[Mod] growing trees [0.0.9] [growing_trees]
- Mossmanikin
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I'm using minetest 0.4.9, and growing_trees 0.0.9
I have been running growing_trees in a world for a perhaps 5 hours in real time (whatever that is in minetest time). However the world now seems to have developed a glitch. This only occurs when the growing_trees.mod is enabled, and can be resolved by disabling growing trees (which unfortunately leaves tree-shaped blocks of unknown nodes around the place)
The first thing is minetest never(?) exits, but sits with a 'shutting down stuff' message which is present much longer than my patience (>10mins).
It has also caused the world borders to get severely restricted to a very small area around the spawn point (perhaps a few hundred nodes in each direction x,y,z with extensions around the trees, and I can't move past that initial boundary. Within that space are a few (probably) maximally sized growing trees. If I turn off the _trees I can go where there are none, exit normally, enable _trees, restart (where there are no trees), and come back, I can travel in and out of the zone normally with no apparent restrictions on world size.
The space changes exact nodes, but are roughly similar in size. The jpg shows the edges of the world, I am at maximal flying height pressed against one of the invisible 'walls' (ie it won't let me fly any higher or further away)
I have been running growing_trees in a world for a perhaps 5 hours in real time (whatever that is in minetest time). However the world now seems to have developed a glitch. This only occurs when the growing_trees.mod is enabled, and can be resolved by disabling growing trees (which unfortunately leaves tree-shaped blocks of unknown nodes around the place)
The first thing is minetest never(?) exits, but sits with a 'shutting down stuff' message which is present much longer than my patience (>10mins).
It has also caused the world borders to get severely restricted to a very small area around the spawn point (perhaps a few hundred nodes in each direction x,y,z with extensions around the trees, and I can't move past that initial boundary. Within that space are a few (probably) maximally sized growing trees. If I turn off the _trees I can go where there are none, exit normally, enable _trees, restart (where there are no trees), and come back, I can travel in and out of the zone normally with no apparent restrictions on world size.
The space changes exact nodes, but are roughly similar in size. The jpg shows the edges of the world, I am at maximal flying height pressed against one of the invisible 'walls' (ie it won't let me fly any higher or further away)
Last edited by dgm5555 on Sat Apr 26, 2014 07:46, edited 1 time in total.
Re: [Mod] growing trees [0.0.9] [growing_trees]
dgm5555 do I understand correct that your problem is your world stops loading and you can't close minetest once this happens?
Re: [Mod] growing trees [0.0.9] [growing_trees]
@sapier: yes - it essentially freezes the world and won't draw or allow access beyond those limited boundaries (but works fine within the boundary). If you disabled the trees then moved elsewhere it reocurred when you re-enabled them and returned to that location (or similar with some growing trees in it). Minetest also never shut down when attempting to exit.
Just a thought: I never tried teleporting out to see what happened, I'll give it a go sometime...
Just a thought: I never tried teleporting out to see what happened, I'll give it a go sometime...
Re: [Mod] growing trees [0.0.9] [growing_trees]
sounds like some sort of endless loop triggered, sorry but I didn't have time to check yet
Re: [Mod] growing trees [0.0.9] [growing_trees]
i've checked the source and found something, that worked for me:sapier wrote:sounds like some sort of endless loop triggered, sorry but I didn't have time to check yet
file branch_functions.lua line 145:
Code: Select all
if not contains(branch,value) and
Code: Select all
if not contains_pos(branch,value) and
Code: Select all
function contains_pos(branch, value)
for _, element in pairs(branch) do
growing_trees_debug("verbose","Growing_Trees: testing " .. printpos(value) .. "(" .. dump(value) .. ") vs " .. printpos(element) .. " evals " .. dump((printpos(value) == printpos(element))))
if printpos(value) == printpos(element) then
return true
end
end
return false
end
- Diamond knight
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Re: [Mod] growing trees [0.0.9] [growing_trees]
Code: Select all
:default:tree
My modding team: https://github.com/basilea-rhomaion
Re: [Mod] growing trees [0.0.9] [growing_trees]
Thanks I'll give it a try thou haven't used minetest much recently. I've always been a bit sad growing trees didn't work for larger worlds.Zeppelin wrote:i've checked the source and found something, that worked for me:
Re: [Mod] growing trees [0.0.9] [growing_trees]
Cool, with a quick test it seems that it's not freezing like it used to.
However while watching them, I noticed the leaf nodes appear and disappear every few seconds, so the tree looks a bit like christmas lights blinking. Is there any way to change this so they only appear and disappear slowly like a normal tree?
EDIT: looks like that can be adjusted in abms.lua at then end is the growing and removing leaves which I think is better slowed down. from line 272,273 I changed to:-
I also didn't like the default trunk texture which meant the ends of branches looked like they'd been cut off, so I edited lines 16-23 in nodes.lua to eliminate the _top texture:
However while watching them, I noticed the leaf nodes appear and disappear every few seconds, so the tree looks a bit like christmas lights blinking. Is there any way to change this so they only appear and disappear slowly like a normal tree?
EDIT: looks like that can be adjusted in abms.lua at then end is the growing and removing leaves which I think is better slowed down. from line 272,273 I changed to:-
Code: Select all
interval = 25,
chance = 60,
Code: Select all
local textures_trunk = {"default_tree.png", "default_tree.png", "default_tree.png"}
local textures_branch_xx = {"default_tree.png", "default_tree.png", "default_tree.png","default_tree.png","default_tree.png", "default_tree.png"}
local textures_branch_zz = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
local textures_branch = {"default_tree.png", "default_tree.png", "default_tree.png"}
local textures_branch_xpzp = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
local textures_branch_xmzm = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
local textures_branch_xmzp = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
local textures_branch_xpzm = {"default_tree.png", "default_tree.png","default_tree.png", "default_tree.png", "default_tree.png","default_tree.png"}
Re: [Mod] growing trees [0.0.9] [growing_trees]
good to knowdgm5555 wrote:Cool, with a quick test it seems that it's not freezing like it used to.
is it possible to update the repository or have someone to fork it?
Re: [Mod] growing trees [0.0.9] [growing_trees]
This is a Great mod so far, I do want to know if I increase the growth rate, if so, how do I do so?
-Murkle
- addi
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Re: [Mod] growing trees [0.0.9] [growing_trees]
Do you still work on it?
If yes, I have 2 bugs:
WARNING[Server]: Undeclared global variable "current_node" accessed at ...\mods\growing_trees/branch_functions.lua:287
and some nodes (looks like leaves) from the tree does not decay and are not burnable.
If yes, I have 2 bugs:
WARNING[Server]: Undeclared global variable "current_node" accessed at ...\mods\growing_trees/branch_functions.lua:287
and some nodes (looks like leaves) from the tree does not decay and are not burnable.
- Kreaton
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Re: [Mod] growing trees [0.0.9] [growing_trees]
What do I do when this happens, I've got no idea what any of this means.
http://imgur.com/a/V2bQS
http://imgur.com/a/V2bQS
Kreaton: accusative singular present nominal passive participle of krei
- kaeza
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Re: [Mod] growing trees [0.0.9] [growing_trees]
You must name the folder "growing_trees", not "growingtrees".Kreaton wrote:What do I do when this happens, I've got no idea what any of this means.
http://imgur.com/a/V2bQS
Also note that this mod is quite old. It's not guaranteed to work. If it doesn't, read the other posts and try the proposed changes if you haven't already done so.
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Re: [Mod] growing trees [0.0.9] [growing_trees]
I've just pushed latest code to github and added your fixes. I haven't tested it by now but I intend to fix at least all issues related to "recent" minetest changes.
Feel free to write issues on github if you encounter bugs:
https://github.com/sapier/growing_trees
Feel free to write issues on github if you encounter bugs:
https://github.com/sapier/growing_trees
- addi
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Re: [Mod] growing trees [0.0.9] [growing_trees]
Some Days ago I also started to fix some bugs with this mod:
https://bitbucket.org/kingarthursteam/g ... ommits/all
If you want, you can use this codebase, it would save you some hours of work ;-)
https://bitbucket.org/kingarthursteam/g ... ommits/all
If you want, you can use this codebase, it would save you some hours of work ;-)
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