[mod] more plants [moreplants]

[mod] more plants [moreplants]

Postby D00Med » Wed Apr 20, 2016 4:33 am

Image
I made this mod as part of my subgame, but I have decided to release it as a separate mod.
More plants is a simple mod that adds a few new decorative plants.

Update(12/8/16):
>paper can be crafted from weed(same recipe as for papyrus)
>mushrooms/cavefungus are more scarce.

Yet another update:
>all plants are buildable to, and sunlight passes through them.
>now works with v5, valleys, flat, and fractal mapgen.

Another update:
>all plants are now in the group attached_node

Update:
>plants spawn in biomes if v7 mapgen is used
>there are many more plants
>textures changed
>curly plants now drop curly fruit, which can be eaten
>a new eye-weed plant drops eyeballs, but these are not used for anything.

screenshots:
Image
Image

dependencies:
default

license of code: GPL 2.1
license of textures: CC-BY-SA 3.0

download(latest): https://github.com/D00Med/moreplants
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Re: [mod] more plants [moreplants]

Postby azekill_DIABLO » Wed Apr 20, 2016 10:33 am

i love it :)
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Re: [mod] more plants [moreplants]

Postby KCoombes » Wed Apr 20, 2016 11:10 am

+1 for textures
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Re: [mod] more plants [moreplants]

Postby ExeterDad » Wed Apr 20, 2016 12:21 pm

your plants are wonderfully done!
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Re: [mod] more plants [moreplants]

Postby D00Med » Wed Apr 20, 2016 8:34 pm

thanks
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Re: [mod] more plants [moreplants]

Postby sofar » Wed Apr 20, 2016 9:47 pm

I can see you spent a lot of time on them, and they each look well-done!

My advice would be to try and improve them further - one thing that is noticeable is that the pixel size on each of your textures is quite different. Some of your plants look like they are almost 64x64px sized textures, while others 16x16.

Try and stick to a fixed (pixel) texture size. If your model is larger, add proportionally more pixels so the size of the pixels in-game stays the same. Also, note that the default px is 16, so if you expect players to use default textures, matching the size may be a good choice.
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Re: [mod] more plants [moreplants]

Postby D00Med » Wed Apr 20, 2016 10:26 pm

thanks, it's good advice. Since the mod wasn't really made to be used with the default textures, I didn't pay much attention to size, but if I update the mod, I will try to make the textures 16px.
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Re: [mod] more plants [moreplants]

Postby Hybrid Dog » Thu Apr 21, 2016 6:17 pm

they cooperateImage
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Re: [mod] more plants [moreplants]

Postby Sokomine » Sat Apr 30, 2016 5:08 pm

Nice new plants. It's good to have more of them around! Though they might not fit well into a dryplants/dreambuilder game as those have more realistic-looking textures somehow. But these textures are fine as well.
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Re: [mod] more plants [moreplants]

Postby D00Med » Tue May 31, 2016 9:01 pm

I've made a small change -plants are now attached to whatever they are placed on.
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Re: [mod] more plants [moreplants]

Postby D00Med » Fri Jul 01, 2016 9:27 pm

Another change, the plants are buildable to, and do not block sunlight.
Also the mod now works with all mapgen versions besides v6.
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Re: [mod] more plants [moreplants]

Postby D00Med » Wed Jul 20, 2016 8:53 am

Image
Another update:
>removed the xl bush
>added blue and fire mushrooms and cave fungus. These spawn in caves.
Blue mushrooms can be eaten and spawn on stone beside water.
Fire mushrooms set surrounding nodes on fire and spawn on stone beside lava.
Cave fungi emit light and spawn on stone.
>added medium flowers, which can be eaten
>added alien grass, blue spike flowers, and blue flowers. All of these are decorative only and serve no purpose.
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Re: [mod] more plants [moreplants]

Postby azekill_DIABLO » Wed Jul 20, 2016 1:26 pm

yyes!
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Re: [mod] more plants [moreplants]

Postby Nathan.S » Sun Nov 06, 2016 2:14 pm

Doomed, would you consider adding the group:flowers to the new flowers that this mod adds. I see they are in group flora but minetest_game uses the flower group for flowers. You'd increase inter-mod compatibility with these groups.
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Re: [mod] more plants [moreplants]

Postby D00Med » Sun Nov 06, 2016 7:55 pm

Ok, done :)
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Re: [mod] more plants [moreplants]

Postby Nathan.S » Sun Nov 06, 2016 8:01 pm

Cool.
I've added support for these plants within mymonths, so they'll be spawned in the spring time if using mymonths, and will die in the fall.
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Re: [mod] more plants [moreplants]

Postby mahmutelmas06 » Sat Dec 17, 2016 8:42 pm

Could you also add some sea plants ?
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Re: [mod] more plants [moreplants]

Postby BBmine » Sun Dec 18, 2016 1:55 am

I tried to clone it,
Code: Select all
git clone https://github.com/doomed/moreplants

but it says:
Code: Select all
Username for 'https://github.com':


After typing my username and password, it says:
Code: Select all
remote: Repository not found.
fatal: repository 'https://github.com/doomed/moreplants/' not found
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Re: [mod] more plants [moreplants]

Postby D00Med » Sun Dec 18, 2016 3:23 am

I don't understand github well enough to help sorry.
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Re: [mod] more plants [moreplants]

Postby Nathan.S » Sun Dec 18, 2016 2:14 pm

Bbmine you do have a bit URL there, that's the page's URL. Visit that page in a browser and click the green button that says clone and you'll get the right url.
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Re: [mod] more plants [moreplants]

Postby BBmine » Sun Dec 18, 2016 5:31 pm

Nathan.S wrote:Bbmine you do have a bit URL there, that's the page's URL. Visit that page in a browser and click the green button that says clone and you'll get the right url.

Actually, I thought his name had o's, not zeros. :P
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Re: [mod] more plants [moreplants]

Postby ThorfinnS » Sun Mar 03, 2019 11:36 pm

Hey, DOOMed, I see you logged in about a month ago.

Your glow fungus is throwing an error. Light sources can only go to 14. (Apparently they used to go to 20?) But anyway, replacing that line (461, I believe) with:
Code: Select all
   light_source = default.LIGHT_MAX,
makes the error go away, and is in keeping with your intent to have it be the most powerful light source.
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Re: [mod] more plants [moreplants]

Postby D00Med » Thu Mar 21, 2019 10:39 am

Hi ThorfinnS, thanks for pointing this out. I don't update my mods anymore. But this particular error should not actually cause any problems besides a warning iirc.
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