[Mod] Farming_NG [farming_nextgen][1.2]

Gundul
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[Mod] Farming_NG [farming_nextgen][1.2]

by Gundul » Sat Sep 23, 2017 06:53

--- Farming NextGen ---



Enter new age of farming with the farming_nextgen:seeder.



Remember your large fields lying there ?
Image

Only useless weed is growing fast because you are too
slow seeding one by one seed. Craft your seeder and
load it with seeds of your choice on its right side of the hotbar.
Click on a piece of clean soil and all will be done in a second.
Including removing the unwanted weed.
Image



Seed whole stacks of seed at one click. This field has 696 nodes:
Image


The seeder is able to use up to 500 seeds. Put the seeds right beside your seeder
in the hotbar. Use the tool on soil and it will automatically seed it.
There is a harvester also for cutting the ripe crops and drop them in front of you.
One full charge of the harvester is enough for 500 crops.

Both machines can be repaired with the anvil or if you have technic mod installed
they can be charged in a battery or faster and easier with pocketnuke mod.


Credits :
The seeder has a new awesome texture. Thank you tm for painting it !
(the pictures are still with the old texture, so be surprised :) )
Thanks to clyde for adding the api to register new plants and seeds


License:
License for the code: LGPL
License for all the models, textures and sound: CC BY-SA 4.0

Dependencies :
none

But farming_redo will give you a larger variety of seeds.
technic mod will make the tool rechargeable, no need to use an anvil anymore
With pocketnuke you can charge tools in your inventory if you have technic mod and unified inventory


Download:
https://github.com/berengma/farming_nex ... master.zip

View code:
https://github.com/berengma/farming_nextgen


Recommended:
Sokomine's Anvil mod : https://github.com/minetest-mods/anvil/archive/master.zip
TenPlus1's farming redo: https://github.com/tenplus1/farming/archive/master.zip

Have fun with easier farming,

Gundul
Last edited by Gundul on Sun May 19, 2019 15:49, edited 4 times in total.
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Re: [Mod] Farming_NG [farming_nextgen][1.0]

by Gundul » Sun Nov 05, 2017 06:52

Some little changes:

    new more difficult recipe for the technic device
    (the old recipe is still there, just turn easy = false to true in seeder.lua)
    one charge will now last for 500 seeds only and it will take longer to recharge the device
    pointing on farming:weed will also work now, you do not need any clean soil to use your device
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Re: [Mod] Farming_NG [farming_nextgen][1.0]

by Chem871 » Sun Nov 05, 2017 13:24

That might be a problem, what if the weed was growing on normal grass? Seeds can't grow on that.
What is SCP-055 again? I forgot.
 

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Re: [Mod] Farming_NG [farming_nextgen][1.0]

by Gundul » Sun Nov 05, 2017 15:46

Chem871 wrote:That might be a problem, what if the weed was growing on normal grass? Seeds can't grow on that.

The mod will recognize what is under the weed. Do not worry for that :)
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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Gundul » Sat Mar 03, 2018 07:54

--- Update to 1.1 ---


worked over harvester and seeder:

    - added TenPlus1's farming redo to the seed and harvest library (beans and grapes will follow soon, all other work)
    - made harvester available to people without technic mod
    - it is recommended to have anvil mod installed for easy repair of your two new tools

happy farming,

Gundul
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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by RSLRedstonier » Sat Mar 03, 2018 17:32

Gundul wrote:- added TenPlus1's farming redo to the seed and harvest library (beans and grapes will follow soon, all other work)

Wow i just added that to my personal copy in my subgame yesterday
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Gundul » Sun Mar 04, 2018 15:32

--- 100% farming_redo ---


farming redo is now 100% supported, I just added grapes and beanpoles.
I found no errors so far, please report here if you find any. I think this mod
can be moved to Releases now.

To seed grapes and beans you have to craft seedlings first from
bean and beanpole or grapes and trellis. Put the seedlings beside
the seeder and seed.


Happy farming,

Gundul
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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Lord_Vlad » Sun Apr 01, 2018 23:45

I've wanted this since before I started Minetest. I had a similar mod back in my Minecraft days (minus the harvester) and I missed it.
 

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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Gundul » Sun Apr 15, 2018 06:33

Added peas from TenPlus1 to seeder and harvester.

TenPlus1's farming redo 100% supported.
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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Gundul » Thu May 10, 2018 07:12

--- Beetroot ---


added farming:beetroot to support farming_redo mod.
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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Sokomine » Sat Jun 23, 2018 12:14

Gundul wrote:Recommended:
Sokomine's Anvil mod : https://github.com/minetest-mods/anvil/ ... master.zip

As this mod here is a useful tool for farming, it might be a better choice to take my entire cottages mod and not just the anvil that was extracted from it. The cottages mod comes with a treshing floor that allows to turn harvested wheat into wheat seeds plus layers of straw (which can be crafted into straw). The handmill turns wheat seeds into flour for baking bread.
A list of my mods can be found here.
 

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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Lord_Vlad » Thu Nov 29, 2018 08:25

It would be great to use the same code to make a cheaper tool that harvests grass/flowers and all that stuff early on in the game, or to help landscaping quicker.

Also, by default it's too noisy !

EDIT : Almost forgot : the seeding tool working on the [compost] mod special soil would be just great :)

But otherwise it's great.
 

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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Gundul » Thu Nov 29, 2018 16:32

Lord_Vlad wrote:It would be great to use the same code to make a cheaper tool that harvests grass/flowers and all that stuff early on in the game, or to help landscaping quicker.

I do not think that is a good idea. What do you mean by landscaping ? It is only a harvester and seeder.

Lord_Vlad wrote:
EDIT : Almost forgot : the seeding tool working on the [compost] mod special soil would be just great :)

But otherwise it's great.

maybe that is possible. I do no not know the compost mod. You got a link ?
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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Lord_Vlad » Fri Nov 30, 2018 04:24

Gundul wrote:I do not think that is a good idea. What do you mean by landscaping ? It is only a harvester and seeder.


Removing the grass and stuff, they are trouble when I need to make a big flat surface. (notably when using some filler tools) If you can remove all connected crops, you can remove all connected grass/flowers no ?
I'm sure 'harvesting' the grass and if possible the flowers and the like mustn't be too complex. Maybe a scythe or something ? At the start of the game it would allow to start a pretty decent bread farm in reasonnable delay...

https://forum.minetest.net/viewtopic.php?f=11&t=14317&hilit=compost
Here. Sorry, should have included it to start with...
 

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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Gundul » Fri Nov 30, 2018 13:27

Lord_Vlad wrote:Removing the grass and stuff, they are trouble when I need to make a big flat surface. (notably when using some filler tools) If you can remove all connected crops, you can remove all connected grass/flowers no ?
I'm sure 'harvesting' the grass and if possible the flowers and the like mustn't be too complex. Maybe a scythe or something ? At the start of the game it would allow to start a pretty decent bread farm in reasonnable delay...

Now I understand :) My plan is to add a plow in the future. A scythe could be done, too. Cheaper and removing
growing stuff only. But that will not happen shortly. I am pretty busy with my two servers right now.

Lord_Vlad wrote:https://forum.minetest.net/viewtopic.php?f=11&t=14317&hilit=compost
Here. Sorry, should have included it to start with...

If that is only about adding a new soil to them. Can be done in minutes.
I will look into that mod.

EDIT: done. compost:garden_soil added to seeder
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added api to register new plants and seeds

by Gundul » Sat Dec 29, 2018 14:31

Thanks to clyde harvester and seeder has an api now.
add farming_nextgen to your depends.txt and then use


farmingNG.register_seed(seed, plant) to register new seeds to the seeder

-- Seed = fully name of the seed like "farming:seed_cotton"
-- Plantname = fully Name of the plant like "farming:cotton_1"


and

farmingNG.register_harvest(plantname) to register new plant to the harvester
-- Plantname = fully Name of the plant like "farming:cotton_8"


Thanks again clyde for your work

Gundul
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updated farming array

by Gundul » Sun Jan 06, 2019 13:01

Together with update of farming_redo mod:

farming nextgen now supports rice, rye and oats


Also added is an "not so accurate" option in settings.lua.
That means harvester will also harvest wheat_7, cotton_7, rice_7 etc, etc
If you do not want this change the setting: farmingNG.harvester_nofullg to FALSE
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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Gundul » Tue Jan 08, 2019 16:53

Update


seeder removes all default:grass_X before placing seed on soil

harvester also digs wheat_6, rice_6, barley_6, etc
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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by TenPlus1 » Tue Jan 08, 2019 21:00

wouldn't the harvester dig wheat_8, rice_8, oat_8 and barley_7 since those are the fully grown versions ?
 

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Re: [Mod] Farming_NG [farming_nextgen][1.1]

by Gundul » Wed Jan 09, 2019 12:08

TenPlus1 wrote:wouldn't the harvester dig wheat_8, rice_8, oat_8 and barley_7 since those are the fully grown versions ?


It does.
If you want it to only harvest fully grown crops just turn
farmingNG.harvester_nofullg to FALSE (in settings.lua)

I did this because crops do not grow equally and the _7s
and the _6s do also give drops.
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Re: [Mod] Farming_NG [farming_nextgen][1.2]

by Gundul » Sun May 19, 2019 15:52

Just updated to V1.2.

Now farmingNG has a settingtypes.txt. Configure seeder and harvester from your client's
preference menu or by adding values to minetest.conf.

I will add farmingNG to the content database now.
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Re: [Mod] Farming_NG [farming_nextgen][1.2]

by PolySaken » Mon May 27, 2019 08:20

You should add nodes that do the same tasks as these tools, powered by technic EU
 

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Re: [Mod] Farming_NG [farming_nextgen][1.2]

by Gundul » Mon May 27, 2019 17:08

PolySaken wrote:You should add nodes that do the same tasks as these tools, powered by technic EU


You could use the tools in pipeworks nodebreaker. It is disabled at the moment.
But I could make that configurable if that is wanted.

Use vaccum tubes to suck the veggies dropped by the harvester.
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Re: [Mod] Farming_NG [farming_nextgen][1.2]

by cHyper-0815OL » Wed Oct 16, 2019 17:58

TenPlus1's farming redo: where can I get the source-files for this mod? thx
 

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