[Mod]mymonths[mymonths]

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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Wed Nov 02, 2016 04:10

Papyrus has been growing when I plant it so I'm not quite sure what you are referring to. I just tested it today.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Wed Nov 02, 2016 13:06

I think his issue is that the papyrus doesn't naturally spawn after the first winter, as it doesn't have a spawning code in mymonths, but I'm pretty sure it does get removed in the fall.
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Re: [Mod]mymonths[mymonths]

by snoopy » Thu Nov 03, 2016 13:03

Nathan S. welcome and I appreciate your positive motivation.

Please have a look at the leave changing LBM in file leaves.lua. IMHO it should be 'mymonths:leaves_yellow_aspen' instead of 'mymonths:leaves_yellow'.
Code: Select all
-- September
-- ...
-- Aspen Leaves
-- ...
         if day >=8
         and day <=14 then

            if n == 'mymonths:sticks_aspen'
            or n == 'mymonths:leaves_aspen_blooms'
            or n == 'default:aspen_leaves' then

               minetest.set_node(pos, {name = 'mymonths:leaves_yellow'})

            end

         end


EDIT:
Similarly in October 'mymonths:leaves_red_aspen'
Code: Select all
-- October
-- ...
-- Aspen Leaves
-- ...

         if day >=8
         and day <=14 then

            if n == 'mymonths:sticks_aspen'
            or n == 'mymonths:leaves_yellow_aspen'
            or n == 'mymonths:leaves_orange_aspen'
            or n == 'mymonths:leaves_aspen_blooms'
            or n == 'default:aspen_leaves' then

               minetest.set_node(pos, {name = 'mymonths:leaves_red'})

Nathan S. would you agree?
Last edited by snoopy on Thu Nov 03, 2016 13:21, edited 1 time in total.
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Thu Nov 03, 2016 13:11

Papyrus is still safe and sound in our server. Both natural and ones I've planted.
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Re: [Mod]mymonths[mymonths]

by snoopy » Thu Nov 03, 2016 13:12

Nathan.S wrote:I think his issue is that the papyrus doesn't naturally spawn after the first winter, as it doesn't have a spawning code in mymonths, but I'm pretty sure it does get removed in the fall.

No spawn I agree. However, any papyrus which was planted by an avatar does not grow at all after the winter.

To TheReaperKing: In multi-player you have to wait a complete cycle of the year and you should see the effect.
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Thu Nov 03, 2016 13:19

We're actually on cycle #2, just hit fall a second time.
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Re: [Mod]mymonths[mymonths]

by snoopy » Thu Nov 03, 2016 14:03

To Nathan S.: Please have a look at my version of code for leaves.lua and the falling apples.
Code: Select all
-- apples die in November
minetest.register_abm({
   nodenames = {'default:apple'},
   interval = 15,
   chance = 10,
   action = function (pos)
      
      if mymonths.month_counter == 11 then
      
         minetest.set_node(pos,{name = 'mymonths:sticks_default'})
         
         local i = 1
         
         repeat
      
            local n = minetest.get_node({x = pos.x, y = pos.y - i, z = pos.z})

            if n.name == "air" then

               minetest.spawn_item({
                  x = pos.x,
                  y = pos.y - i,
                  z = pos.z},
                  'default:apple')

            end
         
            i = i + 1
            
         until n.name == "air" or i == 4
         
      end
   end
})

compared to your original code:
Code: Select all
--apples die in November
minetest.register_abm({
   nodenames = {'default:apple'},
   interval = 15,
   chance = 10,

   action = function (pos, node, active_object_count, active_object_count_wider)

      local nodeu1 = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
      local nodeu2 = minetest.get_node({x = pos.x, y = pos.y - 2, z = pos.z})
      local nodeu3 = minetest.get_node({x = pos.x, y = pos.y - 3, z = pos.z})
      local nodeu4 = minetest.get_node({x = pos.x, y = pos.y - 4, z = pos.z})

      if mymonths.month_counter == 11 then

         if nodeu1.name == "air" then

            minetest.spawn_item({
               x = pos.x,
               y = pos.y - 1,
               z = pos.z}, 'default:apple')

            minetest.set_node(pos,{name = 'mymonths:sticks_default'})

         elseif nodeu2.name == "air" then

            minetest.spawn_item({
               x = pos.x,
               y = pos.y - 2,
               z = pos.z}, 'default:apple')

            minetest.set_node(pos,{name = 'mymonths:sticks_default'})

         elseif nodeu3.name == "air" then

            minetest.spawn_item({
               x = pos.x,
               y = pos.y - 3,
               z = pos.z}, 'default:apple')

            minetest.set_node(pos,{name = 'mymonths:sticks_default'})

         elseif nodeu4.name == "air" then

            minetest.spawn_item({
               x = pos.x,
               y = pos.y - 4,
               z = pos.z}, 'default:apple')

            minetest.set_node(pos,{name = 'mymonths:sticks_default'})

         else
            minetest.set_node(pos,{name = 'mymonths:sticks_default'})
         end
      end
   end
})

Falling apples is a very good idea and a nice effect.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Thu Nov 03, 2016 16:26

Snoopy, good catch on the aspen leaves. I've fixed that and pushed the changes to github. Not sure how I didn't see that before, or never saw any problems from it.

I didn't write the code for the apples dropping from the trees, so I'm not too familiar with it, but I'll try and dig in and see the difference between your code and the original code, and see which looks better, or possibly optimize further.

I still have to check out the code for the plants, I haven't forgotten, just have been busy with all my youtube videos and my job. I quick glance through the code actually looks like the papyrus shouldn't be effected at all. I'm using group:flower to kill flowers off in the fall/winter, but it doesn't look like other plants should be effected. Papyrus isn't in group:flower so I'm not entirely sure what is going on. I'll have to do some testing in game, maybe there is some other mod effecting it?
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Re: [Mod]mymonths[mymonths]

by snoopy » Fri Nov 04, 2016 16:57

Nathan S., you are welcome and no hurries.

Please find below a new version of the file "init.lua" for your consideration.

The functionality should be the same as in your original code. Changes are:
  • remove redundancy (e.g. the settings were set two times in the original code)
  • make use of local modpath (which was set but never used) and avoiding repeated minetest.get_modpath("mymonths")
  • make the logic flow more straight
Two questions:
  1. The list of leaves seems to be incomplete in the original which is now if mymonths.leaves == true the ... else but maybe this was intentional
  2. What is the purpose of addressing global thirst in mymonths?
I hope this helps.
Code: Select all
--Settings
mymonths = {}

--Turn damage on or off. This will make storms and hail cause damage to players
mymonths.damage = false

--You can turn weather off; this will put snow and puddles off too
mymonths.use_weather = true

--Leaves change color in the fall.
mymonths.leaves = true

--Have snow accumulate on the ground
mymonths.snow_on_ground = true

--Puddles appear when raining
mymonths.use_puddles = true

--Flowers die in winter, grown in spring
mymonths.flowers_die = true

--Grass changes color in fall, and spring
mymonths.grass_change = true

if minetest.get_modpath("lightning") then
   lightning.auto = false
end

if minetest.get_modpath("thirsty") then
   thirst = true
end


local modpath = minetest.get_modpath("mymonths")
local input = io.open(modpath .. "/settings.txt", "r")

if input then

   dofile(modpath .. "/settings.txt")
   input:close()
   input = nil

end

dofile(modpath .. "/functions.lua")
dofile(modpath .. "/abms.lua")
dofile(modpath .. "/command.lua")
dofile(modpath .. "/months.lua")

if mymonths.use_weather == true then
   dofile(modpath .. "/weather.lua")
else
   mymonths.snow_on_ground = false
   mymonths.use_puddles = false
end

if mymonths.snow_on_ground == false then
   minetest.register_alias("mymonths:snow_cover_1", "air")
   minetest.register_alias("mymonths:snow_cover_2", "air")
   minetest.register_alias("mymonths:snow_cover_3", "air")
   minetest.register_alias("mymonths:snow_cover_4", "air")
   minetest.register_alias("mymonths:snow_cover_5", "air")
end

if mymonths.use_puddles == false then
   minetest.register_alias("mymonths:puddle", "air")
end

if mymonths.grass_change == true then
   dofile(modpath .. "/grass.lua")
end

if mymonths.leaves == true then
   dofile(modpath .. "/leaves.lua")
else
   minetest.register_alias("mymonths:leaves_pale_green", "default:leaves")
   minetest.register_alias("mymonths:leaves_orange", "default:leaves")
   minetest.register_alias("mymonths:leaves_red", "default:leaves")
   minetest.register_alias("mymonths:sticks_default", "default:leaves")
   minetest.register_alias("mymonths:sticks_aspen", "default:aspen_leaves")
end

if mymonths.flowers_die == true then
   dofile(modpath .. "/flowers.lua")
end

Furthermore:
  1. Would you like to give me advice on how to share my code with your git repository?
  2. Would this and a possible branch be welcome?
  3. Would I need a github identity for this?
Last not least, the papyrus may be affected by another mod too, I agree.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Fri Nov 04, 2016 23:59

I have ideas to changes the rates a player gets thirsty at depending in the time of year, but haven't gotten to coding that yet.

I'll have to look into the leaves issue you mention when u have access to the code, on my phone now.

You could fork this mod and then do branches or skip the branches and just do pull requests directly from your master version, you would need a git identity for that though.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Sat Nov 05, 2016 16:21

I checked out your new init.lua file, I like it. Things are cleaner, and it has the same functionality, so I've copied that over our code. (I've also added you as a contributor in the code.) I went ahead and removed the check for the thirsty mod, as I don't have any code that uses that yet, so the check is pointless at the moment.

The list of aliases for the leaves is incomplete. Probably added support for more leaves after the initial code, and just forgot that I needed to aliases them, so I've added the missing leaves and what they should be if the leave changing gets turned off. Odd though because I had support for the aspen sticks to change back to leaves, so not sure what happened there.

I think your code for the apples falling is way better, so I've made your changes. Your code probably saves a few node checks when looking for air. plus it's far fewer lines of code. At some point I'll probably change the apple spawning code, as right now it just puts apples randomly inside the tree, I would like them to spawn under the leaves, but I need to play around with that for a while before I can find something that will work well.

I've done some testing with the papyrus, put some water out and planted some and they've been growing fine, all the flowers in the area have died and the grass has changed color, no effect on the papyrus. Have you tried a new world with just mymonths enabled. I'm thinking it is a different mod that is giving you problems.

I also noticed that the grass plants don't die which I think is silly, so I'll probably add code for that tomorrow, though grass could/can exist throughout the winter in real life. I also want to change the flowers so when they die rather than just turning into air they turn into dead plants which then disappear later on in the year. Another change that could be fun would be to add leaves on the ground when they fall off the tree, using much the same code as the apples, but putting a leave node on the ground, which could add up as the leaves die, and then disappear throughout the winter. So many ideas, so little time to code. :)
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Sat Nov 05, 2016 17:21

Nathan and Snoopy thank you so much for all of your hard work on this mod :) And of course thank you Don for creating it in the first place!! This mod is so awesome!
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Mon Nov 07, 2016 03:34

I will probably start a test or dev branch, as some of these changes I'm making I want to let people try out, but I feel like they aren't ready for prime time, that said let me highlight some of the things I managed to get working today.

1. Added a dead plant, flowers in the fall turn into a dead plant which then disappears later in the year. Also added support for the flowers in moreplants and bakedclay.

2. When red leaves turn into sticks they will make leaves on the ground appear, that code needs some work, and is full of print commands, so it will totally spam your debug file. Took forever to get that working, and I'm quite sure it can be made better. The textures for the leaves on the ground are horrible, so they will be updated in the future. I'll also add something to do with the leaves, probably make them into a pile and make that a fuel. Currently the leaves never disappear, ran out of time, but that will just be an abm that will make them go backwards through the accumulation progression. I think that my method I'm using is rather processor heavy, so I'll be revisiting that to try and optimize.

3. I tweaked the flower respawning in spring, I was finding far too many flowers appearing so I decreased the chances and increased the interval, hopefully worlds don't get so out of hand.

P.S.
There is an easter egg, that wasn't intentional, forgot to remove some testing code. See if you can find it. :D This deal won't last long so update today. ;)
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Re: [Mod]mymonths[mymonths]

by snoopy » Mon Nov 07, 2016 13:28

Nathan.S wrote:I checked out your new init.lua file, I like it. Things are cleaner, and it has the same functionality, so I've copied that over our code. (I've also added you as a contributor in the code.)

Thank you very much and I appreciate this.
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Re: [Mod]mymonths[mymonths]

by snoopy » Mon Nov 07, 2016 13:38

Nathan.S wrote:...
P.S.
There is an easter egg, that wasn't intentional, forgot to remove some testing code. See if you can find it. :D This deal won't last long so update today. ;)

You still have the file "calander.lua" which contains no code at all (and should have been named "calendar.lua" some months ago).

In "flowers.lua" you want to test for 'default:dirt_with_snow' not 'default:dirth_with_snow'
Code: Select all
-- Flowers grow in spring, flower spread ABM is in flower mod, this just gives
-- initial population as that ABM won't grow flowers where there are none.
minetest.register_abm({
   nodenames = {'group:soil'},
   interval = 10,
   chance = 300,

   action = function (pos, node)
      if node.name == 'default:desert_sand' or node.name == 'default:dirth_with_snow' then
         return
      end
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Mon Nov 07, 2016 14:34

The calendar file is something Don was working on, or going to work on, not sure what exactly he had in mind for that, but that isn't th easter egg. :)

Good catch on dirth_with_snow, that was not intentional, and I've pushed changes to fix it.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Thu Nov 24, 2016 21:47

Pushed a little update for starters, I've removed a bunch of the debugging print statements I put in the code to get the falling leaves to work properly, no more spamming of the log. Leaves on the ground no longer just disappear, they progress backwards getting less and less dense, four steps to that. The fallen leaves can be collected and turned into a leaf pile which can be placed as a decorative item, or can be used as fuel, burns for four seconds.
I also fixed a problem I had with the water lilies, no longer will they turn into dead plants as they were before.

P.S. I also removed the easter egg, which for those of you that didn't find it. If you placed a dead plant and punched it leaves would appear on the ground below it. I used that for my testing of that function rather than trying to test it while it was in an abm as there was no way for me to really know what was happening then.
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Re: [Mod]mymonths[mymonths]

by TheReaperKing » Thu Nov 24, 2016 23:21

I haven't tested your latest updates but I did want to mention that since one of your more recent updates the servers have been using significantly less CPU, thanks for that!
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Fri Nov 25, 2016 01:49

I don't know if that is anything I did. I don't recall changing anything that should have made that much change in anything, other than in some of the weather code, that actually might have used a bit more than I would think, though I thought it was mostly client side....
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Re: [Mod]mymonths[mymonths]

by Heraclitus » Mon Jan 09, 2017 02:22

First off, this is a truly great idea and fantastic mod. I love what's implemented so far and look forward to further developments.

I noticed that up this thread a bit someone mentioned the possibility of doing some sort of check so that you wouldn't hear rain (and presumably other weather) sounds far deep in a mine (or otherwise far underground). I don't know how easy/difficult this may be to implement, but so far it's the one thing I noticed that seemed really "off." Having weather sounds is fantastic (and really helps establish ambience in the world), but it's a little odd if you spend a couple Minetest "days" far underground digging and in the middle a storm comes up and you get rain sounds for several minutes.
 

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Re: [Mod]mymonths[mymonths]

by Nathan.S » Mon Jan 09, 2017 02:39

Unfortunately I don't honestly know much about the weather code, and Don hasn't been around for a while. I can take a look at that code and see if I can figure out the sound. I'd think it should be as easy as checking the players depth, and if they are below say -20 nodes or so not play the sound. Of course you could have a mine on a mountain that would be above sea level but still far enough underground that you shouldn't hear the rain.

I'll try and look into this sometime soon.
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Re: [Mod]mymonths[mymonths]

by Heraclitus » Mon Jan 09, 2017 22:06

Thanks for the quick reply. I agree that a simple solution (like just turning off the sound if player is below some Y value) isn't going to account for all cases. But it would at least cover scenarios where you're hundreds of blocks underground and it makes no sense at all to hear rain.

By the way, something really bizarre just happened to me. The mod was working fine yesterday (I had a version installed that was from early September I believe). But before I posted, I thought I'd download the latest version to be sure the sound was still an issue.

Anyhow, after installing the new version, rain is suddenly appearing even underground. It mostly seems to "follow the player," i.e., it won't start raining underground with the storm, but if I'm above ground and then descend to an underground room, the rain appears "indoors" (below many blocks of dirt and stone). Even weirder, the rain (at least visual effect of it) won't stop when the storm clears until I ascend back up to the surface, at which point all the rain dissipates.

I'm reasonably certain I didn't see this behavior before. Did something change between September and now that could cause this?
 

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Re: [Mod]mymonths[mymonths]

by Nathan.S » Tue Jan 10, 2017 00:57

We did change the code for the particles, will have to check into that.
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Re: [Mod]mymonths[mymonths]

by Nathan.S » Sun Feb 19, 2017 01:08

I just pushed some changes that should make the abms for snow a little smoother. Before it was checking for nodes, even in months where snow would never fall. With the new change it checks the month and then only if it is winter proceeds to do the node check. Profiling showed decent improvements with these changes
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