[Mod] Farming Redo [1.37] [farming]

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Punk
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Re: [Mod] Farming Redo [1.37] [farming]

by Punk » Thu Jun 21, 2018 21:26

TenPlus1 wrote:Barley seeds are found when digging savannah dry grass, cocoa pods are found high in the jungle trees, coffee is in higher up areas of grassland and hemp near jungle tree roots.

Note: You could add a 'farming.conf' file to your world or farming folder with this setting included to make crops spawn more often:

farming.rarety = 0.02


Thank you! I had found cocoa after asking. Playing on mpv6 increases the difficulty of finding certain things?
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Issues with Minetest 0.4.16

by TenPlus1 » Fri Jun 22, 2018 08:10

NOTICE

Minetest 0.4.17 has changed dependencies inside the Stairs mod so using Farming Redo on an older version may cause the mod to not load properly, so to fix this you can either use Stairs Redo from the link below or download the fixed Stairs mod attached and enable mod.

Stairs Redo: https://notabug.org/TenPlus1/stairs/archive/master.zip
Attachments
stairs0416.zip
(5.56 KiB) Downloaded 50 times
 

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Github issue

by Gundul » Sat Jun 23, 2018 05:44

As you moved to an other git, there is now a problem with github. I do not how this
could happen but it looks like somebody took over your github account ?

https://github.com/prestidigitator/farming

From this repo you will get your files if you do a pull request in your usual folder on
the server like you did the weeks before. Leaving your world in error and unknown blocks.
(Always do backups before doing pull requests ! :) )
I only took a short glance but it seems that all is renamed from farming:.. to crops:...

Best solution is maybe to delete farming_redo folder on server and make a fresh clone
from your new hoster:
https://forum.minetest.net/viewtopic.php?f=11&t=9019
 

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Re: [Mod] Farming Redo [1.37] [farming]

by TenPlus1 » Sat Jun 23, 2018 07:05

Gundul: I'm still on github for the main mods like Farming Redo and Mobs Redo for those who need them for [game] links which will be kept up to date.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by Gundul » Sat Jun 23, 2018 07:57

TenPlus1 wrote:Gundul: I'm still on github for the main mods like Farming Redo and Mobs Redo for those who need them for [game] links which will be kept up to date.


Ok,something wrong on my side maybe. I will check that.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by Nutty8 » Mon Jul 09, 2018 23:47

Hey TenPlus1 :D
I like your mod very much, it's wonderful
I simply like how the fruits can act as seeds, it's very practical
It would be wonderful if you could farm flowers as well.
Best regards ;)
In love with Minetest
 

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Re: [Mod] Farming Redo [1.37] [farming]

by TenPlus1 » Tue Jul 10, 2018 07:19

You can farm flowers in a way, make a raised field of dirt with a border and place a flower in the corner, then after a while it will spread along the field and you farm the extra :)
 

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Re: [Mod] Farming Redo [1.37] [farming]

by bosapara » Wed Jul 18, 2018 10:05

at 4.17.1 farming redo doesnt work?

when i turn on mod, some different mods stop working, such like frames, anvils

_____________________
update:
hoe doesnt work too
 

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Re: [Mod] Farming Redo [1.37] [farming]

by TenPlus1 » Thu Jul 19, 2018 06:49

Farming Redo doesn't affect other mods, it's self contained and only checks toolranks for compatibility... Check your mods and see if anything else has compatibility issues.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by BrunoMine » Wed Aug 08, 2018 18:18

Please, fix the plantlike param for peas and garlic plant
Image
 

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Re: [Mod] Farming Redo [1.37] [farming]

by BrunoMine » Wed Aug 08, 2018 19:08

Good job with these updates :)
Macrotex textures for new items
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Re: [Mod] Farming Redo [1.37] [farming]

by Chem871 » Wed Aug 08, 2018 23:13

Would you put the cutting board and other utensils in a separate mod? It feels like this mod is moving away from what farming is.
What is SCP-055 again? I forgot.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by TenPlus1 » Thu Aug 09, 2018 07:04

Chem817, the utensils are a mere 9 items that make recipe crafting easier for additional crop/food mods to use.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by Chem871 » Thu Aug 09, 2018 13:00

I can't make bread without a utensil any more, is my point.
What is SCP-055 again? I forgot.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by TenPlus1 » Thu Aug 09, 2018 13:43

A mortar and pestle is 3x stone and 1x stick, it's not that expensive to make and can be used indefinitely in the flour recipes.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by VanessaE » Mon Aug 13, 2018 17:48

You asked for suggestions yesterday, so here are some... :-)

  • Get rid of the collision on cocoa pods (let the player walk through them). (fixed in git)
  • Add collision for trellis and beanpole, but only the ones that have enough plants on them (say ⅓ to ½ the full-grown height, leaving anything less, or empty, as walk-through like now).
  • You have a banana defined (from Ethereal), but there's nothing useful about it. :-(
    • It can be placed okay (about like an apple can), but it can't be farmed/planted. Maybe allow the user to place one under jungle leaves against a jungle tree trunk (like cocoa pods), as if to graft it, and have it grow into a "bunch" (that yields, say, 5) after a long time.
  • • There are no recipes or anything else that uses it. Maybe add a banana creme pie or banana bread recipe?
  • Make some of the last few growing stages of melons into nodeboxes or mesh models, instead of plantlike, to better lead into the full-node ripe melons.
  • Do the same with pumpkins
  • To that end, farming:pumpkin exists (as a full cube), but it does not grow from farming:pumpkin_* -- I think they used to spawn randomly at mapgen time. (fixed in git)
  • You should consider overriding the drawtype for papyrus to make it the four-sided type, as used in peas, garlic, or wheat.
  • You may want to consider using an override or alias or something to rename papyrus to sugar cane, since sugar seems to be a more common use for the stuff than making paper.
  • There are two sugars visible in the creative inventory (one provided by bushes_classic, one by farming). Since one seems to be aliased to the other anyway, you should hide one of them. (fixed in bushes_classic)

EDIT, found some broken aliases (all are "unknown node" in-world, but most of them give an appropriate fruit or veggie when dug) -- this appears to be a 0.4.17+ engine bug:

  • farming_plus:rhubarb
  • farming_plus:orange
  • farming_plus:carrot
  • farming_plus:tomato
  • farming_plus:potato
  • farming_plus:banana_leaves
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
 

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Re: [Mod] Farming Redo [1.38] [farming]

by TenPlus1 » Mon Aug 13, 2018 20:44

Updated to version 1.38:

- Pumpkins grow into whole block, requires chopping board to cut into 4x pumpkin slices
- Melons now require chopping board to cut into 4x melon slices
- 2x2 melon or pumpkin slice crafts them back into a block
- Cocoa Pods are no longer walkable
- Better compatibility when removing Farming Plus and using only Farming Redo
Last edited by TenPlus1 on Sat Sep 08, 2018 16:45, edited 2 times in total.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by CBugDCoder » Mon Aug 13, 2018 21:12

I like the update Ten. Can't wait till the next one.
A wise man once said "The more you learn, the more you find out you don't know".
 

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Re: [Mod] Farming Redo [1.37] [farming]

by b3nz0l » Sun Sep 02, 2018 11:34

This maybe Material for a seperate mod but will be connected to farming:
when harvesting corn or potatoes, beans etc. they could produce excess material/remains (which would form a new group of nodes) that should be able to be crafted into a compost block. Leaves from a Tree and Grass would belong there aswell.
The compost block then would degrade into soil when exposed to air (and light?) or could be used as a flammable in the furnace.
Let me know what you think about that (:
 

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Re: [Mod] Farming Redo [1.37] [farming]

by TenPlus1 » Sun Sep 02, 2018 17:38

Composting sounds a good idea, will have a think on how to implement it.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by Chibi ghost » Mon Sep 03, 2018 18:49

I found a fairly large mod clash
the cutting board share the same recipe as the wooden slab
maybe change the recipe to
stick,stick,blank
stick,stick,blank
stick,stick,blank

I checked and it doesn't clash with any mods that I know of
 

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Re: [Mod] Farming Redo [1.37] [farming]

by TenPlus1 » Mon Sep 03, 2018 19:47

The cutting board already requires steel ingot, stick and wood on bottom, it doesnt clash with slabs.
 

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Re: [Mod] Farming Redo [1.37] [farming]

by Chibi ghost » Mon Sep 03, 2018 20:02

ah sorry about that I think I know the next culprit I'll wander off to inform that mod creator
seriously sorry
 

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Re: [Mod] Farming Redo [1.37] [farming]

by totya » Sun Sep 16, 2018 21:44

Hi!

Sorry for the noob question, if I want to use this mod on the existing world, then I need to travel a unexplored land, to find new plants?
 

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