013 02:47

Update: Minor tweak to the lines that test for avoid_nodes to make the logic more readable.
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VanessaE
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by VanessaE » Sat Sep 28, 2013 15:39

Update: Imported the classic Bushes mod into this modpack, updated to use the current API, and with some decent biome controls.
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