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

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

by sofar » Sat Nov 28, 2015 18:31

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.
 

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

by benrob0329 » Tue Mar 08, 2016 23:51

Is there a way to have this tie into the mapgen?
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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Wed Mar 09, 2016 06:24

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.
 

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

by Hybrid Dog » Wed Mar 09, 2016 18:57

sofar wrote:Ideas welcome.

If the exchange shops mod is installed, generate admin exchange shops where you can buy parcelled seeds

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

by oleastre » Thu Mar 10, 2016 12:59

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 :)
 

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

by Sokomine » Wed Mar 16, 2016 04:19

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

by sofar » Wed Mar 16, 2016 04:26

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!
 

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

by sofar » Wed Mar 16, 2016 04:29

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?
 

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

by twoelk » Wed Mar 16, 2016 07:55

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

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Re: [WIP][MOD] Crops

by burli » Wed Mar 16, 2016 09:18

sofar wrote:Similarly, farming_plus implements "potato seeds" which is ridiculous.

No, it's not. You can grow potatoes also from seeds and saplings
 

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

by burli » Wed Mar 16, 2016 14:49

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
 

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

by Hybrid Dog » Wed Mar 16, 2016 16:30

l recently saw exchange shops at Gabo server

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

by AccidentallyRhine » Mon Oct 03, 2016 13:34

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.
 

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

by sofar » Tue Oct 04, 2016 21:37

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.
 

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

by sofar » Tue Oct 04, 2016 21:38

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).
 

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

by TheReaperKing » Wed Oct 05, 2016 01:20

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

by everamzah » Wed Oct 05, 2016 02:36

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.
 

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

by TheReaperKing » Wed Oct 05, 2016 02:45

This might be hard to do but maybe even some biomes the land isn't fertile and you can't grow crops.
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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Thu Oct 06, 2016 19:58

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.
 

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

by xisd » Fri Oct 07, 2016 19:04

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/
 

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

by sofar » Sat Oct 08, 2016 22:40

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.
 

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

by rubenwardy » Sun Oct 09, 2016 06:18

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
 

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

by xisd » Sun Oct 09, 2016 13:38

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)
 

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