[Mod] Farming Plus [farming_plus]

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Inocudom
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by Inocudom » Post

https://github.com/minetest/minetest_game/pull/183
I saw your pull request, hdastwb. I hope it gets added to Minetest, for it would allow pumpkins to grow again. Perhaps pumpkins could even be added to the base game?

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by Sokomine » Post

Transplanting plants is fine for building purposes. The method used by Mauvebic in his hydro mod where you can harvest the fruits of a plant and thus return the plant to an earlier stage is also very nice and realistic. Some plants (e.g. strawberries) seem to appear in diffrent types in cultures - ones that are used only one year, and ones that survive winter and grew new fruits the next year.
A list of my mods can be found here.

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by londumas » Post

Hello,

great mod.
Is there a wiki? It would be nice to craft a dirt node with 9 weeds.

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PilzAdam
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by PilzAdam » Post

Inocudom wrote:https://github.com/minetest/minetest_game/pull/183
I saw your pull request, hdastwb. I hope it gets added to Minetest, for it would allow pumpkins to grow again. Perhaps pumpkins could even be added to the base game?
This pull request and the one for farming_plus is merged. Pumpkins and all other plants work now correctly with the farming mod in minetest_game.

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ak399g
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by ak399g » Post

Any way to change the number of seeds dropped by pumpkins from 1-2 to 1-3 or 1-4?
aka SAFR

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by hdastwb » Post

ak399g wrote:Any way to change the number of seeds dropped by pumpkins from 1-2 to 1-3 or 1-4?
Take a look inside pumkin.lua in the mod folder and scan through until you find the node definition for fully grown pumpkins (circa line 59, it should begin with 'minetest.register_node(":farming:pumpkin"'). If you look down into the on_punch handler, you'll see a couple lines that add pumpkin seeds individually to the puncher's inventory when a wooden, stone, or steel sword is used (interestingly, there's no support for bronze, MESE, or diamond swords yet); the lines look like this:

Code: Select all

puncher:get_inventory():add_item("main", ItemStack("farming:pumpkin_seed"))
if math.random(1, 5) == 1 then
    puncher:get_inventory():add_item("main", ItemStack("farming:pumpkin_seed"))
end
You should be able to get some more seed "drops" by adding more conditionals like the second one or even by changing the code to something like this:

Code: Select all

puncher:get_inventory():add_item("main", ItemStack("farming:pumpkin_seed "
    .. (4 - math.floor(math.log(math.random(1, 2^4 - 1))/math.log(2)))));
This code has not been tested very extensively, but if the floating point processing works in your favor and the random number generator is relatively even, you should be seeing 1 seed 8/15 times, 2 seeds 4/15 times, 3 seeds 2/15 times, and 4 seeds 1/15 times.

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Zeg9
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by Zeg9 » Post

What's the problem with my pull request? :-/
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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PilzAdam
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by PilzAdam » Post

Zeg9 wrote:What's the problem with my pull request? :-/
There is no real problem, except that Im not really happy about it.

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Zeg9
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by Zeg9 » Post

PilzAdam wrote:
Zeg9 wrote:What's the problem with my pull request? :-/
There is no real problem, except that Im not really happy about it.
Ok; what about gettings seeds from the weed?
EDIT: or redefine grass so it drops random seeds.
Last edited by Zeg9 on Tue Sep 03, 2013 15:18, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).

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PilzAdam
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by PilzAdam » Post

Zeg9 wrote:
PilzAdam wrote:
Zeg9 wrote:What's the problem with my pull request? :-/
There is no real problem, except that Im not really happy about it.
Ok; what about gettings seeds from the weed?
EDIT: or redefine grass so it drops random seeds.
Redefining grass should work, I guess.

Azuna
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by Azuna » Post

Does anyone ahve a link to the farming that this mod is dependant on?

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by Evergreen » Post

Azuna wrote:Does anyone ahve a link to the farming that this mod is dependant on?
It is in the default game. :P
Back from the dead!

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valmet565
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by valmet565 » Post

For some reason, hoe does not work. Soil doesn't appear. I test Minetest 0.4.7 stable and only this mod.

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PilzAdam
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by PilzAdam » Post

valmet565 wrote:For some reason, hoe does not work. Soil doesn't appear. I test Minetest 0.4.7 stable and only this mod.
0.4.7 has farming in minetest_game, so its not added by this mod (this mod just extends the farming).
Do you try to plow the dirt with left or rightclick?

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valmet565
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by valmet565 » Post

Yes, I know how to use it. Nothing did not happen. Left click. It works if I disable this mod, no errors.
Last edited by valmet565 on Sat Nov 02, 2013 21:13, edited 1 time in total.

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PilzAdam
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by PilzAdam » Post

valmet565 wrote:Yes, I know how to use it. Nothing did not happen. Left click.
So you can craft the hoe, but when you point at dirt with grass or dirt and leftclick then simply nothing happens?

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valmet565
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by valmet565 » Post

Yes, that way. One could be due to this. I did an experiment. I added the end of the file (init.lua), this code:
minetest.register_node(":default:dirt_with_grass", {
description = "Dirt with Grass",
tiles = {"default_grass.png", "default_dirt.png", "default_dirt.png^default_grass_side.png"},
is_ground_content = true,
groups = {crumbly=3},
drop = {
max_items = 3,
items = {
{
items = {'farming_plus:carrot_seed','farming_plus:potatoe_seed','farming:pumpkin_seed','default:dirt'},
rarity = 55,
},
{
items = {'farming_plus:rhubarb_seed','farming_plus:strawberry_seed','farming_plus:tomato_seed','default:dirt'},
rarity = 55,
},
{
items = {'default:dirt'},
}
}
},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
})
Last edited by valmet565 on Sat Nov 02, 2013 21:19, edited 1 time in total.

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VanessaE
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by VanessaE » Post

Some updates went in today to fix compatibility with the latest behind-the-scenes changes to minetest_game (PilzAdam), make the various plants spawn at mapgen time (Zeg9), and to fix some spelling errors (me).
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Doriphore
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by Doriphore » Post

HI !

I tried this mod for a while, and it seems super cool.

But I must be dumb, i found cocoa trees and bana trees (and got saplings from them), but how do you get the other seeds ?
I've explored the world for hours, and found only grass, from which i only get wheat seeds.

I used hoe on sio on a big area, and got no seed.

What am I doing wrong ?

Jouster27
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by Jouster27 » Post

Doriphore wrote:HI !

I tried this mod for a while, and it seems super cool.

But I must be dumb, i found cocoa trees and bana trees (and got saplings from them), but how do you get the other seeds ?
I've explored the world for hours, and found only grass, from which i only get wheat seeds.

I used hoe on sio on a big area, and got no seed.

What am I doing wrong ?
If you dig regular grass by hand, you get wheat seed. If you dig jungle grass by hand, you get cotton seed. As far as I know, you can only get the other seeds initially by using the "giveme" command. I never can remember exactly how the modmaker formats the names so I open the farming_plus folder and look at the various files (top of each file) in it to get the exact spellings.

These are the ones I've found:
  • farming_plus:banana_sapling
  • farming_plus:carrot_seed
  • farming_plus:cocoa_sapling
  • farming_plus:orange_seed
  • farming_plus:potatoe_seed <= I would LOVE it if they'd fix this misspelling.
  • :farming:pumpkin_seed <= Don't ask me why this one starts with a colon, that's just how it is in the file.
  • farming_plus:rhubarb_seed
  • farming_plus:strawberry_seed
  • farming_plus:tomato_seed
Hopefully, though, they'll eventually put-in some mechanism to get the seeds without having to use the giveme command. Personally, I'd like to see them either randomize the seed drop from digging grass/jungle grass OR each stage of growth of grass/jungle grass gives a different seed drop. In the former case, grass seed drop could give 1/5 chance of wheat, carrot, pumpkin, rhubarb or tomato and jungle grass seed drop could give 1/4 chance cotton, orange, potato or strawberry. Another possibility is to craft the seeds from wheat and cotton seed. For example: wooden hoe + wheat seed = wooden hoe + carrot seed, et cetera.

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by rubenwardy » Post

It is misspelled because when I made the texture, I called it "potatoes"

It starts with a colon, because it is an override.
Last edited by rubenwardy on Tue Nov 12, 2013 14:10, edited 1 time in total.
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Jouster27
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by Jouster27 » Post

rubenwardy wrote:It is misspelled because when I made the texture, I called it "potatoes"

It starts with a colon, because it is an override.
"Potatoes" is correct. Singular, though, is just "potato".

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Doriphore
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by Doriphore » Post

Thanks for your help !

That's a shame you can't have the seeds another way than the "giveme" command.

Anyway now i can get my vegetable garden going...

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by rubenwardy » Post

Jouster27 wrote:
rubenwardy wrote:It is misspelled because when I made the texture, I called it "potatoes"

It starts with a colon, because it is an override.
"Potatoes" is correct. Singular, though, is just "potato".
Yeah, I know.
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PilzAdam
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by PilzAdam » Post

AFAIK VanessaE fixed that misspelling in the repo already.

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