[Mod] Bonemeal [1.7] [bonemeal]
Re: [Mod] Bonemeal [1.1] [bonemeal]
@roscoeb - the above errors seem to come from a 'bone' mod and not bonemeal, and the line numbers in question have nothing to do with the actual errors when compared to bonemeal mod itself. Which version of Minetest are you using ?
Re: [Mod] Bonemeal [1.1] [bonemeal]
hi thanks for replying
i am using 5.4.1
i am using 5.4.1
Upodate:
- Added chance of jungle grass when used on rainforest litter (thanks Nixnoxus)
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Re: [Mod] Bonemeal [1.1] [bonemeal]
Could you add support for dfcaverns plants and trees?
Update:
- Added initial support for dfcavern's saplings.
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Re: Update:
-Nether Cap sapling is missing
-Tunnel Tubes only grow fruiting body without stem or nothing at all
-Growing a Fungiwood does not remove the sapling
-Growing a Tower Cap replaces a few nodes around the base with Tower Cap Stem (this is part of df_trees.spawn_tower_cap)
-Same for Black Caps (possibly also for Goblin Caps but I don't have any to test)
Another problem is that all dfcaverns plants and trees grow in the dark and die in bright light, but this mod requires light level above certain point. Not sure how this should be addressed
Update:
- Add initial support for dfcavern's crops
- Restart any crop timers after bonemeal
- Add crop exists and fully grown check
- Fix Fungiwood sapling removal
Note: Some plants/crops have not been added as yet from dfcaverns as they have special growth needs the bonemeal api may need amended to add. As for crops/saplings growing in the dark, lets just say for now that bonemeal needs some light to work :)
- Restart any crop timers after bonemeal
- Add crop exists and fully grown check
- Fix Fungiwood sapling removal
Note: Some plants/crops have not been added as yet from dfcaverns as they have special growth needs the bonemeal api may need amended to add. As for crops/saplings growing in the dark, lets just say for now that bonemeal needs some light to work :)
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Re: Update:
I have an idea on how to make growing these plants in dark properly. I will write code for it a few days laterTenPlus1 wrote: ↑Thu Jun 30, 2022 12:03- Add initial support for dfcavern's crops
- Restart any crop timers after bonemeal
- Add crop exists and fully grown check
- Fix Fungiwood sapling removal
Note: Some plants/crops have not been added as yet from dfcaverns as they have special growth needs the bonemeal api may need amended to add. As for crops/saplings growing in the dark, lets just say for now that bonemeal needs some light to work :)
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Re: [Mod] Bonemeal [1.1] [bonemeal]
A way to implement growing dfcaverns plants in dark is replacing this part:
with this:
Code: Select all
if (minetest.get_node_light(pos) or 0) < (12 - (strength * 3)) then
return
end
Code: Select all
if minetest.get_item_group(node.name, "light_sensitive_fungus") > 0 then
if (minetest.get_node_light(pos) or 0) > (strength * 3) then
return
end
else if (minetest.get_node_light(pos) or 0) < (12 - (strength * 3)) then
return
end
Update:
- Added ignore_light flag for crop and sapling growth
- Updated dfcavern saplings and crops to use new flag
- Added ability to use "group:" for sapling soil check
- Added dfcavern's nether cap sapling which uses "group:" check
- Tidied code
- Updated dfcavern saplings and crops to use new flag
- Added ability to use "group:" for sapling soil check
- Added dfcavern's nether cap sapling which uses "group:" check
- Tidied code
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Re: Update:
It seems that code for Nether Cap is wrong. This mod implements growing Nether Cap on another Nether Cap blocks, but df_trees requires growing Nether Cap on "cools_lava" group blocks that are not Nether Cap. In addition, much like Tower Cap and Black Cap, the node on which the tree grows is replaced with stem
Last edited by alerikaisattera on Fri Jul 01, 2022 11:11, edited 3 times in total.
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Re: Update:
Accidental double post
Re: [Mod] Bonemeal [1.1] [bonemeal]
@alerikaisattera - Oops! I forgot to add the entry for group:cools_lava, has been added now.
As for the node being replaced by the stems, that's up to the growing functions used by the df_trees mod itself.
As for the node being replaced by the stems, that's up to the growing functions used by the df_trees mod itself.
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Re: [Mod] Bonemeal [1.1] [bonemeal]
Good, but growing Nether Caps on other Nether Caps blocks should be removed (ideally prevented much like in df_trees itself, but this may require other modifications).
Could you also add df_primordial_items plants?
Re: [Mod] Bonemeal [1.1] [bonemeal]
I only follow the growing mediums set by the mods themselves, and yes I'll try to cover as much plantlife as possible if the mod maker doesn't use the bonemeal api to do so themselves.
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Re: [Mod] Bonemeal [1.1] [bonemeal]
Could you add the remaining dfcaverns plants (Spindlestems, Torchspines, Bloodthorns, Primordial small plants)?
Re: [Mod] Bonemeal [1.1] [bonemeal]
The Spindlestems, Torchspine and Bloodthorn have no clear growth function or sapling for use with bonemeal and FaceDeer has been notified of this for future additions. Primordial small plants are added though.
Last edited by TenPlus1 on Fri Jul 08, 2022 08:22, edited 1 time in total.
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Re: [Mod] Bonemeal [1.1] [bonemeal]
Bloodthorns have df_trees.grow_blood_thorn function and are a lot like cacti
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Re: [Mod] Bonemeal [1.1] [bonemeal]
Could you also add Primordial fungal plants from df_primordial_items? Tunnel Tubes also don't work properly
Update:
- Added df_trees Bloodthorns
- Added df_primordial_items Fungal deco
- Fixed df_trees Tunnel Tube
- Added df_primordial_items Fungal deco
- Fixed df_trees Tunnel Tube
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Re: [Mod] Bonemeal [1.1] [bonemeal]
Does not work on Bloodthorns, they just die
Re: [Mod] Bonemeal [1.1] [bonemeal]
@alerikaisattera - remember they are light sensative.
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Re: [Mod] Bonemeal [1.1] [bonemeal]
They die in dark when bonemeal is used on them
Re: [Mod] Bonemeal [1.1] [bonemeal]
I've tested bloodthorn above ground and below and they are still growing even after using bonemeal on them.
Update:
- Added new crops from Farming Redo (asparagus, spinach, eggplant)
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