[mod] Nettles and Other Weed [1.0.1] [nettle]

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

[mod] Nettles and Other Weed [1.0.1] [nettle]

by Hume2 » Fri Mar 08, 2019 19:59

Nettles and Other Weed
Hello everyone!


WARNING: Adding this mod to an old world might result in rapid growth of weed. Before doing so, make sure that no weeds will grow in key areas of your world.

Image

This mod makes weed spawning on griefed plots. The weed spawns sparsely on naturally generated terrain too, mainly at cliff edges. If the plot is griefed, nettles and other weed spawn much more frequently. Finally, owners of junky plots will get a revenge!

Nettles and carduus cause 1 damage per second. Cleavers slow down player's movement. Impatiens don't harm the player as such, it only doesn't look well. Scotch broom acts like a solid block. Giant hogweed causes 2 damage and hurts the players on punch. Other than that, all these plants can be used as fuel and burn 3 seconds each, scotch broom burns 6 seconds.

More screenshots:
+ Spoiler


License: MIT

Dependencies
  • default

Download
Attachments
screenshot_20190309_124706.jpg
(114.28 KiB) Not downloaded yet
screenshot_20190308_195420.jpg
(67.44 KiB) Not downloaded yet
screenshot_20190308_201003.jpg
(38.76 KiB) Not downloaded yet
Last edited by Hume2 on Fri Mar 15, 2019 15:53, edited 7 times in total.
If you lack the reality, go on a trip or find a job.
 

sofar
Developer
 
Posts: 1998
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [WIP] Nettles and Other Weed [nettle]

by sofar » Fri Mar 08, 2019 21:51

Please, *please* add "scotch broom" to this mod. kthx.
 

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: [WIP] Nettles and Other Weed [nettle]

by Hume2 » Sat Mar 09, 2019 09:41

sofar wrote:Please, *please* add "scotch broom" to this mod. kthx.

Thanks for idea. I've just added it.
If you lack the reality, go on a trip or find a job.
 

Kroukuk
Member
 
Posts: 52
Joined: Tue Feb 27, 2018 18:08
In-game: Kroukuk
 

User avatar
cx384
Member
 
Posts: 498
Joined: Wed Apr 23, 2014 09:38
GitHub: cx384
IRC: cx384

Re: [WIP] Nettles and Other Weed [nettle]

by cx384 » Sat Mar 09, 2019 12:48

Nettles, impatiens, cleavers, carduus, scotch broom and giant hogweed!
No problem for me as long as there are no sunflowers. :D

Nevertheless, something like antipest for this mod would be great.
Can your read this?
 

User avatar
Imk
Member
 
Posts: 56
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Imk » Wed Mar 13, 2019 00:31

This hell server with such settings lags. put an interval of about 8 minutes and test 90 chance)
 

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Hume2 » Wed Mar 13, 2019 06:52

Imk wrote:This hell server with such settings lags. put an interval of about 8 minutes and test 90 chance)

I merged 10 AMBs into one. The weed spawning ABM has now time 80 instead of 8. Does it help or it's still too much laggy?
If you lack the reality, go on a trip or find a job.
 

twoelk
Member
 
Posts: 1286
Joined: Fri Apr 19, 2013 16:19
Location: northern Germany
GitHub: twoelk
IRC: twoelk
In-game: twoelk

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by twoelk » Wed Mar 13, 2019 10:44

cool, I like the cliff edge idea.
you might want to look into this mod by some french school kids so as to avoid any naming and recipe conflicts and maybe consider some aliases or such to possibly ad value if both are enabled in the same map.
 

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Hume2 » Wed Mar 13, 2019 15:26

twoelk wrote:cool, I like the cliff edge idea.
you might want to look into this mod by some french school kids so as to avoid any naming and recipe conflicts and maybe consider some aliases or such to possibly ad value if both are enabled in the same map.

Well, the mod you linked adds nettles but its technical name is "ortie", so there are no collisions. It has also a different point of view. From their point of view, nettles are something worth farming and they most likely don't have any personal experience with them, except eating the soup. From my point of view, nettles are invasive plants those must be fought against. If you like both mods, better truncate the ortie mod to the soup and change the recipe from ortie:ortie to nettle:nettle.
If you lack the reality, go on a trip or find a job.
 

User avatar
Imk
Member
 
Posts: 56
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Imk » Wed Mar 13, 2019 19:43

Come see for yourself) viewtopic.php?f=23&t=21055

now put so

Code: Select all
-- ABM

minetest.register_abm({
   nodenames = {"group:spreading_dirt_type", "default:dirt", "group:ethereal_grass"},
   neighbors = {"default:dirt"},
   interval = 8800,
   chance = 90,
   action = function(pos, node)
      local above = {x=pos.x, y=pos.y+1, z=pos.z}
      if minetest.get_node(above).name ~= "air" then
         return
      end
      local dirts = 0
      local airs = 0
      for x_ = pos.x-1, pos.x+1 do
         for y_ = pos.y-1, pos.y+1 do
            for z_ = pos.z-1, pos.z+1 do
               local nn = minetest.get_node({x=x_, y=y_, z=z_}).name
               if (nn == "default:dirt") or nn == ("default:stone") then
                  dirts = dirts+1;
               end
               if (nn == "air") or (minetest.get_item_group(nn, "flora") > 0) then
                  airs = airs+1;
               end
            end
         end
      end
      if (dirts < 14) and (airs < 14) then
         return
      end
      if (minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name ~= "air") or (minetest.get_node_light(above, 0.5) < 8) then
         minetest.set_node(above, {name = "nettle:impatiens"})
      elseif minetest.get_node_light(above, 0.5) < 13 then
         minetest.set_node(above, {name = "nettle:cleavers"})
      else
         minetest.set_node(above, {name = "nettle:nettle"})
      end
   end
})

local function count_nodes(pos, name)
   local result = 0
   for x_ = pos.x-1, pos.x+1 do
      for y_ = pos.y-1, pos.y+1 do
         for z_ = pos.z-1, pos.z+1 do
            if minetest.get_node({x=x_, y=y_, z=z_}).name == name then
               result = result+1;
            end
         end
      end
   end
   return result
end

minetest.register_abm({
   nodenames = {"nettle:nettle"},
   neighbors = {"nettle:nettle"},
   interval = 3900,
   chance = 90,
   action = function(pos, node)
      if count_nodes(pos, "nettle:nettle") >= 4 then
         minetest.set_node(pos, {name = "nettle:carduus"})
      end
   end
})

minetest.register_abm({
   nodenames = {"nettle:carduus"},
   neighbors = {"nettle:carduus"},
   interval = 4000,
   chance = 90,
   action = function(pos, node)
      if count_nodes(pos, "nettle:carduus") >= 2 then
         minetest.set_node(pos, {name = "nettle:scotch_broom"})
      end
   end
})

minetest.register_abm({
   nodenames = {"nettle:cleavers"},
   neighbors = {"nettle:cleavers"},
   interval = 5100,
   chance = 90,
   action = function(pos, node)
      if count_nodes(pos, "nettle:cleavers") >= 4 then
         minetest.set_node(pos, {name = "nettle:giant_hogweed"})
      end
   end
})

minetest.register_abm({
   nodenames = {"nettle:nettle"},
   neighbors = {"nettle:impatiens"},
   interval = 6200,
   chance = 90,
   action = function(pos, node)
      minetest.set_node(pos, {name = "nettle:impatiens"})
   end
})

minetest.register_abm({
   nodenames = {"nettle:impatiens"},
   neighbors = {"nettle:cleavers"},
   interval = 7300,
   chance = 90,
   action = function(pos, node)
      minetest.set_node(pos, {name = "nettle:cleavers"})
   end
})

minetest.register_abm({
   nodenames = {"nettle:cleavers"},
   neighbors = {"nettle:nettle"},
   interval = 8400,
   chance = 90,
   action = function(pos, node)
      minetest.set_node(pos, {name = "nettle:nettle"})
   end
})

minetest.register_abm({
   nodenames = {"nettle:impatiens"},
   neighbors = {"nettle:carduus"},
   interval = 9500,
   chance = 90,
   action = function(pos, node)
      minetest.set_node(pos, {name = "nettle:nettle"})
   end
})

minetest.register_abm({
   nodenames = {"nettle:nettle"},
   neighbors = {"nettle:scotch_broom"},
   interval = 10600,
   chance = 90,
   action = function(pos, node)
      minetest.set_node(pos, {name = "nettle:cleavers"})
   end
})

minetest.register_abm({
   nodenames = {"nettle:cleavers"},
   neighbors = {"nettle:giant_hogweed"},
   interval = 11700,
   chance = 90,
   action = function(pos, node)
      minetest.set_node(pos, {name = "nettle:impatiens"})
   end
})

minetest.register_abm({
   nodenames = {"nettle:scotch_broom"},
   interval = 12800,
   chance = 90,
   action = function(pos, node)
      local above = {x=pos.x, y=pos.y+1, z=pos.z}
      if minetest.get_node(above).name ~= "air" then
         return
      end
      for x_ = pos.x-1, pos.x+1 do
         for z_ = pos.z-1, pos.z+1 do
            if minetest.get_node({x=x_, y=pos.y, z=z_}).name == "air" then
               return;
            end
         end
      end
      minetest.set_node(above, {name = "nettle:scotch_broom"})
   end
})

 

User avatar
Imk
Member
 
Posts: 56
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk
 

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Hume2 » Thu Mar 14, 2019 06:11

I'm surprised that you need such long intervals. This way, it must take more than one hour to spawn a nettle in a properly griefed plot. For comparison, grass spreading uses interval 8 and chance 50 and moss growth uses interval 16 and chance 200.

It's strange, all three links work for me. That way, you might have not seen my newest change. In case you still can't see it, I post the init.lua file here:
Code: Select all
minetest.register_node("nettle:nettle", {
   description = "Nettle",
   drawtype = "plantlike",
   waving = 1,
   visual_scale = 1.4,
   tiles = {"nettle_nettle.png"},
   inventory_image = "nettle_nettle.png",
   wield_image = "nettle_nettle.png",
   paramtype = "light",
   sunlight_propagates = true,
   walkable = false,
   buildable_to = true,
   damage_per_second = 1,
   groups = {snappy = 2, flora = 1, attached_node = 1, flammable = 1, nettle_weed = 1},
   sounds = default.node_sound_leaves_defaults(),
   selection_box = {
      type = "fixed",
      fixed = {-6 / 16, -0.5, -6 / 16, 6 / 16, 0.5, 6 / 16},
   },
})

minetest.register_node("nettle:impatiens", {
   description = "Impatiens",
   drawtype = "plantlike",
   waving = 1,
   visual_scale = 1.4,
   tiles = {"nettle_impatiens.png"},
   inventory_image = "nettle_impatiens.png",
   wield_image = "nettle_impatiens.png",
   paramtype = "light",
   sunlight_propagates = true,
   walkable = false,
   buildable_to = true,
   groups = {snappy = 2, flora = 1, attached_node = 1, flammable = 1, nettle_weed = 1},
   sounds = default.node_sound_leaves_defaults(),
})

minetest.register_node("nettle:cleavers", {
   description = "Cleavers",
   drawtype = "plantlike",
   waving = 1,
   visual_scale = 1.2,
   tiles = {"nettle_cleavers.png"},
   inventory_image = "nettle_cleavers.png",
   wield_image = "nettle_cleavers.png",
   paramtype = "light",
   sunlight_propagates = true,
   walkable = false,
   buildable_to = true,
   liquidtype = "source",
   liquid_alternative_flowing = "nettle:cleavers",
   liquid_alternative_source = "nettle:cleavers",
   liquid_renewable = false,
   liquid_range = 0,
   liquid_viscosity = 3,
   groups = {snappy = 2, flora = 1, attached_node = 1, flammable = 1, nettle_weed = 1},
   sounds = default.node_sound_leaves_defaults(),
})

minetest.register_node("nettle:carduus", {
   description = "Carduus",
   drawtype = "plantlike",
   waving = 1,
   visual_scale = 1.2,
   tiles = {"nettle_carduus.png"},
   inventory_image = "nettle_carduus.png",
   wield_image = "nettle_carduus.png",
   paramtype = "light",
   sunlight_propagates = true,
   walkable = false,
   buildable_to = true,
   damage_per_second = 1,
   groups = {snappy = 2, flora = 1, attached_node = 1, flammable = 1, nettle_weed = 1},
   sounds = default.node_sound_leaves_defaults(),
})

minetest.register_node("nettle:scotch_broom", {
   description = "Scotch Broom",
   drawtype = "mesh",
   mesh = "nettle_scotch_broom.obj",
   waving = 1,
   tiles = {"nettle_scotch_broom.png"},
   inventory_image = "nettle_scotch_broom.png",
   wield_image = "nettle_scotch_broom.png",
   paramtype = "light",
   sunlight_propagates = true,
   walkable = true,
   groups = {choppy = 2, oddly_breakable_by_hand = 1, flora = 1, flammable = 1, nettle_weed = 1},
   sounds = default.node_sound_leaves_defaults(),
})

minetest.register_node("nettle:giant_hogweed", {
   description = "Giant Hogweed",
   drawtype = "plantlike",
   waving = 1,
   visual_scale = 2,
   tiles = {"nettle_giant_hogweed.png"},
   inventory_image = "nettle_giant_hogweed.png",
   wield_image = "nettle_giant_hogweed.png",
   paramtype = "light",
   sunlight_propagates = true,
   walkable = false,
   buildable_to = true,
   damage_per_second = 2,
   on_punch = function(pos, node, player, pointed_thing)
      player:set_hp(player:get_hp() - 1)
   end,
   groups = {snappy = 2, flora = 1, attached_node = 1, flammable = 1, nettle_weed = 1},
   sounds = default.node_sound_leaves_defaults(),
})

minetest.register_abm({
   nodenames = {"group:spreading_dirt_type", "default:dirt", "group:ethereal_grass"},
   neighbors = {"default:dirt"},
   interval = 80,
   chance = 50,
   action = function(pos, node)
      local above = {x=pos.x, y=pos.y+1, z=pos.z}
      if minetest.get_node(above).name ~= "air" then
         return
      end
      local dirts = 0
      local airs = 0
      for x_ = pos.x-1, pos.x+1 do
         for y_ = pos.y-1, pos.y+1 do
            for z_ = pos.z-1, pos.z+1 do
               local nn = minetest.get_node({x=x_, y=y_, z=z_}).name
               if (nn == "default:dirt") or nn == ("default:stone") then
                  dirts = dirts+1;
               end
               if (nn == "air") or (minetest.get_item_group(nn, "flora") > 0) then
                  airs = airs+1;
               end
            end
         end
      end
      if (dirts < 14) and (airs < 14) then
         return
      end
      if (minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name ~= "air") or (minetest.get_node_light(above, 0.5) < 8) then
         minetest.set_node(above, {name = "nettle:impatiens"})
      elseif minetest.get_node_light(above, 0.5) < 13 then
         minetest.set_node(above, {name = "nettle:cleavers"})
      else
         minetest.set_node(above, {name = "nettle:nettle"})
      end
   end
})

local function count_nodes(pos, name)
   local result = 0
   for x_ = pos.x-1, pos.x+1 do
      for y_ = pos.y-1, pos.y+1 do
         for z_ = pos.z-1, pos.z+1 do
            if minetest.get_node({x=x_, y=y_, z=z_}).name == name then
               result = result+1
            end
         end
      end
   end
   return result
end

local function has_neighbour(pos, name)
   local result = 0
   for x_ = pos.x-1, pos.x+1 do
      for y_ = pos.y-1, pos.y+1 do
         for z_ = pos.z-1, pos.z+1 do
            if minetest.get_node({x=x_, y=y_, z=z_}).name == name then
               return true
            end
         end
      end
   end
   return false
end

minetest.register_abm({
   nodenames = {"group:nettle_weed"},
   interval = 40,
   chance = 10,
   action = function(pos, node)
      if node.name == "nettle:nettle" then
         if count_nodes(pos, "nettle:nettle") >= 4 then
            minetest.set_node(pos, {name = "nettle:carduus"})
            return
         end
         if has_neighbour(pos, "nettle:impatiens") then
            minetest.set_node(pos, {name = "nettle:impatiens"})
            return
         end
         if has_neighbour(pos, "nettle:scotch_broom") then
            minetest.set_node(pos, {name = "nettle:cleavers"})
            return
         end
      elseif node.name == "nettle:carduus" then
         if count_nodes(pos, "nettle:carduus") >= 2 then
            minetest.set_node(pos, {name = "nettle:scotch_broom"})
            return
         end
      elseif node.name == "nettle:cleavers" then
         if count_nodes(pos, "nettle:cleavers") >= 4 then
            minetest.set_node(pos, {name = "nettle:giant_hogweed"})
            return
         end
         if has_neighbour(pos, "nettle:nettle") then
            minetest.set_node(pos, {name = "nettle:nettle"})
            return
         end
         if has_neighbour(pos, "nettle:giant_hogweed") then
            minetest.set_node(pos, {name = "nettle:impatiens"})
            return
         end
      elseif node.name == "nettle:impatiens" then
         if has_neighbour(pos, "nettle:cleavers") then
            minetest.set_node(pos, {name = "nettle:cleavers"})
            return
         end
         if has_neighbour(pos, "nettle:carduus") then
            minetest.set_node(pos, {name = "nettle:nettle"})
            return
         end
      elseif node.name == "nettle:scotch_broom" then
         local above = {x=pos.x, y=pos.y+1, z=pos.z}
         if minetest.get_node(above).name ~= "air" then
            return
         end
         for x_ = pos.x-1, pos.x+1 do
            for z_ = pos.z-1, pos.z+1 do
               if minetest.get_node({x=x_, y=pos.y, z=z_}).name == "air" then
                  return;
               end
            end
         end
         minetest.set_node(above, {name = "nettle:scotch_broom"})
      end
   end
})

minetest.register_craft({
   type = "fuel",
   recipe = "nettle:nettle",
   burntime = 3,
})

minetest.register_craft({
   type = "fuel",
   recipe = "nettle:impatiens",
   burntime = 3,
})

minetest.register_craft({
   type = "fuel",
   recipe = "nettle:cleavers",
   burntime = 3,
})

minetest.register_craft({
   type = "fuel",
   recipe = "nettle:carduus",
   burntime = 3,
})

minetest.register_craft({
   type = "fuel",
   recipe = "nettle:scotch_broom",
   burntime = 6,
})

minetest.register_craft({
   type = "fuel",
   recipe = "nettle:giant_hogweed",
   burntime = 3,
})
If you lack the reality, go on a trip or find a job.
 

User avatar
Imk
Member
 
Posts: 56
Joined: Mon Nov 05, 2018 19:15
Location: Crimea, Russia
In-game: Imk

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Imk » Thu Mar 14, 2019 09:15

I set the interval to 8 minutes first. the lags are gone but the is overgrown all :) (the bead swore very much that the mod did not delete, I did not do it)
да? и на лаги тоже плевать? лишь бы по твоему....


you disregard the fact that the server is online 24/24
Image

and grow even where there is no light
Attachments
screenshot_20190314_184029.jpg
(388.18 KiB) Not downloaded yet
 

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Hume2 » Thu Mar 14, 2019 17:25

I see. This is something that depends on many factors and therefore it's specific for each game/server. I'll add an option to scale the ABM times, so everyone could adjust it according to his needs.
If you lack the reality, go on a trip or find a job.
 

ThorfinnS
Member
 
Posts: 38
Joined: Mon Feb 25, 2019 22:05

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by ThorfinnS » Thu Mar 14, 2019 17:45

Might this be the same thing Not So Simple Plants and Fungi (or whatever it was named) was running into? That on an old server, it filled the entire world?
 

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Hume2 » Thu Mar 14, 2019 18:38

ThorfinnS wrote:Might this be the same thing Not So Simple Plants and Fungi (or whatever it was named) was running into? That on an old server, it filled the entire world?

Actually not. The weeds from this mod can spawn only in appropriate places and only these places can be occupied by a weed. After all these spots get occupied, they don't spread any longer. If you want to see it, scale down the ABM interval. You can notice that some spots get occupied by a weed while most of the world keeps clear all the time.
If you lack the reality, go on a trip or find a job.
 

ThorfinnS
Member
 
Posts: 38
Joined: Mon Feb 25, 2019 22:05

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by ThorfinnS » Thu Mar 14, 2019 18:54

I don't have an old server to try it on. My oldest has only about 100 hours.

I like the mod, btw. I've not run into the issue Imk is. Good to see you incorporated groups; biofuel converts nettles as well as anything else.
 

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Hume2 » Thu Mar 14, 2019 20:08

This is a shot of my testing world. I made two junky plots here and accelerated the ABMs 10 times. After a time, got this. As you can see, the weeds are fixed to specific conditions and don't spread all over the world.

Image
Attachments
screenshot_20190314_210454.jpg
(106.59 KiB) Not downloaded yet
If you lack the reality, go on a trip or find a job.
 

ThorfinnS
Member
 
Posts: 38
Joined: Mon Feb 25, 2019 22:05

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by ThorfinnS » Thu Mar 14, 2019 23:34

I'd believe that, Hume2. Definitely more populated than my experience, but then again, I did not speed up the ABMs. I just looked at where they were spawning, and said, "Yeah, that's where they would show up.". I'd believe the nodes that are showing in your screenie match where I'd see weeds spawn in my game.

I was referring specifically to the comment
lumberJack wrote:Edit/update:
So, after several experiments to figure out what circumstances caused the overgrowth of fungus experienced on my map, there seems to be a relation to the server's age, specifically the game_time value recorded in the worlds/env_meta.txt file. I have tried turning up this value to 7-8 digit numbers and been able to replicate the overgrowth on new worlds. Also reloading all the mods I have on my server in a new world with nsspf does not trigger the overgrowth. I'll continue to experiment to try to find a way to integrate this mod into more "aged" worlds, but I thought I would share what I have found out so far...


https://forum.minetest.net/viewtopic.php?f=11&t=16345&hilit=not+so+simple+plants&start=25#p251674

Sounded really similar to the "Holy crap this thing is overrunning my longstanding world!" that Imk is saying is happening, that we can't reproduce in freshly-generated worlds.

[EDIT]
I guess what I'm getting at is might the weeds immediately populate lots of nodes that meet the criteria because of the age of the server world, similar to what lumberJack reports was happening with NSSPF, in a way that does not happen with newer servers?
[/EDIT]
 

ThorfinnS
Member
 
Posts: 38
Joined: Mon Feb 25, 2019 22:05

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by ThorfinnS » Fri Mar 15, 2019 00:22

In case it's not obvious what I'm saying, this might need to be an engine tweak rather than a mod tweak.

Maybe the best we could do at the moment is a workaround.
 

User avatar
Hume2
Member
 
Posts: 245
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Hume2 » Fri Mar 15, 2019 15:34

I'll release the current state as a version 1.0.1 because I did one valuable change. I reduced the count of ABMs from 11 to 2.

Well, my intention was to motivate for players to keep their plots clean. It also makes a good impression if you play on a server which has clean houses and gardens. However, now I see that it might be problematic to add this mod to an older server. It's simply because players used to build on their plots regardless of keeping it clean or not. That way, the junky plots were there for a long time without a punishment. After the nettle mod is added, it might result in a huge shock that all these junky plots gets overgrown by weeds. Slowing down the weed spawning might help. On the other hand, the situation changes when a player is about to build a junky house while the nettle mod is already activated. The weeds should spawn soon so he can notice that he's doing something wrong.
If you lack the reality, go on a trip or find a job.
 

Gundul
Member
 
Posts: 413
Joined: Thu Aug 27, 2015 10:55
Location: Europe/Asia
GitHub: berengma
IRC: Gundul

Re: [mod] Nettles and Other Weed [1.0] [nettle]

by Gundul » Sat Mar 16, 2019 07:52

Hume2 wrote:Well, my intention was to motivate for players to keep their plots clean. It also makes a good impression if you play on a server which has clean houses and gardens. However, now I see that it might be problematic to add this mod to an older server. It's simply because players used to build on their plots regardless of keeping it clean or not. That way, the junky plots were there for a long time without a punishment. After the nettle mod is added, it might result in a huge shock that all these junky plots gets overgrown by weeds. Slowing down the weed spawning might help. On the other hand, the situation changes when a player is about to build a junky house while the nettle mod is already activated. The weeds should spawn soon so he can notice that he's doing something wrong.


I really like your idea about the weeds growing on junky places :) I only tested in a new world for a short time so far.
Maybe I should let them spread for a week on Jungle server :D But as it works with abm it will only spread in places where people frequently passing by.

Keeping things clean is a bit of work. I decided to add nettle mod to my antipest. In my Testworld nettles spawned
really very fast on the edge of a cliff. Removing all this by hand keeps you busy for a while.

And I had to find out first what these plants are in my language, so here are the botanical names:
    nettle = Urtica dioica
    impatiens = Impatiens ...
    cleavers = Galium aparine
    carduus = Cardui benedictus
    scotch broom = Cytisus scoparius
    giant hogweed = Heraklium mantegazzianum

Keep your backyard clean with antipest :)
https://forum.minetest.net/viewtopic.php?f=11&t=16415
My servers: Jungle, Lilly in the valley
 


Return to Mod Releases



Who is online

Users browsing this forum: Majestic-12 [Bot] and 5 guests