Code: Select all
load_mod_crops = nil
I have downloaded right now the MTG stable-0.4, I have downloaded the crops mod again, created a new world, I even tried it with Minetest 0.5 and MTG 0.5.
Still can't activate it
Code: Select all
load_mod_crops = nil
I just tried again on another system (android 0.4.16 mobile, linux 0.4.16) and the mod still just works for me.Chem871 wrote:It works fine for me in 0.4.16, but I just don't know the moisture percentage that each plant prefers.
I'm not inclined to. Strawberries are cute, but gameplay wise they don't add much to the game. They're simply wild bushes that continue to generate berries, nothing more. And aside jellies/jam, there would not be anything interesting to craft from them either.Chem871 wrote:Would you add strawberries?
My intent is to actually combine 'luscious' with this mod somehow. Luscious provides a way to get humidity values, and those could be used by this mod to create a variation in watering needs of plants. E.g. in really wet areas, some plants won't grow because it's too wet, and in dry areas, you need to water much more to sustain plants.Chem871 wrote:I see what you mean about the strawberries, not enough of a challenge, too easy to get food. But still, this is one of the best farming mods out there, I'm going to try it out on an all-water world, to see how it goes. What if you added a crop that grows down? Might be something new.
pumpkins, melons and potatoes are obtainable. The rest currently isn't.Chem871 wrote:Do the crops spawn in the wild?
I wouldn't object to that, but the design has been mostly handcrafted thus far, and so this would be relatively a lot of work. In hindsight, I've made things somewhat over complex. If I ever redo this mod, it will be much more object oriented, but mostly to make the mechanical parts of how crops grow easier, and not really to make it easier to add more plants. The reason for that is that I've still found that adding more plants to the mix that are largely a clone really doesn't add much value to the game.texmex wrote:Do you plan to make the mod extendable, ie creating an API similar to default farming's?
Same problem, so I hate it.Hybrid Dog wrote:l think the clone problem pertains for mobs too.
Creating unique entities for each mob could make them more interesting.
Currently all default sand nodes (sand, desert_sand and silver_sand) have the same texture, only different colours, same for wood. And the tools (e.g. picks) have the same shape. How do you think about it?
I checked the code. crops.die() is defined before the polebean code is loaded, so this bug should not be possible. Do you have a different farming mod or something installed?thminer wrote:Thank You for your wonderful mod, that is installed in my Blue World. Unfortunately I had many server crashes recently, always with a similar warning like
ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'crops' in callback node_on_dig(): /home/minetest/.minetest/mods/crops/polebean.lua:103: attempt to call field 'die' (a nil value)
I updated from 04.16 to 04.17, a long time without crash, but now it's happening again.
Has anybody an idea what could be the reason?
Maybe zip up the crops mod you have and attach it to this thread, then I can check what version you have and whether it's broken.thminer wrote:Thank You for checking. Yes, I also have the standard "farming" installed (no extra mod). It worked for a long time without crash. Strange ... What can I do?
I found a bug.thminer wrote:I reinstalled the mod from the github repository, but it was up to date anyway. Let's see, if the crashes still happen ...
Well that's bad. Do you have the lua errors that are generated at this point? That would greatly help making a fix here.jeremyweston wrote: I grew a melon next to a corn plant (2 node high crop). Eventually the melon was spawned where the base node for the corn plant was. I was able to pick up the melon, but trying to clear the top half of the corn above where the melon was led to a game crash.
The corn top node cannot be cleared and any attempts to do so will result in a server crash.
This behavior may be present for pumpkins too.
I don't, but I looked at the code and I see it calls a minetest function to remove node below, but in this case, there wasn't a node below the corn top half. I think that's likely what caused it.sofar wrote: Well that's bad. Do you have the lua errors that are generated at this point? That would greatly help making a fix here.
Users browsing this forum: No registered users and 40 guests