I'd like Ethereal alone to control my crop generation so I can make each biome more distinctive. Will this interfere with that? I seem to see some crops in areas I didn't before. Before, it was easy. All I had to do was comment out the call to mapgen in the farming init file and edit my decor in Ethereal.
[Mod] Farming Redo [1.48] [farming]
Re: Updated to Version 1.47:
Re: [Mod] Farming Redo [1.47] [farming]
@Slightly - You can still make changes to the ethereal mapgen decor in each crop .lua file if you want, or add a new mod that soft depends on ethereal to add its own decor. What is it you are changing ?
Re: [Mod] Farming Redo [1.47] [farming]
For the crops, i just want more control over which biomes they show in and how they are distributed inside them to apppear to grow in more natural patterns.
For now I just removed mapgen from farming completely. I've done the same with a number of mods, so I can control biomes, decor, and schema all from one place. I'm sure there is a better way, but I don't know it and I'm aware this would not play well with others. Its currently for my use while i work out biomes I like.
This may be OT, but would some manner of manipulating dependencies turn off mapgen from other mods so that only one, such as Ethereal, controls it all, while still allowing access to their nodes, etc?
Re: [Mod] Farming Redo [1.47] [farming]
@Slightly - For now ethereal only removes default biomes and decor but will not touch other mods, if you could list the changes you make to have biomes look more natural they could maybe end up as default settings.
Re: [Mod] Farming Redo [1.47] [farming]
Thanks, that answers my question. Such a mod would involve deregistering biomes and decorations. No, I haven't changed farming mapgen since I removed it. All my work is in my heavily modified Ethereal. I have extensive changes there, but that's OT here. I think changing farming I would have different priorities so it could stand alone. I'll give it some thought.
Update:
- New pumpkin block and jack 'o lantern textures (thanks alerikaisattera)
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Re: [Mod] Farming Redo [1.47] [farming]
This is not entirely true. Clearing biomes, ores, and decos happens to all mods loaded at the time the command is issued, which is why Aotearoa and Australia have never been compatible with Ethereal. They also clear biomes, ores and decos. Dependencies do not govern which other mods are loaded before Ethereal, just that those mods are listed as dependencies are loaded before Ethereal. The above mods load first, due to their names coming alphabetically before Ethereal. Ebiomes might also suffer this fate, but haven't checked. I've had to mod every biome producing mod, including valleys_c, just to accommodate a stock install of Ethereal, and its unwillingness to provide settings to disable the clearing of biomes, ores and decos.
Requiring Ethereal to be in the dependency chain for any other biome producing mod is not the answer. Adding the code changes I previously suggested in the Ethereal topic would address the issue Slightly raises, which is control over biomes, ores and decos produced by mods, and clearing of those in bank by other mods.
Tenplus1, please just add the code changes to the settings so that players can enjoy Ethereal with other mods that also produce biomes and decos.
Shad
Re: [Mod] Farming Redo [1.47] [farming]
@ShadMOrdre - Ethereal only removes default biomes and decor to replace them with it's own, it doesnt clear everything.
This is what it does: https://notabug.org/TenPlus1/ethereal/s ... s_init.lua
This is what it does: https://notabug.org/TenPlus1/ethereal/s ... s_init.lua
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Re: [Mod] Farming Redo [1.47] [farming]
Tenplus1,
This is a new change of which I was unaware. It looks like you only recently added those changes. While the updated code is an elegant solution, it fails to address two key issues.
While this may address which biomes and decos are removed, it still does not give the user the option to choose this functionality. Some of us may still want the default biomes to generate, or the default decos, alongside Ethereal content. It was this incompatibility and the lack of a simple choice for both Ethereal and valleys_c that prompted me to originally create what has evolved into gal.
I'm also not sold on clearing anything from other mods en banc, without being given some choice, an option or setting, to use this feature. I am actively encouraging other modders of biome producing mods to enact the same code addition, to provide a menu based setting to enable/disable this functionality.
A key reason is that deregistering anything can lead to issues with content_id. When biomes, ores and decos are registered, they are assigned a content_id. Any deco or ore that is registered to a biome receives the content_id of the biome to which it is registered, upon registration. When you deregister the biome, the ore and deco are no longer tied to a valid content_id, (ie, registered biome), thus ensuring that the ores and decos for those reregistered biomes are not necessarily generated, or worse, referencing an invalid content_id, potentially causing MT to crash.
I get what you are aiming for, and don't want the option to go away. I just want control over the option. This would also address the issues Slightly addressed in regards to control over biomes, ores, and decos.
On a side note, when registering biomes, ores and decorations, you can add the mod name to the biome, ore, deco name just like an itemstring, such as. While there isn't much hope for default to be updated, if we biome modders use this naming scheme, it might make it easier to target biomes, ores and decos within the registrered_ tables, thus accommodating perhaps even more elegant solutions.
Shad
This is a new change of which I was unaware. It looks like you only recently added those changes. While the updated code is an elegant solution, it fails to address two key issues.
While this may address which biomes and decos are removed, it still does not give the user the option to choose this functionality. Some of us may still want the default biomes to generate, or the default decos, alongside Ethereal content. It was this incompatibility and the lack of a simple choice for both Ethereal and valleys_c that prompted me to originally create what has evolved into gal.
I'm also not sold on clearing anything from other mods en banc, without being given some choice, an option or setting, to use this feature. I am actively encouraging other modders of biome producing mods to enact the same code addition, to provide a menu based setting to enable/disable this functionality.
A key reason is that deregistering anything can lead to issues with content_id. When biomes, ores and decos are registered, they are assigned a content_id. Any deco or ore that is registered to a biome receives the content_id of the biome to which it is registered, upon registration. When you deregister the biome, the ore and deco are no longer tied to a valid content_id, (ie, registered biome), thus ensuring that the ores and decos for those reregistered biomes are not necessarily generated, or worse, referencing an invalid content_id, potentially causing MT to crash.
I get what you are aiming for, and don't want the option to go away. I just want control over the option. This would also address the issues Slightly addressed in regards to control over biomes, ores, and decos.
On a side note, when registering biomes, ores and decorations, you can add the mod name to the biome, ore, deco name just like an itemstring, such as
Code: Select all
ethereal:bamboo_forest
Shad
Re: [Mod] Farming Redo [1.47] [farming]
@ShadMOrdre - Ethereal doesn't remove the ability to get contentid's from registered nodes, it only removes biome and biome decor. I have added a setting though "ethereal.clear_default_biomes" that you can disable to stop this.
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Re: [Mod] Farming Redo [1.47] [farming]
Noticed the onion image needed a little TLC.
Tried to create one - happy if you want to use or not TenPlus1 :)
Licence - CC0
10x preview
[/url]
Tried to create one - happy if you want to use or not TenPlus1 :)
Licence - CC0
10x preview
[/url]
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- crops_onion.png (667 Bytes) Viewed 4321 times
Re: [Mod] Farming Redo [1.47] [farming]
I don't know if this is a version compatibility issue or what, but I'm having trouble with grasses not dropping seeds.
I'm using 5.6.1. When I discovered the issue I had a lot of mods running, but I've tested it with a new work with just farming redo.
default:grass_ isn't dropping wheat and oat seeds
default:dry_grass_ isn't dropping rye or barley
Jungle grass is still dropping cotton and rice.
I've been checking this in unified inventory because in will tell you if you can get an item by digging a node.
I assume there's some difference between the names MTG is now giving the grasses and the names used in the grass.lua file, but I am not a coder. I tried fiddling with it and just broke the game.
I'd also like to be able to adjust that file so various grasses in the Wilhelmine natural biomes mod drop seeds, but that's a secondary matter.
I'm using 5.6.1. When I discovered the issue I had a lot of mods running, but I've tested it with a new work with just farming redo.
default:grass_ isn't dropping wheat and oat seeds
default:dry_grass_ isn't dropping rye or barley
Jungle grass is still dropping cotton and rice.
I've been checking this in unified inventory because in will tell you if you can get an item by digging a node.
I assume there's some difference between the names MTG is now giving the grasses and the names used in the grass.lua file, but I am not a coder. I tried fiddling with it and just broke the game.
I'd also like to be able to adjust that file so various grasses in the Wilhelmine natural biomes mod drop seeds, but that's a secondary matter.
Re: [Mod] Farming Redo [1.47] [farming]
@Oblivious - Only the longer grasses drop seeds (grass_4/5, dry_grass_4/5), although if enough players wish I can return it to default behaviour.
Re: [Mod] Farming Redo [1.47] [farming]
Okay. So, if I wait long enough, there'll be long grass and I'll be able to get seeds?
Re: [Mod] Farming Redo [1.47] [farming]
I figured out how to make the seeds drop from grass in other mods!
I just had to add the modified copy of grass.lua in the other mod and tell the unit file to run it.
I'm kinda excited because I can barely manage to do html formatting.
I just had to add the modified copy of grass.lua in the other mod and tell the unit file to run it.
I'm kinda excited because I can barely manage to do html formatting.
Re: [Mod] Farming Redo [1.47] [farming]
@Oblivious - Yeah, patience and plenty of long grass will get you the seeds you need, kinda like pokemon :P
Update:
- Seeds created by using register_plant are now placed in world and germinate into stage_1 of crop.
- Seeds created manually needs the {growing=1} group and next_plant="farming:myplant_1" set.
- Seeds created manually needs the {growing=1} group and next_plant="farming:myplant_1" set.
Important Update:
- Returned to default water check for soil (within 3 nodes, all axis)
- Updated wet soil -> dry soil check to be more efficient
- Checks for seeds on soil as well as plants/crops before changing to normal dirt
- Updated wet soil -> dry soil check to be more efficient
- Checks for seeds on soil as well as plants/crops before changing to normal dirt
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Re: [Mod] Farming Redo [1.47] [farming]
Would prefer if Minetest Game apple shading was used, Minetest modders have a bad habit of basing textures off of Minecraft standards.sirrobzeroone wrote: ↑Sat Feb 11, 2023 08:33Noticed the onion image needed a little TLC.
Tried to create one - happy if you want to use or not TenPlus1 :)
Licence - CC0
10x preview
Onion_lrg.png
Yeet.
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Re: Updated to Version 1.47:
Where do I find asparagus, spinach and eggplant?TenPlus1 wrote: ↑Tue Sep 13, 2022 11:39- Added new crops: asparagus, spinach and eggplant (thanks Atlante)
- Added Chili Powder (thanks Atlante)
- New Onigiri and Rice textures (thanks Atlante)
- Moved mapgen decoration into each crop file
- Updated Ethereal NG and Bonemeal mods to use new crops
- Added visible change in selection box to show when crop is grown
Re: [Mod] Farming Redo [1.47] [farming]
Asparagus is found on dirt with grass, spinach and eggplant in decidouos forest,
Update:
- Placeable mint, sunflower and rice seeds
- Crops wave in the wind
- Crops wave in the wind
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Re: [Mod] Farming Redo [1.47] [farming]
Hi ,
I try 'farming.register_hoe' for a mod but every time is crash with this error,
attempt to index global 'farming' (a nil value)
i think the api itis clear for the definition i dont known what i m missing.
br
I try 'farming.register_hoe' for a mod but every time is crash with this error,
attempt to index global 'farming' (a nil value)
i think the api itis clear for the definition i dont known what i m missing.
br
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Re: [Mod] Farming Redo [1.47] [farming]
I suspect you have not added farming as a dependency in your mod.conf (ref), so your mod loads before farming and so it sees nil.
Your mod.conf should look something like this:
Code: Select all
name = farming_more_hoes
description = Adds more hoes for farming redo and Minetest Game
depends = farming, default
author = Diablosxm
title = More Hoes for Farming Redo
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
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Re: [Mod] Farming Redo [1.47] [farming]
thanks it works , that it so simple ...thank you and for the ref to, you known i am not really a dev , i just like some old mod.Blockhead wrote: ↑Mon May 08, 2023 02:47I suspect you have not added farming as a dependency in your mod.conf (ref), so your mod loads before farming and so it sees nil.
Your mod.conf should look something like this:Don't include default if you don't need it. For instance, if your mod adds ores then don't add default, or if you use a mod like moreores then depend on it not on default.Code: Select all
name = farming_more_hoes description = Adds more hoes for farming redo and Minetest Game depends = farming, default author = Diablosxm title = More Hoes for Farming Redo
if you interresting:
https://github.com/Diablosxm/minetest-emeralds.git
br
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