[Mod] More Trees! [git][moretrees]

SparklySparklez
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by SparklySparklez » Post

VanessaE wrote:Don't take this the wrong way, but everyone seems to do this a lot. You didn't follow the installation instructions from the first post:
Install: Download the above zip file and extract it. Rename the resultant folder to just "moretrees", and copy it to your Minetest mods folder.




Oh, ok. Sorry i will do that now

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Inocudom
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by Inocudom » Post

Recent improvements to Minetest could make the spawning of the trees of this mod easier. The link below gives an idea of what the improvements are.
http://forum.minetest.net/viewtopic.php ... 112#p96112
Last edited by Inocudom on Mon Jun 24, 2013 04:40, edited 1 time in total.

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VanessaE
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by VanessaE » Post

Most of the time spent by this mod is inside the engine, executing the spawn_tree() function (which in turn is mostly slowed down by the engine's lighting code).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by Nore » Post

If you change the tree spawn code to be in lua, use only one schematic for the whole map chunck, and then add it, it will be faster than the spawn_tree calls (it allows for example to fill a block with stone in less than a second, so it will be faster than the current code if you want to spawn a least 3 trees; however, it will need an L-system lua spawn_tree function)

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by MoNTE48 » Post

All set. Water lilies and the grass is different there, but no new trees. Circled the area in 2000 blocks, which have never been - they simply do not!
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Topywo
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by Topywo » Post

You also installed the dependencies?
- plantlife
- moreblocks

And enabled them all with configure/save for the world you want them into (including the mods of plantlife (to be sure))?

Edit: typo.
Last edited by Topywo on Tue Jun 25, 2013 11:55, edited 1 time in total.

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by MoNTE48 » Post

Topywo wrote:You also installed the dependencies?
- plantlife
- moreblocks

And enabled them all with configure/save for the world you want them into (including the mods of plantlife (to be sure))?

Edit: typo.
Yes.
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Mito551
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by Mito551 » Post

try starting a new world.

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by MoNTE48 » Post

Mito551 wrote:try starting a new world.
That you that! I have the same server. There is no way!
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Topywo
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by Topywo » Post

I tested with the (almost) latest github version and the latest versions of each mod.

I first tried with only the treemod, then with plant life too and finally with also moreblocks. After that I enabled first the plantlife and then moreblocks.

Between those steps I started the same world again and again. There only (but they certainly did) appear(ed) moretrees trees after installing and enabling those tree mods. So it should work.

Only 4 things I can think of is that one (or more) of the plantlife mods is not enabled, one (or more) of your minetest version/mod versions is not the latest/outdated or you didn't move far away from 'discovered' chunks (You could t;eleport yourself to another location to test). Last thing, if you use a windows build, try to use another build. If you use a linux build, try to build/compile one yourself.

If nothing helps I hope someone else comes up with a solution.

GreenGerm
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by GreenGerm » Post

Could I use the source code for a fruit/nut mod I might start working on?
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by Jordach » Post

GreenGerm wrote:Could I use the source code for a fruit/nut mod I might start working on?
VanessaE wrote:License: WTFPL for the code.
Heh. You can do what the fuck you want to with the code.

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by VanessaE » Post

As Jordach implied, go right ahead and use whatever you want from it.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by GreenGerm » Post

Jordach wrote:
GreenGerm wrote:Could I use the source code for a fruit/nut mod I might start working on?
VanessaE wrote:License: WTFPL for the code.
Heh. You can do what the fuck you want to with the code.
I tried to un pick the code but I cant find how to spawn the trees. I have a rough idea of how to define the tree shape but it needs clarification. are there and on-line tutorials you recommend I look at?
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VanessaE
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by VanessaE » Post

The Minetest API explains it for the most part, starting at line 1734: https://github.com/minetest/minetest/bl ... .txt#L1734

This site will help a little at making a model, but it renders strictly in isometric view, which might throw you off a little: http://www.kevs3d.co.uk/dev/lsystems/

Basically, trees are spawned by calling the API spawn_tree() function, you need only supply a position where the base of the tree will sit, and an L-Systems definition, both in the form of a normal Lua table. See moretrees/tree_models.lua for further examples of the latter. The Minetest engine will build the tree and place it according to the position and model you supplied.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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by GreenGerm » Post

thanks! ;)
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by GreenGerm » Post

I was going to ask you how to to make a node have an inventory but the API explains it all, thanks again.
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by GreenGerm » Post

sorry to keep on bothering you but i would like some help with why the init.lua script wont work.

Code: Select all


minetest.register_node("morefruit:Kiwi", {
    description = "Kiwi",
    drawtype = "plantlike",
    visual_scale = 1.0,
    tiles = {"Morefruit_Kiwi.png"},
    inventory_image = "Kiwi.png",
    paramtype = "light",
    sunlight_propagates = true,
    walkable = false,
    selection_box = {
        type = "fixed",
        fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
    },
    groups = {fleshy=3,dig_immediate=3,flammable=2,leafdecay=3,leafdecay_drop=1},
    on_use = minetest.item_eat(1),
    sounds = default.node_sound_defaults(),
    after_place_node = function(pos, placer, itemstack)
        if placer:is_player() then
            minetest.set_node(pos, {name="default:apple", param2=1})
        end
    end,
})


minetest.register_node("morefruit:Kiwi_leaves", {
    description = "Kiwi leaves",
    drawtype = "allfaces_optional",
    visual_scale = 1.3,
    tiles = {"Morefruit_Kiwi_leaves.png"},
    paramtype = "light",
    sunlight_propagates = true,    groups = {snappy=7, leafdecay=3, flammable=2, leaves=1},
    drop = {    
items = {
            {
                items = {'morefruit:Kiwi'},            },}            
        }
    },    sounds = morefruit.node_sound_leaves_morefruits(),
})
--    minetest.register_craft({    output = '"morefruit:Kiwi_leaves" 1',    recipe = {
        {'morefruit:leaves'},
    }
}

kiwi_tree={
  axiom="F",
  rules_a="F=C0FF-[C1-F+F+F]+[C2+F-F-F]",
  trunk,         - string  trunk node name
  leaves="morefruit:Kiwi_leaves"
  angle=22,
  iterations=2,
  random_level=0,
  trunk_type="single",
  thin_branches=true,
  fruit="morefruit:Kiwi"
  fruit_chance=10,
  }
also would you recommend any graphic program? I'm currently using Gimp 2.6.
Last edited by GreenGerm on Wed Jul 10, 2013 20:09, edited 1 time in total.
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Dan Duncombe
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by Dan Duncombe » Post

Well, without looking at the code much, I would say it is generally a good idea to give mod node/entity names a lower case name. i.e. 'morefruit:kiwi' not 'morefruit:Kiwi'
Also, I think this may be an error (not sure if it makes a difference).
Try replacing 'tiles = {"Morefruit_Kiwi.png"},'
with 'tiles = { "Morefruit_Kiwi.png" },'

As for graphic programs I often use GreenFish Icon Editor for things like textures up to around 512x512 before it starts to be a laggy program. For awesome built-in textures I would say Serif Drawplus, but it costs ~£200 I think.
GreenGerm wrote:sorry to keep on bothering you but i would like some help with why the init.lua script wont work.

Code: Select all


minetest.register_node("morefruit:Kiwi", {
    description = "Kiwi",
    drawtype = "plantlike",
    visual_scale = 1.0,
    tiles = {"Morefruit_Kiwi.png"},
    inventory_image = "Kiwi.png",
    paramtype = "light",
    sunlight_propagates = true,
    walkable = false,
    selection_box = {
        type = "fixed",
        fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
    },
    groups = {fleshy=3,dig_immediate=3,flammable=2,leafdecay=3,leafdecay_drop=1},
    on_use = minetest.item_eat(1),
    sounds = default.node_sound_defaults(),
    after_place_node = function(pos, placer, itemstack)
        if placer:is_player() then
            minetest.set_node(pos, {name="default:apple", param2=1})
        end
    end,
})


minetest.register_node("morefruit:Kiwi_leaves", {
    description = "Kiwi leaves",
    drawtype = "allfaces_optional",
    visual_scale = 1.3,
    tiles = {"Morefruit_Kiwi_leaves.png"},
    paramtype = "light",
    sunlight_propagates = true,    groups = {snappy=7, leafdecay=3, flammable=2, leaves=1},
    drop = {    
items = {
            {
                items = {'morefruit:Kiwi'},            },}            
        }
    },    sounds = morefruit.node_sound_leaves_morefruits(),
})
--    minetest.register_craft({    output = '"morefruit:Kiwi_leaves" 1',    recipe = {
        {'morefruit:leaves'},
    }
}

kiwi_tree={
  axiom="F",
  rules_a="F=C0FF-[C1-F+F+F]+[C2+F-F-F]",
  trunk,         - string  trunk node name
  leaves="morefruit:Kiwi_leaves"
  angle=22,
  iterations=2,
  random_level=0,
  trunk_type="single",
  thin_branches=true,
  fruit="morefruit:Kiwi"
  fruit_chance=10,
  }
also would you recommend any graphic program? I'm currently using Gimp 2.6.
Last edited by Dan Duncombe on Wed Jul 10, 2013 20:35, edited 1 time in total.
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aracnus
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by aracnus » Post

First, thank you VanessaE for this mod. The landscape is much more full of life (literally!) with it! :-)

In fact the problem that I am having here is because it works a way too good. :-) Much of the time, the trees grow together, with side-by-side trunks. I tried to alter "rarity" and "avoid_radius" on biome_defs.lua, with no results (screenshot below was taken after alter all avoid_radius to, at minimum, 10).

Image

I'm using Minetest 0.4.7 stable with "moreblocks", "moretrees", "plantlife" and "vines" mods (downloaded last week). All trees, except beech are set to "true" on default_settings.txt.

Is there anything I can do to alter this? Or is this a normal behavior?

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VanessaE
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by VanessaE » Post

Minor update: moreblocks is now optional and can be disabled by changing a moretrees config setting.

If you've used moretrees stairs/slabs/etc. on an existing world, you need to update your moretrees_settings.txt file in that world's folder and add:

moretrees.enable_stairsplus = true

...somewhere in that file (say, at the bottom), to enable moreblocks explicitly. It's enabled by default on new maps, as usual though.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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VanessaE
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by VanessaE » Post

aracnus, I'm not sure why it's doing that. One or two others have mentioned similar issues, but it always seems to work perfectly for me. It must be some obscure bug in plants_lib since that is what handles actually placing the trees, but I'll be damned if I know what the issue is. Anyone got any ideas?
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Dan Duncombe
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by Dan Duncombe » Post

I never get that, although sometimes with jungles, every single node up to around 20 nodes up is solid leaves or wood, making traversing the jungle difficult.
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by Inocudom » Post

Would voxel_manip be useful for this mod?

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by VanessaE » Post

L-system is used via a single API call to generate the trees, which the engine then passes internally to the vmanip code, actually. The slow part is the lighting updates - the trees code still uses "the slow way". This is already a known issue to the dev team, not sure what the plan is for fixing it.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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