[Mod] Bonemeal [1.1] [bonemeal]

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

Postby azekill_DIABLO » Tue Sep 12, 2017 4:54 pm

ManElevation wrote:
TenPlus1 wrote:And weirdly it's a real thing: https://en.wikipedia.org/wiki/Bone_meal

Image..

and as a nutritional supplement for animals.

okay, that one was wierd.
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Re: [Mod] Bonemeal [0.5] [bonemeal]

Postby ManElevation » Tue Sep 12, 2017 6:08 pm

lol
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Re: [Mod] Bonemeal [0.6] [bonemeal]

Postby TenPlus1 » Mon Oct 09, 2017 11:17 am

Updated to version 0.6:

- Using newer functions, requires Minetest 0.4.16 and above to run.
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Re: [Mod] Bonemeal [0.7] [bonemeal]

Postby TenPlus1 » Sun Dec 31, 2017 11:28 am

Updated to 0.7:

- Added recipe to turn coral skeleton into 2x bonemeal
- API addition for bonemeal:on_use(pos, strength, node) -- node can be nil
- Bonemeal can also be used on Cactus and Papyrus now
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Re: [Mod] Bonemeal [0.5] [bonemeal]

Postby RSLRedstonier » Sun Dec 31, 2017 5:39 pm

TenPlus1 wrote:And weirdly it's a real thing: https://en.wikipedia.org/wiki/Bone_meal


I actually remember when me and my dad needed to make some bonemeal for our garden out of some leftover bones from a meal and it took us like 20-30 min to find something that wasn't "how to make bonemeal for<insert random game name here>" on the internet
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Re: [Mod] Bonemeal [0.8] [bonemeal]

Postby TenPlus1 » Mon Jan 22, 2018 3:09 pm

Updated to version 0.8:

- Now works with Farming Redo's garlic, onion and pepper crops.
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Re: [Mod] Bonemeal [0.8] [bonemeal]

Postby Lord_Vlad » Fri Apr 27, 2018 7:29 pm

Hello, I really like this mod. Can you add support for the "plantlife" modpack's forest soil ? I can dig tons of it and never find any bones, it's troubling.

Thanks for this mod :)
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Re: [Mod] Bonemeal [0.9] [bonemeal]

Postby TenPlus1 » Tue May 01, 2018 7:49 am

Updated to version 0.9:

- Added support for Farming Redo's peas and beetroot crops.
- Added place_param check so plants/crops are placed properly.
- Bones can only be obtained by digging dirt (1 in 30 chance).
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby TenPlus1 » Mon May 07, 2018 8:37 am

Updated to version 1.0:

- add_deco() now adds to the existing item list instead of replacing them all.
- set_deco() has been added to replace item list

Note: Thanks to h-v-smacker for this feature :)
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Re: [Mod] Bonemeal [0.9] [bonemeal]

Postby hajo » Mon May 07, 2018 11:11 am

TenPlus1 wrote:Updated to version 0.9
- Bones can only be obtained by digging dirt (1 in 30 chance).

Eating (cooked) chicken used to give a bone.
That doesn't work any more ?
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby TenPlus1 » Mon May 07, 2018 5:21 pm

hajo - eating cooked chicken never gave a bone, that must have been a server specific feature.
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby Phoenixflo44 » Mon May 07, 2018 5:26 pm

So you don't have to wait for the tree to grow
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby RSLRedstonier » Mon May 07, 2018 8:14 pm

Phoenixflo44 wrote:So you don't have to wait for the tree to grow

if you have enough you don't have to wait for ANYthing to grow
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby h-v-smacker » Tue May 08, 2018 5:31 am

RSLRedstonier wrote:
Phoenixflo44 wrote:So you don't have to wait for the tree to grow

if you have enough you don't have to wait for ANYthing to grow


On Hometown server I'm shocked at the depths of despair caused by wood growing in absence of bonemeal. On linux[wf]orks, a pretty standard sight is a variation of a tree machine which mass-produces wood on demand, obviously feeding generous amounts of bonemeal to the saplings in the process. Naturally we take this situation for granted; I'd say most people would rate tree machines only slightly above cobble generators and dirt cyclers. On Hometown, on the other hand, there is literally no way to grow a tree — and it feels like being stripped of all your tools, or something similarly devastating. Bonemeal is really a game-changer, it's hard to overlook its effects.
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby isaiah658 » Mon May 28, 2018 7:58 pm

Thanks for making this mod! I'm working on a subgame (nothing is released yet) and this fits perfectly with what I needed.
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby h-v-smacker » Thu Nov 15, 2018 5:25 am

I'm having a weird issue with bonemeal and moretrees. With other mods, when the particles are emitted, the sapling turns into a tree instantly. However, with moretrees saplings there's a delay... Sometimes I cannot even be sure whether they grew because of bonemeal, or because enough time has passed after planting. I tried to tinker with moretrees, setting delays to 0 where I could find them, but the problem remains...

UPD: Looks like the reason is the moretrees.spawn_saplings setting... the delay is on when it's set to true.
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby TenPlus1 » Sun Jan 06, 2019 10:41 am

Update:

- Now works with Farming Redo's new Rye, Rice and Oat crops.
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby SpaghettiToastBook » Mon Jan 07, 2019 4:41 am

Any chance of supporting caverealms-lite's mushroom sapling?
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby TenPlus1 » Mon Jan 07, 2019 10:12 am

Added caverealms shroom sapling support :)
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Re: [Mod] Bonemeal [1.0] [bonemeal]

Postby SpaghettiToastBook » Tue Jan 08, 2019 1:24 am

Thanks!
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Re: [Mod] Bonemeal [1.1] [bonemeal]

Postby TenPlus1 » Sat Feb 16, 2019 12:27 pm

Update:

- Added support for Ethereal's sakura sapling.
- Limited usage (when using on soil, only work on soil, same for sand).
- Added {can_bonemeal=1} group for special node uses.
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Updated to version 1.2...

Postby TenPlus1 » Fri Mar 22, 2019 5:49 pm

Added support for Minetest 5.0's new saplings:

- Large Cactus
- Emergent Jungle Tree (the huge one)
- Blueberry Bushes
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Re: Updated to version 1.2...

Postby Bread » Sun Mar 24, 2019 8:28 am

How about these from Minetest 5.0?

    flowers:chrysanthemum_green
    flowers:tulip_black
    default:pine_bush_sapling

Please consider to add them. Thank you.
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Update...

Postby TenPlus1 » Sun Mar 24, 2019 8:38 pm

Support for Pine Bush Sapling, Crysanthemum and Black Tulips added :)
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Re: Update...

Postby Bread » Sun Mar 24, 2019 11:32 pm

Thanks. Is it an intentional or a bug? Crysanthemum and Black Tulips are overridden by bakedclay flowers.
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