[mod] Not so simple plants and fungi [nsspf]

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Re: [mod] Not so simple plants and fungi [nsspf]

by Wuzzy » Mon Mar 20, 2017 14:40

IMO it would make more sense to overwrite those mushrooms with 2 mushrooms from this mod to match the style of everything else. Or just add 2 additional mushrooms just to replace the default mushrooms, by using a close equivalent instead.

An ABM is usually costly and it also does not get rid of brown and red mushrooms in inventories.
It is ugly to have the default mushrooms still present in the game, alongside the 3D mushrooms which are very different.
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Re: [mod] Not so simple plants and fungi [nsspf]

by burli » Mon Mar 20, 2017 15:38

Wuzzy wrote:An ABM is usually costly...


As I mentioned this mod has 28 of them, a lot of them with interval = 1 and chance = 1

Definitively too much for a few mushrooms
 

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Re: [mod] Not so simple plants and fungi [nsspf]

by Zachary » Tue Mar 21, 2017 00:14

TailsTheFoxDoes MT wrote:
npx wrote:A mod that adds wild plants and fungi in order to give another source of food without farming.

For now there are only 29 fungi and no plants.
You just have to walk around in the different biomes and gather the fungi.
All the fungi are taken from the real world and thay have their scientific names. Many of them are good to eat, but others can be lethal.
There are 5 types of fungi:
-Ectomycorrhizal fungi: grows in association with the roots of trees, the mycelium grows in the ground and sometimes a mushroom will grow. There are also truffles, hard to find (truffles are produced underground)
-Saprobiontic fungi: divided in 4 categories distiguished by where they grow
+Jungle fungi grow on trees trunks in the jungle.
+Grass fungi grow as mycelium underground in grassland and sometimes produce a mushroom on the surface.
+Snowbank fungi act as grass fungi but under the snow.
+Tree fungi as jungle fungi grow on trees trunks of trees and pine trees.

The mushrooms:
Image

Fungi are generated by abm, so their growth will require some time.

It is possible to farm the fungi with the spores. Exposed to air mycelium will die and the dirt left may contain spores, dropped when digged.
For saprobiontic is necessary to click with the spores the ground (dirt_with_grass or dirt_with_snow) to grow a new mycelium under the node. Ectomycorrhizal fungi spores need to placed on the bottom of the right trunk of a tree, each fungus need a specific tree.

Many mushrooms are hard to digest so it is better to cook them before eating, in order to appreciate their nutritional value fully. Cooking could also inactivate the toxin in poisonous fungi (only in some of them obviously!). In other cases cooking may damage the benefic propreties of the mushrooms reducing his nutritional value.

License: LGPLv3 for the code; CC BY-SA 4.0 for the models and textures

Github: https://github.com/NPXcoot/nsspf
Download: https://github.com/NPXcoot/nsspf/archive/master.zip


Ugh this is too COMPLEX for me! :P
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Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Wed Mar 22, 2017 16:45

Wuzzy wrote:IMO it would make more sense to overwrite those mushrooms with 2 mushrooms from this mod to match the style of everything else. Or just add 2 additional mushrooms just to replace the default mushrooms, by using a close equivalent instead.

An ABM is usually costly and it also does not get rid of brown and red mushrooms in inventories.
It is ugly to have the default mushrooms still present in the game, alongside the 3D mushrooms which are very different.


You're right, but I really don't know how it could be done... Is it possible to remove them?
 

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Re: [mod] Not so simple plants and fungi [nsspf]

by burli » Wed Mar 22, 2017 17:42

npx wrote:You're right, but I really don't know how it could be done... Is it possible to remove them?

Maybe not all of them, but I think most of the ABMs can be replaced with node timers
 

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Re: [mod] Not so simple plants and fungi [nsspf]

by npx » Wed Mar 22, 2017 18:53

burli wrote:
npx wrote:You're right, but I really don't know how it could be done... Is it possible to remove them?

Maybe not all of them, but I think most of the ABMs can be replaced with node timers


I meant default mushrooms as suggested by Wuzzy...

I know that the mod is heavy and has a lot of ABM, but I think it would be hard to reduce them in number, I will think about the use of node timers
 

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Re: [mod] Not so simple plants and fungi [nsspf]

by burli » Wed Mar 22, 2017 18:59

npx wrote:I meant default mushrooms as suggested by Wuzzy...

Ah, sorry. You can overwrite them with own mushrooms, but you still have the default spread ABM. Or you can remove them
 

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Re: [mod] Not so simple plants and fungi [nsspf]

by Sokomine » Fri Apr 07, 2017 18:36

Very nice mod and models. Would love to see them "out in the wild". Maybe there'll be a new natrue-mod-collection as a subgame? Eden2 was very nice, and the mushrooms would fit in excellently in such a subgame.
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Re: [mod] Not so simple plants and fungi [nsspf]

by Piezo_ » Wed Nov 28, 2018 04:50

Are these mushrooms supposed to be this pervasive?

You may want to implement some system that limits the amount of mushrooms spawning, as they've ended up on just about every southern node face on my server...

Also, why is on_place set to return nil and not allow placement at all for collected mushrooms?

Image
Last edited by Piezo_ on Tue Dec 04, 2018 10:03, edited 1 time in total.
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Re: [mod] Not so simple plants and fungi [nsspf]

by Lord_Vlad » Sun Dec 02, 2018 19:20

I used the torch code to tweak your mod and it makes a lot more sense : if not, the mushrooms just stay in place when the node they are attached to moves or is destroyed. Flying mushrooms are weird you know...
 

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Re: [mod] Not so simple plants and fungi [nsspf]

by Piezo_ » Mon Dec 03, 2018 22:33

Lord_Vlad wrote:I used the torch code to tweak your mod and it makes a lot more sense : if not, the mushrooms just stay in place when the node they are attached to moves or is destroyed. Flying mushrooms are weird you know...


Could you post a link to this version? (Also, maybe do something about the things I mentioned in the last post?)
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Re: [mod] Not so simple plants and fungi [nsspf]

by Lord_Vlad » Tue Dec 04, 2018 09:59

Piezo_ wrote:
Lord_Vlad wrote:I used the torch code to tweak your mod and it makes a lot more sense : if not, the mushrooms just stay in place when the node they are attached to moves or is destroyed. Flying mushrooms are weird you know...


Could you post a link to this version? (Also, maybe do something about the things I mentioned in the last post?)


http://sprunge.us/ag1s9h

This is my mushroom.lua file, it's the only one I changed.
 

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Re: [mod] Not so simple plants and fungi

by Piezo_ » Tue Dec 04, 2018 10:02

Is the mod abandoned? Should I fork and fix the other issues myself?
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