[Mod] Farming Plus [farming_plus]
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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Just use alias, PilzAdam, should not be too hardRabbiBob 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).
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.
Edit:
Same error occured, when nothing was done. Game just crashed.
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)
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.
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How do you make string from this mod?
I love exploring minetest worlds
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066
- PilzAdam
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Does anybody else has this bug?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.
Edit: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)
Same error occured, when nothing was done. Game just crashed.
- PilzAdam
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Can you test my changes? https://github.com/PilzAdam/farming/com ... 45955432feRabbiBob 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).
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I did, but I get wool, instead of string.PilzAdam wrote:Harvest cotton.irksomeduck wrote:How do you make string from this mod?
I love exploring minetest worlds
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066
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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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! ThanksPilzAdam wrote:What version do you have?irksomeduck wrote:I did, but I get wool, instead of string.PilzAdam wrote: Harvest cotton.
I love exploring minetest worlds
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066
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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I found a rubber tree!
I love exploring minetest worlds
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066
Should try this week, just getting back from vacation.PilzAdam wrote:Can you test my changes? https://github.com/PilzAdam/farming/com ... 45955432feRabbiBob 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).
- SegFault22
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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?
Eh?
"All we need it the right major crisis and the nations will accept the new world order."
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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.
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.
- PilzAdam
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Place a node beside the plant and check the height. I never said its easy to be a farmer ;-)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.
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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.
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.
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