[Mod] growing trees [0.0.9] [growing_trees]

vtty0
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by vtty0 » Fri Oct 26, 2012 13:06

Shadowmang wrote:Can you rehost the files? perhaps on ompldr.org or github. because mediafire won't let me access it

me too can't get files (
 

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Topywo
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by Topywo » Fri Oct 26, 2012 18:30

Looking at the license, I think it's no problem if I put the zip here for a while.

Edit: Post 1 link works again.
Last edited by Topywo on Sat Nov 10, 2012 19:35, edited 1 time in total.
 

vtty0
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by vtty0 » Sat Oct 27, 2012 15:21

Hello, Topywo.
Thanks too much, friend!
 

Dragonop
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by Dragonop » Sat Oct 27, 2012 19:28

i can't download it D:
It's "Drag" for the friends.

Sorry I haven't been online as much lately, I'm real busy.
https://forum.minetest.net/download/file.php?id=4472
 

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RealBadAngel
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by RealBadAngel » Sat Oct 27, 2012 20:01

Dragonop wrote:i can't download it D:

Added value of using shitty file hosting sites ;)
 

Dragonop
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by Dragonop » Sat Oct 27, 2012 20:20

Dragonop wrote:
i can't download it D:
Added value of using shitty file hosting sites ;)

hahahahaha
It's "Drag" for the friends.

Sorry I haven't been online as much lately, I'm real busy.
https://forum.minetest.net/download/file.php?id=4472
 

Temperest
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by Temperest » Sat Oct 27, 2012 20:20

Look a post or two higher, it's been rehosted on DropBox...
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

Dragonop
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by Dragonop » Sat Oct 27, 2012 20:22

ok
It's "Drag" for the friends.

Sorry I haven't been online as much lately, I'm real busy.
https://forum.minetest.net/download/file.php?id=4472
 

sapier
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by sapier » Sat Nov 10, 2012 19:08

Is download from mediafire still not working for you?
I've Just tried and it did work for me without beeing logged in.
DON'T mention coding style!
(c) sapier all rights reserved
 

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Topywo
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by Topywo » Sat Nov 10, 2012 19:36

I just tried, it works.
 

sapier
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by sapier » Sat Jan 05, 2013 00:44

bump ... is anyone still using this mod?
DON'T mention coding style!
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Inocudom
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by Inocudom » Sat Jan 05, 2013 03:36

I do believe that alongside the new trees of the L-System's tree generation, this can look rather nice. You could even use the tree generator of the L-System to tweak the trees of this mod in the future.
 

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addi
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by addi » Sat Jan 05, 2013 09:50

no L System!!!!!!

please keep this mod!!!!!!

this is realy nice and L-systems dont work with 0.4.3!!!

and i didnt like the 0.4.4 game
its too buggy
laggy carts,

Please keep this mod working on 0.4.3!!!!!
 

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PilzAdam
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by PilzAdam » Sat Jan 05, 2013 11:52

addi wrote:no L System!!!!!!

please keep this mod!!!!!!

this is realy nice and L-systems dont work with 0.4.3!!!

and i didnt like the 0.4.4 game
its too buggy
laggy carts,

Please keep this mod working on 0.4.3!!!!!

1st: 0.4.4 has many bugfixes.
2nd: carts are not part of the default game.
 

4aiman
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by 4aiman » Sat Jan 05, 2013 15:45

I do not see why L-System and this can coexist ;)
Just create some other trees... IDK... Lets call their trunk nodes a "simple_tree" or a "growing_tree" of smth like that.
That way we could use new L-system trees in the biomes like "woods" or "jungle" and your simple, yet nice, trees for the "plains" or "orchard" biomes. Small trees with apples are just rigth :)
Could you update this mod in this way?
 

sapier
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by sapier » Sun Jan 06, 2013 01:16

4aiman: any element of growing trees is already a special nodes they just drop default nodes if you dig them in order to avoid bloating up game by differend sorts of wood
DON'T mention coding style!
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Mossmanikin
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by Mossmanikin » Fri May 24, 2013 06:30

Testing this mod right now.
Love it so far!

Noob 4 life!
My stuff
 

dgm5555
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by dgm5555 » Thu Apr 17, 2014 09:52

I'm using minetest 0.4.9, and growing_trees 0.0.9
I have been running growing_trees in a world for a perhaps 5 hours in real time (whatever that is in minetest time). However the world now seems to have developed a glitch. This only occurs when the growing_trees.mod is enabled, and can be resolved by disabling growing trees (which unfortunately leaves tree-shaped blocks of unknown nodes around the place)
The first thing is minetest never(?) exits, but sits with a 'shutting down stuff' message which is present much longer than my patience (>10mins).
It has also caused the world borders to get severely restricted to a very small area around the spawn point (perhaps a few hundred nodes in each direction x,y,z with extensions around the trees, and I can't move past that initial boundary. Within that space are a few (probably) maximally sized growing trees. If I turn off the _trees I can go where there are none, exit normally, enable _trees, restart (where there are no trees), and come back, I can travel in and out of the zone normally with no apparent restrictions on world size.
The space changes exact nodes, but are roughly similar in size. The jpg shows the edges of the world, I am at maximal flying height pressed against one of the invisible 'walls' (ie it won't let me fly any higher or further away)
Image
Last edited by dgm5555 on Sat Apr 26, 2014 07:46, edited 1 time in total.
 

bajanhgk
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by bajanhgk » Thu Apr 17, 2014 15:21

a tree which i can do a house treehouse style
Last edited by bajanhgk on Thu Apr 17, 2014 15:21, edited 1 time in total.
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sapier
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by sapier » Thu May 01, 2014 14:43

dgm5555 do I understand correct that your problem is your world stops loading and you can't close minetest once this happens?
 

dgm5555
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by dgm5555 » Tue May 06, 2014 13:33

@sapier: yes - it essentially freezes the world and won't draw or allow access beyond those limited boundaries (but works fine within the boundary). If you disabled the trees then moved elsewhere it reocurred when you re-enabled them and returned to that location (or similar with some growing trees in it). Minetest also never shut down when attempting to exit.
Just a thought: I never tried teleporting out to see what happened, I'll give it a go sometime...
 

sapier
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by sapier » Tue May 06, 2014 20:11

sounds like some sort of endless loop triggered, sorry but I didn't have time to check yet
 

Zeppelin
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by Zeppelin » Wed May 27, 2015 16:40

sapier wrote:sounds like some sort of endless loop triggered, sorry but I didn't have time to check yet

i've checked the source and found something, that worked for me:

file branch_functions.lua line 145:
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
 if not contains(branch,value) and

does'nt work like expected and so i replaced it with the following line ...
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
 if not contains_pos(branch,value) and


... and wrote a new function to do the right check:
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
function contains_pos(branch, value)
  for _, element in pairs(branch) do
    growing_trees_debug("verbose","Growing_Trees: testing " .. printpos(value) .. "(" .. dump(value) .. ") vs " .. printpos(element) .. " evals " .. dump((printpos(value) == printpos(element))))
    if printpos(value) == printpos(element) then
      return true
    end
  end
  return false
end


sorry for reactivating this old thread
 

Diamond knight
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by Diamond knight » Sun May 31, 2015 16:45

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
:default:tree
you could always overide the default trees to become the new trees
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

dgm5555
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by dgm5555 » Thu Jun 18, 2015 07:44

Zeppelin wrote:i've checked the source and found something, that worked for me:

Thanks I'll give it a try thou haven't used minetest much recently. I've always been a bit sad growing trees didn't work for larger worlds.
 

dgm5555
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by dgm5555 » Sat Jun 20, 2015 09:21

Cool, with a quick test it seems that it's not freezing like it used to.
However while watching them, I noticed the leaf nodes appear and disappear every few seconds, so the tree looks a bit like christmas lights blinking. Is there any way to change this so they only appear and disappear slowly like a normal tree?
EDIT: looks like that can be adjusted in abms.lua at then end is the growing and removing leaves which I think is better slowed down. from line 272,273 I changed 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
       interval = 25,
        chance = 60,


I also didn't like the default trunk texture which meant the ends of branches looked like they'd been cut off, so I edited lines 16-23 in nodes.lua to eliminate the _top texture:
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
local textures_trunk = {"default_tree.png", "default_tree.png", "default_tree.png"}
local textures_branch_xx = {"default_tree.png", "default_tree.png", "default_tree.png","default_tree.png","default_tree.png", "default_tree.png"}
local textures_branch_zz = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
local textures_branch = {"default_tree.png", "default_tree.png", "default_tree.png"}
local textures_branch_xpzp = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
local textures_branch_xmzm = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
local textures_branch_xmzp = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
local textures_branch_xpzm = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}

 

Zeppelin
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by Zeppelin » Sat Aug 01, 2015 19:37

dgm5555 wrote:Cool, with a quick test it seems that it's not freezing like it used to.

good to know

is it possible to update the repository or have someone to fork it?
 

Murkle
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by Murkle » Wed Mar 30, 2016 03:30

This is a Great mod so far, I do want to know if I increase the growth rate, if so, how do I do so?
-Murkle
 

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addi
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by addi » Sun Jun 12, 2016 08:48

Do you still work on it?

If yes, I have 2 bugs:
WARNING[Server]: Undeclared global variable "current_node" accessed at ...\mods\growing_trees/branch_functions.lua:287

and some nodes (looks like leaves) from the tree does not decay and are not burnable.
 

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Kreaton
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Re: [Mod] growing trees [0.0.9] [growing_trees]

by Kreaton » Sat Jan 07, 2017 23:56

What do I do when this happens, I've got no idea what any of this means.
http://imgur.com/a/V2bQS
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