[Mod] Bonemeal [1.0] [bonemeal]

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TenPlus1
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[Mod] Bonemeal [1.0] [bonemeal]

by TenPlus1 » Tue Jan 17, 2017 21:16

Bonemeal is crushed from bones found in dirt or by using player 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

Download: https://notabug.org/TenPlus1/bonemeal/a ... master.zip

Source: https://notabug.org/TenPlus1/bonemeal

License: MIT

Dependencies: default, ethereal?, moretrees?

Lucky Blocks: 5
Last edited by TenPlus1 on Thu Jun 07, 2018 10:21, edited 16 times in total.
 

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

by texmex » Tue Jan 17, 2017 22:58

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


Thanks!
 

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

by TenPlus1 » Wed Jan 18, 2017 08:22

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 » Wed Jan 18, 2017 09:37

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 » Wed Jan 18, 2017 09:45

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 [0.2] [bonemeal]

by twoelk » Wed Jan 18, 2017 11:11

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 » Wed Jan 18, 2017 15:56

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 » Fri May 19, 2017 09:38

Well there is something wrong with your server!
"Your Skies Are Dark
And Days Are Gray
Because You Have No Love
To Light Your Way"
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Re: [Mod] Bonemeal [0.3] [bonemeal]

by texmex » Fri May 19, 2017 10:39

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 » Fri May 19, 2017 14:08

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 Linuxdirk » Fri Jun 23, 2017 15:55

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 » Sat Jun 24, 2017 06:09

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


Grow your own buildings. Very ecologically sound. I like it.
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Re: [Mod] Bonemeal [0.4] [bonemeal]

by duane » Thu Jun 29, 2017 08:02

Time for the trees in weird places contest.

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Error

by duane » Fri Jun 30, 2017 01:59

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 » Fri Jun 30, 2017 19:39

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 » Sat Jul 01, 2017 00:40

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 » Sat Jul 01, 2017 12:53

it should be:

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

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

by TenPlus1 » Mon Jul 24, 2017 19:11

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 Chibi ghost » Tue Sep 12, 2017 16:12

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
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