Bioluminescence - Because lamps need not be the only things to glow in the dark

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FuriousPineapple
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Bioluminescence Mod - tree gow persistent after tree removal

Post by FuriousPineapple » Mon Oct 29, 2018 12:21 am

Is the glow of the glow trees supposed to exist after the tree is removed ? I have this issue.

Cant seem to find an answer on github or here, my apologies if I have missed it. The unexplained patches of glowingness irk me, but I do enjoy the feel it adds to the game alongside alien biomes. If there is a fix I'd like to continue using it un-irked.

Thanks,

PS: Great work on your mods. I have used them in several games now, from Nauvis Day and End Game Combat to Rotarycraft and Reactorcraft to name just a few. You really get around.

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Reika
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Re: Bioluminescence Mod - tree gow persistent after tree removal

Post by Reika » Mon Oct 29, 2018 4:59 pm

This is already fixed for the next release, and there is a way - albeit more fiddly and command-based - to remove leftover light.

Also, this is not the place to report bugs.

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Re: Bioluminescence Mod - tree gow persistent after tree removal

Post by FuriousPineapple » Tue Oct 30, 2018 7:13 pm

Thanks for the response.

Yes, I had a look at your github issue tracker, but I that seemed to be a place for bugs and serious issues while this seemed to me to be more of a question on a feature. *shrugs*. Will go bug you there next time. *facewall at originally unintended pun*

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error running Bioluminescence

Post by Bizobinator » Thu Nov 15, 2018 1:39 am

Hello!

I got this error when I tried starting a new game with bioluminescence:

Code: Select all

Error while running event Bioluminescence::on_chunk_generated (ID 12)
LuaTile API call when LuaTile was invalid.
stack traceback:
	__Bioluminescence__/constants.lua:47: in function 'getColorsForTile'
	__Bioluminescence__/functions.lua:27: in function 'getRandomColorForTile'
	__Bioluminescence__/functions.lua:110: in function 'placeIfCan'
	__Bioluminescence__/control.lua:30: in function 'controlChunk'
	__Bioluminescence__/control.lua:41: in function <__Bioluminescence__/control.lua:40>


Any idea what would be causing this? Or, how I could fix it?

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Re: error running Bioluminescence

Post by Bizobinator » Thu Nov 15, 2018 5:04 pm

Oki-dokes! I did a little bit more digging. It seems that it has a conflict with the "Blueprint Engineer" mod. Or, at least it runs fine unless I enable said other mod...

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Re: error running Bioluminescence

Post by eradicator » Thu Nov 15, 2018 5:57 pm

Best guess: placeIfCan (functions.lua.109) is calling surface.get_tile(x,y) with coordinates that don't have a tile.
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Reika
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Re: error running Bioluminescence

Post by Reika » Tue Nov 20, 2018 4:30 pm

eradicator wrote:
Thu Nov 15, 2018 5:57 pm
Best guess: placeIfCan (functions.lua.109) is calling surface.get_tile(x,y) with coordinates that don't have a tile.
Can that even happen? Is there such a thing? Even "off map" is a tile (out-of-map).

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Re: error running Bioluminescence

Post by eradicator » Tue Nov 20, 2018 5:17 pm

Reika wrote:
Tue Nov 20, 2018 4:30 pm
eradicator wrote:
Thu Nov 15, 2018 5:57 pm
Best guess: placeIfCan (functions.lua.109) is calling surface.get_tile(x,y) with coordinates that don't have a tile.
Can that even happen? Is there such a thing? Even "off map" is a tile (out-of-map).
"out-of-map" is a normal tile in an existing chunk that just happens to be completely black, same as grass, dirt or whatelse. Totally different from a non-existing chunk. Calling get_tile on a position that has no tile will get you an invalid LuaTile object: /c game.print(game.player.surface.get_tile(10e5,10e5).valid).
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how to remove luminous bush

Post by Rothguard » Wed Dec 26, 2018 12:39 am

yep thats pretty much it .

how do i remove these so i can build my base O_o

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Reika
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Bioluminescence - Because lamps need not be the only things to glow in the dark

Post by Reika » Fri Jan 11, 2019 2:32 am

Mod Info:
Nights on Nauvis are incredibly dark and impenetrable. Sure, you have the ability to flood the night with your own constructions, but these require power and infrastructure, and will not help you see far-flung rail lines or that worm hiding in those trees. Night vision would, of course, but at the cost of everything looking like you have become colorblind to everything except green.

Why not allow both light and color to generate throughout the world, in the form of various bioluminescent plants, ranging from bushes to lilies to trees? Not only do these provide some small amount of visiblity, no matter how remote the area, they serve a lovely aesthetic purpose as well.

The plants all come in 12 or so colors, and will spawn colors appropriate for their biomes (eg white and cyan for ice biomes, red and yellow for deserts, blue for blue-grass biomes, and so on). This includes AlienBiomes support.
Screenshots/Video:
Sample generation; Trees and two bush variants can be seen
Image

Some more tree colors:
Image

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