[Mod] Farming Plus [farming_plus]

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RabbiBob
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by RabbiBob » Post

Good job on this one. Any chance of you adopting the node types from Sapier's Farming mod to make a smooth transition over for users of the old mod? After walking around I realized I had a fair amount of orphaned nodes (farming:tallgrass for example).
Last edited by RabbiBob on Sun Sep 02, 2012 12:05, edited 1 time in total.

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by rubenwardy » Post

RabbiBob wrote:Good job on this one. Any chance of you adopting the node types from Sapier's Farming mod to make a smooth transition over for users of the old mod? After walking around I realized I had a fair amount of orphaned nodes (farming:tallgrass for example).
Just use alias, PilzAdam, should not be too hard :)
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Echo
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by Echo » Post

got an farming\init.lua:47: attempt to compare nil with number
when I punched a banana-item with a tree to pick it up
I used your minitest-mod-compilation.

Code: Select all

21:58:04: ACTION[ServerThread]: singleplayer digs farming:banana_leaves at (726,18,85)
21:58:05: INFO[main]: Pointing at [node under=725,18,87 above=726,18,87]
21:58:05: VERBOSE[ServerThread]: Server: MapEditEvents:
21:58:05: VERBOSE[ServerThread]:   MEET_REMOVENODE: - - - - - - - - - - - -  1
21:58:05: INFO[main]: Client::addUpdateMeshTaskForNode(): (726,18,85)
21:58:05: INFO[main]: GenericCAO::addToScene(): single_sprite
21:58:05: INFO[main]: Pointing at [nothing]
21:58:05: VERBOSE[main]: OpenALSoundManager::maintain(): 3 playing sounds, 20 sound names loaded
21:58:05: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 1 playing sounds
21:58:05: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 20 sound names loaded
21:58:05: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 2 playing sounds
21:58:05: INFO[ServerThread]: ServerMap: Unloaded 163 blocks from memory, of which 0 were written, 2604 blocks in memory.
21:58:05: INFO[main]: Pointing at [object 3]
21:58:06: INFO[main]: Left-clicked object
21:58:06: VERBOSE[main]: OpenALSoundManager::maintain(): 0 playing sounds, 20 sound names loaded
21:58:07: INFO[main]: Left-clicked object
21:58:07: VERBOSE[main]: OpenALSoundManager::maintain(): 0 playing sounds, 20 sound names loaded
21:58:07: INFO[EmergeThread]: on_generated took 1222ms
21:58:07: ERROR[EmergeThread]: ERROR: An unhandled exception occurred: LuaError: error: ...d2-win32\bin\..\games\minitest\mods\farming\init.lua:47: attempt to compare nil with number
21:58:07: ERROR[EmergeThread]: stack traceback:

In thread 1704:
/home/stefan/mt-build/build/c55/celeron55-minetest-b6c12d2/src/server.cpp:404: Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 634:
#0  Thread
DEBUG STACK FOR THREAD 14ec:
#0  Thread
#1  AsyncRunStep
#2  transformLiquids
(Leftover data: #3  GetNextBlocks)
(Leftover data: #4  addBlock)
DEBUG STACK FOR THREAD 15c8:
#0  main
#1  renderMap
(Leftover data: #2  step)
(Leftover data: #3  Receive)
(Leftover data: #4  ProcessData)
(Leftover data: #5  addBlock)
DEBUG STACK FOR THREAD 1704:
#0  Thread
(Leftover data: #1  emergeBlock: p=(48,8,13), allow_generate=0)
(Leftover data: #2  loadBlock)
(Leftover data: #3  loadBlock)
Edit:
Same error occured, when nothing was done. Game just crashed.
Last edited by Echo on Sun Sep 02, 2012 20:09, edited 1 time in total.

leo_rockway
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by leo_rockway » Post

I'm using latest git minetest and latest git mod and I'm being able to plant on weeds.
Try Skyblock for MineClone 2
Listen to this sound and music pack!

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by irksomeduck » Post

How do you make string from this mod?
I love exploring minetest worlds :D
If you have a good seed let me know
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My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066

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PilzAdam
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by PilzAdam » Post

irksomeduck wrote:How do you make string from this mod?
Harvest cotton.

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PilzAdam
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by PilzAdam » Post

Echo wrote:got an farming\init.lua:47: attempt to compare nil with number
when I punched a banana-item with a tree to pick it up
I used your minitest-mod-compilation.

Code: Select all

21:58:04: ACTION[ServerThread]: singleplayer digs farming:banana_leaves at (726,18,85)
21:58:05: INFO[main]: Pointing at [node under=725,18,87 above=726,18,87]
21:58:05: VERBOSE[ServerThread]: Server: MapEditEvents:
21:58:05: VERBOSE[ServerThread]:   MEET_REMOVENODE: - - - - - - - - - - - -  1
21:58:05: INFO[main]: Client::addUpdateMeshTaskForNode(): (726,18,85)
21:58:05: INFO[main]: GenericCAO::addToScene(): single_sprite
21:58:05: INFO[main]: Pointing at [nothing]
21:58:05: VERBOSE[main]: OpenALSoundManager::maintain(): 3 playing sounds, 20 sound names loaded
21:58:05: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 1 playing sounds
21:58:05: VERBOSE[main]: OpenALSoundManager::maintain(): 2 playing sounds, 20 sound names loaded
21:58:05: VERBOSE[main]: OpenALSoundManager::maintain(): deleting 2 playing sounds
21:58:05: INFO[ServerThread]: ServerMap: Unloaded 163 blocks from memory, of which 0 were written, 2604 blocks in memory.
21:58:05: INFO[main]: Pointing at [object 3]
21:58:06: INFO[main]: Left-clicked object
21:58:06: VERBOSE[main]: OpenALSoundManager::maintain(): 0 playing sounds, 20 sound names loaded
21:58:07: INFO[main]: Left-clicked object
21:58:07: VERBOSE[main]: OpenALSoundManager::maintain(): 0 playing sounds, 20 sound names loaded
21:58:07: INFO[EmergeThread]: on_generated took 1222ms
21:58:07: ERROR[EmergeThread]: ERROR: An unhandled exception occurred: LuaError: error: ...d2-win32\bin\..\games\minitest\mods\farming\init.lua:47: attempt to compare nil with number
21:58:07: ERROR[EmergeThread]: stack traceback:

In thread 1704:
/home/stefan/mt-build/build/c55/celeron55-minetest-b6c12d2/src/server.cpp:404: Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 634:
#0  Thread
DEBUG STACK FOR THREAD 14ec:
#0  Thread
#1  AsyncRunStep
#2  transformLiquids
(Leftover data: #3  GetNextBlocks)
(Leftover data: #4  addBlock)
DEBUG STACK FOR THREAD 15c8:
#0  main
#1  renderMap
(Leftover data: #2  step)
(Leftover data: #3  Receive)
(Leftover data: #4  ProcessData)
(Leftover data: #5  addBlock)
DEBUG STACK FOR THREAD 1704:
#0  Thread
(Leftover data: #1  emergeBlock: p=(48,8,13), allow_generate=0)
(Leftover data: #2  loadBlock)
(Leftover data: #3  loadBlock)
Edit:
Same error occured, when nothing was done. Game just crashed.
Does anybody else has this bug?

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PilzAdam
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by PilzAdam » Post

leo_rockway wrote:I'm using latest git minetest and latest git mod and I'm being able to plant on weeds.
You mean you can put seeds above it? If so the plant wont grow. You can place the seeds everywhere but they only grow on wet soil.

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PilzAdam
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by PilzAdam » Post

RabbiBob wrote:Good job on this one. Any chance of you adopting the node types from Sapier's Farming mod to make a smooth transition over for users of the old mod? After walking around I realized I had a fair amount of orphaned nodes (farming:tallgrass for example).
Can you test my changes? https://github.com/PilzAdam/farming/com ... 45955432fe

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GloopMaster
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by GloopMaster » Post

Rye, not rhy. (maybe why your dictionary is failing ;))
Meow.

That is all.

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PilzAdam
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by PilzAdam » Post

GloopMaster wrote:Rye, not rhy. (maybe why your dictionary is failing ;))
Updated.

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by irksomeduck » Post

PilzAdam wrote:
irksomeduck wrote:How do you make string from this mod?
Harvest cotton.
I did, but I get wool, instead of string.
I love exploring minetest worlds :D
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066

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PilzAdam
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by PilzAdam » Post

irksomeduck wrote:
PilzAdam wrote:
irksomeduck wrote:How do you make string from this mod?
Harvest cotton.
I did, but I get wool, instead of string.
What version do you have?

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by irksomeduck » Post

PilzAdam wrote:
irksomeduck wrote:
PilzAdam wrote: Harvest cotton.
I did, but I get wool, instead of string.
What version do you have?
I did a a bit of a stupid. I checked the readme and found I was running an outdated version. All updated and working epicly now! :D Thanks
I love exploring minetest worlds :D
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066

irksomeduck
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by irksomeduck » Post

I found a rubber tree! :D
I love exploring minetest worlds :D
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066

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RabbiBob
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by RabbiBob » Post

PilzAdam wrote:
RabbiBob wrote:Good job on this one. Any chance of you adopting the node types from Sapier's Farming mod to make a smooth transition over for users of the old mod? After walking around I realized I had a fair amount of orphaned nodes (farming:tallgrass for example).
Can you test my changes? https://github.com/PilzAdam/farming/com ... 45955432fe
Should try this week, just getting back from vacation.

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SegFault22
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by SegFault22 » Post

Instead of wheat and wheat seeds - make wheat drop ''grains''. These can be crafted with a brick to make flour (recipe is 8 grains around a brick in the middle, and returning the brick), or planted to grow another wheat plant
Eh?
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PilzAdam
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by PilzAdam » Post

The old "light" version is now the main version and the old main version is now the extended version (farming_plus).

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by Sokomine » Post

Can you change the pictures for strawberry_3 or strawberry? I have trouble distinguishing them and sometimes pick strawberry_3 :-(

Additionally it would be nice if the strawberrys from the nature_pack_controlled could yield the same type of strawberrys (although that might be wild ones instead of cultivated ones...)

The farming mod adds quite some fun to the game.
A list of my mods can be found here.

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PilzAdam
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by PilzAdam » Post

Sokomine wrote:Can you change the pictures for strawberry_3 or strawberry? I have trouble distinguishing them and sometimes pick strawberry_3 :-(

Additionally it would be nice if the strawberrys from the nature_pack_controlled could yield the same type of strawberrys (although that might be wild ones instead of cultivated ones...)

The farming mod adds quite some fun to the game.
Place a node beside the plant and check the height. I never said its easy to be a farmer ;-)

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by Sokomine » Post

Well...farming might be difficult - but deciding when a strawberry is ready to eat usually isn't :-) My strawberries almost died out! Maybe I was too hungry...

Almost all my plants have their own torch flying above them. That helps against accidental planting of one seed on top of another plant. It doesn't help much to decide if the plant has reached full height. And next to the plants is a walkway.

To solve the problem I turned the red of the berries of the earlier plants to something more bright and less red.
A list of my mods can be found here.

cornernote
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by cornernote » Post

pumpkins are not enabled by default ?

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PilzAdam
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by PilzAdam » Post

cornernote wrote:pumpkins are not enabled by default ?
Ooooops... they should.

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by cornernote » Post

why is there farming and farming_plus? why not just have one farming mod that has it all?

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PilzAdam
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by PilzAdam » Post

cornernote wrote:why is there farming and farming_plus? why not just have one farming mod that has it all?
If you dont use the food mod 80% of the plants are useless. In this cases its better for the gameplay to have less plants.

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