[Modpack] Aeroponics [011413][pipeworks][liquids][plantlib][aero]
Not really I had very old release of this mod. Thanks for help
my mods: infrastructure_modpack | papyrus_bed | papyrus_door my blog: radekslowik.pl
It was only:
in plants.lua Now I making new hydroculture. I pulverized other blocks like promix, lamps, etc.
Code: Select all
plants = {
tomato = {name='tomato',growtype='tall'},
peas = {name='peas',growtype='tall'},
habanero = {name='habanero',growtype='tall'},
}
my mods: infrastructure_modpack | papyrus_bed | papyrus_door my blog: radekslowik.pl
i was thinking barley to beer for starters, but wheat and bread would be cool too :-) but the existing plants could also grow too outdoors? the outdoor equivalent would give less and take more time to grow, since you dont have equipment to help you grow.
If you want to add plants yourself though, it' pretty easy :-) you need 4-5 textures like the other plants, and make an entry in the plants array :-) share it here and ill include it w/ credits :-)
If you want to add plants yourself though, it' pretty easy :-) you need 4-5 textures like the other plants, and make an entry in the plants array :-) share it here and ill include it w/ credits :-)
I just harvested some and i got seeds and 2 habanero. Are you getting an error message of any kind? is your inventory full? perhaps you had one spot free but you got seeds before the plant :-/
Last edited by mauvebic on Wed Aug 08, 2012 16:44, edited 1 time in total.
Gage wrote:how do you make promix im so confused ):{
minetest.register_craft({ output = 'hydro:promix 6', recipe = {
{'', 'default:clay_lump',''},
{'default:dirt', 'default:dirt', 'default:dirt'},
{'default:dirt', 'default:dirt', 'default:dirt'},
}})
Copied from the last part of the init.lua of the Hydroculture mod. (where are also the other crafts of that mod).
- guilleelcapoextra
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If you're going to rewrite it I'll write some of my experience with the mod. I like it since it allows growing things. Plantlife is something I love in singleplayer worlds. With hydroculture, it was a bit difficult to get the plants to actually grow. The area had to be set up specificly (water underneath, then the promix block, then seed, x free fields, lamp - at the exact hight). At first I didn't get the height right and was waiting and waiting for anything to grow.
It would be great if your plants could grow on farmland from farming as well - and vice versa. The idea of plants which you don't have to remove completly but where you can just harvest the fruits is good. That is more realistic than pulling out the whole plant. Maybe you could make the plant that is bereft of its fruits even harder to uproot so that it isn't accidently pulled out after the harvesting. Or require an axe to remove the plant itself. And it would be great if that type of plant could grow 2-3 blocks high - with each part beeing able to be harvested and re-growing fruits :-) There are other mods which might come into play here. Bushes are decorative and provide strawberrys (they could learn to give those *without* disappearing as a plant - just like your hydro-plants do). Farming has strawberries as well. Maybe a diffrent species. Farming also provides tomatoes; where your mod provides another kind of tomatoes. I'd prefer a way of having plants and their fruits interchangable between mods :-)
Regarding the textures, there is hardly any need to improve them. They look fine! It's only the seeds that are a bit boring (although realistic) and difficult to distinguish. The plants that provide the seeds arn't easily distinguishable either. Maybe you could get strawberry seeds from the bushes-mod and rose seeds from the flowers-mod and its roses. If they are installed.
If you want to add new textures, please do them for additional plants :-) And it would be really great if all those mods out there for growing plants could fit together in a better way.
It would be great if your plants could grow on farmland from farming as well - and vice versa. The idea of plants which you don't have to remove completly but where you can just harvest the fruits is good. That is more realistic than pulling out the whole plant. Maybe you could make the plant that is bereft of its fruits even harder to uproot so that it isn't accidently pulled out after the harvesting. Or require an axe to remove the plant itself. And it would be great if that type of plant could grow 2-3 blocks high - with each part beeing able to be harvested and re-growing fruits :-) There are other mods which might come into play here. Bushes are decorative and provide strawberrys (they could learn to give those *without* disappearing as a plant - just like your hydro-plants do). Farming has strawberries as well. Maybe a diffrent species. Farming also provides tomatoes; where your mod provides another kind of tomatoes. I'd prefer a way of having plants and their fruits interchangable between mods :-)
Regarding the textures, there is hardly any need to improve them. They look fine! It's only the seeds that are a bit boring (although realistic) and difficult to distinguish. The plants that provide the seeds arn't easily distinguishable either. Maybe you could get strawberry seeds from the bushes-mod and rose seeds from the flowers-mod and its roses. If they are installed.
If you want to add new textures, please do them for additional plants :-) And it would be really great if all those mods out there for growing plants could fit together in a better way.
A list of my mods can be found here.
I can say this much about the new mod:
ittl be called aeroponics
it wont require dirt
it wont require special lights (it will simply check light values)
the harvests will be perpetual until you remove the plant (or plant something else)
it will need water but not in the traditional sense (pipeworks and aeroponics equipment as opposed to placing water nodes which avg players don't have access to)
unknown: seeds work on a land map, but not a space map. So dont expect seeds/weeds to spawn naturally, youll prolly need a market mod or some other arrangement.
ittl be called aeroponics
it wont require dirt
it wont require special lights (it will simply check light values)
the harvests will be perpetual until you remove the plant (or plant something else)
it will need water but not in the traditional sense (pipeworks and aeroponics equipment as opposed to placing water nodes which avg players don't have access to)
unknown: seeds work on a land map, but not a space map. So dont expect seeds/weeds to spawn naturally, youll prolly need a market mod or some other arrangement.
Last edited by mauvebic on Wed Jan 02, 2013 11:14, edited 1 time in total.
- rubenwardy
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This is a very nice mod, I will be adding support for it in my food mod
1st version released :-)
Seeds and equipment have to be pulled from creative ( anyone can feel free to write a mod for crafts and natural seed spawning )
Rubenwardy: look at the plantlib mod: thats where the crops and seeds are :-)
Seeds and equipment have to be pulled from creative ( anyone can feel free to write a mod for crafts and natural seed spawning )
Rubenwardy: look at the plantlib mod: thats where the crops and seeds are :-)
Last edited by mauvebic on Wed Jan 02, 2013 20:57, edited 1 time in total.
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