[Modpack] Plantlife [rolling release] [plantlife_modpack]
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
There's just no way that I can see that bushes_classic nor biome_lib could do this unless you have a mod conflict somewhere.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
-
- Member
- Posts: 1482
- Joined: Fri Apr 19, 2013 16:19
- GitHub: twoelk
- IRC: twoelk
- In-game: twoelk
- Location: northern Germany
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
wasn't there some long solved old bug with vines or such growing endlessly into the sky?
btw, can any grow pattern be made out?
btw, can any grow pattern be made out?
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
This modpack is nicely done. I just have a vendetta of sorts against the sunflower. For some reason, it looks really ugly to me. If I wanted to tone them back a bit, would this work?:
or will that make them more common?
Code: Select all
local sunflowers_max_count = 2
local sunflowers_rarity = 2
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
Lower the max count and raise the rarity value, but the model for the sunflower needs improved anyway.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
ThanksVanessaE wrote:Lower the max count and raise the rarity value, but the model for the sunflower needs improved anyway.
-
- Member
- Posts: 845
- Joined: Fri Jan 08, 2016 21:17
- In-game: Ghost
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
I love this mod but I'm not sure if I have a problem or not
I have upgraded minetest to 0.4.16 and the ferns seem a lot smaller now
am I going mental ?
I have upgraded minetest to 0.4.16 and the ferns seem a lot smaller now
am I going mental ?
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
They are smaller, because there was a change made in how the engine deals with the `visual_scale` node definition item. File a bug report on github against plantlife modpack please, I'll get to it soon-ish.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
-
- Member
- Posts: 845
- Joined: Fri Jan 08, 2016 21:17
- In-game: Ghost
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
Is biome_lib really required for this mod? because when I enable it the game will not load and gives these errors :
and when I disable it I get these warnings :
but the mod seems to function properly anyway (?)
Code: Select all
2017-06-05 14:20:20: ERROR[Main]: ModError: Failed to load and run script from /home/kochon/.minetest/mods/biome_lib/init.lua:
2017-06-05 14:20:20: ERROR[Main]: /home/kochon/.minetest/mods/biome_lib/init.lua:69: attempt to index field 'settings' (a nil value)
2017-06-05 14:20:20: ERROR[Main]: stack traceback:
2017-06-05 14:20:20: ERROR[Main]: /home/kochon/.minetest/mods/biome_lib/init.lua:69: in main chunk
2017-06-05 14:20:20: ERROR[Main]: Check debug.txt for details.
Code: Select all
2017-06-05 14:17:47: ERROR[Main]: mod "hunger" has unsatisfied dependencies: "bushes" "bushes_classic" "ferns" "moretrees"
2017-06-05 14:17:47: ERROR[Main]: mod "along_shore" has unsatisfied dependencies: "biome_lib" "flowers_plus"
2017-06-05 14:17:47: ERROR[Main]: mod "bushes" has unsatisfied dependencies: "biome_lib"
2017-06-05 14:17:47: ERROR[Main]: mod "bushes_classic" has unsatisfied dependencies: "biome_lib"2017-06-05 14:20:20: ERROR[Main]: ModError: Failed to load and run script from /home/kochon/.minetest/mods/biome_lib/init.lua:
2017-06-05 14:20:20: ERROR[Main]: /home/kochon/.minetest/mods/biome_lib/init.lua:69: attempt to index field 'settings' (a nil value)
2017-06-05 14:20:20: ERROR[Main]: stack traceback:
2017-06-05 14:20:20: ERROR[Main]: /home/kochon/.minetest/mods/biome_lib/init.lua:69: in main chunk
2017-06-05 14:20:20: ERROR[Main]: Check debug.txt for details.
2017-06-05 14:17:47: ERROR[Main]: mod "dryplants" has unsatisfied dependencies: "biome_lib"
2017-06-05 14:17:47: ERROR[Main]: mod "ferns" has unsatisfied dependencies: "biome_lib"
2017-06-05 14:17:47: ERROR[Main]: mod "flowers_plus" has unsatisfied dependencies: "biome_lib"
2017-06-05 14:17:47: ERROR[Main]: mod "molehills" has unsatisfied dependencies: "biome_lib"
2017-06-05 14:17:47: ERROR[Main]: mod "nature_classic" has unsatisfied dependencies: "moretrees"
2017-06-05 14:17:47: ERROR[Main]: mod "poisonivy" has unsatisfied dependencies: "biome_lib"
2017-06-05 14:17:47: ERROR[Main]: mod "trunks" has unsatisfied dependencies: "biome_lib" "bushes" "ferns" "moretrees"
2017-06-05 14:17:47: ERROR[Main]: mod "vines" has unsatisfied dependencies: "biome_lib" "moretrees"
2017-06-05 14:17:47: ERROR[Main]: mod "woodsoils" has unsatisfied dependencies: "biome_lib" "bushes" "ferns" "moretrees" "trunks"
2017-06-05 14:17:47: ERROR[Main]: mod "youngtrees" has unsatisfied dependencies: "biome_lib"
2017-06-05 14:17:47: ERROR[Main]: mod "moretrees" has unsatisfied dependencies: "biome_lib"
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
Yes, biome_lib is required, and you need to upgrade to Minetest 0.4.16 (released just yesterday)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
My bad, I assumed pacman upgraded the game this morning but apparently it did not. Thanks
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
(Actually, THIS topic was the correct place, Chibi. Duplicate post deleted from "Moretrees" topic)
There's already a github issue for the plant size, and it'll be an easy fix once I get back to coding actively.
As for farming redo, you'll need to yell at tenplus1. Not knowing what's wrong, off the top of my head, I'm guessing his mod is just mixing up the strawberry and raspberry *bushes* somehow (as there are about half a dozen kinds).
There's already a github issue for the plant size, and it'll be an easy fix once I get back to coding actively.
As for farming redo, you'll need to yell at tenplus1. Not knowing what's wrong, off the top of my head, I'm guessing his mod is just mixing up the strawberry and raspberry *bushes* somehow (as there are about half a dozen kinds).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
-
- Member
- Posts: 845
- Joined: Fri Jan 08, 2016 21:17
- In-game: Ghost
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
ta I have memory issues relating to my dyslexia
I posted this on tenplus1's redo as well sorry for any inconvenience
I have caused
I posted this on tenplus1's redo as well sorry for any inconvenience
I have caused
-
- Member
- Posts: 249
- Joined: Wed Jul 26, 2017 18:10
- In-game: zargul
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
Nice!
But...
Need herbicide addon quite badly. Vines and poison ivy are the main problem. They grow EVERYWHERE! By the way, is poison ivy... well, poison?
But...
Need herbicide addon quite badly. Vines and poison ivy are the main problem. They grow EVERYWHERE! By the way, is poison ivy... well, poison?
May God be with you, always.
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
The herbicide I use is to deactivate the poison ivy sub-mod once the modpack has been activated. I hate this plant on principle; that is, I am very allergic.zargulthewizard wrote:Nice!
But...
Need herbicide addon quite badly. Vines and poison ivy are the main problem. They grow EVERYWHERE! By the way, is poison ivy... well, poison?
Give a man a fish, feed him for a day. Give a kid a fish, it's going to die.
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
"I am very allergic."
I react to the stuff rather negatively, which is precisely why I created the mod - out of frustration after one such an encounter, you could say. In any case, just disable the two offending mods, and use worldedit to clean up the leftovers.
I react to the stuff rather negatively, which is precisely why I created the mod - out of frustration after one such an encounter, you could say. In any case, just disable the two offending mods, and use worldedit to clean up the leftovers.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
-
- Member
- Posts: 249
- Joined: Wed Jul 26, 2017 18:10
- In-game: zargul
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
Got it. Thanks!
Now why didn't I think of that?
Now why didn't I think of that?
May God be with you, always.
-
- Member
- Posts: 845
- Joined: Fri Jan 08, 2016 21:17
- In-game: Ghost
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
world edit combined with remove unknown nodes mod
would work better
would work better
- Festus1965
- Member
- Posts: 4181
- Joined: Sun Jan 03, 2016 11:58
- GitHub: Festus1965
- In-game: Festus1965 Thomas Thailand Explorer
- Location: Thailand ChiangMai
- Contact:
Re: [Modpack] Plantlife [Mod] ferns
seams to be you ... as the package is signed by you
but about submod ferns, by Mossmanikin, Version 0.2.0
however even first thanks for your work,
and what could that mean ?
I see it in the report windows minetest-server 0.4.16 some time, without time stamp
anything I can do, or just accept ?, as no worry ?
edit: found the source:
mods/plantlife/ferns/treefern.lua
line 37 and line 40 ???
but about submod ferns, by Mossmanikin, Version 0.2.0
however even first thanks for your work,
and what could that mean ?
I see it in the report windows minetest-server 0.4.16 some time, without time stamp
Code: Select all
(before just a report about actual players)
ferns:sapling_tree_fern
break!
ferns:sapling_tree_fern
break!
(some normal report like player leaves)
edit: found the source:
mods/plantlife/ferns/treefern.lua
line 37 and line 40 ???
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)
If urgend, you find me in Roblox (as CNXThomas)
- Festus1965
- Member
- Posts: 4181
- Joined: Sun Jan 03, 2016 11:58
- GitHub: Festus1965
- In-game: Festus1965 Thomas Thailand Explorer
- Location: Thailand ChiangMai
- Contact:
Re: [Modpack] Plantlife [vines]
If I want to stop the vines,
as disturbing and taking much CPU time
but don't want to have to search for the unknown Items after,
I just change in: /plantlife/vines/vines.lua
the spawn_change to 0 (Zero) ??? AT all of them ?
So the ones are there still are there, but no new ones are coming ?
as disturbing and taking much CPU time
but don't want to have to search for the unknown Items after,
I just change in: /plantlife/vines/vines.lua
the spawn_change to 0 (Zero) ??? AT all of them ?
So the ones are there still are there, but no new ones are coming ?
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)
If urgend, you find me in Roblox (as CNXThomas)
- VanessaE
- Moderator
- Posts: 4655
- Joined: Sun Apr 01, 2012 12:38
- GitHub: VanessaE
- IRC: VanessaE
- In-game: VanessaE
- Location: Western NC
- Contact:
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
You can either set the chance to 0, or set the surface to some gibberish node name (as biome_lib will dump out of registration calls that involve unknown nodes).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
-
- Member
- Posts: 26
- Joined: Thu Mar 15, 2018 11:05
- In-game: Buddler
- Location: Sometimes Redwood Island, sometimes Chillville, otherwise Germany
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
If I may make a suggestion: Something should happen to moss if the tree node underneath it is mined away. Right now it simply stays afloat. Maybe leaf_decay might be a good idea since we don't really have any use for moss right now anyway, at least not to my knowledge. Or it could simply fall like sand would.
- ShallowDweller
- Member
- Posts: 77
- Joined: Thu Nov 02, 2017 22:23
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
I would like to report a (minor) bug where strawberry bushes drop raspberries and turn into raspberry bushes when their berries grow back. It only happens to strawberries.
I found a use for moss. You can use a Compost Bin mod and add 'trunks:moss' and 'trunks:moss_fungus' to the compostable nodes list. This one allows you to make dry farms and this one allows you to make dirt.Buddler wrote:If I may make a suggestion: Something should happen to moss if the tree node underneath it is mined away. Right now it simply stays afloat. Maybe leaf_decay might be a good idea since we don't really have any use for moss right now anyway, at least not to my knowledge. Or it could simply fall like sand would.
-
- Member
- Posts: 845
- Joined: Fri Jan 08, 2016 21:17
- In-game: Ghost
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
I can help with the strawberries go into the farming redo folder find the compatibility section and delete the section for strawberries I have this problem each updateShallowDweller wrote:I would like to report a (minor) bug where strawberry bushes drop raspberries and turn into raspberry bushes when their berries grow back. It only happens to strawberries.
I found a use for moss. You can use a Compost Bin mod and add 'trunks:moss' and 'trunks:moss_fungus' to the compostable nodes list. This one allows you to make dry farms and this one allows you to make dirt.Buddler wrote:If I may make a suggestion: Something should happen to moss if the tree node underneath it is mined away. Right now it simply stays afloat. Maybe leaf_decay might be a good idea since we don't really have any use for moss right now anyway, at least not to my knowledge. Or it could simply fall like sand would.
- ShallowDweller
- Member
- Posts: 77
- Joined: Thu Nov 02, 2017 22:23
Re: [Modpack] Plantlife [rolling release] [plantlife_modpack
Thanks! It worked :D (took me a while to test)Chibi ghost wrote:I can help with the strawberries go into the farming redo folder find the compatibility section and delete the section for strawberries I have this problem each updateShallowDweller wrote:I would like to report a (minor) bug where strawberry bushes drop raspberries and turn into raspberry bushes when their berries grow back. It only happens to strawberries.
I found a use for moss. You can use a Compost Bin mod and add 'trunks:moss' and 'trunks:moss_fungus' to the compostable nodes list. This one allows you to make dry farms and this one allows you to make dirt.Buddler wrote:If I may make a suggestion: Something should happen to moss if the tree node underneath it is mined away. Right now it simply stays afloat. Maybe leaf_decay might be a good idea since we don't really have any use for moss right now anyway, at least not to my knowledge. Or it could simply fall like sand would.
Who is online
Users browsing this forum: No registered users and 22 guests