[Mod] Giant Mushroom/ Mushrooms [riesenpilz]

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Hybrid Dog
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Hybrid Dog » Post

fireglow, l added a setting to use the second solution, else the first one is used

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fireglow
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by fireglow » Post

Hybrid Dog wrote:fireglow, l added a setting to use the second solution, else the first one is used
Wow thank you, that's great.

Sorry for the late reply lol, I just was talking with DS about your mod and the protection issue came up so I decided to look at the thread again.

Again, thank you for adding it! :)

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Hybrid Dog
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by Hybrid Dog » Post


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Ghaydn
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Ghaydn » Post

A bit necroposting: if you get errors with this mod, open file init.lua and replace on line 723:

Code: Select all

use_texture_alpha = "opaque",
with

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use_texture_alpha = false,
(or true, I didn'e see any difference)
This mod surprisely seems to work fine on 5.3.0.
Also, I've created mod.conf that contents:

Code: Select all

name = riesenpilz
description = Giant mushrooms
depends = default,vector_extras
optional_depends = digilines,fence_registration,technic,ethereal
And now this mod works with ethereal! Swamps(sumpf) do too, but it also needs "use_texture_alpha=true" fix in init.lua.
Nobody understands me... — вРН БШ ЯЙЮГЮКХ?

lordawe
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by lordawe » Post

Hi, necroposting too :)
Minetest 5.4.0
I got error: ERROR[Main]: [vector_extras] vector.cross already exists.
So far it is enough to remove vector_extras dependency
I haven't tested it thoroughly.

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Grossam
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Grossam » Post

What is the recipe ton craft the growingtool ?
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ethaldgrow
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Re:

by ethaldgrow » Post

Inocudom wrote:
Sun Dec 23, 2012 19:38
It is good to see that you are still with us. The mushrooms are a wonderful addition to this game and can add variety to maps. Is it possible to create psilocybin mushroom areas not only above ground but below ground as well? A different coloration variety of mushrooms could exist in underground caverns and emit faint light.

Will mushrooms drop nodes and saplings like trees do in the future? Also, will some of the small mushrooms of the swamp mod appear among the bigger ones?
How about the psilocybin mushroom? Can we grow this one too.

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Hybrid Dog
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Hybrid Dog » Post

I made the mod with unreal mushrooms, so there's no psilocybin, coprine, etc.. Real mushrooms have too many features and I don't want to implement only a subset them; I would be dissatisfied if there was for example a Tapinella atrotomentosa whose implementation makes it edible but doesn't allow colouring wool with it.

The growing tool doesn't have a craft recipe yet.

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Starbeamrainbowlabs
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Starbeamrainbowlabs » Post

This looks like an awesome mod! Is there a screenshot of the large mushrooms somewhere?

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Hybrid Dog
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Hybrid Dog » Post

I showed screenshots years ago before ubuntuone disappeared.

Here's how the giant mushrooms currently look like:
Image
Image
Image

Most of the giant mushrooms look differently each time they are spawned because they are created by hand-crafted functions and not fixed schematics.
Attachments
shot3.jpg
shot3.jpg (132.93 KiB) Viewed 1291 times
shot2.jpg
shot2.jpg (157.05 KiB) Viewed 1291 times
shot1.jpg
shot1.jpg (177.53 KiB) Viewed 1291 times

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Tim790
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]

by Tim790 » Post

Can I see a image of the mushroom biome.
Yeet.

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