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PostPosted: Mon Jan 28, 2013 05:39
by VanessaE
Unless I've overlooked something, it only needs a version from recent git if you tell it to use the spawn_tree() call to produce the desired object. Everything else should be pretty common.

PostPosted: Tue Mar 12, 2013 10:54
by deivan
This mod don't have a git address?

PostPosted: Thu Mar 14, 2013 05:50
by neko259
deivan wrote:This mod don't have a git address?

I don't use git. Mercurial repository address is given in the description.

PostPosted: Thu Mar 28, 2013 16:37
by sfan5-bot
[EE] No Dependencies found


Please fix these Mistakes and report this post, a moderator will delete it
If you believe I have made a Mistake contact sfan5

PostPosted: Tue Apr 09, 2013 23:48
by deivan
I have a small problem with this mod, the strawberry disappear (I have many unknown blocks) and all is growing without end. Put a limit in this evil plants. :-P

PostPosted: Wed Apr 10, 2013 00:25
by Temperest
One word: fire.

Image

(this is not my own picture)

PostPosted: Wed Apr 10, 2013 01:10
by deivan
This is my picture... I made a modification in the fire mod to make this less laggy. :D

PostPosted: Wed Apr 10, 2013 01:35
by jojoa1997
you should add it in a pull request to default

PostPosted: Wed Apr 10, 2013 01:44
by deivan
Is a idea... Have a topic to this?

PostPosted: Wed Apr 10, 2013 11:15
by Topywo
deivan wrote:I have a small problem with this mod, the strawberry disappear (I have many unknown blocks) and all is growing without end. Put a limit in this evil plants. :-P


Maybe this Growth Limiter mod of Ragnarok helps you further: http://forum.minetest.net/viewtopic.php?id=2850

PostPosted: Wed Apr 10, 2013 11:42
by deivan
I already have a fork to this mod... But thanks.

PostPosted: Thu May 23, 2013 12:23
by dip
I saw that you've got a lot of feature requests and bug reports. Please post your issues and feature requests to the repo issue tracker. It will be easier to read your requests there. Thank you.

PostPosted: Mon Jul 15, 2013 20:44
by sandrik
HELP !!!!

The Vine is overruning my World !!!!

What can i do to stop that ?????

Image

PostPosted: Mon Jul 15, 2013 20:46
by sandrik
Here is another Picture ! Please help !

Image

PostPosted: Mon Jul 15, 2013 21:33
by Topywo
sandrik wrote:HELP !!!!

The Vine is overruning my World !!!!

What can i do to stop that ?????


See:

http://forum.minetest.net/viewtopic.php?pid=82974#p82974

(or scroll up to post 210)

Maybe it still works.

Edit: Typo.

PostPosted: Thu Aug 15, 2013 10:24
by jamiesheen
Hey, tried to run the mod but it is saying there is something wrong with the init.lua? could anyone help meh

PostPosted: Thu Aug 15, 2013 11:52
by jamiesheen
It says : "failed to load and run" then the directory of 1.0.4's init.lua

PostPosted: Thu Aug 15, 2013 11:53
by Dan Duncombe
jamiesheen wrote:It says : "failed to load and run" then the directory of 1.0.4's init.lua

Open the bin folder on the minetest directory and open 'debug.txt'
The error message will be at the very bottom

PostPosted: Thu Aug 15, 2013 13:13
by BadWolf
jamiesheen wrote:It says : "failed to load and run" then the directory of 1.0.4's init.lua
I ran into this error too, it's because there's no modpack.txt file in the folder.

I am very appreciative of this mod, I like that it's being developed with the stable release in mind, which makes much more sense for use, and the little bit I tried it added a nice pleasing variety to the world. However, I'm removing it right now for a couple reasons. 1. While it does replace the old flowers with new ones it doesn't actually seem to replace the existing nodes, so I had a bunch of "unknown node" nodes sitting around. This wouldn't be too bad except that I have kids on my server that have used flowers for decoration, I don't want to get rid of their work. I also have flowers in my inventory, a lot of them in fact. 2: It would seem that this is slowing down my server incredibly. I took out mesecons a while ago because of a few issues, not the least of which to debug a bad memory alloc error. This modpack seems to do worse than mesecons as there were parts of the worldmap which were not rendering at all, or were rendering very very slowly... If I get time I will try to work on compatibility with the old flowers, although I think the performance boosts will only happen in the next stable version

PostPosted: Wed Oct 23, 2013 19:13
by Michael Eh?
The pie graphics look more like loafs. Maybe if strawberry had white fluffy topping. The able to further slice up the pie literallly into 4-6 slices. Also more choices of pie like Apple or Rhuburb would be cool.
Another useful addtion would be right-clicking bushes to harvest berries rather than destroying them to harvest. Also if you dig under the bush, it give you the chance to pickup and plant elsewhere like a farm.
More berries? Blackberries (Black), Blueberries (blue), Raspberries (pink/off red), Gooseberries (off white) with appropiate pies and slices... maybe a mixed berry pie so people can use up loose ends.
Still a nice addition.

PostPosted: Wed Oct 23, 2013 21:13
by VanessaE
The bushes classic mod (from which the objects you mentioned are derived) is part of my Plantlife modpack now, actually. I've taken over maintenance of that mod, less'n someone has an objection to that. :-)

I like all of your ideas, by the way.

PostPosted: Thu Oct 24, 2013 01:56
by VanessaE
Ok, See my Plantlife git repo, which contains the following changes:

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.

Craft:
Code: Select all
- - -
S J S
f f f

That is, two sugar, one jungle grass, and three fruit as before, to get one raw pie of that fruit. Cook it as usual. Heals 2 hearts.

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

Craft:

Code: Select all
S J S
f f f
f f f

That is, two sugar, one jungle grass, and mix-and-match six fruits to get two mixed fruit pies. Cook as usual, craft one to get four slices.

(sugar comes from crafting two papyrus side by side, as before)

PostPosted: Thu Mar 06, 2014 07:04
by CWz
The download link requires me to log in. Does anybody have an alternative link?

PostPosted: Thu Mar 06, 2014 16:20
by Topywo
This is a version from 1 December 2012 (downloaded 4 December 2012) (Post 181). This version doesn't depend on VanessaE's plantlife.

I think I also have the 1.0.2 version (post 192) that uses plantlife. I didn't upload it, because according to post 199 plantlife changed after it and those changes aren't implemented in the Nature mod.

I don't have the 1.0.4 version in post 196

https://dl.dropboxusercontent.com/u/65428713/nature%20(neko259-nature-df2407e40aaf).zip

Re: [Mod] Nature Pack [1.0.4]

PostPosted: Fri Oct 05, 2018 19:14
by neko259
I've updated the mod and removed moss part which is in default for some time, and use VanessaE's youth setting approach which does not require running many timers.