Leaf decay mod by MarkTraceur

MarkTraceur
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Leaf decay mod by MarkTraceur

by MarkTraceur » Mon Dec 05, 2011 04:46

Leaf decay, originally implemented in C++ for 0.31, re-implemented in Lua for 0.4.

https://gitorious.org/marktraceur-minetest-mods/leaf_decay

Changelog/download links:

= Version 0.2 2011-12-04 =
https://gitorious.org/marktraceur-minetest-mods/leaf_decay/archive-tarball/0.2
* Keep player-placed blocks from decaying

= Version 0.1 - 2011-12-04 =
https://gitorious.org/marktraceur-minetest-mods/leaf_decay/archive-tarball/0.1
Initial release.
+ leaf decay
+ apple decay
Last edited by MarkTraceur on Mon Dec 05, 2011 05:25, edited 1 time in total.
Mods: https://gitorious.org/marktraceur-minetest-mods
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bwog
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by bwog » Mon Dec 05, 2011 14:16

How fast are they supposed to decay? I waited a minute and nothing went away. A few minutes later though I got an error that I can't remember what it was for. I used the latest dev release.
 

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by MarkTraceur » Mon Dec 05, 2011 14:25

It should be pretty much instantaneous--definitely under 30 seconds. Strange that you got an error, though. It might work better with the absolute, bleeding edge, up-to-the-minute dev code on GitHub, would you mind testing? I'd much rather support that than transient dev releases.
Mods: https://gitorious.org/marktraceur-minetest-mods
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bwog
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by bwog » Mon Dec 05, 2011 15:01

MarkTraceur wrote:It should be pretty much instantaneous--definitely under 30 seconds. Strange that you got an error, though. It might work better with the absolute, bleeding edge, up-to-the-minute dev code on GitHub, would you mind testing? I'd much rather support that than transient dev releases.

I've looked around on GitHub but can't find how to get the latest release. I can only find individual files.
 

randomproof
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by randomproof » Mon Dec 05, 2011 15:23

Looking at the code I think this will only work on newly generated blocks, not old ones or saplings turned into trees, since they wouldn't have had param2 set.
 

bwog
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by bwog » Mon Dec 05, 2011 15:56

I did generate a new world after adding the mod.
 

bwog
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by bwog » Thu Dec 08, 2011 14:12

MarkTraceur wrote:It should be pretty much instantaneous--definitely under 30 seconds. Strange that you got an error, though. It might work better with the absolute, bleeding edge, up-to-the-minute dev code on GitHub, would you mind testing? I'd much rather support that than transient dev releases.

Again, where do I find the place to download the whole game with the latest files?
 

bcmpinc
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by bcmpinc » Thu Dec 08, 2011 14:37

You can download the latest version of minetest here: https://github.com/celeron55/minetest/zipball/master
However, this is only the source code. So you still need to compile it.
Last edited by bcmpinc on Thu Dec 08, 2011 14:37, edited 1 time in total.
 

bwog
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by bwog » Thu Dec 08, 2011 15:37

bcmpinc wrote:You can download the latest version of minetest here: https://github.com/celeron55/minetest/zipball/master
However, this is only the source code. So you still need to compile it.

I'll pass on that. It takes like 5 programs on Windows.
 

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dannydark
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by dannydark » Thu Dec 08, 2011 16:12

@bwog: you can find the latest compiled dev versions for windows here: https://github.com/celeron55/minetest/downloads

These are one's that Celeron55 compiles and releases, they might not always contain the very latest changes but they are usually kept pretty well up to date (also stable releases will also be found there)
 

bwog
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by bwog » Fri Dec 09, 2011 17:01

Still doesn't do anything in the latest dev build. Where is the mods folder supposed to be? Maybe I have it in the wrong place.

EDIT: Never mind, found out where. I had it in the wrong place, that's probably why it didn't work...
Last edited by bwog on Fri Dec 09, 2011 17:02, edited 1 time in total.
 

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dannydark
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by dannydark » Tue Dec 20, 2011 02:30

In your init.lua file you say:

-- NOTE: It is recommended that you add a line to your mapgen.cpp
-- if you want leaf decay to work with sapling-grown trees.
-- Specifically, under the following line:
-- MapNode applenode(LEGN(ndef, "CONTENT_APPLE"));
-- in mapgen.cpp, the function make_tree, you should add:
-- leavesnode.param2 = 1;


However, when I do this all trees generate with stone leaves lol.
Last edited by dannydark on Tue Dec 20, 2011 02:30, edited 1 time in total.
 

MarkTraceur
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by MarkTraceur » Tue Dec 20, 2011 02:33

Ah! Yes, I forgot to change that line. It should be

Code: Select all
leavesnode.param2 |= 1;
Mods: https://gitorious.org/marktraceur-minetest-mods
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dannydark
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by dannydark » Tue Dec 20, 2011 02:37

Thanks ^_^ will give that a try.

EDIT: Yeah that worked, cheers mate.
Last edited by dannydark on Tue Dec 20, 2011 02:50, edited 1 time in total.
 

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neko259
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by neko259 » Mon Jan 02, 2012 18:51

I get an error that your mod doesn't follow naming conventions.
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
 

MarkTraceur
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by MarkTraceur » Mon Jan 02, 2012 19:49

neko: Probably because you extracted it into a directory with a really long name. The path should look like so:

Code: Select all
..../data/mods/leaf_decay


If it has "marktraceur" anywhere in it, you did it wrong.
Mods: https://gitorious.org/marktraceur-minetest-mods
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neko259
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by neko259 » Mon Jan 02, 2012 19:58

Why don't you repack it to have a short name without additional renaming?
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
 

MarkTraceur
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by MarkTraceur » Mon Jan 02, 2012 22:37

If you check out the git repo (which is my first suggestion), you'll get a nicely named directory. I don't think gitorious allows me to change the name of the archive.

Your best bet is to

Code: Select all
tar xvzf <tarball name>
mv <directory name> leaf_decay
Mods: https://gitorious.org/marktraceur-minetest-mods
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neko259
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by neko259 » Tue Jan 03, 2012 03:59

Mmm, okay then :)
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neko259
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by neko259 » Wed Jan 04, 2012 18:46

Please look at the mod from RTMMP. Your one doesn't work for me, and that one works.

https://github.com/Hackeridze/ru-true_minetest_mods_pack/raw/master/src/leaf_decay/init.lua
Last edited by neko259 on Wed Jan 04, 2012 18:47, edited 1 time in total.
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dannydark
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by dannydark » Wed Feb 01, 2012 19:45

I updated the Leaf Decay mod to work with the latest 0.4dev as I needed it for my server, I also added a version string to it as I like to see what version of a mod I have on server start.

You can grab my updated version here: http://pastebin.com/XN5qeawR

Just replace the contents of the leaf_decay/init.lua file with that pastebin

I named it 0.3 (so I know that I have changed it from the original) but feel free to take my changes there wasn't many lol ^_^
 

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Arwym
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by Arwym » Tue Mar 13, 2012 16:08

So, is this working with 0.4?
 

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by bgsmithjr » Sat Mar 24, 2012 12:53

on build 03202012 clicking the fallen apples crashes the game, and if you remove the mod the game no longer launches.
 


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