[Mod] Conifers [0.3] [conifers]

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cisoun
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by cisoun » Sat Mar 31, 2012 14:07

You have to go above 30 m if you didn't edit the mod. You might wait a little bit too.

Otherwise, if you want to speed up the tree generation, change the the line 31 of conifers/init.lua as this:
Code: Select all
local INTERVAL = 3600

by
Code: Select all
local INTERVAL = 600

It will generate a tree each 10 minutes instead of each hour (proportionally to the game's time).
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by neko259 » Sat Mar 31, 2012 14:46

Latest minetest has leaf decay. Does it work well with your mod or that beautiful leaves dissapear if too far from the trunk?
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by bgsmithjr » Sat Mar 31, 2012 15:18

I didn't even have to generate a new map. But the conifer leaves don't burn.
 

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by sdzen » Sat Mar 31, 2012 15:32

i just /pulverize them
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by cisoun » Sat Mar 31, 2012 16:42

They doesn't? I was sure they could. I'm gonna fix this as soon as possible.
neko259: I think leaf decay doesn't work on my mod. I can try to make it work.
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by neko259 » Sat Mar 31, 2012 16:59

cisoun wrote:They doesn't? I was sure they could. I'm gonna fix this as soon as possible.
neko259: I think leaf decay doesn't work on my mod. I can try to make it work.

Leaf decay works on default:leaves and checks default:tree in radius. Unless you use different leaves, your ones will decay.
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by Nemo08 » Sat Mar 31, 2012 17:12

i dont try, but maybe for conifers leaves need "leafdecay" group? celeron wrote "Leaf decay, based on the groups 'leafdecay' and 'tree'"
UPD. yes, with these groups leaves decay
Last edited by Nemo08 on Sat Mar 31, 2012 19:31, edited 1 time in total.
 

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by Jeija » Sat Mar 31, 2012 20:33

In my opinion confiers shouldn't spawn using ABMs. This breaks some maps. They should only appear on newly generated terrain.
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by neko259 » Sun Apr 01, 2012 08:10

Jeija wrote:In my opinion confiers shouldn't spawn using ABMs. This breaks some maps. They should only appear on newly generated terrain.

Or from some conifer saplings.
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by cisoun » Sun Apr 01, 2012 11:28

Jeija: I searched how to do that but it was too complex so I choose to use the ABM system anyway.
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by cisoun » Sun Apr 01, 2012 19:45

* Updated to use trunks and leaves as fuel in furnaces.
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by dannydark » Mon Apr 02, 2012 21:33

Great work on this mod cisoun its nice to finally have more than one type of tree :D
 

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by Death Dealer » Mon Apr 02, 2012 21:35

dannydark wrote:Great work on this mod cisoun its nice to finally have more than one type of tree :D

danny darko is one of my favorite movies:D
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by cisoun » Mon Apr 09, 2012 15:43

Update
----
* Updated for compatibility with the new fire mod and 3D droped things.
* Optimized generation.
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by cisoun » Mon May 28, 2012 17:56

I'm sorry, I don't have it anymore because it was just a test map...
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by cisoun » Wed May 30, 2012 20:48

Do !!
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by Menche » Tue Jun 26, 2012 00:38

Leaves sometimes spawn so far from the trunk that they decay and drop.
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by neo » Tue Jun 26, 2012 08:27

Death Dealer wrote:
dannydark wrote:Great work on this mod cisoun its nice to finally have more than one type of tree :D

danny darko is one of my favorite movies:D



I do too. : ) with many others.
 

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by RandomBot » Tue Jul 03, 2012 18:01

Image

anyway to stop that from happening when the tree is cut down? i dont like cleaning it up x.x... and it only seems to happen 80% of the time.
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by cisoun » Tue Jul 03, 2012 23:55

Thanks for reporting, I'm gonna have to fix some stuff this week anyway.
This is pretty weird though, I never expected that...
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by Menche » Wed Jul 04, 2012 00:48

Could the leaves be made to decay like regular trees, and not drop items? Also, if the default max width isn't lowered, leaves spawn far enough away from the trunk that they decay right after the tree grows.
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by cisoun » Fri Jul 06, 2012 01:00

Menche wrote:Could the leaves be made to decay like regular trees, and not drop items?


Yep I'm gonna check this.

Menche wrote:Also, if the default max width isn't lowered, leaves spawn far enough away from the trunk that they decay right after the tree grows.


The decay system pisses me off...
I will see if there is a solution anyway but this feature seems not very good for a kind of mod like mine.

I'm gonna finally work on it the next week because I'll be busy this weekend.
So, stay tuned.
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