[ModPack] Cool Trees [cool_trees] (z3)

sangeet
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Re: [ModPack] Cool Trees [cool_trees] (v4.14)

by sangeet » Post

I tried adjusting trees for my server. made leaves not walkable, plantlike. after cutting the tree down, leaves decay normally. I can't make fruits fall to the ground however, they just continue hanging in the air. Can you please suggest how to fix that?

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Re: [ModPack] Cool Trees [cool_trees] (v4.14)

by sangeet » Post

ok, fixed by adding attached_node = 1 to groups for fruits and alike, so it looks like this:

groups = {fleshy = 3, dig_immediate = 3, flammable = 2,
attached_node = 1, leafdecay = 3, leafdecay_drop = 1}

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runs
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Re: [ModPack] Cool Trees [cool_trees] (v4.14)

by runs » Post

v4.15
- Changed 'use_texture_alpha = true' to 'use_texture_alpha = "clip"' cos deprecated in v5.4+.

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Re: [ModPack] Cool Trees [cool_trees] (v4.14)

by Festus1965 » Post

runs wrote:
Tue Aug 03, 2021 01:11
v4.15
- Changed 'use_texture_alpha = true' to 'use_texture_alpha = "clip"' cos deprecated in v5.4+.
why is it fixed coded again ?

I offered a solution,
where the admin set one of the three options via minetest.conf at start,

Code: Select all

# for use_texture_alpha = clip, opaque or blend
use_texture_alpha = 'blend'
and mod is looking for it,
and if empty, just use then ! a standard option

Code: Select all

-- maybe chek if minetest.setting_get("use_texture_alpha") = nil, and set it, using this var then ...
use_texture_alpha = minetest.setting_get("use_texture_alpha"),
that are not much to change, I did it all 2 months ago, and it works
as by this way the admin is more flexible to set them all in once
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

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Re: [ModPack] Cool Trees [cool_trees] (v4.14)

by runs » Post

Festus1965 wrote:
Tue Aug 03, 2021 05:48
runs wrote:
Tue Aug 03, 2021 01:11
v4.15
- Changed 'use_texture_alpha = true' to 'use_texture_alpha = "clip"' cos deprecated in v5.4+.
why is it fixed coded again ?

I offered a solution,
where the admin set one of the three options via minetest.conf at start,

Code: Select all

# for use_texture_alpha = clip, opaque or blend
use_texture_alpha = 'blend'
and mod is looking for it,
and if empty, just use then ! a standard option

Code: Select all

-- maybe chek if minetest.setting_get("use_texture_alpha") = nil, and set it, using this var then ...
use_texture_alpha = minetest.setting_get("use_texture_alpha"),
that are not much to change, I did it all 2 months ago, and it works
as by this way the admin is more flexible to set them all in once
ah, ok.

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Re: [ModPack] Cool Trees [cool_trees] (v4.15)

by sangeet » Post

Hi runsy, I encountered this problem today:

2021-08-18 02:48:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '*builtin*' in callback luaentity_Step(): ...ivan/worlds/world/worldmods/cool_trees/plumtree/init.lua:37: attempt to index local 'digger' (a nil value)
2021-08-18 02:48:53: ERROR[Main]: stack traceback:
2021-08-18 02:48:53: ERROR[Main]: ...ivan/worlds/world/worldmods/cool_trees/plumtree/init.lua:37: in function 'on_dig'
2021-08-18 02:48:53: ERROR[Main]: /home/ivan/multicraft2/bin/../builtin/game/falling.lua:255: in function 'try_place'
2021-08-18 02:48:53: ERROR[Main]: /home/ivan/multicraft2/bin/../builtin/game/falling.lua:379: in function </home/ivan/multicraft2/bin/../builtin/game/falling.lua:286>

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runs
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Re: [ModPack] Cool Trees [cool_trees] (v4.15)

by runs » Post

sangeet wrote:
Wed Aug 18, 2021 04:04
Hi runsy, I encountered this problem today:

2021-08-18 02:48:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '*builtin*' in callback luaentity_Step(): ...ivan/worlds/world/worldmods/cool_trees/plumtree/init.lua:37: attempt to index local 'digger' (a nil value)
2021-08-18 02:48:53: ERROR[Main]: stack traceback:
2021-08-18 02:48:53: ERROR[Main]: ...ivan/worlds/world/worldmods/cool_trees/plumtree/init.lua:37: in function 'on_dig'
2021-08-18 02:48:53: ERROR[Main]: /home/ivan/multicraft2/bin/../builtin/game/falling.lua:255: in function 'try_place'
2021-08-18 02:48:53: ERROR[Main]: /home/ivan/multicraft2/bin/../builtin/game/falling.lua:379: in function </home/ivan/multicraft2/bin/../builtin/game/falling.lua:286>
Cool Trees is for Minetest Game only. Multicraft is a fork of the Minetest Engine even. For the adaptation to Multicraft ask to the creator, I think is Monte48.

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Re: [ModPack] Cool Trees [cool_trees] (v4.15)

by runs » Post

v4.16

- Added Cacao Tree
- Fix: Removed all irrelevant LBM's => Speedup
- Fixed a global variable.

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Re: [ModPack] Cool Trees [cool_trees] (v4.16)

by runs » Post

v4.17

- Added flowerpot support fot sapplings. Bonsais! Thanks to sbrl.

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Re: [ModPack] Cool Trees [cool_trees] (v4.15)

by Festus1965 » Post

runs wrote:
Wed Aug 18, 2021 09:59
sangeet wrote:
Wed Aug 18, 2021 04:04
Hi runsy, I encountered this problem today:

2021-08-18 02:48:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '*builtin*' in callback luaentity_Step(): ...ivan/worlds/world/worldmods/cool_trees/plumtree/init.lua:37: attempt to index local 'digger' (a nil value)
I think is Monte48.
Cool_Trees run under Multicraft2 - as it was at my server.

The Problem is NOT MultiCraft2, the problem is a sort of clients (App) that change during the game (as during ads, gamer don't realize) the IP, by logout and login (can see easy as normal gamer) - so that - I realized a lot of mods fail, as of the gamer leave often during a action and leaves the running process then without a trace = getting nil values in all sorts of mod.

IF have a ban mod, log the IP check out gamer with more then 3 IP from different countries ...
... imagine kids that login from Philippines, then just later from India, Pakistan later USA and back ...
fully normal, ha ?
Human has no future (climate change)
If urgend, you find me in Roblox (as CNXThomas)

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Re: [ModPack] Cool Trees [cool_trees] (v4.17)

by runs » Post

V4.18

- Sequoia!
- Removed unncecessary .lua files.
- Fixed the ebony y-offset.
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Re: [ModPack] Cool Trees [cool_trees] (v4.18)

by runs » Post

v4.19

- Fix: Removed sequoia bad nodes (swampz ones).

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Re: [ModPack] Cool Trees [cool_trees] (v4.19)

by runs » Post

v 4.20

- Removed some stone_with_coal blocks from the roots of the giant sequoia, could emerge on the slopes of the mountains.

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Re: [ModPack] Cool Trees [cool_trees] (v4.20)

by SFENCE » Post

Hi.

It looks like a pomegranate tree has an average of 15 leaves, but a chance to drop sapling is etc. 1:20. So, there is a relatively big chance that you get no sapling from one tree.
cdb_3P0AYqjEIn68

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Re: [ModPack] Cool Trees [cool_trees] (v4.20)

by runs » Post

SFENCE wrote:
Sat Dec 11, 2021 10:02
Hi.

It looks like a pomegranate tree has an average of 15 leaves, but a chance to drop sapling is etc. 1:20. So, there is a relatively big chance that you get no sapling from one tree.
v4.21

- Decrease the rarity of sapling in some small trees.

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Re: [ModPack] Cool Trees [cool_trees] (v4.21)

by ThorfinnS » Post

Thanks! We had noticed that pomegranates were slowly going extinct.

Though we had been slowly reworking the idea of saplings completely. Put a sword into the crafting grid with a fruit (or pinecone or whatever) in order to extract seeds, instead of going with leaves dropping saplings.

[EDIT]
Oh, the sequoia was yours. Nice work. I assumed it must have been in the new version of moretrees or something. Haven't really been keeping up on the forum, relying almost entirely on ContentDB to keep everything up to date.
[/EDIT]

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Re: [ModPack] Cool Trees [cool_trees] (v4.21)

by runs » Post

ThorfinnS wrote:
Mon Dec 13, 2021 04:04
Thanks! We had noticed that pomegranates were slowly going extinct.

Though we had been slowly reworking the idea of saplings completely. Put a sword into the crafting grid with a fruit (or pinecone or whatever) in order to extract seeds, instead of going with leaves dropping saplings.

[EDIT]
Oh, the sequoia was yours. Nice work. I assumed it must have been in the new version of moretrees or something. Haven't really been keeping up on the forum, relying almost entirely on ContentDB to keep everything up to date.
[/EDIT]
I could implement specially for fruits. And real chestnuts and acorns are seeds indeed!

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Re: [ModPack] Cool Trees [cool_trees] (v4.21)

by runs » Post

v4.22

- German translation added.

revevil
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Cool Trees Neural Upscale Texture Pack

by revevil » Post

Hello runs,

I'm a fan of your mods. LOVE Cool Trees, and most recently, far bows. But I started using Cool Trees about a week ago. I normally use a 512 px texture pack. (I came to MineTest from No Man's Sky, 4k graphics, ultra high resolution, eye candy visual effects.) It was the procedural generation ability of MineTest that drew me in, NOT the graphics.

Yesterday, I started to really look at how pixelated the graphics were on Cool Trees. I love this mod, because it has a lot of fruiting trees! But as I play games in singleplayer only, I modify mods and texture packs to my heart's content. But yesterday, I took Cool Trees and upscaled all textures to 6x resolution with xBRZ neural upscaling.

If you are familiar with this, emulators use it all the time. It just mainly sharpens images but at the cost of them looking a little too "cartoony" or noisy sometimes. I will try to attach images if you wish to see results. Anyway, the images in this mod are only AI-modified copies of your original work.

If you would like me to make this available to people, I would have no problem uploading it, but I leave that in your hands. Your work, your decision. I only upscaled the images for my own purposes. I am NOT a visual artist. Only audio. This only took about 1 hour of work, because I am slow. If I figure out how to use a script to run xBRZ in batch, it will only take seconds.

Right now, I am using a combination of three different texture packs on MineTest, because MineTest is extremely flexible with textures. It will mix and match sizes, doesn't care about subfolders, etc... Please let me know if you would like this to be made available. If you don't, no problem. But if you do, I will upload it in a little bit. It will never be as good as real texture packs made by the real artists on here, but I did it because I could.

I'm posting a link to the images, because there is a problem with MineTest Forums. It is impossible to upload pictures. It worked like 2 weeks ago, so not sure what happened.

https://ibb.co/tzsVCK6
https://ibb.co/pKTNYS8
https://ibb.co/Pmr3nnj
https://ibb.co/5j8WHtx
https://ibb.co/VTxQXqJ
https://ibb.co/kgPbcwc
https://ibb.co/NsDbnX4
https://ibb.co/d73TYBd
https://ibb.co/JzQmwnC

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Re: [ModPack] Cool Trees [cool_trees] (v4.21)

by runs » Post

v4.23

- The python script was retired of each every single directory and put in its own, as a tool.

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Re: Cool Trees Neural Upscale Texture Pack

by runs » Post

revevil wrote:
Fri Feb 11, 2022 01:19
Hello runs,

I'm a fan of your mods. LOVE Cool Trees, and most recently, far bows. But I started using Cool Trees about a week ago. I normally use a 512 px texture pack. (I came to MineTest from No Man's Sky, 4k graphics, ultra high resolution, eye candy visual effects.) It was the procedural generation ability of MineTest that drew me in, NOT the graphics.

Yesterday, I started to really look at how pixelated the graphics were on Cool Trees. I love this mod, because it has a lot of fruiting trees! But as I play games in singleplayer only, I modify mods and texture packs to my heart's content. But yesterday, I took Cool Trees and upscaled all textures to 6x resolution with xBRZ neural upscaling.

If you are familiar with this, emulators use it all the time. It just mainly sharpens images but at the cost of them looking a little too "cartoony" or noisy sometimes. I will try to attach images if you wish to see results. Anyway, the images in this mod are only AI-modified copies of your original work.

If you would like me to make this available to people, I would have no problem uploading it, but I leave that in your hands. Your work, your decision. I only upscaled the images for my own purposes. I am NOT a visual artist. Only audio. This only took about 1 hour of work, because I am slow. If I figure out how to use a script to run xBRZ in batch, it will only take seconds.

Right now, I am using a combination of three different texture packs on MineTest, because MineTest is extremely flexible with textures. It will mix and match sizes, doesn't care about subfolders, etc... Please let me know if you would like this to be made available. If you don't, no problem. But if you do, I will upload it in a little bit. It will never be as good as real texture packs made by the real artists on here, but I did it because I could.

I'm posting a link to the images, because there is a problem with MineTest Forums. It is impossible to upload pictures. It worked like 2 weeks ago, so not sure what happened.

https://ibb.co/tzsVCK6
https://ibb.co/pKTNYS8
https://ibb.co/Pmr3nnj
https://ibb.co/5j8WHtx
https://ibb.co/VTxQXqJ
https://ibb.co/kgPbcwc
https://ibb.co/NsDbnX4
https://ibb.co/d73TYBd
https://ibb.co/JzQmwnC
I do not like that AI scale, not very cool defined edges. But nevetherless upload it and I will put a link to the first option like an optional download.

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Re: [ModPack] Cool Trees [cool_trees] (v4.23)

by runs » Post

v4.24

- Updated and refined the Spanish translation.

revevil
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Re: Cool Trees Neural Upscale Texture Pack

by revevil » Post

runs wrote:
Fri Feb 11, 2022 09:01
revevil wrote:
Fri Feb 11, 2022 01:19
Hello runs,

I'm a fan of your mods. LOVE Cool Trees, and most recently, far bows. But I started using Cool Trees about a week ago. I normally use a 512 px texture pack. (I came to MineTest from No Man's Sky, 4k graphics, ultra high resolution, eye candy visual effects.) It was the procedural generation ability of MineTest that drew me in, NOT the graphics.

Yesterday, I started to really look at how pixelated the graphics were on Cool Trees. I love this mod, because it has a lot of fruiting trees! But as I play games in singleplayer only, I modify mods and texture packs to my heart's content. But yesterday, I took Cool Trees and upscaled all textures to 6x resolution with xBRZ neural upscaling.

If you are familiar with this, emulators use it all the time. It just mainly sharpens images but at the cost of them looking a little too "cartoony" or noisy sometimes. I will try to attach images if you wish to see results. Anyway, the images in this mod are only AI-modified copies of your original work.

If you would like me to make this available to people, I would have no problem uploading it, but I leave that in your hands. Your work, your decision. I only upscaled the images for my own purposes. I am NOT a visual artist. Only audio. This only took about 1 hour of work, because I am slow. If I figure out how to use a script to run xBRZ in batch, it will only take seconds.

Right now, I am using a combination of three different texture packs on MineTest, because MineTest is extremely flexible with textures. It will mix and match sizes, doesn't care about subfolders, etc... Please let me know if you would like this to be made available. If you don't, no problem. But if you do, I will upload it in a little bit. It will never be as good as real texture packs made by the real artists on here, but I did it because I could.

I'm posting a link to the images, because there is a problem with MineTest Forums. It is impossible to upload pictures. It worked like 2 weeks ago, so not sure what happened.

https://ibb.co/tzsVCK6
https://ibb.co/pKTNYS8
https://ibb.co/Pmr3nnj
https://ibb.co/5j8WHtx
https://ibb.co/VTxQXqJ
https://ibb.co/kgPbcwc
https://ibb.co/NsDbnX4
https://ibb.co/d73TYBd
https://ibb.co/JzQmwnC
I do not like that AI scale, not very cool defined edges. But nevetherless upload it and I will put a link to the first option like an optional download.
I have to agree with you. The edges are not very well defined. I have uploaded this to mediafire, but I just want to say something. Cool Trees deserves better than what I made. I have not yet proven to myself that I have real artistic talent, but if I ever do, I would be honored to make a real texture pack for Cool Trees even if it takes me days or weeks or longer. Here is the link:

https://www.mediafire.com/file/4fluhqcl ... e.zip/file

--edit--

Hey I just wanted to say I didn't mean any offense with my post. I apologize if I sounded that way at all, and the textures are great for original size also. I only intended to help, but I think I come off exactly the opposite.

revevil
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esrgan vs xrbz

by revevil » Post

Well... I went and made another one. I used esrganx4 which is much better quality then the xbrz I used previously. You will notice the wood looks like wood now. It is not perfect. Not all trunk textures are lining up correctly, but the edges are better in general. Esrgan is used by topaz gigapixel ai and the websites which charge money for upscaling. I used cupscale which saved me a lot. Two different resize settings were used, because the smaller textures don't upscale as well. Here are some screenshots:

https://ibb.co/9sj3rgd
https://ibb.co/jbkpp5Z
https://ibb.co/Pm7gJVq
https://ibb.co/0Gxm4QC
https://ibb.co/Yj0PqY0
https://ibb.co/myfFFzz
https://ibb.co/QNTs6SF
https://ibb.co/J5HJ402
https://ibb.co/dPRsYN6
https://ibb.co/SXkkhHw
https://ibb.co/VV4jnXr
https://ibb.co/VxDgmVZ
https://ibb.co/VMZtPDv
https://ibb.co/GxcbxsQ

I just did this, because I really love Cool Trees. Its one of my favorite mods for Minetest ever. The last upscale I did was absolutely horrible, so I want to leave you with this. I'm not doing this again, because esrgan is about the best upscaling gets (its very cpu hungry):

https://www.mediafire.com/file/ta8npk55 ... an.7z/file

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Re: [ModPack] Cool Trees [cool_trees] (v4.24)

by UnknownOutrider » Post

I'm really liking the CoolTrees mod! I haven't found all the trees ... yet. I'm planting every tree I find near my base. However, I can't get the palm tree to grow. I have it in default sand. Waiting 10+ days didn't work. Using fertilizer didn't work. It just won't grow. Any ideas?
cdb_84dbdd67d37f

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