[Mod] Bonemeal [1.7] [bonemeal]

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TenPlus1
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[Mod] Bonemeal [1.7] [bonemeal]

by TenPlus1 » Post

Bonemeal is made from cooked bones found in dirt, player bones can be crafted into 2x bones, Mulch is made from a tree trunk surrounded by leaves and Fertiliser is a mix of both, each of which can be used to quickly grow saplings, crops and grass/decoration, papyrus on top of dirt and cactus on sand. Support for ethereal saplings/crops, farming redo crops and moretrees saplings are included.

Image

ContentDB: https://content.minetest.net/packages/TenPlus1/bonemeal

Licence: Code is MIT, Media is CC0

Dependencies: default

Optional Dependencies: farming, ethereal, moretrees, lucky_block, moretrees, flowers, dye, ferns, dryplants, df_trees, df_farming, df_primordial_items, everness

Lucky Blocks: 6
Last edited by TenPlus1 on Mon Oct 09, 2023 17:27, edited 22 times in total.

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Re: [MOD] Bonemeal [0.1] [bonemeal]

by texmex » Post

Nice! It's more polished than the bones mod I'm using. I like the particles! Are they green because you sprinkle the souls of past Sams? Found two things with it that's a bit odd however

• Is it meant to be able to grow grass and flowers on desert sand?
• Is it meant to override the sapling growing light and proximity check? As of now you can build walls of trees like this
Spoiler
Image
Thanks!

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Re: [MOD] Bonemeal [0.1] [bonemeal]

by TenPlus1 » Post

By default any group:soil will have grass and flowers growing on it, but since default farming mod classifies desert sand as soil then it's a problem, so I'll put a specific entry for desert sand and upload today...

... as for sapling light checks, yes, it's meant to override them :) Many players including myself wanted a way to force grow saplings without the need for light (or in ethereal's case specific dirt to grow on :)

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Re: [MOD] Bonemeal [0.1] [bonemeal]

by texmex » Post

TenPlus1 wrote:By default any group:soil will have grass and flowers growing on it, but since default farming mod classifies desert sand as soil then it's a problem, so I'll put a specific entry for desert sand and upload today...
Is that a concious decision you think? If so I guess I can live with it, considering how powerful this bonemeal really seems to be :)
TenPlus1 wrote:... as for sapling light checks, yes, it's meant to override them :) Many players including myself wanted a way to force grow saplings without the need for light (or in ethereal's case specific dirt to grow on :)
Alright, cool!

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Re: [MOD] Bonemeal [0.2] [bonemeal]

by TenPlus1 » Post

Updated to 0.2:

- sand, desert_sand and silver_sand will only spawn the odd dry_shrub instead of grass and flowers :)
- added global bonemeal:on_use(pos) function for other mods to use
- added flowers from bakedclay mod as decoration
Last edited by TenPlus1 on Wed Jan 18, 2017 11:40, edited 3 times in total.

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Re: [MOD] Bonemeal [0.1] [bonemeal]

by texmex » Post

Good solution. :)

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Re: [MOD] Bonemeal [0.2] [bonemeal]

by twoelk » Post

the bonemeal mod is among those that are vital for me on Xanadu. I have always liked the fertilizer concept.

I wonder though wether it might be interesting to split the power somewhat. Maybe having a cheap fertilizer that makes use of more leaves or grass with a single bone to enhance growth time but stick to the biome rules. A stronger fertilizer could be made by upgrading like needing several cheap fertilizer nodes and maybe some more mob bones to be able to override the growth rules as set by biomes and proximity. A third level might be something like a green thumb or some green boots that turn sand and stone to dirt with grass as I walk over them.

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Re: [MOD] Bonemeal [0.3] [bonemeal]

by TenPlus1 » Post

Updated to 0.3

- Added Mulch (tree surrounded by leaves) and Fertiliser (bonemeal + mulch) items
- Added growth strength (mulch = 1, bonemeal = 2, fertiliser = 3) higher the faster things grow in lower light.

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Re: [Mod] Bonemeal [0.3] [bonemeal]

by Zachary » Post

Well there is something wrong with your server!
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And Days Are Gray
Because You Have No Love
To Light Your Way"
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CRYSTAL R. KORDEL

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Re: [Mod] Bonemeal [0.3] [bonemeal]

by texmex » Post

Zachary wrote:Well there is something wrong with your server!
This is a mod, not a server. You need to be much more specific if you want your problem solved.

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Re: [Mod] Bonemeal [0.4] [bonemeal]

by TenPlus1 » Post

Updated to version 0.4:

- Added Intllib support and french translation.
- Fixed growing of moretree's rubber sapling when using technic.

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Re: [Mod] Bonemeal [0.4] [bonemeal]

by azekill_DIABLO » Post

good job!
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Re: [Mod] Bonemeal [0.4] [bonemeal]

by Linuxdirk » Post

Just found this mod! It's a must-have if one does not want to wait real-time hours for trees to grow .

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Re: [MOD] Bonemeal [0.1] [bonemeal]

by duane » Post

texmex wrote:• Is it meant to override the sapling growing light and proximity check? As of now you can build walls of trees like this
Spoiler
Image
Grow your own buildings. Very ecologically sound. I like it.
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Re: [Mod] Bonemeal [0.4] [bonemeal]

by azekill_DIABLO » Post

with pine you can build a good tower in no time
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Re: [Mod] Bonemeal [0.4] [bonemeal]

by duane » Post

Time for the trees in weird places contest.

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Error

by duane » Post

I get a crash when I add a crop. The elements of the input table are being added to the crop table, instead of the whole input table. This fixes it, though you may want more input checking.

Code: Select all

diff --git a/init.lua b/init.lua
index 92c2f03..a8cb333 100644
--- a/init.lua
+++ b/init.lua
@@ -268,7 +268,7 @@ end
 function bonemeal:add_crop(list)
 
        for n = 1, #list do
-               table.insert(crops, list[n])
+    crops[#crops+1] = list
        end
 end
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Re: [Mod] Bonemeal [0.4] [bonemeal]

by TenPlus1 » Post

duane: can you show me an example of the crops you are adding plz?

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Re: [Mod] Bonemeal [0.4] [bonemeal]

by duane » Post

TenPlus1 wrote:duane: can you show me an example of the crops you are adding plz?
https://github.com/duane-r/dpies/blob/m ... #L230-L232

You could also lose the table and use ... in the argument list and read from arg, I suppose.
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Re: [Mod] Bonemeal [0.4] [bonemeal]

by TenPlus1 » Post

it should be:

Code: Select all

bonemeal:add_crop({
	{"dpies:onion_", 3},
})

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Re: [Mod] Bonemeal [0.5] [bonemeal]

by TenPlus1 » Post

Updated to version 0.5:

- Added support for default bush and acacia bush saplings.
- Added lucky blocks.

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Re: [Mod] Bonemeal [0.5] [bonemeal]

by ManElevation » Post

bonemeal?
sounds creepy
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Re: [Mod] Bonemeal [0.5] [bonemeal]

by TenPlus1 » Post

And weirdly it's a real thing: https://en.wikipedia.org/wiki/Bone_meal

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Re: [Mod] Bonemeal [0.5] [bonemeal]

by ManElevation » Post

TenPlus1 wrote:And weirdly it's a real thing: https://en.wikipedia.org/wiki/Bone_meal
Image..
My Public Mods! Discord: Rottweiler Games#3368

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Re: [Mod] Bonemeal [0.5] [bonemeal]

by Chibi ghost » Post

ManElevation wrote:
TenPlus1 wrote:And weirdly it's a real thing: https://en.wikipedia.org/wiki/Bone_meal
Image..
you haven't lived till you've done a whole bowling lawn with fish, blood and bone
the stink is incredible

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