[Mod] Bonemeal [1.1] [bonemeal]

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Imk
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Re: [Mod] Bonemeal [1.1] [bonemeal]

by Imk » Mon Sep 30, 2019 19:43

Code: Select all
11 часов назад
locale    a0cb8657df change loaded console message    1 год назад
textures    c957e1043c added gelatin powder    1 год назад
README.md    363ec856ee added 5.0 pine bush sapling and additional flowers    6 месяцев назад
api.txt    dd422b6091 add_deco() now adds to item list, set_deco() replaces item list (thanks h-v-smacker)    1 год назад
depends.txt    363ec856ee added 5.0 pine bush sapling and additional flowers    6 месяцев назад
description.txt    066cad6e25 added mod files and readme's    2 лет назад
init.lua    5949d15726 added nil fallback    11 часов назад
intllib.lua    153ef883cc added intllib support and french translation    2 лет назад
license.txt    066cad6e25 added mod files and readme's    2 лет назад
lucky_block.lua    01d71b2b29 add new lb    11 месяцев назад
mod.conf    066cad6e25 added mod files and readme's    2 лет назад
mods.lua    1299f39126 fix flowers addition :)    6 месяцев назад
screenshot.png    9173f39344 update screenshot    2 лет назад

updated bonemeal on git.

Six months ago. Not quite sure if there's a change or not?
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by Imk » Thu Oct 03, 2019 23:12

as before
saw the edit three days ago.
Code: Select all
2019-10-04 02:09:23: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnUse(): /home/imk/minetest/bin/../mods/bonemeal/init.lua:269: bad argument #2 to 'random' (interval is empty)
2019-10-04 02:09:23: ERROR[Main]: stack traceback:
2019-10-04 02:09:23: ERROR[Main]:       [C]: in function 'random'
2019-10-04 02:09:23: ERROR[Main]:       /home/imk/minetest/bin/../mods/bonemeal/init.lua:269: in function 'check_soil'
2019-10-04 02:09:23: ERROR[Main]:       /home/imk/minetest/bin/../mods/bonemeal/init.lua:434: in function 'on_use'
2019-10-04 02:09:23: ERROR[Main]:       /home/imk/minetest/bin/../mods/bonemeal/init.lua:511: in function </home/imk/minetest/bin/../mods/bonemeal/init.lua:493>
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Fri Oct 04, 2019 11:04

please describe what you are doing when this error happens, also have you added anything using the bonemeal api and if so can you show me what.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by Imk » Fri Oct 04, 2019 16:44

I've already told you and shown you screenshots
viewtopic.php?p=358376#p358376

Nothing is added.
only the textures bonemeal_bone (64) have been replaced (this shouldn't affect the job in any way!!!)

client win: minetest-5.1.0-3ad9a8f-win64
server ubuntu (teracrime.ddns.net:30008): version 5.1.0-dev-61e9c1b-dirty

the client can be downloaded from our section viewtopic.php?f=23&t=2105

I'm gonna bring it here in Russian to England
Download the 64bit client to Win XP,7,10
Googol
MEGA
ARCHIVE PASSWORD: supernova.pp.ua

I'll explain it all differently.
bonemeal_item using on the ground ethereal:crystal_dirt,ethereal:fiery_dirt the server is crash
ethereal the other lands are working properly.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by Imk » Fri Oct 04, 2019 20:35

The latest mod update gives an error
I don't know the reason.
2019-10-04 23:25:19: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnUse(): /home/imk/minetest/bin/../mods/bonemeal/init.lua:269: bad argument #2 to 'random' (interval is empty)
2019-10-04 23:25:19: ERROR[Main]: stack traceback:
2019-10-04 23:25:19: ERROR[Main]: [C]: in function 'random'
2019-10-04 23:25:19: ERROR[Main]: /home/imk/minetest/bin/../mods/bonemeal/init.lua:269: in function 'check_soil'
2019-10-04 23:25:19: ERROR[Main]: /home/imk/minetest/bin/../mods/bonemeal/init.lua:434: in function 'on_use'
2019-10-04 23:25:19: ERROR[Main]: /home/imk/minetest/bin/../mods/bonemeal/init.lua:511: in function </home/imk/minetest/bin/../mods/bonemeal/init.lua:493>


but the mistakes are the same.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Sat Oct 05, 2019 09:14

lmk - I've updated to the latest 5.1 dev and spammed bonemeal on every type of dirt and surface for 20 minutes and cannot reproduce the above error, so what I have done is add some nil checks in place just-in-case it's something to do with your code or mods loaded in world and updated git page and contentdb downloads.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by runs » Sat Oct 05, 2019 12:26

i thinks is related to #grass, that it is nil or 0. Maybe a mod that adds some type of node block.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Sat Oct 05, 2019 19:22

runs - that was the latest nil checks I added so it automatically defaults to 0 to stop any errors... I don't know if lmk is using mods to alter the bonemeal lists.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by ThorfinnS » Tue Oct 08, 2019 15:45

Is there a plan to incorporate the other dirt varieties? So for instance dry_dirt or dry_dirt_with_grass might drop bones, too? Not sure I see a good way to do it generally, like using groups, but it could be handled the same way you decide which nodes are appropriate for hoe, or which are checked to see if they are sufficiently close to water to become _wet.

Oh, and a suggestion. Maybe the bone drop could be in addition to the dirt drop? So if you dig dirt, you always get dirt, but sometimes you also get a bone?
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Wed Oct 09, 2019 10:38

that's how it currently works, for each dirt block you dig there's a chance of a bone, also you can use the api to at newer dirt decorations. ethereal mod turns it's dry dirt into normal dirt when near water so I'll probably add the newer 5.1 dry dirt onto the same abm.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by ThorfinnS » Thu Oct 10, 2019 14:02

TenPlus1 wrote:that's how it currently works, for each dirt block you dig there's a chance of a bone, also you can use the api to at newer dirt decorations. ethereal mod turns it's dry dirt into normal dirt when near water so I'll probably add the newer 5.1 dry dirt onto the same abm.
I just meant there's maxitems=1, so you get either a bone or a block of dirt, never both. Maybe there/s a good reason for it; it just seems to me that if you dig a hole, you should get dirt, and maybe if you are lucky, a bone.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Fri Oct 11, 2019 06:52

Ahh, i've done it that way so you cant spam dig dirt blocks and get both which I consider cheating :) It's either/or unless you want to manually change it for your world by setting maxitems=2.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by ThorfinnS » Fri Oct 11, 2019 17:04

Oh, I see.

Have to be a pretty strange world where dirt was so rare that repeatedly placing and digging the same block would be more efficacious than digging new soil.

Kind of like I've seen people place and dig grass, dry grass and junglegrass just to get the seed drops rather than just digging new grass. Despite it being MUCH slower...
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by ThorfinnS » Fri Oct 25, 2019 19:26

What am I doing wrong?

Code: Select all
if(minetest.registered_items["bonemeal:mulch"] ~= nil) then
   bonemeal:add_crop({{'ts_crops:crowberry_', 4}})
end


Hovering over the growth stages shows 'ts_crops:crowberry_1', etc., as expected. The crops mature on their own just fine. The mulch in inventory decrements, but it looks to be doing nothing. I'm in full sun.

[EDIT]
Yes, there is an optional depend on bonemeal.
[/EDIT]
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Sat Oct 26, 2019 06:23

Try...

Code: Select all
if minetest.get_modpath("bonemeal") then
   bonemeal:add_crop({
      {"ts_crops:crowberry_", 4},
   })
end
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by ThorfinnS » Sat Oct 26, 2019 18:24

Thanks.

Turns out it was just that my mod.conf had a typo for "optional_depends".

Is the modpath the accepted way to do that? I thought that tested only for the existence of the mod in the mods folder, not that it was enabled in the particular game. Do I have that backwards? That's why I was using the registered item -- to make sure that bonemeal was not only enabled, but it had been properly loaded first.
 

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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Sat Oct 26, 2019 19:20

If you have a dependency on bonemeal it loads it first before ts_crops, but generally I'll use the modpath check to be sure it's enabled first before using the api.
 

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