[mod] Not so simple plants and fungi [nsspf]
Re: [mod] Not so simple plants and fungi [nsspf]
There is an ABM to remove them from the map!
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Re: [mod] Not so simple plants and fungi [nsspf]
IMO it would make more sense to overwrite those mushrooms with 2 mushrooms from this mod to match the style of everything else. Or just add 2 additional mushrooms just to replace the default mushrooms, by using a close equivalent instead.
An ABM is usually costly and it also does not get rid of brown and red mushrooms in inventories.
It is ugly to have the default mushrooms still present in the game, alongside the 3D mushrooms which are very different.
An ABM is usually costly and it also does not get rid of brown and red mushrooms in inventories.
It is ugly to have the default mushrooms still present in the game, alongside the 3D mushrooms which are very different.
Re: [mod] Not so simple plants and fungi [nsspf]
As I mentioned this mod has 28 of them, a lot of them with interval = 1 and chance = 1Wuzzy wrote:An ABM is usually costly...
Definitively too much for a few mushrooms
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Re: [mod] Not so simple plants and fungi [nsspf]
this mod might increase the server lag A LOT
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Re: [mod] Not so simple plants and fungi [nsspf]
well because I know you are a little kid who creates a channel called tails the fox ha ha identity exposedTailsTheFoxDoes MT wrote:Ugh this is too COMPLEX for me! :Pnpx wrote:A mod that adds wild plants and fungi in order to give another source of food without farming.
For now there are only 29 fungi and no plants.
You just have to walk around in the different biomes and gather the fungi.
All the fungi are taken from the real world and thay have their scientific names. Many of them are good to eat, but others can be lethal.
There are 5 types of fungi:
-Ectomycorrhizal fungi: grows in association with the roots of trees, the mycelium grows in the ground and sometimes a mushroom will grow. There are also truffles, hard to find (truffles are produced underground)
-Saprobiontic fungi: divided in 4 categories distiguished by where they grow
+Jungle fungi grow on trees trunks in the jungle.
+Grass fungi grow as mycelium underground in grassland and sometimes produce a mushroom on the surface.
+Snowbank fungi act as grass fungi but under the snow.
+Tree fungi as jungle fungi grow on trees trunks of trees and pine trees.
The mushrooms:
Fungi are generated by abm, so their growth will require some time.
It is possible to farm the fungi with the spores. Exposed to air mycelium will die and the dirt left may contain spores, dropped when digged.
For saprobiontic is necessary to click with the spores the ground (dirt_with_grass or dirt_with_snow) to grow a new mycelium under the node. Ectomycorrhizal fungi spores need to placed on the bottom of the right trunk of a tree, each fungus need a specific tree.
Many mushrooms are hard to digest so it is better to cook them before eating, in order to appreciate their nutritional value fully. Cooking could also inactivate the toxin in poisonous fungi (only in some of them obviously!). In other cases cooking may damage the benefic propreties of the mushrooms reducing his nutritional value.
License: LGPLv3 for the code; CC BY-SA 4.0 for the models and textures
Github: https://github.com/NPXcoot/nsspf
Download: https://github.com/NPXcoot/nsspf/archive/master.zip
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Re: [mod] Not so simple plants and fungi [nsspf]
You're right, but I really don't know how it could be done... Is it possible to remove them?Wuzzy wrote:IMO it would make more sense to overwrite those mushrooms with 2 mushrooms from this mod to match the style of everything else. Or just add 2 additional mushrooms just to replace the default mushrooms, by using a close equivalent instead.
An ABM is usually costly and it also does not get rid of brown and red mushrooms in inventories.
It is ugly to have the default mushrooms still present in the game, alongside the 3D mushrooms which are very different.
Re: [mod] Not so simple plants and fungi [nsspf]
Maybe not all of them, but I think most of the ABMs can be replaced with node timersnpx wrote: You're right, but I really don't know how it could be done... Is it possible to remove them?
Re: [mod] Not so simple plants and fungi [nsspf]
I meant default mushrooms as suggested by Wuzzy...burli wrote:Maybe not all of them, but I think most of the ABMs can be replaced with node timersnpx wrote: You're right, but I really don't know how it could be done... Is it possible to remove them?
I know that the mod is heavy and has a lot of ABM, but I think it would be hard to reduce them in number, I will think about the use of node timers
Re: [mod] Not so simple plants and fungi [nsspf]
Ah, sorry. You can overwrite them with own mushrooms, but you still have the default spread ABM. Or you can remove themnpx wrote: I meant default mushrooms as suggested by Wuzzy...
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Re: [mod] Not so simple plants and fungi [nsspf]
EDIT: never mind
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Re: [mod] Not so simple plants and fungi [nsspf]
Very nice mod and models. Would love to see them "out in the wild". Maybe there'll be a new natrue-mod-collection as a subgame? Eden2 was very nice, and the mushrooms would fit in excellently in such a subgame.
A list of my mods can be found here.
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Re: [mod] Not so simple plants and fungi [nsspf]
Are these mushrooms supposed to be this pervasive?
You may want to implement some system that limits the amount of mushrooms spawning, as they've ended up on just about every southern node face on my server...
Also, why is on_place set to return nil and not allow placement at all for collected mushrooms?
You may want to implement some system that limits the amount of mushrooms spawning, as they've ended up on just about every southern node face on my server...
Also, why is on_place set to return nil and not allow placement at all for collected mushrooms?
Last edited by Piezo_ on Tue Dec 04, 2018 10:03, edited 1 time in total.
while (true) { suffer(); }
Re: [mod] Not so simple plants and fungi [nsspf]
I used the torch code to tweak your mod and it makes a lot more sense : if not, the mushrooms just stay in place when the node they are attached to moves or is destroyed. Flying mushrooms are weird you know...
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Re: [mod] Not so simple plants and fungi [nsspf]
Could you post a link to this version? (Also, maybe do something about the things I mentioned in the last post?)Lord_Vlad wrote:I used the torch code to tweak your mod and it makes a lot more sense : if not, the mushrooms just stay in place when the node they are attached to moves or is destroyed. Flying mushrooms are weird you know...
while (true) { suffer(); }
Re: [mod] Not so simple plants and fungi [nsspf]
http://sprunge.us/ag1s9hPiezo_ wrote:Could you post a link to this version? (Also, maybe do something about the things I mentioned in the last post?)Lord_Vlad wrote:I used the torch code to tweak your mod and it makes a lot more sense : if not, the mushrooms just stay in place when the node they are attached to moves or is destroyed. Flying mushrooms are weird you know...
This is my mushroom.lua file, it's the only one I changed.
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Re: [mod] Not so simple plants and fungi
Is the mod abandoned? Should I fork and fix the other issues myself?
while (true) { suffer(); }
Re: [mod] Not so simple plants and fungi
Yep, sure does seem abandoned to me. Fork and fix you should. E:-PPiezo_ wrote:Is the mod abandoned? Should I fork and fix the other issues myself?
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Re: [mod] Not so simple plants and fungi
I only do that if I have some reason to (usually because the mod is worthwhile enough that I wouldn't want to get rid of it, but it's not in a usable state as-is). If you're looking for something vaguely similar but MUCH more lightweight, I did make this mod as a replacement when I removed nsspf from my server.Inocudom wrote:Yep, sure does seem abandoned to me. Fork and fix you should. E:-P
while (true) { suffer(); }
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