[Mod]mymonths[mymonths]

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Don
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Re: [Mod]mymonths[mymonths]

by Don » Mon Oct 31, 2016 02:53

I think tenplus1 is who you should talk to about this. He is great with knowing the good/bad of this. His mobs are the most popular. I wish I could help but I have a personal issue that I have to deal with
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Re: [Mod]mymonths[mymonths]

by snoopy » Mon Oct 31, 2016 06:38

Nathan.S wrote:This is going to sound horrible, ...
I know there is some way to profile mods, and see what kind of processing power they use, and time spent, but with not every being too worried about that, I've never looked into it.

Please accept my apologies. I am just interested in learning modding by example of your mod and how to give this mod a more acceptable performance in multi-player minetest. Your mod shows many side effects in multi-player like other plants not growing and a quite regular crash when rain begins to fall while four or more players are around. However, I fully agree this is of minor interest for single-players.
Nevertheless I would inform you of performance results later and I will try to not hassle you too much in the meantime.

Don wrote:I think tenplus1 is who you should talk to about this. He is great with knowing the good/bad of this. His mobs are the most popular. I wish I could help but I have a personal issue that I have to deal with

Good advice. I am quite aware of the positive influence Tenplus1 shows around this forum and I like his mods.

Last not least this should be for fun mostly and all of us should enjoy their freedom in minetest without any pressure.
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Mon Oct 31, 2016 13:16

What plants aren't growing? Also that's odd that it has crashed on you. I use it every day with my students and if it has crashed it has only been once or twice but not in a long time.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Mon Oct 31, 2016 15:55

TheReaperKing the only plants that will "sprout" in the spring are the default flowers, but I think there is a group used to kill the plants in the fall.

I need to add support for other plant mods and add them to a table and then randomly select from that table to spawn them.
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Re: [Mod]mymonths[mymonths]

by snoopy » Mon Oct 31, 2016 19:42

TheReaperKing wrote:What plants aren't growing? Also that's odd that it has crashed on you. I use it every day with my students and if it has crashed it has only been once or twice but not in a long time.

Papyrus is not growing when planted as it should. My server populates quite a list of mods and this (together with the default debug settings of the build) may lead to the crash issue with the rain. Our mobs (i.e. monsters and animals) from mobs_redo are going rockets during rain as mentioned in this forum before. After the official update we got a desert almost completely covered with dry shrubs, too much flowers on grass, flowers in the caves and jungles.

Several of my independent changes show promising results but lastly I implemented a repair mod for myself which cleaned our world (i.e. by set_node not alias) after I now unloaded mymonths mod. Trees, flowers and dirt_with_grass are active as the default, desert like Sahara, jungle green and planted papyrus is growing again. The coding work was and is fun and I am able to learn both Lua and Minetest modding by example of the mymonths mod.

No offense but I am reluctant to go into further details. Apparently Nathan.S is quite happy with single-player (which is absolutely acceptable to me) and as it looks I may have a different attitude on the way of coding. Now this is going to sound horrible from my side, IMHO the solution could be a fork or a copy of ideas as new mod from my side in some future if I find the time.

Lets have fun. I would like to repeat this is quite a creative work and the mod is providing very nice ideas.
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Re: [Mod]mymonths[mymonths]

by snoopy » Mon Oct 31, 2016 20:00

Nathan.S wrote:TheReaperKing the only plants that will "sprout" in the spring are the default flowers, but I think there is a group used to kill the plants in the fall.

I agree.

Nathan.S wrote:I need to add support for other plant mods and add them to a table and then randomly select from that table to spawn them.

Sounds reasonable. However, what about making just an alias as "air" for the winter and removing this alias in the spring, if this would be possible with the API?
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Mon Oct 31, 2016 21:39

Snoopy, I do plan on working more in this for multiplayer as when I eventually start my own server I do want to use this mod.
I just need more time to work on it.
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Tue Nov 01, 2016 01:45

I was mostly just wondering what plants Snoopy was referring to that weren't growing.
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Re: [Mod]mymonths[mymonths]

by snoopy » Tue Nov 01, 2016 07:15

Papyrus is a source for crafting paper and sugar. The unwanted effect on papyrus should be quite obvious.
TheReaperKing wrote:I was mostly just wondering what plants Snoopy was referring to that weren't growing.

Please be aware that Nathan.S made at least two updates to the mod during the discussion since 2016-08-23. Furthermore my reply was referring to the thread of the discussion and not just your post.

For a more complete picture you have to wait a complete cycle of the year or you can use proposedly /setmonth sep and /setmonth nov and /setmonth apr to play around with major phase changes. You may use /setweather snow or /setweather rain and other privilege options of the mymonths mod too.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Tue Nov 01, 2016 14:08

Hopefully this weekend I'll be able to put some time into getting the plants working. I just learned some new things about tables while creating another mod, so I might know how to make this work now. :)
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Re: [Mod]mymonths[mymonths]

by azekill_DIABLO » Tue Nov 01, 2016 15:50

yay!
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Code: Select all
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Wed Nov 02, 2016 04:10

Papyrus has been growing when I plant it so I'm not quite sure what you are referring to. I just tested it today.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Wed Nov 02, 2016 13:06

I think his issue is that the papyrus doesn't naturally spawn after the first winter, as it doesn't have a spawning code in mymonths, but I'm pretty sure it does get removed in the fall.
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Re: [Mod]mymonths[mymonths]

by snoopy » Thu Nov 03, 2016 13:03

Nathan S. welcome and I appreciate your positive motivation.

Please have a look at the leave changing LBM in file leaves.lua. IMHO it should be 'mymonths:leaves_yellow_aspen' instead of 'mymonths:leaves_yellow'.
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Code: Select all
-- September
-- ...
-- Aspen Leaves
-- ...
         if day >=8
         and day <=14 then

            if n == 'mymonths:sticks_aspen'
            or n == 'mymonths:leaves_aspen_blooms'
            or n == 'default:aspen_leaves' then

               minetest.set_node(pos, {name = 'mymonths:leaves_yellow'})

            end

         end


EDIT:
Similarly in October 'mymonths:leaves_red_aspen'
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Code: Select all
-- October
-- ...
-- Aspen Leaves
-- ...

         if day >=8
         and day <=14 then

            if n == 'mymonths:sticks_aspen'
            or n == 'mymonths:leaves_yellow_aspen'
            or n == 'mymonths:leaves_orange_aspen'
            or n == 'mymonths:leaves_aspen_blooms'
            or n == 'default:aspen_leaves' then

               minetest.set_node(pos, {name = 'mymonths:leaves_red'})

Nathan S. would you agree?
Last edited by snoopy on Thu Nov 03, 2016 13:21, edited 1 time in total.
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Thu Nov 03, 2016 13:11

Papyrus is still safe and sound in our server. Both natural and ones I've planted.
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Re: [Mod]mymonths[mymonths]

by snoopy » Thu Nov 03, 2016 13:12

Nathan.S wrote:I think his issue is that the papyrus doesn't naturally spawn after the first winter, as it doesn't have a spawning code in mymonths, but I'm pretty sure it does get removed in the fall.

No spawn I agree. However, any papyrus which was planted by an avatar does not grow at all after the winter.

To TheReaperKing: In multi-player you have to wait a complete cycle of the year and you should see the effect.
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Thu Nov 03, 2016 13:19

We're actually on cycle #2, just hit fall a second time.
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Re: [Mod]mymonths[mymonths]

by snoopy » Thu Nov 03, 2016 14:03

To Nathan S.: Please have a look at my version of code for leaves.lua and the falling apples.
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Code: Select all
-- apples die in November
minetest.register_abm({
   nodenames = {'default:apple'},
   interval = 15,
   chance = 10,
   action = function (pos)
      
      if mymonths.month_counter == 11 then
      
         minetest.set_node(pos,{name = 'mymonths:sticks_default'})
         
         local i = 1
         
         repeat
      
            local n = minetest.get_node({x = pos.x, y = pos.y - i, z = pos.z})

            if n.name == "air" then

               minetest.spawn_item({
                  x = pos.x,
                  y = pos.y - i,
                  z = pos.z},
                  'default:apple')

            end
         
            i = i + 1
            
         until n.name == "air" or i == 4
         
      end
   end
})

compared to your original code:
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Code: Select all
--apples die in November
minetest.register_abm({
   nodenames = {'default:apple'},
   interval = 15,
   chance = 10,

   action = function (pos, node, active_object_count, active_object_count_wider)

      local nodeu1 = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
      local nodeu2 = minetest.get_node({x = pos.x, y = pos.y - 2, z = pos.z})
      local nodeu3 = minetest.get_node({x = pos.x, y = pos.y - 3, z = pos.z})
      local nodeu4 = minetest.get_node({x = pos.x, y = pos.y - 4, z = pos.z})

      if mymonths.month_counter == 11 then

         if nodeu1.name == "air" then

            minetest.spawn_item({
               x = pos.x,
               y = pos.y - 1,
               z = pos.z}, 'default:apple')

            minetest.set_node(pos,{name = 'mymonths:sticks_default'})

         elseif nodeu2.name == "air" then

            minetest.spawn_item({
               x = pos.x,
               y = pos.y - 2,
               z = pos.z}, 'default:apple')

            minetest.set_node(pos,{name = 'mymonths:sticks_default'})

         elseif nodeu3.name == "air" then

            minetest.spawn_item({
               x = pos.x,
               y = pos.y - 3,
               z = pos.z}, 'default:apple')

            minetest.set_node(pos,{name = 'mymonths:sticks_default'})

         elseif nodeu4.name == "air" then

            minetest.spawn_item({
               x = pos.x,
               y = pos.y - 4,
               z = pos.z}, 'default:apple')

            minetest.set_node(pos,{name = 'mymonths:sticks_default'})

         else
            minetest.set_node(pos,{name = 'mymonths:sticks_default'})
         end
      end
   end
})

Falling apples is a very good idea and a nice effect.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Thu Nov 03, 2016 16:26

Snoopy, good catch on the aspen leaves. I've fixed that and pushed the changes to github. Not sure how I didn't see that before, or never saw any problems from it.

I didn't write the code for the apples dropping from the trees, so I'm not too familiar with it, but I'll try and dig in and see the difference between your code and the original code, and see which looks better, or possibly optimize further.

I still have to check out the code for the plants, I haven't forgotten, just have been busy with all my youtube videos and my job. I quick glance through the code actually looks like the papyrus shouldn't be effected at all. I'm using group:flower to kill flowers off in the fall/winter, but it doesn't look like other plants should be effected. Papyrus isn't in group:flower so I'm not entirely sure what is going on. I'll have to do some testing in game, maybe there is some other mod effecting it?
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Re: [Mod]mymonths[mymonths]

by snoopy » Fri Nov 04, 2016 16:57

Nathan S., you are welcome and no hurries.

Please find below a new version of the file "init.lua" for your consideration.

The functionality should be the same as in your original code. Changes are:
  • remove redundancy (e.g. the settings were set two times in the original code)
  • make use of local modpath (which was set but never used) and avoiding repeated minetest.get_modpath("mymonths")
  • make the logic flow more straight
Two questions:
  1. The list of leaves seems to be incomplete in the original which is now if mymonths.leaves == true the ... else but maybe this was intentional
  2. What is the purpose of addressing global thirst in mymonths?
I hope this helps.
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Code: Select all
--Settings
mymonths = {}

--Turn damage on or off. This will make storms and hail cause damage to players
mymonths.damage = false

--You can turn weather off; this will put snow and puddles off too
mymonths.use_weather = true

--Leaves change color in the fall.
mymonths.leaves = true

--Have snow accumulate on the ground
mymonths.snow_on_ground = true

--Puddles appear when raining
mymonths.use_puddles = true

--Flowers die in winter, grown in spring
mymonths.flowers_die = true

--Grass changes color in fall, and spring
mymonths.grass_change = true

if minetest.get_modpath("lightning") then
   lightning.auto = false
end

if minetest.get_modpath("thirsty") then
   thirst = true
end


local modpath = minetest.get_modpath("mymonths")
local input = io.open(modpath .. "/settings.txt", "r")

if input then

   dofile(modpath .. "/settings.txt")
   input:close()
   input = nil

end

dofile(modpath .. "/functions.lua")
dofile(modpath .. "/abms.lua")
dofile(modpath .. "/command.lua")
dofile(modpath .. "/months.lua")

if mymonths.use_weather == true then
   dofile(modpath .. "/weather.lua")
else
   mymonths.snow_on_ground = false
   mymonths.use_puddles = false
end

if mymonths.snow_on_ground == false then
   minetest.register_alias("mymonths:snow_cover_1", "air")
   minetest.register_alias("mymonths:snow_cover_2", "air")
   minetest.register_alias("mymonths:snow_cover_3", "air")
   minetest.register_alias("mymonths:snow_cover_4", "air")
   minetest.register_alias("mymonths:snow_cover_5", "air")
end

if mymonths.use_puddles == false then
   minetest.register_alias("mymonths:puddle", "air")
end

if mymonths.grass_change == true then
   dofile(modpath .. "/grass.lua")
end

if mymonths.leaves == true then
   dofile(modpath .. "/leaves.lua")
else
   minetest.register_alias("mymonths:leaves_pale_green", "default:leaves")
   minetest.register_alias("mymonths:leaves_orange", "default:leaves")
   minetest.register_alias("mymonths:leaves_red", "default:leaves")
   minetest.register_alias("mymonths:sticks_default", "default:leaves")
   minetest.register_alias("mymonths:sticks_aspen", "default:aspen_leaves")
end

if mymonths.flowers_die == true then
   dofile(modpath .. "/flowers.lua")
end

Furthermore:
  1. Would you like to give me advice on how to share my code with your git repository?
  2. Would this and a possible branch be welcome?
  3. Would I need a github identity for this?
Last not least, the papyrus may be affected by another mod too, I agree.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Fri Nov 04, 2016 23:59

I have ideas to changes the rates a player gets thirsty at depending in the time of year, but haven't gotten to coding that yet.

I'll have to look into the leaves issue you mention when u have access to the code, on my phone now.

You could fork this mod and then do branches or skip the branches and just do pull requests directly from your master version, you would need a git identity for that though.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Sat Nov 05, 2016 16:21

I checked out your new init.lua file, I like it. Things are cleaner, and it has the same functionality, so I've copied that over our code. (I've also added you as a contributor in the code.) I went ahead and removed the check for the thirsty mod, as I don't have any code that uses that yet, so the check is pointless at the moment.

The list of aliases for the leaves is incomplete. Probably added support for more leaves after the initial code, and just forgot that I needed to aliases them, so I've added the missing leaves and what they should be if the leave changing gets turned off. Odd though because I had support for the aspen sticks to change back to leaves, so not sure what happened there.

I think your code for the apples falling is way better, so I've made your changes. Your code probably saves a few node checks when looking for air. plus it's far fewer lines of code. At some point I'll probably change the apple spawning code, as right now it just puts apples randomly inside the tree, I would like them to spawn under the leaves, but I need to play around with that for a while before I can find something that will work well.

I've done some testing with the papyrus, put some water out and planted some and they've been growing fine, all the flowers in the area have died and the grass has changed color, no effect on the papyrus. Have you tried a new world with just mymonths enabled. I'm thinking it is a different mod that is giving you problems.

I also noticed that the grass plants don't die which I think is silly, so I'll probably add code for that tomorrow, though grass could/can exist throughout the winter in real life. I also want to change the flowers so when they die rather than just turning into air they turn into dead plants which then disappear later on in the year. Another change that could be fun would be to add leaves on the ground when they fall off the tree, using much the same code as the apples, but putting a leave node on the ground, which could add up as the leaves die, and then disappear throughout the winter. So many ideas, so little time to code. :)
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Sat Nov 05, 2016 17:21

Nathan and Snoopy thank you so much for all of your hard work on this mod :) And of course thank you Don for creating it in the first place!! This mod is so awesome!
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Mon Nov 07, 2016 03:34

I will probably start a test or dev branch, as some of these changes I'm making I want to let people try out, but I feel like they aren't ready for prime time, that said let me highlight some of the things I managed to get working today.

1. Added a dead plant, flowers in the fall turn into a dead plant which then disappears later in the year. Also added support for the flowers in moreplants and bakedclay.

2. When red leaves turn into sticks they will make leaves on the ground appear, that code needs some work, and is full of print commands, so it will totally spam your debug file. Took forever to get that working, and I'm quite sure it can be made better. The textures for the leaves on the ground are horrible, so they will be updated in the future. I'll also add something to do with the leaves, probably make them into a pile and make that a fuel. Currently the leaves never disappear, ran out of time, but that will just be an abm that will make them go backwards through the accumulation progression. I think that my method I'm using is rather processor heavy, so I'll be revisiting that to try and optimize.

3. I tweaked the flower respawning in spring, I was finding far too many flowers appearing so I decreased the chances and increased the interval, hopefully worlds don't get so out of hand.

P.S.
There is an easter egg, that wasn't intentional, forgot to remove some testing code. See if you can find it. :D This deal won't last long so update today. ;)
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Re: [Mod]mymonths[mymonths]

by snoopy » Mon Nov 07, 2016 13:28

Nathan.S wrote:I checked out your new init.lua file, I like it. Things are cleaner, and it has the same functionality, so I've copied that over our code. (I've also added you as a contributor in the code.)

Thank you very much and I appreciate this.
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Re: [Mod]mymonths[mymonths]

by snoopy » Mon Nov 07, 2016 13:38

Nathan.S wrote:...
P.S.
There is an easter egg, that wasn't intentional, forgot to remove some testing code. See if you can find it. :D This deal won't last long so update today. ;)

You still have the file "calander.lua" which contains no code at all (and should have been named "calendar.lua" some months ago).

In "flowers.lua" you want to test for 'default:dirt_with_snow' not 'default:dirth_with_snow'
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
-- Flowers grow in spring, flower spread ABM is in flower mod, this just gives
-- initial population as that ABM won't grow flowers where there are none.
minetest.register_abm({
   nodenames = {'group:soil'},
   interval = 10,
   chance = 300,

   action = function (pos, node)
      if node.name == 'default:desert_sand' or node.name == 'default:dirth_with_snow' then
         return
      end
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Mon Nov 07, 2016 14:34

The calendar file is something Don was working on, or going to work on, not sure what exactly he had in mind for that, but that isn't th easter egg. :)

Good catch on dirth_with_snow, that was not intentional, and I've pushed changes to fix it.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Thu Nov 24, 2016 21:47

Pushed a little update for starters, I've removed a bunch of the debugging print statements I put in the code to get the falling leaves to work properly, no more spamming of the log. Leaves on the ground no longer just disappear, they progress backwards getting less and less dense, four steps to that. The fallen leaves can be collected and turned into a leaf pile which can be placed as a decorative item, or can be used as fuel, burns for four seconds.
I also fixed a problem I had with the water lilies, no longer will they turn into dead plants as they were before.

P.S. I also removed the easter egg, which for those of you that didn't find it. If you placed a dead plant and punched it leaves would appear on the ground below it. I used that for my testing of that function rather than trying to test it while it was in an abm as there was no way for me to really know what was happening then.
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Thu Nov 24, 2016 23:21

I haven't tested your latest updates but I did want to mention that since one of your more recent updates the servers have been using significantly less CPU, thanks for that!
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Fri Nov 25, 2016 01:49

I don't know if that is anything I did. I don't recall changing anything that should have made that much change in anything, other than in some of the weather code, that actually might have used a bit more than I would think, though I thought it was mostly client side....
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