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[Mod] Doc-Farming! [1.0] [docfarming]

Posted: Tue Dec 04, 2012 03:49
by Doc
This mod is my own take of PilzAdam's Farming mod. I made it all except for a couple lines of code from PilzAdam's farming mod. (thanks PilzAdam!) It currently adds 5 plants.

Yes this mod is compatible with PilzAdam's farming mod

Rubenwardy's Food Mod now supports this mod!


Downloads:
Version 1.0: Broken
Version 1.1: Broken
Version 1.1.1: Download(bugfix on raspberry plant not growing)

Dependencies: default

License: WTFPL


The Plants:

Grass:
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Grass spawns randomly in the world. It has a random chance (about 1 in 25) of dropping seeds when destroyed.

Corn:
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Corn drops corn if you harvest it when fully grown (far right with yellow tops)

Potato:
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Potatoes drop potatoes when destroyed if fully grown (white blossoms, far right). Potatoes do not drop seeds. The seeds only come from grass. Instead, you can plant a potato.

Raspberry:
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Raspberry is a special plant. It has a random chance of growing to adjacent blocks in a random direction. It took a long time to get this algorithm correct. When fully grown raspberries are destroyed, they drop raspberries, possibly seeds, and turn into the second stage. They will only grow to adjacent blocks if they are at their final stage of growth.

Carrot:
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Drops carrots when destroyed at final stage (far right, orange bases)

Cucumber:
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Drops cucumber when destroyed (if fully grown). At stage 3, it has a random chance of spawning a stage 3 cucumber plant next to it.

The Seeds:
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Left to right, they are Corn, Carrot, Cucumber, Raspberry, and Potato.


The Crops:
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Left to right, they are Corn, Baked Potato (cook potato to aquire), Potato, Carrot, Raspberries, and Cucumber.

I hope you enjoy this mod as much as I enjoyed making it! :)

Edit: Mods please move this to releases!

Posted: Tue Dec 04, 2012 13:16
by rubenwardy
Does this mod work any different to PilzAdams mod?

Well done anyway, it is nice to have variations.

Posted: Tue Dec 04, 2012 17:46
by Doc
Yes, it is different. The bonuses in this mod are corn (nice for corn fields I suppose), and raspberries (they will spawn more raspberry plants around them randomly if they are fully grown(red spots on the bush)). Each of the plants have nice textures (I think), and my favorite is the baked potato texture (lol).

Posted: Wed Dec 05, 2012 20:54
by Aqua
I love it! Better textures, more stuff etc.
+1

Posted: Wed Dec 05, 2012 22:35
by Dogzilla131
Great mod

Posted: Wed Dec 05, 2012 22:38
by davidpace
Looks Nice! :-)

Posted: Wed Dec 05, 2012 23:40
by Doc
Thanks everyone! It doesn't really have more stuff (yet) though.

Edit: Give me ideas for what the next addition should be!

Posted: Thu Dec 06, 2012 13:03
by rubenwardy
Aqua wrote:I love it! Better textures, more stuff etc.
+1
The only new thing compared to Farming is raspberries.
It looks good, i will try it out

Posted: Thu Dec 13, 2012 03:16
by Doc
Yes, but corn has its own special growth(3 blocks tall). That and raspberries are the only thing new.

Posted: Thu Dec 13, 2012 14:54
by Ragnar
COCAINE, MARIJUANA, TOBACCO PLEASE!!!!

Posted: Thu Dec 13, 2012 18:48
by Doc
Ragnar wrote:COCAINE, MARIJUANA, TOBACCO PLEASE!!!!
Umm....






No...

Posted: Thu Dec 13, 2012 19:29
by Ragnar
come on, atleast teach me how to make plants, please???

Posted: Thu Dec 13, 2012 19:35
by rubenwardy
Ragnar wrote:come on, atleast teach me how to make plants, please???
read the source

Posted: Thu Dec 13, 2012 21:19
by Doc
All you do is make a texture for each growing stage, make a node for each texture, and register an abm that causes growth to next stage.

Posted: Sat Dec 15, 2012 00:25
by xmagicx60
Looks like one of the best farming mods yet, add more plants mebbe?

Posted: Sat Dec 15, 2012 06:15
by Doc
Yes I just added cucumber, and I plan on adding more. I just need inspiration!

Edit: next I think tomato

Posted: Sat Dec 15, 2012 13:21
by MrPitchfork
This is probably far more difficult than what exists now, but what if, for the vined plants (cucumber and raspberry), the new nodes were connected and dependent on the first node in some way? The child nodes could whither and die, or they could simply be destroyed, when the parent node is destroyed.

I'm not at all sure if this would impact game feel negatively or positively, but it's something I've always wanted to see (and I'm not competent enough to do the programming myself without a lot more dedication than I can likely muster). I really like playing with spreading plants, so this mod is already very appealing to me.

Posted: Mon Dec 17, 2012 16:22
by Doc
MrPitchfork wrote:This is probably far more difficult than what exists now, but what if, for the vined plants (cucumber and raspberry), the new nodes were connected and dependent on the first node in some way? The child nodes could whither and die, or they could simply be destroyed, when the parent node is destroyed.

I'm not at all sure if this would impact game feel negatively or positively, but it's something I've always wanted to see (and I'm not competent enough to do the programming myself without a lot more dedication than I can likely muster). I really like playing with spreading plants, so this mod is already very appealing to me.
Yeah, I could work on the generation some more. This is just something I was testing. I was aiming for something like this, but I just decided on something simple. I could make the plants spread, and have a random chance (when spawned) of being a root node, which can spread as the original one. I may work on it in the future. Right now, cucumbers just randomly grow until all of them are stage four.

Posted: Mon Dec 17, 2012 17:32
by rubenwardy
Food Mod

This mod is now supported in the food mod

Posted: Mon Dec 17, 2012 19:14
by Doc
Niiiice!

Posted: Thu Mar 14, 2013 21:50
by Tedypig
Can this be run along side PilzAdam's farming mod, or must I pick?

Posted: Thu May 30, 2013 15:06
by neron
This mod is awesome! How has it been overlooked?

Posted: Thu May 30, 2013 15:17
by kaeza
Tedypig wrote:Can this be run along side PilzAdam's farming mod, or must I pick?
OldCoder has both mods running along in his minetest.org servers. So yes, both can be used at the same time.

Posted: Thu May 30, 2013 15:18
by kaeza
Tedypig wrote:Can this be run along side PilzAdam's farming mod, or must I pick?
OldCoder has both mods running along in his minetest.org servers. So yes, both can be used at the same time.

Posted: Fri May 31, 2013 09:22
by Mossmanikin
Would like to test this mod.
Unfortunately downloads don't work.