[Mod] Bonemeal [1.1] [bonemeal]

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azekill_DIABLO
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Re: [Mod] Bonemeal [0.5] [bonemeal]

by azekill_DIABLO » Post

ManElevation wrote:
TenPlus1 wrote:And weirdly it's a real thing: https://en.wikipedia.org/wiki/Bone_meal
Image..
and as a nutritional supplement for animals.
okay, that one was wierd.

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Re: [Mod] Bonemeal [0.5] [bonemeal]

by ManElevation » Post

lol
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Re: [Mod] Bonemeal [0.6] [bonemeal]

by TenPlus1 » Post

Updated to version 0.6:

- Using newer functions, requires Minetest 0.4.16 and above to run.

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Re: [Mod] Bonemeal [0.7] [bonemeal]

by TenPlus1 » Post

Updated to 0.7:

- Added recipe to turn coral skeleton into 2x bonemeal
- API addition for bonemeal:on_use(pos, strength, node) -- node can be nil
- Bonemeal can also be used on Cactus and Papyrus now

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Re: [Mod] Bonemeal [0.5] [bonemeal]

by RSLRedstonier » Post

TenPlus1 wrote:And weirdly it's a real thing: https://en.wikipedia.org/wiki/Bone_meal
I actually remember when me and my dad needed to make some bonemeal for our garden out of some leftover bones from a meal and it took us like 20-30 min to find something that wasn't "how to make bonemeal for<insert random game name here>" on the internet
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Re: [Mod] Bonemeal [0.8] [bonemeal]

by TenPlus1 » Post

Updated to version 0.8:

- Now works with Farming Redo's garlic, onion and pepper crops.

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Re: [Mod] Bonemeal [0.8] [bonemeal]

by Lord_Vlad » Post

Hello, I really like this mod. Can you add support for the "plantlife" modpack's forest soil ? I can dig tons of it and never find any bones, it's troubling.

Thanks for this mod :)

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Re: [Mod] Bonemeal [0.9] [bonemeal]

by TenPlus1 » Post

Updated to version 0.9:

- Added support for Farming Redo's peas and beetroot crops.
- Added place_param check so plants/crops are placed properly.
- Bones can only be obtained by digging dirt (1 in 30 chance).

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Re: [Mod] Bonemeal [1.0] [bonemeal]

by TenPlus1 » Post

Updated to version 1.0:

- add_deco() now adds to the existing item list instead of replacing them all.
- set_deco() has been added to replace item list

Note: Thanks to h-v-smacker for this feature :)

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Re: [Mod] Bonemeal [0.9] [bonemeal]

by hajo » Post

TenPlus1 wrote:Updated to version 0.9
- Bones can only be obtained by digging dirt (1 in 30 chance).
Eating (cooked) chicken used to give a bone.
That doesn't work any more ?

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Re: [Mod] Bonemeal [1.0] [bonemeal]

by TenPlus1 » Post

hajo - eating cooked chicken never gave a bone, that must have been a server specific feature.

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Re: [Mod] Bonemeal [1.0] [bonemeal]

by Phoenixflo44 » Post

So you don't have to wait for the tree to grow
+ Spoiler

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Re: [Mod] Bonemeal [1.0] [bonemeal]

by RSLRedstonier » Post

Phoenixflo44 wrote:So you don't have to wait for the tree to grow
if you have enough you don't have to wait for ANYthing to grow
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try out my skytest mod always being updated!
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Re: [Mod] Bonemeal [1.0] [bonemeal]

by h-v-smacker » Post

RSLRedstonier wrote:
Phoenixflo44 wrote:So you don't have to wait for the tree to grow
if you have enough you don't have to wait for ANYthing to grow
On Hometown server I'm shocked at the depths of despair caused by wood growing in absence of bonemeal. On linux[wf]orks, a pretty standard sight is a variation of a tree machine which mass-produces wood on demand, obviously feeding generous amounts of bonemeal to the saplings in the process. Naturally we take this situation for granted; I'd say most people would rate tree machines only slightly above cobble generators and dirt cyclers. On Hometown, on the other hand, there is literally no way to grow a tree — and it feels like being stripped of all your tools, or something similarly devastating. Bonemeal is really a game-changer, it's hard to overlook its effects.
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Re: [Mod] Bonemeal [1.0] [bonemeal]

by isaiah658 » Post

Thanks for making this mod! I'm working on a subgame (nothing is released yet) and this fits perfectly with what I needed.

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Re: [Mod] Bonemeal [1.0] [bonemeal]

by h-v-smacker » Post

I'm having a weird issue with bonemeal and moretrees. With other mods, when the particles are emitted, the sapling turns into a tree instantly. However, with moretrees saplings there's a delay... Sometimes I cannot even be sure whether they grew because of bonemeal, or because enough time has passed after planting. I tried to tinker with moretrees, setting delays to 0 where I could find them, but the problem remains...

UPD: Looks like the reason is the moretrees.spawn_saplings setting... the delay is on when it's set to true.
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Re: [Mod] Bonemeal [1.0] [bonemeal]

by TenPlus1 » Post

Update:

- Now works with Farming Redo's new Rye, Rice and Oat crops.

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Re: [Mod] Bonemeal [1.0] [bonemeal]

by SpaghettiToastBook » Post

Any chance of supporting caverealms-lite's mushroom sapling?

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Re: [Mod] Bonemeal [1.0] [bonemeal]

by TenPlus1 » Post

Added caverealms shroom sapling support :)

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Re: [Mod] Bonemeal [1.0] [bonemeal]

by SpaghettiToastBook » Post

Thanks!

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

by TenPlus1 » Post

Update:

- Added support for Ethereal's sakura sapling.
- Limited usage (when using on soil, only work on soil, same for sand).
- Added {can_bonemeal=1} group for special node uses.

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

by FreeGamers » Post

I really enjoy this mod. I'm still playing around with it and have combined the fertilizer craft recipe with "Feces" from the "pooper" mod to make the recipe and poo a bit more uhh.. realistic and useful.

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

by TenPlus1 » Post

Haha, nice :P

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

by Imk » Post

Code: Select all

	
	bonemeal:add_deco({
		{"ethereal:crystal_dirt", {"ethereal:crystalgrass", "", "", "", ""}, {}},
		{"ethereal:fiery_dirt", {"ethereal:dry_shrub", "", "", "", ""}, {}},
I see fashion's support for eating, not wanting to work.

doesn't work with the ground ethereal:crystal_dirt
+ Spoiler
screenshot_20190930_015552.jpg
(123.47 KiB) Not downloaded yet

Code: Select all

2019-09-30 01:46:37: 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)
2019-09-30 01:46:37: ERROR[Main]: stack traceback:
2019-09-30 01:46:37: ERROR[Main]:       [C]: in function 'random'
2019-09-30 01:46:37: ERROR[Main]:       /home/imk/minetest/bin/../mods/bonemeal/init.lua:269: in function 'check_soil'
2019-09-30 01:46:37: ERROR[Main]:       /home/imk/minetest/bin/../mods/bonemeal/init.lua:434: in function 'on_use'
2019-09-30 01:46:37: ERROR[Main]:       /home/imk/minetest/bin/../mods/bonemeal/init.lua:511: in function </home/imk/minetest/bin/../mods/bonemeal/init.lua:493>
which is interesting.
+ Spoiler
on fire land, too.
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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Post

lmk: I tried but failed to re-produce the error above, but just incase I've added a nil check and updated bonemeal on git.

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