[Modpack] Plantlife [rolling release] [plantlife_modpack]

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afflatus
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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by afflatus » Fri Nov 14, 2014 15:56

I love this mod, thank you so much for all the work you've put into it!

Due to the order things get spawned in different mapgens, I often find things growing where there isn't enough light. So I added this hack to woodsoils/nodes.lua - it is far from perfect, it messes up the subtleties around ferns and results in little growth under oak trees. I may modify it to differentiate between conifers and deciduous trees, but for now it has the right sort of effect. Currently it kills off anything in group:flora, which may leave wild veg from farming* untouched.

Code: Select all
-- Die-off ABM

minetest.register_abm({
   nodenames = {"default:dirt",
      "woodsoils:dirt_with_leaves_1",
      "woodsoils:dirt_with_leaves_2",
      "woodsoils:grass_with_leaves_1",
      "woodsoils:grass_with_leaves_2",
      "default:dirt_with_grass"
   },
   interval = 2,
   chance = 200,
   action = function(pos, node)
      local above = vector.add(pos, {x=0, y=1, z=0})
      local name = minetest.get_node(above).name
      local nodedef = minetest.registered_nodes[name]
      if nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light")
            and nodedef.liquidtype == "none" then
         if (minetest.get_node_light(above, 0.5) or 0) < 13 then
            if minetest.find_node_near(above, 9, {"group:tree","group:sapling"})
                  or minetest.find_node_near(above, 3, {"group:leaves"}) then
               if (minetest.get_node_light(above, 0.5) or 0) >= 11 then
                  minetest.set_node(pos, {name = "woodsoils:grass_with_leaves_1"})
               elseif (minetest.get_node_light(above, 0.5) or 0) >= 9 then
                  minetest.set_node(pos, {name = "woodsoils:grass_with_leaves_2"})
               elseif (minetest.get_node_light(above, 0.5) or 0) >= 7 then
                  minetest.set_node(pos, {name = "woodsoils:dirt_with_leaves_1"})
                  if minetest.get_node_group(name, "flora") > 0 then
                     minetest.remove_node(above)
                  end            
               else
                  minetest.set_node(pos, {name = "woodsoils:dirt_with_leaves_2"})
                  if minetest.get_node_group(name, "flora") > 0 then
                     minetest.remove_node(above)
                  end            
               end
            end
         elseif minetest.find_node_near(above, 3,
            {"ferns:fern_04","ferns:fern_03","ferns:fern_02","ferns:fern_01","group:sapling"}
         ) == nil then
            if(minetest.get_node_light(above, 0.5) or 0) < 7 then
               minetest.set_node(pos, {name = "default:dirt"})
            elseif (minetest.get_node_light(above, 0.5) or 0) >= 13 then
               minetest.set_node(pos, {name = "default:dirt_with_grass"})
            end
         end
      end
   end
})
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by afflatus » Fri Nov 14, 2014 16:05

Of course if we were going to do this job properly we'd have to map soil acidity as well as temperature and humidity ... :D
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Fri Nov 14, 2014 16:10

That's kinda what the generic "can grow here" perlin layer is for. It's sort of a soil "fertility factor". I'm not sure I like the ABM-method of reworking the plants under the trees, but it's a good start though.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by afflatus » Fri Nov 14, 2014 16:50

Sure additional ABMs are not ideal. It's a hack. I just upgraded mods and notice that paragenv7 now plays much better with plantlife and moretrees.
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by Fritigern » Thu Nov 20, 2014 13:31

VanessaE, the latest Git version of minetest checks for uninitialized globals. Plantlife has a few of these instances, the worst one being the one in plants_lib. see my fixes below. they stopped the warnings.
I hope this helps.

+ plants_lib/init.lua , Lines 502 and 503

+ vines/init.lua , Lines 246 and 260

+ bushes/init.lua , Line 160
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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Thu Nov 20, 2014 16:17

Thanks for catching these (my copy of Minetest isn't up-to-date). Fixed all three, in git.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by Fritigern » Thu Nov 20, 2014 22:36

Does the fact that you didn't correct my fixes mean that i did it right? I that's the case then wowsers! I'm sure you remember me telling you that i am a Lua noob, and "noob" is a mild description of it ;-)
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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Fri Nov 21, 2014 00:12

Yup, pretty much :) I did "correct" one of them by uncommenting one of those lines in bushes though (better to choose a valid default than to go with 0 - paranoia).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by Fritigern » Fri Nov 21, 2014 02:40

Ah, good to know. I keep learning daily! ;-)
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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Tue Nov 25, 2014 05:28

A few updates went in today to fix some bugs that happen with the latest -dev builds of Minetest (due mostly to changes in how the plantlike draw type is handled, as well among other things). Mostly focusing on plants that seemed to "float" in mid-air.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by gumangel » Mon Jan 05, 2015 14:33

do those auto-generate only on a new map? or it can use my already created map aswell?
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Mon Jan 05, 2015 17:12

For the most part, plantlife only generates on newly explored areas of a map (regardless of the map's overall age), except for one or two items in the modpack such as mushrooms, which will spring up in old areas also.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by gumangel » Tue Jan 06, 2015 13:42

VanessaE wrote:For the most part, plantlife only generates on newly explored areas of a map (regardless of the map's overall age), except for one or two items in the modpack such as mushrooms, which will spring up in old areas also.

Thank you really much! God bless u!
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by Scheiker » Fri Jan 09, 2015 18:06

Maybe it is just me, but can anyone confirm that the bushes from bushes_classic are being generated? I can't seem to find them unless I spawn them myself.
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Sat Jan 10, 2015 06:45

They always seemed to work for me? However I deliberately made them rare.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Sun Jan 25, 2015 20:10

Update: the bushes from the bushes_classic mod have been turned into mesh nodes. Better appearance, probably a bit more accurate to the spirit of the original textures, but in 3d ;-)

EDIT: did the baskets (full and empty), too.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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.

by vitaminx » Tue Jan 27, 2015 13:15

.
Last edited by vitaminx on Sun Sep 23, 2018 15:53, edited 1 time in total.
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Tue Jan 27, 2015 18:02

The half benches and floating meat is a side effect of Home Decor using two nodes for the bench and grill objects. Those and most other two-node objects will be made into single-object mesh nodes soon, which will solve that issue. For now, use worldedit to delete them.

That said, to my knowledge, there is no "hay" in plantlife modpack, and certainly no after-mapgen nodes that would spawn without checking for air/buildable_to. You've got some other mod supplying that.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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.

by vitaminx » Tue Jan 27, 2015 23:01

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Last edited by vitaminx on Sun Sep 23, 2018 15:53, edited 1 time in total.
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Tue Jan 27, 2015 23:25

Wow, I'd completely forgotten about that. However, since it is directly overwriting the ABM-triggered node position with a replacement, this can't be the source of the problem.

I don't see anywhere in the code where hay is added by itself (outside of the above drying ABM), and only one place where dryplants:grass is being added to the map, but that is during map generation time (dryplants/meadowvariation.lua), and air-checking is enabled there (this is the default).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by fireglow » Mon Feb 09, 2015 14:37

Seeing this crash with latest git:
Code: Select all
2015-02-09_12:15:52.49602 ERROR[main]: ERROR: An unhandled exception occurred: ...ods/plantlife_modpack/nature_classic/global_function.lua:47: attempt to compare number with nil
2015-02-09_12:15:52.49607 ERROR[main]: stack traceback:
2015-02-09_12:15:52.49609 ERROR[main]:        ...ods/plantlife_modpack/nature_classic/global_function.lua:47: in function 'grow_node'
2015-02-09_12:15:52.49611 ERROR[main]:        ...ods/plantlife_modpack/nature_classic/global_function.lua:12: in function <...ods/plantlife_modpack/nature_classic/global_function.lua:3>
2015-02-09_12:15:52.49613 ERROR[main]:        /srv/minetest/bin/../builtin/game/register.lua:341: in function </srv/minetest/bin/../builtin/game/register.lua:329>


at commit 581aee0570d2270e58848bfc9d3fd7f0cbe7e501
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Mon Feb 09, 2015 17:52

Odd crash. get_node_light() must somehow be returning nil for the grow target. Fix committed.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by VanessaE » Tue Feb 10, 2015 20:08

Small update: mushrooms now use a nice meshnode instead of plantlike drawtype, model by jp/kilbith (with changes by me).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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Re: [Modpack] Plantlife [git rolling release][plantlife_modp

by Scheiker » Tue Feb 17, 2015 00:23

Scheiker wrote:Maybe it is just me, but can anyone confirm that the bushes from bushes_classic are being generated? I can't seem to find them unless I spawn them myself.


Nvm, I don't know what it was but after doing a rebuild of my GNU/LInux installation I can now see the bushes in places where I know I had looked before. Could of been a bad lua version or something, but at least it works now :)
 

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