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Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Thu Apr 12, 2018 14:26
by Fluffgar
Will you be adding dynamic plantlife, like the old Nature Overhaul mod for minecraft, at any point? Or maybe making a separate mod with that? I miss my living worlds.

Link to Nature Overhaul mods official video (short):
https://m.youtube.com/watch?v=u1buZZ3YzC4

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Thu Apr 12, 2018 14:49
by VanessaE
Buddler, you're right about the mossy trunks, though I think simple attached nodes (as in torches) would be better. File an issue against Plantlife please (pull requests welcome ;-) ).

Fluffgar, no, I don't think so. All of that should be possible through the biome_lib library Plantlife's mods use, and one should be able to create supplemental mods to add those features, but I've found that in general, actively re-growing/spreading things annoys players more than it pleases. For example, I had a jungle grass mod that would regrow and spread the stuff, and create sparse junglegrass in the desert that would "die" and turn into dry shrubs. Players disliked that mod, so I got rid of it. There is still a poison ivy mod which I think still spreads, and minetest_game's flowers also do that (I think wild grass does also).

Now, if you have Moretrees, the "Nature Classic" component in Plantlife modifies its apple trees to bear blossoms that appear and disappear over time. I seem to remember that it can re-grow apples too. With or without Plantlife, Moretrees' palms will re-grow their dates and coconuts, though other nut-bearing trees like fir and pine do not (there's nothing preventing this, I just never bothered to code it).

At one time, the original nature mod in the nature modpack, years ago, would attempt to grow and expand the size of default trees, but that didn't work very well.

That lumberjack function in the video can be mostly duplicated by the Treecapitator mod, I think it's called (not one of mine). Technic has a chainsaw that does something similar, also.

There are a few mods that will simulate changing seasons, e.g. altering leaves' colors and I think simulating bare trees in "winter".

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Fri Apr 13, 2018 10:42
by Fluffgar
Thanks for taking the time to be so throrough in your response, Vanessa.

It's a shame that you had to discontinue your junglegrass mod. I can see how it could annoy some folk. For me it sounds like exactly the sort of thing I find interesting. A living, breathing biosphere that has its own ebb and flow. A world that is changing without my direct action.

I suppose that's about bringing more simulation into the sandbox. If I had the slightest skill at modding I'd have a shot at it myself.

I'll have a look at those mods you suggested and keep an eye out for any new ones that might suit. :)

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Wed Jun 06, 2018 12:16
by VanessaE
This project has been moved to Gitlab.

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Mon Jul 02, 2018 11:06
by chatinbed
I still think this is the correct place to place posts ?

Treefern and GiantTreefern

In the plantlife modpack ( which i think is great ) ther is a module for ferns.
I have tried ( in several worlds ) to plant tree fern saplings and let them grow but they never did. All that happend was that after several days of playing other saplings spawned ( randomly ) around the first saplings. So after playing a while there were lots of tree fern saplings but never a full grown fern.
This was true for both tree ferns and big tree ferns.
At first i thought it was me, placing the saplings on wrong soil or doing something else wrong but then i started looking into the code.

In gianttreefern.lua, around line 66 there are the following lines :

local brk = false
for i = 1, size-3 do
if minetest.get_node({x = pos.x, y = pos.y + i, z = pos.z}).name ~= "air" then
brk = true
break
end
minetest.set_node({x = pos.x, y = pos.y + i, z = pos.z}, {name="ferns:fern_trunk_big"})
end

However, if there is a sapling, the variable brk is always set to true ...
At the first position it checks there is a sapling ( which ~= "air" )
This check should be "for i = 2, size-3 do"

I experimented a bit ( in minetest.register_abm i changed the interval to 50 to speed up the growing of ferns ) and found that changing the start of the "air test" from i = 1 to i = 2 worked fine.
So i modified the code to do the air test first , starting with i = 2. Then, if the boolean is not set to true, have another loop, starting with i = 1 to set the nodes to a fern trunk. In the second loop i removed the air test and just set the nodes because you already know everything above is "air"

And look.... tree ferns started growing like crazy.

I don't know if you intentionally prevented treeferns to grow.

The new code :

local brk = false
for i = 2, size-3 do
if minetest.get_node({x = pos.x, y = pos.y + i, z = pos.z}).name ~= "air" then
brk = true
break
end
end
if not brk then
for i = 1, size-3 do
minetest.set_node({x = pos.x, y = pos.y + i, z = pos.z}, {name="ferns:fern_trunk_big"})
end
end

I like to change / adapt mods so they do what i want them to do or to do what i think they were supposed to do.
I hope this post is informational.

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Mon Jul 02, 2018 11:11
by chatinbed
Sorry, but copying and pasting removed the indenting of the code, but i hope it is still readable

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Mon Jul 02, 2018 11:17
by VanessaE
Please submit your changes as a merge request at:

https://gitlab.com/VanessaE/plantlife_m ... e_requests

Also, for future reference, when you need to paste plain text or code here in the forum, put it between [code][/code] tags, to make it display properly.

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Mon Jul 02, 2018 11:45
by chatinbed
Signed up and submitted a post ...

I tried to do an actual "merge request" but i don't see how to do that.
add project ?? add group ?? add snippet ?? The site is not very clear...

Re: [Modpack] Plantlife [rolling release] [plantlife_modpack

PostPosted: Thu Aug 16, 2018 10:31
by Festus1965
VanessaE wrote: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).


So here we are again:
to set the chance to 0 doesn't make the abm running less through the vines at all.
Even after I cut out all vines with WE from the used areas, it is still the Top ABM using mod.
But I cant find any area yet like at others as the interval is the best set to reduce the using itself, as i could do at with moretrees and many others.

So better a timer of 2 instead of 1, and a change of 1 then 2, as same result, but less work, as the ABM doesn't start every second.

But where is that hidden at vines or plantlife ?

set until now:
* spawn_chance to 20000 as that is very less, as i know from other mods,
* avoid_radius 5000 to let them far away from that avoiding items
* reduced the allowed items ...
but

lagcheck just now after 14 hours in the top ten with min 16 players:
Place one: vines (2) 215.605 av time using
Place two: vines (4) 9.939 av ...
Place 2: vines (5) 6.402 av
Place 4: mesecons_hydroturbine with 4.616
before mobs with 3.547
so clear where all my lag is coming from yet ... sum 239.000 av, so vines is 97% of all ABM measured ?

I just set now change to 0 also, to take the last offer, but I need to reduce the timing to maybe 5 seconds ... thats far enough for a mod that is not used really.

edit: 18.08.
so after two days, and a server running only 6 hours as as often new crashes, freezes by hardware:

set change to 0

vines leading with 2288 av
before used technic with 1194
and then mobs_turtle 445, technic 341 ...
what is looking far better yet.