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

amadin
Member
 
Posts: 544
Joined: Tue Jun 16, 2015 16:23

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

by amadin » Sun Oct 30, 2016 06:44

I think particles with steam/smoke must be available only for "easy" setting (if it use particles) or add particles to crops_settings and disable by default. Because it looks like not realistic.
Can you add carrot? I finish my brewing stand with potions mod and it need carrot and other plants for cooking potions. Or maybe i will need add carrot to my mod or use mod with "Farming redo", but it not have different rarity for plants.
Last edited by amadin on Sun Oct 30, 2016 08:30, edited 2 times in total.
 

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

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

by TheReaperKing » Sun Oct 30, 2016 07:41

I was thinking, what about rice? :)
Resources on happiness and life management - http://MikesHappyPlace.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
 

amadin
Member
 
Posts: 544
Joined: Tue Jun 16, 2015 16:23

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

by amadin » Sun Oct 30, 2016 07:52

TheReaperKing wrote:I was thinking, what about rice? :)

I need carrot, only carrot, everything else is already available :) I can add fork with carrot if it will merge with master. Carrot need for mods which use minecraft like recipes.
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Sun Oct 30, 2016 08:38

I've considered carrots but it'll just make it look too much like MC, which I'm not a fan of. Maybe we can do something else instead.

Rice is a crop that grows in shallow water. It would be interesting, but very hard to make it look right due to the water transparency issues. Also rice is boring as a food, and there already is a basic starch food (potato) in this mod.

I'd like to do more *green* vegetables instead. I think I've mentioned cabbage before, or something like that.
 

amadin
Member
 
Posts: 544
Joined: Tue Jun 16, 2015 16:23

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

by amadin » Sun Oct 30, 2016 09:34

I not fan of MC too, but i know many players go to Minetest after MC that's why i try to use MC recipes for easy adaptation to Minetest.
For not look too much like MC you can use more realistic carrot growing: 1-5 stage it grow as usual, 5 stage get carrot but it can't be use as seed, 6 stage grow into carrot with seeds (see image) and drop seed and maybe carrot too, 6 stage may grow rarity. I can use something else instead carrot or add carrot to potions mod.
I think add slow growing without light and water for flowers:mushroom_brown and red in my potions mod, instead Nether Wart and Spider eye in MC for using in potions cook. One of them if food so players may grow it in deep mines.
I think not need add more other food in "crops" because it will too much textures for slow mobile internet connection.
Attachments
stroenie-morkovi.gif
(9.97 KiB) Not downloaded yet
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Sun Oct 30, 2016 18:42

amadin wrote:I think not need add more other food in "crops" because it will too much textures for slow mobile internet connection.


Textures are relatively small and don't add much login delay. Sounds are much more problematic. A one second sound sample can be as big as 50 16x16 textures.
 

amadin
Member
 
Posts: 544
Joined: Tue Jun 16, 2015 16:23

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

by amadin » Sun Oct 30, 2016 19:22

In this case reasonable not use sounds for watering can: 1) Buckets don't have sounds 2) Then i was watering real plants i didn't remember the sound of running water because dirt and plant are soft and water drops are falling almost without sound on them.
 

twoelk
Member
 
Posts: 1292
Joined: Fri Apr 19, 2013 16:19
Location: northern Germany
GitHub: twoelk
IRC: twoelk
In-game: twoelk

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

by twoelk » Sun Oct 30, 2016 21:03

uh? rice is boring as food?
I hope you mean playwise or else I must presume you have never eaten any real rice in one of it's many varieties :-D

Getting the cultivation of rice working in the game though might indeed proove a little difficult, that is if you would try to get it at least a little near to being somewhat realistic. As in the end all you get is rice, it might not seem worth all the effort within the game mechanics. I guess this would only be interesting if you had large biome groups that would force you to use certain crops as not everything can grow in every climate.

Yet it is difficult at the moment to create some convincing dioramas of some east or southeast asian structures as much of the stuff growing at those places is not present in minetest in enough variety.

This is actually true for much of the earths many landscapes. All we have at the moment is basically a sort of MiddleEarth environment based on the Shire although with a food basket centered more on what people in North America might be used to with a few iconic exotic isolated plants usually pictured somewhat wrong when compared to the real thing.

While I can understand that MT-game uses some well known plants with some simplified processes and even combining chracteristics of different plants into one for sake of simplicity and quick progress in gameplay (think sugercane+papyrus), I really do wish some mods would go further to represent some of our biome specific agricultur landscapes in a more detailed way. There are several plants that shape whole landscapes in recognizable ways. Rice is certainly one such crop. Others that form well known cultur-landscapes may be winegrapes, date-palms or olive-trees. There are many more and although I never understood why so many players are so keen on yet more sorts of monsters and a trillion varieties of weapons I clearly do hope we get enough plants to give a Maya temple, a Shaolin monastry, a Samurai castle, a Zulu kraal, an Arabien Oasis or a hut on Fidshi and many others the right setting.
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Mon Oct 31, 2016 00:35

Rice is just a starch, and for gameplay, starches are relatively boring. I'd rather introduce a bit of variety than add another starchy food.

For gameplay value, foods should bring something unique before I'll consider including it. The cooking side of this mod isn't really complete yet I feel, so I'd rather spend more time seeing if we can make it more coherent then add another starch. That just would make the problem worse.

Just as you don't want a ton of monsters, I think for a game like this we should keep foods in moderation as well. Ideally, foods aren't all clustered in a single biome, but there's also nothing wrong with some biomes not having any default food source.
 

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

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

by TheReaperKing » Mon Oct 31, 2016 01:59

I was mostly just thinking rice because it is such a common food. I'm using this mod with my students in our survival world that I'm trying to make as realistic as possible without taking out the fun so this mod has been awesome. I think it is also a great way for them to have fun trying to survive and also learn a bit about agriculture. Thanks for your hard work on this mod! Would you be willing to accept suggestions from them? Take care!
-Mike
Resources on happiness and life management - http://MikesHappyPlace.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
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Mon Oct 31, 2016 21:46

TheReaperKing wrote:I was mostly just thinking rice because it is such a common food. I'm using this mod with my students in our survival world that I'm trying to make as realistic as possible without taking out the fun so this mod has been awesome. I think it is also a great way for them to have fun trying to survive and also learn a bit about agriculture. Thanks for your hard work on this mod! Would you be willing to accept suggestions from them? Take care!
-Mike


Suggestions? From a whole classroom of opinionated teenagers? You betcha! :D

Yes, for sure, I'd love to hear their ideas. Kids' ideas are so much more intricate and unfiltered than adult ideas :)
 

xisd
Member
 
Posts: 52
Joined: Sun Oct 02, 2016 22:38
GitHub: xisd

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

by xisd » Fri Jan 13, 2017 15:11

I don't know if that is intended but vegetables are growing a lot faster that cotton and wheat from farming.
Most of the time, they are ready to harvest while wheat has only advanced one stage (with easy setting).

I use interval value in settings table of 150 instead of 30 to fix it (with easy setting, it should be longer in others settings since chance is doubled every step).
 

User avatar
texmex
Member
 
Posts: 1370
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

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

by texmex » Tue May 30, 2017 09:25

Hey sofar, does this mod "catch-up" all grow time passed since a player visited the area last? Or is the grow timer only running when the area is loaded? I get the feeling of the latter when I play with it.
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Tue May 30, 2017 17:19

texmex wrote:Hey sofar, does this mod "catch-up" all grow time passed since a player visited the area last? Or is the grow timer only running when the area is loaded? I get the feeling of the latter when I play with it.


The crops catch up one grow stage when you're out of the area.
 

User avatar
texmex
Member
 
Posts: 1370
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

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

by texmex » Tue May 30, 2017 18:00

sofar wrote:The crops catch up one grow stage when you're out of the area.

Okay, thank you. Where in the code can I find that the catch up part?
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Tue May 30, 2017 19:49

texmex wrote:Okay, thank you. Where in the code can I find that the catch up part?


That's just something that node timers give you for free.
 

User avatar
texmex
Member
 
Posts: 1370
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

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

by texmex » Tue May 30, 2017 21:24

sofar wrote:
texmex wrote:That's just something that node timers give you for free.

Oh, that's why I couldn't find it! Okay, last question: Is the node timer configurable to catch up all time that has passed and grow/dry/wither accordingly?
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Tue May 30, 2017 21:58

texmex wrote:Oh, that's why I couldn't find it! Okay, last question: Is the node timer configurable to catch up all time that has passed and grow/dry/wither accordingly?


The plants grow/wither/die in stages, and there is no special code to do "catch up" more than a single stage in this mod, so the node timer will only ever catch up a single stage. This does mean that your plants won't grow to full from stage 1, ever, but it also means your plants don't go from healthy to dead in one step either.

There is no special configuration flag to tune this further, no.
 

User avatar
v-rob
Member
 
Posts: 636
Joined: Thu Mar 24, 2016 03:19
Location: Right behind you.
GitHub: v-rob

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

by v-rob » Wed May 31, 2017 02:58

I would like to make some suggestions for crops. I do NOT expect most of them to be used to be used, but it gives a nice amount of variety to choose from if you want to.

+ Vegetables

+ Fruit

+ Berries

+ Grains


Yes, some of them are grown in trees, but growing trees could use some more innovation. A sapling growing immediately into a tree is kind of dumb.
 

User avatar
BrunoMine
Member
 
Posts: 1046
Joined: Thu Apr 25, 2013 17:29
Location: SP-Brasil
GitHub: BrunoMine

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

by BrunoMine » Mon Aug 14, 2017 01:55

Do mod work nice in the servers? Do plants work normally without a player being around?
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Mon Aug 14, 2017 17:11

BrunoMine wrote:Do mod work nice in the servers? Do plants work normally without a player being around?


Unclear what you are actually asking for. Obviously this mod works on servers.

If there are no players around, why do crops matter? Do you mean to ask "do these crops grow if players are not nearby?" perhaps? (In which case, the answer is: yes, they grow 1 step even if the player is not near if enough time passes).
 

Chem871
Member
 
Posts: 911
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Nyx Serris

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

by Chem871 » Tue Nov 07, 2017 19:35

Maybe add lettuce?
What is SCP-055 again? I forgot.
 

User avatar
burli
Member
 
Posts: 1619
Joined: Fri Apr 10, 2015 13:18

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

by burli » Wed Nov 08, 2017 07:43

This mod doesn't work in 0.4.16

If I activate the mod and save the settings it gets deactivated automatically.
 

sofar
Developer
 
Posts: 2001
Joined: Fri Jan 16, 2015 07:31
GitHub: sofar
IRC: sofar
In-game: sofar

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

by sofar » Wed Nov 08, 2017 17:22

burli wrote:This mod doesn't work in 0.4.16

If I activate the mod and save the settings it gets deactivated automatically.


I don't know what you're doing, but I just loaded it on a vanilla 0.4.16 and it just works. Do you have any mods installed perhaps that conflict with this mod?
 

Chem871
Member
 
Posts: 911
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Nyx Serris

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

by Chem871 » Wed Nov 08, 2017 17:27

It works fine for me in 0.4.16, but I just don't know the moisture percentage that each plant prefers.
What is SCP-055 again? I forgot.
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 4 guests