[Mod] Biofuel [0.8] [biofuel]

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Lokrates
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[Mod] Biofuel [0.8] [biofuel]

by Lokrates » Post

A Minetest-Mod to produce biofuel from unused plants.
Forked from Compost Mod by Vitalie

Image

Image

Image

Video by Nathan Salapat

1 Vial (Burntime 10 sec)
4 Vials = 1 Bottle (Burntime 40 sec)
9 Bottles = 1 Can (Burntime 370 sec)

Supported modifications:
Pipeworks
Farming_Redo
Wine
Cucina Vegana
Pooper
Hopper

Download V0.8 for Minetest 5.4.0+
Download V0.5 for Minetest 0.4.16+
Attachments
Recipes_04.png
Recipes_04.png (13.7 KiB) Viewed 3798 times
Refinery_04.png
Refinery_04.png (23.75 KiB) Viewed 3798 times
screenshot_04.png
screenshot_04.png (22.97 KiB) Viewed 3798 times
Last edited by Lokrates on Fri Mar 31, 2023 13:40, edited 6 times in total.
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amadin
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Re: [Mod] Biofuel [0.1] [biofuel]

by amadin » Post

When I saw the name, I thought it was fuel from excrement of cows and pigs or biodiesel. Biofuel is in the standard game - coal

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Re: [Mod] Biofuel [0.1] [biofuel]

by Lokrates » Post

amadin wrote:When I saw the name, I thought it was fuel from excrement of cows and pigs or biodiesel.
It is fuel from plants like biodiesel. But I can add support for the Pooper-Mod. Then you can play with excrement.
amadin wrote: Biofuel is in the standard game - coal
Coal is fossil fuel.
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Re: [Mod] Biofuel [0.1] [biofuel]

by ShallowDweller » Post

FINALY! A use for all those endless seed stacks!

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Re: [Mod] Biofuel [0.1] [biofuel]

by Sokomine » Post

The machine to create the biofuel looks particulary nice.
A list of my mods can be found here.

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Re: [Mod] Biofuel [0.2] [biofuel]

by Lokrates » Post

Update to version 0.2

BuckarooBanzay added protection calls and Pipeworks-Support.
additional Pooper-Support.
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[Update] Biofuel 0.4 [2019.06.06]

by Lokrates » Post

Update to version 0.4

- The refinery now processes additional plants from Cucina Vegana and Farming Redo.
- The modification was somewhat overpowered, the refinery now produces only vials of fuel.
- You can now fill oil and spirits from Wine, Farming Redo and Cucina Vegana in the canister.
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Re: [Mod] Biofuel [0.4] [biofuel]

by ThorfinnS » Post

Very cool. Thanks!

How about using some group, say, biofuel=1, for whether something is biofuel-able, so all the mod maker (like Clyde for vegana or runs for cool trees or whatever) need do is set that group when he defines the node and it's supported? Keeps you from having to issue new releases to keep up with new mods.

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Re: [Mod] Biofuel [0.4] [biofuel]

by FreeGamers » Post

I don't have "wine" by TenPlus1 currently activated on my server and I'm getting this in my error log.
2019-06-07 00:08:46: ERROR[Main]: ModError: Failed to load and run script from /usr/share/games/minetest/mods/lib_items/biofuel/init.lua:
2019-06-07 00:08:46: ERROR[Main]: .../share/games/minetest/mods/lib_items/biofuel/biofuel.lua:73: Attempt to override non-existent item wine:bottle_rum
2019-06-07 00:08:46: ERROR[Main]: stack traceback:
2019-06-07 00:08:46: ERROR[Main]: [C]: in function 'error'
2019-06-07 00:08:46: ERROR[Main]: /usr/share/games/minetest/builtin/game/register.lua:388: in function 'override_item'
2019-06-07 00:08:46: ERROR[Main]: .../share/games/minetest/mods/lib_items/biofuel/biofuel.lua:73: in main chunk
2019-06-07 00:08:46: ERROR[Main]: [C]: in function 'dofile'
2019-06-07 00:08:46: ERROR[Main]: /usr/share/games/minetest/mods/lib_items/biofuel/init.lua:1: in main chunk
Looks like you have a hard dependency there. I have Pooper and Farming Redo installed so I haven't tested dependencies against those.
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Re: [Mod] Biofuel [0.4] [biofuel]

by FreeGamers » Post

2019-06-07 00:15:10: ERROR[Main]: ModError: Failed to load and run script from /usr/share/games/minetest/mods/lib_items/biofuel/init.lua:
2019-06-07 00:15:10: ERROR[Main]: .../share/games/minetest/mods/lib_items/biofuel/biofuel.lua:102: Attempt to override non-existent item cucina_vegana:sunflower_seeds_oil
2019-06-07 00:15:10: ERROR[Main]: stack traceback:
2019-06-07 00:15:10: ERROR[Main]: [C]: in function 'error'
2019-06-07 00:15:10: ERROR[Main]: /usr/share/games/minetest/builtin/game/register.lua:388: in function 'override_item'
2019-06-07 00:15:10: ERROR[Main]: .../share/games/minetest/mods/lib_items/biofuel/biofuel.lua:102: in main chunk
2019-06-07 00:15:10: ERROR[Main]: [C]: in function 'dofile'
2019-06-07 00:15:10: ERROR[Main]: /usr/share/games/minetest/mods/lib_items/biofuel/init.lua:1: in main chunk
I reenabled wine and then got this error. I don't have the vegan mod installed.
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Re: [Mod] Biofuel [0.4] [biofuel]

by FreeGamers » Post

It works fine if I comment out the lines referring to the crafting recipes of the other mods. That was in the biofuels.lua file. Perhaps you could add some sort of IF statement to look for mod-paths of the other mods before executing these lines as they're creating hard dependencies for your mod? I'm not that great at programming (yet) or I'd add them for you.

My thoughts on this mod are: "Cool!". I like any mod that further extends existing functionality of items already in the game. I've been using the compost mod you forked this from to reuse plant parts that have been storing up in my storage chests. This mod also got me to re-add the "Pooper" mod to my server too since I was starting to view that mod as a bit useless after awhile.
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Re: [Mod] Biofuel [0.4] [biofuel]

by FreeGamers » Post

I've just got around to using it in game. Here are some thoughts:

It crafts *really* fast. It goes from 0% to 100% in about 4-5 seconds.

The names are a bit confusing. Phial Fuel, Bottle Fuel, and Fuel Canister do not conform to convey clarity. Wouldn't something along the line of "Vial of Biofuel", "Bottle of Biofuel", and "Canister of Biofuel" be a bit more obvious to users? Even the alternative "Biofule Vial", "Biofuel Bottle", or "Biofuel Canister" work fine. I tested crafting it, using it in a furnace, crafting higher tier biofuels, and crafting a canister from ethanol drinks in "wine". Good mod! I'm going to adjust the values in my server like I've listed above.
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Re: [Mod] Biofuel [0.4.1] [biofuel]

by Lokrates » Post

I have fixed the dependency bug provisional. Looks like I have not tested the mod enough. I will include the other suggestions in the next version. My programming skills and English skills are rather modest.
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Re: [Mod] Biofuel [0.4.1] [biofuel]

by FreeGamers » Post

Lokrates wrote:I have fixed the dependency bug provisional. Looks like I have not tested the mod enough. I will include the other suggestions in the next version. My programming skills and English skills are rather modest.
The mod seems to work fine. I've been making biofuel out of poop all day. Don't worry about missing that, things get over looked sometimes. I'm glad you updated the mod! I'll check it out in git.
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Re: [Mod] Biofuel [0.4.1] [biofuel]

by FreeGamers » Post

Would you consider adding support for the "nettle" mod?
viewtopic.php?f=9&t=22309

EDIT: actually, it seemed to work fine "out of the box".
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Update [Mod] Biofuel [0.5] [biofuel]

by Lokrates » Post

New in version 0.5

- Dependencies bug fixed
- settingtypes.txt for easy configuration added
- api.txt for easy support of modifications added
- French, Italian and Spanish translations added with the google translator

Some beta tests would be fine before I upload the modification to the content database.
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Re: Update [Mod] Biofuel [0.5] [biofuel]

by FreeGamers » Post

Lokrates wrote:New in version 0.5

- Dependencies bug fixed
- settingtypes.txt for easy configuration added
- api.txt for easy support of modifications added
- French, Italian and Spanish translations added with the google translator

Some beta tests would be fine before I upload the modification to the content database.
I threw version 0.5 into my server. No error messages this time around and I see you cleaned up the names. I think it looks really good. I still think the biomass processes into fuel very quickly out of the box. I sort of like how compost slowly converts it over time. But I was able to use the settingtypes.conf parameter to adjust the behavior by adding the line "fuel_production_time = 300" to my minetest.conf file.

Looks good!
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Update Biofuel to Version 0.6

by Lokrates » Post

- Add leafdecay, leafdecay_drop, and mushroom groups (OgelGames)
- Correctly handle output (OgelGames)
- Add support for Vines mod (6r1d)
- "Food Waste"-Option added in the settings menu (Lokrates)
- Change from intllib to minetest.translate (Lokrates)
- Extended support for cucina_vegana and farming_redo (Lokrates)
- Refactor biofuel group registration but do not override item groups (Mazes-80)
- Adds support for Poisonivy mod (Mazes-80)
- New biofuel can texture (El-Naso)
- Hopper Support : FaceDeer's Version (Lokrates/OgelGames)

Thanks to all helpers and testers.
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Re: [Mod] Biofuel [0.6] [biofuel]

by Codesound » Post

Minetest 5.4, biofuel0.6
Hi,

Thanks for your work!
I use for many time this mod with the "simple helicopter" mod. But with the last update doesn't charge the helicopter fuel when punched in.... is my error?

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Re: [Mod] Biofuel [0.6] [biofuel]

by apercy » Post

Codesound wrote:
Sat Mar 27, 2021 11:22
Minetest 5.4, biofuel0.6
Hi,

Thanks for your work!
I use for many time this mod with the "simple helicopter" mod. But with the last update doesn't charge the helicopter fuel when punched in.... is my error?
It's my fault. The helicopter mod is compatible with another biofuel mod, but the new ultralight mod can use both. I'll adapt the helicopter to use this mod too

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Re: [Mod] Biofuel [0.6] [biofuel]

by apercy » Post

apercy wrote:
Sat Mar 27, 2021 11:39
Codesound wrote:
Sat Mar 27, 2021 11:22
Minetest 5.4, biofuel0.6
Hi,

Thanks for your work!
I use for many time this mod with the "simple helicopter" mod. But with the last update doesn't charge the helicopter fuel when punched in.... is my error?
It's my fault. The helicopter mod is compatible with another biofuel mod, but the new ultralight mod can use both. I'll adapt the helicopter to use this mod too
Done!
https://github.com/APercy/helicopter

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Re: [Mod] Biofuel [0.6] [biofuel]

by Codesound » Post

apercy wrote:
Sat Mar 27, 2021 11:56
apercy wrote:
Sat Mar 27, 2021 11:39
Codesound wrote:
Sat Mar 27, 2021 11:22
Minetest 5.4, biofuel0.6
Hi,

Thanks for your work!
I use for many time this mod with the "simple helicopter" mod. But with the last update doesn't charge the helicopter fuel when punched in.... is my error?
It's my fault. The helicopter mod is compatible with another biofuel mod, but the new ultralight mod can use both. I'll adapt the helicopter to use this mod too
Done!
https://github.com/APercy/helicopter
Wow...... Quick update!!! Thanks..... Now works again!!!
Thanks again

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Re: [Mod] Biofuel [0.6] [biofuel]

by apercy » Post

Codesound wrote:
Sat Mar 27, 2021 12:35
apercy wrote:
Sat Mar 27, 2021 11:56
apercy wrote:
Sat Mar 27, 2021 11:39


It's my fault. The helicopter mod is compatible with another biofuel mod, but the new ultralight mod can use both. I'll adapt the helicopter to use this mod too
Done!
https://github.com/APercy/helicopter
Wow...... Quick update!!! Thanks..... Now works again!!!
Thanks again
I only adapted it from another of my mods that use Lokrates biofuel too =)
viewtopic.php?f=9&t=26391

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Re: [Mod] Biofuel [0.6] [biofuel]

by apercy » Post

apercy wrote:
Sat Mar 27, 2021 14:15
Codesound wrote:
Sat Mar 27, 2021 12:35
apercy wrote:
Sat Mar 27, 2021 11:56


Done!
https://github.com/APercy/helicopter
Wow...... Quick update!!! Thanks..... Now works again!!!
Thanks again
I only adapted it from another of my mods that use Lokrates biofuel too =)
viewtopic.php?f=9&t=26391
The yesterday correction was inneficient and with some bugs. So I made a huge refactory in the code and 3D model.
Now it suppports passenger. The control was changed a bit. It starts by keyboard only, but if you type E key, it changes to the old way, by mouse and keyboard.

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Re: [Mod] Biofuel [0.6] [biofuel]

by revevil » Post

I've got one word for anyone who wants to expend less effort to create biofuel... GARLIC! It only has to grow to stage 5. You 3 bulbs per plant on average. There are 8 cloves in a bulb, so you see how this can quickly add up. Then all you have to do is use the cloves for the biofuel, and you get a ton of it!

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