[Mod] crops [crops] - (Farming|Food|Cooking)

sofar
Developer
Posts: 2146
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Post

swordpaint12 wrote:Noooo! I don't know where to get a bugspray mod! How will I cope with those flies?
Flies and buzzing sounds are only generated when the plant dies, but stop shortly thereafter, so there is nothing that a player has to do, really, about them.

User avatar
benrob0329
Member
Posts: 1341
Joined: Thu Aug 06, 2015 22:39
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03
Location: Michigan
Contact:

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by benrob0329 » Post

Is there a way to have this tie into the mapgen?

sofar
Developer
Posts: 2146
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Post

benrob0329 wrote:Is there a way to have this tie into the mapgen?
I started this, as I have a far better understanding of minetest's mapgen methods right now.

What's done so far is:

- wild pumpkin and melon plants can be found rarely in some places. They're in odd places, and when you look for them, you likely won't find any pumpkins or melons, just the plants. However, wait for it to grow and you can take a seed from the fruit.

- digging dirt may randomly drop a potato.

I have not found a nice way to introduce beans and corn or tomatoes, just yet. Ideas welcome.
Last edited by sofar on Wed Mar 09, 2016 20:18, edited 1 time in total.

User avatar
Hybrid Dog
Member
Posts: 2834
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by Hybrid Dog » Post

sofar wrote:Ideas welcome.
If the exchange shops mod is installed, generate admin exchange shops where you can buy parcelled seeds

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
oleastre
Member
Posts: 81
Joined: Wed Aug 13, 2014 21:39
GitHub: oleastre
In-game: oleastre

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by oleastre » Post

Just an idea (it will maybe be too easy): add a generic "vegetation" node that spawns quite rarely and looks like grass with some flowers.
Let the user dig those and collect generic "vegetation" seeds.

Then the player should plant those seeds in wet soil and in dense patches. And maybe one tomatoes, corn or beans plant will start growing from that patch.

The difficulty can be controlled via the number of spawned vegetation nodes, number of seeds drop, size of the patch (or even shape), and probability that a certain type of plant grows from there.

Is this is not clear enough, let me know :)

Sokomine
Member
Posts: 4289
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine
IRC: Sokomine
In-game: Sokomine

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by Sokomine » Post

oleastre wrote: Just an idea (it will maybe be too easy): add a generic "vegetation" node that spawns quite rarely and looks like grass with some flowers.
Let the user dig those and collect generic "vegetation" seeds.
Good idea. That way you won't know which kind of seed you got. It might be a generic seed in the inventory and just develop into something that can be farmed after you planted it for the first time. After all most food plants did not just pop up but where bred.
A list of my mods can be found here.

sofar
Developer
Posts: 2146
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Post

Thanks to bashterm, a newcomer, crops' humidity model can now be entirely disabled, making crops a classic faming mod. Currently I've made it so that the `easy` setting level disables it. Thanks bashterm!

sofar
Developer
Posts: 2146
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Post

Hybrid Dog wrote:
sofar wrote:Ideas welcome.
If the exchange shops mod is installed, generate admin exchange shops where you can buy parcelled seeds
Is this mod even used/maintained?

twoelk
Member
Posts: 1482
Joined: Fri Apr 19, 2013 16:19
GitHub: twoelk
IRC: twoelk
In-game: twoelk
Location: northern Germany

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by twoelk » Post

if not this could be one good reason to use it :-D

User avatar
burli
Member
Posts: 1643
Joined: Fri Apr 10, 2015 13:18

Re: [WIP][MOD] Crops

by burli » Post

sofar wrote: Similarly, farming_plus implements "potato seeds" which is ridiculous.
No, it's not. You can grow potatoes also from seeds and saplings

User avatar
burli
Member
Posts: 1643
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by burli » Post

I like the idea of this mod, but I'm still a little bit confused how it works. A little tutorial may be helpfull

I also have some suggestions.

Some plants grow better on fertile soil. To get fertile soil you can put some "green waste" and dirt into a compost bin to get compost. Use this compost instead of dirt. This increases the yield and may reduce the need for water.

Tomatoes also need some support like a beanpole

Some medieval compatible suggestione for crops are: onions, garlic, peas, beets, cabbage, lettuce, carrots, strawberrys, pears and plums.

Also more recipes would be nice like sauerkraut made of cabbage and salt in a special pot

User avatar
Hybrid Dog
Member
Posts: 2834
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by Hybrid Dog » Post

l recently saw exchange shops at Gabo server

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
AccidentallyRhine
Member
Posts: 252
Joined: Sun Aug 02, 2015 05:43

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by AccidentallyRhine » Post

Corn has ancestory in grasses, particularly, a Mexican grass called teosinte. Would it be possible or appropriate to add a chance for tall grass to drop corn kernel seeds? Thank you btw for making this mod fit so well alongside the default game.

User avatar
pithy
Member
Posts: 251
Joined: Wed Apr 13, 2016 17:34
GitHub: pithydon

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by pithy » Post

The animations are strange.

sofar
Developer
Posts: 2146
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Post

AnxiousInfusion wrote:Corn has ancestory in grasses, particularly, a Mexican grass called teosinte. Would it be possible or appropriate to add a chance for tall grass to drop corn kernel seeds? Thank you btw for making this mod fit so well alongside the default game.
This wouldn't be too hard to do with `minetest.override_item()`. You just have to modify the `drop` table to include another item. I'm not inclined to include it by default, though.

sofar
Developer
Posts: 2146
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Post

pithy wrote:The animations are strange.
I'm assuming this is a compliment. If it isn't, I can't do anything with this information. (also, there are no animations in the mod).

User avatar
TheReaperKing
Member
Posts: 531
Joined: Sun Nov 22, 2015 21:36
Contact:

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by TheReaperKing » Post

I'm sooooo excited to try this with my students! We need more challenge in the survival world and I think this is perfect. Thank you for your hard work!
Become A Real Life Superhero - http://SuperheroHill.com
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com
Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com
Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids

User avatar
everamzah
Member
Posts: 490
Joined: Thu Jan 29, 2015 00:47
GitHub: everamzah
IRC: everamzah
In-game: everamzah

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by everamzah » Post

The best farming mod can only get better. I like AnxiousInfusion's idea about corn from grass, perhaps with a very low probability. It's important, I believe, to have a way in-game of obtaining all seeds without "cheats".

Ps. Perhaps all crops could be growing in select areas depending on biome attributes such as humidity? One could find them sporadically, where it's rare but still possible.

User avatar
TheReaperKing
Member
Posts: 531
Joined: Sun Nov 22, 2015 21:36
Contact:

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by TheReaperKing » Post

This might be hard to do but maybe even some biomes the land isn't fertile and you can't grow crops.
Become A Real Life Superhero - http://SuperheroHill.com
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com
Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com
Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by azekill_DIABLO » Post

thi mod is awesome!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

sofar
Developer
Posts: 2146
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Post

TheReaperKing wrote:This might be hard to do but maybe even some biomes the land isn't fertile and you can't grow crops.
I would have added this a long time ago if mods had the access to biome information. Sadly, that isn't possible in minetest right now.

xisd
Member
Posts: 54
Joined: Sun Oct 02, 2016 22:38

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by xisd » Post

Hi, this mod I great ! And the easy mod is appreciated because I'm no more a fan of watering plant in game than I am with real plant

I added intllib support and French translation
Unfortunately I noticed too late that I had made some changes along the way (because they add to do with text strings).

Changes are :
- Support for translation via intllib
- Add infotext string with percentage of growth
- Change group:soil to farming:wet_soil if farming mod exist (because before I could use hoe on dirt, plant and it would grow... even if soil changed back to dirt or dirt_with_grass )

Should I make a pull request anyway ?
Files are there : https://github.com/xisd/crops/

sofar
Developer
Posts: 2146
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Post

xisd wrote:Hi, this mod I great ! And the easy mod is appreciated because I'm no more a fan of watering plant in game than I am with real plant

I added intllib support and French translation
Unfortunately I noticed too late that I had made some changes along the way (because they add to do with text strings).

Changes are :
- Support for translation via intllib
- Add infotext string with percentage of growth
- Change group:soil to farming:wet_soil if farming mod exist (because before I could use hoe on dirt, plant and it would grow... even if soil changed back to dirt or dirt_with_grass )

Should I make a pull request anyway ?
Files are there : https://github.com/xisd/crops/
if you can. Make sure to make separate pull requests for each individual change, though.

User avatar
rubenwardy
Moderator
Posts: 6978
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
Location: Bristol, United Kingdom
Contact:

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by rubenwardy » Post

xisd wrote:- Change group:soil to farming:wet_soil if farming mod exists
Would maybe be better to add wet soil to the soil group
Renewed Tab (my browser add-on) | Donate | Mods | Minetest Modding Book

Hello profile reader

xisd
Member
Posts: 54
Joined: Sun Oct 02, 2016 22:38

Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by xisd » Post

Would maybe be better to add wet soil to the soil group
I don't know what exactly is in soil group but it seem that wet soil is already in it.
(EDIT : soil group contain blocks a sapling can grow on (=every kind of dirts and soil))
(RE-EDIT : It seem that there are levels in the soil group that could be used to make a configurable value in the difficulty setting table definitions, I'll look into it)
I made this change because when using easy option food would grow on dirt or dirt with grass, even dirt with dry grass, as long as it was soil at the time it was panted...
Those blocks (dirt, dirt with grass, etc) turns to soil (not wet) if hoe is used on it.
They turn to wet soil if they are near water, but if not they turn back to what they were before
Requiring only wet soil as a neighbor to allow growth means that it only grows near water (like wheat or cotton from minetest_game farming)

Post Reply

Who is online

Users browsing this forum: No registered users and 29 guests