[Mod] Giant Mushroom/ Mushrooms [riesenpilz]
- Hybrid Dog
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]
fireglow, l added a setting to use the second solution, else the first one is used
- fireglow
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]
Wow thank you, that's great.Hybrid Dog wrote:fireglow, l added a setting to use the second solution, else the first one is used
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! :)
- Hybrid Dog
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]
A bit necroposting: if you get errors with this mod, open file init.lua and replace on line 723:
with
(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:
And now this mod works with ethereal! Swamps(sumpf) do too, but it also needs "use_texture_alpha=true" fix in init.lua.
Code: Select all
use_texture_alpha = "opaque",
Code: Select all
use_texture_alpha = false,
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
Nobody understands me... — вРН БШ ЯЙЮГЮКХ?
Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]
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.
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.
- Grossam
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]
What is the recipe ton craft the growingtool ?
Gloire à qui, n'ayant pas d'idéal sacro-saint,
Se borne à ne pas trop emmerder ses voisins.
Se borne à ne pas trop emmerder ses voisins.
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Re:
How about the psilocybin mushroom? Can we grow this one too.Inocudom wrote: ↑Sun Dec 23, 2012 19:38It 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?
- Hybrid Dog
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]
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.
The growing tool doesn't have a craft recipe yet.
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]
This looks like an awesome mod! Is there a screenshot of the large mushrooms somewhere?
- Hybrid Dog
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Re: [Mod] Giant Mushroom/ Mushrooms [riesenpilz]
I showed screenshots years ago before ubuntuone disappeared.
Here's how the giant mushrooms currently look like:
Most of the giant mushrooms look differently each time they are spawned because they are created by hand-crafted functions and not fixed schematics.
Here's how the giant mushrooms currently look like:
Most of the giant mushrooms look differently each time they are spawned because they are created by hand-crafted functions and not fixed schematics.
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