[Mod] Farming Redo [1.48] [farming]

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TenPlus1
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Re: [Mod] Farming Redo [1.45] [farming]

by TenPlus1 » Post

lolol, will change to 1 in 2 :)

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Update:

by TenPlus1 » Post

Translations added for Minetest 5.x thanks to Dacmot.

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Re: [Mod] Farming Redo [1.45] [farming]

by Wuzzy » Post

The mod adds blueberries, but blueberries have been added Minetest Game as well (default:blueberries).
https://wiki.minetest.net/Bush_Leaves
https://wiki.minetest.net/Blueberries

This creates a naming colliion: Both the Minetest Game blueberries and the Farming blueberries have the exact same name: "Blueberries". The items behave quite differently though.

I suggest to rename (description) farming:blueberries to "Wild Blueberries" to disambiguate those two items, analogous to how there is a "Wild Onion" and an "Onion" in this mod.

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Re: [Mod] Farming Redo [1.45] [farming]

by Merak » Post

Why not have the farming bush give the same default:blueberries? Seems to me that would work well.

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Update:

by TenPlus1 » Post

- Blueberries changed to Wild Blueberries

@Merkat - Normally that would be a good idea but I'm trying to keep compatibility with 0.4x servers which dont have the new blueberry bush added.

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Re: [Mod] Farming Redo [1.45] [farming]

by Ragiowan » Post

- problem with planting

Hello,
I'm sorry, I don't speak English (translated by google translator),

please, give me an advice. I can't plant beans. He will place a perch on the buried field of water next to him. Right-click a wedge under the pole on the ground with a glowing effect. And the number of beans will remain unchanged in the "hand".

I thank you in advance for your willingness

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Re: [Mod] Farming Redo [1.45] [farming]

by TenPlus1 » Post

@Ragiowan - To plant beans place a beanpole on hoe'd soil and right click the beanpole with a bean pod.

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Re: [Mod] Farming Redo [1.45] [farming]

by Ragiowan » Post

That's how I did it

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Re: [Mod] Farming Redo [1.45] [farming]

by TenPlus1 » Post

@Ragiowan - I just tried it and it works fine, double check you are using farming:beans on the beanpole.

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Re: [Mod] Farming Redo [1.45] [farming]

by Ragiowan » Post

I use agriculture: beans on the perch.
I have the "Farming Redo" and "Farming plus by PilzAdam" modes installed.

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Re: [Mod] Farming Redo [1.45] [farming]

by Ragiowan » Post

Solved.
I also had the "Crops" by sofar mod installed. I uninstalled it and everything works as it should.
Thank you for your help

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Re: [Mod] Farming Redo [1.45] [farming]

by TenPlus1 » Post

Farming Redo contains the same crops as the Crops mod, and is also a direct replacement for Farming Plus, so yes only the one mod is required.

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Re: [Mod] Farming Redo [1.45] [farming]

by Ragiowan » Post

Thank you

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Re: Update:

by Are6 » Post

TenPlus1 wrote:
Wed May 27, 2020 10:17
- Added Mint and Mint Tea (thanks Darkstalker for textures)
- Added Cactus Juice with 1 in 5 chance of poisoning (thanks OgelGames)
- Added Pasta and Spaghetti
How do I craft mint tea?
Are6

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Re: [Mod] Farming Redo [1.45] [farming]

by TenPlus1 » Post

Mint Tea = drinking glass, mint x 3, juicer, bucket of water.

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Re: [Mod] Farming Redo [1.45] [farming]

by splyncryth » Post

Is there a full list of receipts for all the new items? Some of the plants, like tomatoes and strawberries, show no receipts within the game.

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Re: [Mod] Farming Redo [1.45] [farming]

by timsoft » Post

Hi, just a litle bug report. Some of the receipes for food don't satiate with Hunger NG. Is there any chance of adding them.?
What doesn't appear to work (satiate) (with Farming Redo included in hamlets quest) is mint tea, onion soup, apple pie, spaghetti, butter, pasta, meat block, cheese block, cup of hot chocolate ( no receipe,) and cup of coffee. (running on minetest 5.3 ). If it is Hunger NG that needs to add the items, rather than Farming Redo, let me know, and I'll ask there instead, many thanks.

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Re: [Mod] Farming Redo [1.45] [farming]

by TenPlus1 » Post

@timsoft - you may be right, Hunger NG would have to add those food items to their growing list of food items for them to work. This is why we use Stamina mod as it works with all food items automatically :)

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Updated to Version 1.46:

by TenPlus1 » Post

- Added Lettuce and Blackberry crops (Thanks to OgelGames)
- Added Berry Smoothie, Salad and Burger food items
- Added Min/Max default light settings for growing crops

Note: Bonemeal and Ethereal NG have both been updated with new crops also :)

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Re: [Mod] Farming Redo [1.46] [farming]

by Felfalido » Post

Debian & Arch GNU/Linux user - Libre software promoter - Antifa - Republican - Feminist - Atheist - Regular player at LinuxWorks server - Hi :-)

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Re: [Mod] Farming Redo [1.46] [farming]

by TenPlus1 » Post

@Felfalido - Apologies, I thought that OgelGames made the textures himself, I will gladly add your name to the license.txt file and give credit where it's due...

Which license type would your images come under, CC0? also may I use your other crops and recipes ?

Please feel free to to add pull requests to the original mods if you would like something added :)

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Update:

by TenPlus1 » Post

- Red and Yellow Peppers added
- Soya and Soya Milk added
- Vanilla and Vanilla Extract added (Thanks Felfa)
- Added Tofu and Cooked Tofu
- Simplified Porridge and Burger recipes
- Changed Cabbage and Lettuce drops

Note: Bonemeal and Ethereal NG have been updated also to add new crops.

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Re: [Mod] Farming Redo [1.46] [farming]

by Felfalido » Post

TenPlus1 wrote:
Sat Dec 12, 2020 18:04
@Felfalido - Apologies, I thought that OgelGames made the textures himself, I will gladly add your name to the license.txt file and give credit where it's due...

Which license type would your images come under, CC0? also may I use your other crops and recipes ?

Please feel free to to add pull requests to the original mods if you would like something added :)
Thanks. Yes, I usually license my textures under CC0, I think I should make it explicit in my repos. No problem with choosing other crops or recipes for the original mods. I'll also keep pulling gladly other new upcoming recipes from upstream to my forks and make pull requests when suitable.
Debian & Arch GNU/Linux user - Libre software promoter - Antifa - Republican - Feminist - Atheist - Regular player at LinuxWorks server - Hi :-)

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Re: [Mod] Farming Redo [1.46] [farming]

by vtwindsurfer » Post

Forgive the noob question, but how do groups work in Minetest? In other words, how do items get registered as a group? I have not been able to craft Farming Redo recipes that use "groups:water_bucket" and it appears to be from when wooden bucket compatibility was added to Farming Redo which also supposedly added this group function so that normal water buckets as well as river water buckets could be used for crafting but it doesn't seem to work for me.

I'm running Minetest 5.3.0 but I also have about 50 mods installed so maybe there is a conflict somewhere.

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Re: [Mod] Farming Redo [1.46] [farming]

by TenPlus1 » Post

@vtwindsurfer - certain craftitems and nodes can be placed into a group like {special=1} and when using a craftrecipe you can add "group:special" to the items for use with any of those items.

Some groups can be: "group:bucket_water", "group:food_sugar", "group:food_bowl", "group:flora" etc.

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