[Mod] Bonemeal [1.1] [bonemeal]

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

by azekill_DIABLO » Tue Sep 12, 2017 16:54

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 [0.6] [bonemeal]

by TenPlus1 » Mon Oct 09, 2017 11:17

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 » Sun Dec 31, 2017 11:28

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 » Sun Dec 31, 2017 17:39

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 » Mon Jan 22, 2018 15:09

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 » Fri Apr 27, 2018 19:29

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 » Tue May 01, 2018 07:49

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 » Mon May 07, 2018 08:37

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 » Mon May 07, 2018 11:11

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 » Mon May 07, 2018 17:21

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 » Mon May 07, 2018 17:26

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 » Mon May 07, 2018 20:14

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

by h-v-smacker » Tue May 08, 2018 05:31

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 » Mon May 28, 2018 19:58

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 » Thu Nov 15, 2018 05:25

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 » Sun Jan 06, 2019 10:41

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 » Mon Jan 07, 2019 04:41

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

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

by TenPlus1 » Mon Jan 07, 2019 10:12

Added caverealms shroom sapling support :)
 

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

by TenPlus1 » Sat Feb 16, 2019 12:27

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 » Sat May 25, 2019 16:27

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 Imk » Sun Sep 29, 2019 23:02

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
+ when used on this land, the server is crash

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.
+ After the server is crushed and started, the grass appearsr

on fire land, too.
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screenshot_20190930_015608.jpg
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Re: [Mod] Bonemeal [1.1] [bonemeal]

by TenPlus1 » Mon Sep 30, 2019 08:07

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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