[Modpack] Plantlife [rolling release] [plantlife_modpack]

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VanessaE
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by VanessaE » Thu May 16, 2013 19:51

Current versions of minetest (in git) already have flowers (though I'm not sure which 'game' uses them), which can be crafted into dyes. Anything which can use my old flowers (or ironzorg's original) can use the default ones.
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by VanessaE » Tue May 21, 2013 18:35

Update 2013-05-21: Since 'common', 'build', and 'survival' have all been re-incorporated into minetest_game, and farming mod is now part of it also, cotton from flowers_plus has been retired, as it is obsolete now. Any recipes that depend on the cotton plants or on wads of cotton should be tweaked at some point to use the farming mod's cotton plants and string instead. Aliases are provided for backwards compatibility.
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by Sokomine » Wed May 22, 2013 19:55

The cotton plants look nice as plants and thus deserve to live on :-) Maybe they could be a more natural source for "wild" cotton than junglegrass?
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by VanessaE » Wed May 22, 2013 19:58

Not really necessary, any server that's been using plantlife for a while probably already has an abundant supply of "wild" cotton by now anyway :-)
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by Mossmanikin » Fri May 24, 2013 11:56

I'd say: this mod is a must-have!

Took me a while to figure out why no flowers would spawn (I use the stable 0.4.6). :D
Guess might happen to any newcomer.
(Anyway, now I've got the flowers mod from a development version of the game...)

Makes ones minetest world much more "alive".

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by Mossmanikin » Sun Aug 18, 2013 23:09

Is it on purpose that one cannot place water lilies on water?

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by VanessaE » Sun Aug 18, 2013 23:15

Not specifically, no. I just never thought to add that feature (and I'm not exactly sure how to :P ).
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by Mossmanikin » Sun Aug 18, 2013 23:33

VanessaE wrote:Not specifically, no. I just never thought to add that feature (and I'm not exactly sure how to :P ).


Ah, ok, I just thought it would be a nice feature (not only because minetest has it). :)
Something as simple as
Code: Select all
liquids_buildable = true,

would be nice to have.

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by kaeza » Mon Aug 19, 2013 00:49

There's the liquids_pointable property, but dunno if it works for nodes (buckets use it).
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by Mossmanikin » Mon Aug 19, 2013 03:21

kaeza wrote:There's the liquids_pointable property, but dunno if it works for nodes (buckets use it).


It also works for nodes.

I experimented with it and added the following to the waterlily:
Code: Select all
liquids_pointable = true,
    on_place = function(itemstack, placer, pointed_thing)
        local pt = pointed_thing
        local direction = minetest.dir_to_facedir(placer:get_look_dir())
        local node = minetest.env:get_node(pt.under)
        local waterlily = math.random(1,4)
        if waterlily == 1 then
            minetest.add_node({x=pt.under.x, y=pt.under.y+1, z=pt.under.z}, {name="flowers:waterlily", param2=direction})
        elseif waterlily == 2 then
            minetest.add_node({x=pt.under.x, y=pt.under.y+1, z=pt.under.z}, {name="flowers:waterlily_225", param2=direction})
        elseif waterlily == 3 then
            minetest.add_node({x=pt.under.x, y=pt.under.y+1, z=pt.under.z}, {name="flowers:waterlily_45", param2=direction})
        elseif waterlily == 4 then
            minetest.add_node({x=pt.under.x, y=pt.under.y+1, z=pt.under.z}, {name="flowers:waterlily_675", param2=direction})
        end
        if not minetest.setting_getbool("creative_mode") then
            itemstack:take_item()
        end
        return itemstack
    end,


Dunno if it's elegant, but it works surprisingly well. :)

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by LionsDen » Mon Aug 19, 2013 03:31

Does something need to be done to enable the seaweed? I have the plants in just about every game I have ever played and I have never seen any seaweed.
 

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by VanessaE » Mon Aug 19, 2013 04:25

Lionsden: Seaweed is supposed to be a little bit rare, but you should still see it from time to time. It's limited to very shallow water in dark areas, near dirt/grass or on mostly-waterlogged stone.

Mossmanikin: That looks very similar to what I was thinking of doing, though I have a different idea in mind. I've pushed an update (affects plants_lib and flowers_plus) to add this feature, based loosely on your code. Lilies rotate randomly on place, or hold 'sneak' to force facedir-only placement, and they take node_ownership and a couple of other protection mods into account also.
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by Mossmanikin » Mon Aug 19, 2013 18:31

VanessaE wrote:Mossmanikin: That looks very similar to what I was thinking of doing, though I have a different idea in mind. I've pushed an update (affects plants_lib and flowers_plus) to add this feature, based loosely on your code. Lilies rotate randomly on place, or hold 'sneak' to force facedir-only placement, and they take node_ownership and a couple of other protection mods into account also.


I love what you've done there!

I'm glad my code was of some use.
Also one can really learn by looking at your code. :)

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by VanessaE » Sun Sep 15, 2013 02:47

Update: Minor tweak to the lines that test for avoid_nodes to make the logic more readable.
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by VanessaE » Sat Sep 28, 2013 15:39

Update: Imported the classic Bushes mod into this modpack, updated to use the current API, and with some decent biome controls.
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by Pitriss » Tue Oct 01, 2013 03:17

Hi, please is possible add raw pie recipe which also accept strawberries from farming_plus (if installed)?
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by VanessaE » Tue Oct 01, 2013 07:14

Good idea. Added in git.
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by VanessaE » Thu Oct 24, 2013 02:20

Bushes Classic just got a nice upgrade:

Digging a bush gives you that bush, with a 1/5 chance of getting two, so you can slowly grow your garden.

Craft one bush by itself to turn it into four of the corresponding fruit. You can craft two sugar, one jungle grass, and three fruit to get one raw pie of that fruit. Cook it to make it edible. ;-) Heals 2 hearts.

Craft one whole pie by itself to get four slices, each of which heals 1/2 heart.

Craft two sugar, one jungle grass, and mix-and-match six fruits to get two mixed fruit pies. Cook it as before, craft one to get four slices.

You can also craft baskets in which to keep the pies (effectively triples your storage space for pies).

See the first post for details/crafting information.
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by nater6927 » Sun Oct 27, 2013 00:19

Can you ask BlockMe to add this for his Better HUD mod please, its for the food bar that he added.
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by VanessaE » Sun Oct 27, 2013 06:29

nater: I'll leave that up to him, but I would hope his code checks if an item is edible.

jenova: Add what plants, exactly?
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by falsegrayburger » Sun Oct 27, 2013 07:22

More flowers!
Water plants more!
Many ivy, weed and more!
I want the various plants anyway!
 

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by VanessaE » Sun Oct 27, 2013 15:09

For stuff like that, get the Undergrowth modpack (https://forum.minetest.net/viewtopic.php?id=7207) and the Dry Grasses mod (https://forum.minetest.net/viewtopic.php?id=7143). Those depend on Plantlife/plants_lib anyway. The combination of these really loads the world up with foliage.
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by Sokomine » Sun Oct 27, 2013 22:08

VanessaE wrote:Digging a bush gives you that bush, with a 1/5 chance of getting two, so you can slowly grow your garden.


The bushes are a nice addition. I'm looking forward to tasty berries!

VanessaE wrote:Craft one bush by itself to turn it into four of the corresponding fruit.

That annoys me a bit. Can't you change it so that it depends on which tool you use on the bush? That is: Raw hands give you the fruits and turn the bush into a berry-less one. The berries regrow after some time. This is the behaviour Mauvebics farming plants show. It is very well suited for plants that last more than one summer and that survive beeing bereft of their fruits. It would only require one more texture (bush without berries) and storage of what type of bush that used to be before harvesting so that it does regrow the right type of fruit.

In order to get the bush as such, a shovel might be very helpful. Just dig the bush including roots.

If an axe is used, the bush could provide some sticks (but no fruits).

This would also be very fine for some plants from farming_plus. It annoys me that plants like strawberries (there are breeds of both type), rhubarb and so on are destroyed on harvest in farming_plus - while in Mauvebics mods, even carrots and potatoes survive harvesting and regrow. Both is unrealistic as it relies on the plant.
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by Inocudom » Sun Oct 27, 2013 23:25

Sokomine wrote:
VanessaE wrote:Digging a bush gives you that bush, with a 1/5 chance of getting two, so you can slowly grow your garden.


The bushes are a nice addition. I'm looking forward to tasty berries!

VanessaE wrote:Craft one bush by itself to turn it into four of the corresponding fruit.

That annoys me a bit. Can't you change it so that it depends on which tool you use on the bush? That is: Raw hands give you the fruits and turn the bush into a berry-less one. The berries regrow after some time. This is the behaviour Mauvebics farming plants show. It is very well suited for plants that last more than one summer and that survive beeing bereft of their fruits. It would only require one more texture (bush without berries) and storage of what type of bush that used to be before harvesting so that it does regrow the right type of fruit.

In order to get the bush as such, a shovel might be very helpful. Just dig the bush including roots.

If an axe is used, the bush could provide some sticks (but no fruits).

This would also be very fine for some plants from farming_plus. It annoys me that plants like strawberries (there are breeds of both type), rhubarb and so on are destroyed on harvest in farming_plus - while in Mauvebics mods, even carrots and potatoes survive harvesting and regrow. Both is unrealistic as it relies on the plant.


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