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[Mod] Farming Redo [1.48] [farming]

Posted: Thu Apr 10, 2014 12:33
by TenPlus1
Farming Redo uses a new realistic way of growing crops so that players can wander the map and have their farms grow in the background, or if you want some fast food you can use the Bonemeal mod to help speed things up.

New foods need only be planted directly onto tilled soil as no seeds are required. Previous seed-based crops like Wheat, Cotton, Barley, Oats and Rice still have seeds that can be found inside certain grass types.

You can also use this mod with MineClone.

Image

Farming Redo API is compatible with default farming but adds a {growing=1} group to crops for easy handling.

To see the Farming Redo mod in action check out Xanadu Server.

ContentDB: https://content.minetest.net/packages/TenPlus1/farming

License: MIT

Lucky Blocks: 41

Bonemeal Mod: https://content.minetest.net/packages/TenPlus1/bonemeal

Posted: Thu Apr 10, 2014 12:44
by Inocudom
TenPlus1 wrote:I know this should be in the mod section but since it's built-into the game I've placed it here as a NEW feature to be considered for inclusion in the game itself, also for simplicity in creating new food items in a mod...

Basically it works in the same way as the farming mod but uses the group {growing=1} to determine if a plant, crop or food needs to grow and a single abm for ALL plants using that group is called to make them grow from say wheat_1 to wheat_8 (8 being it fully grown)...

I've included the default wheat and cotton templates as an example and added a mushroom with only 4 levels of growth to show how it all works (mushroom_5 to mushroom_8)... So long as you end your plant on 8 it stops growing... The abm interval is set to 10 instead of 90 to show rapid growing...
I think it would be best if your mushroom crops dropped spores just like wheat and cotton drop seeds. Also, would it be possible to create sunlamps, because torches don't seem to affect them anymore.

Posted: Thu Apr 10, 2014 13:10
by TenPlus1
The mushrooms already drop spores which need to be planted on wet soil, but it's just an example to show a plant with 4 levels of growth, it's not to be added to the game...

Also, torches are too dim to grow crops by, maybe a mod with a growing light with max_light as it's value will work better :)

Posted: Thu Apr 10, 2014 16:12
by Calinou
TenPlus1 wrote:The mushrooms already drop spores which need to be planted on wet soil, but it's just an example to show a plant with 4 levels of growth, it's not to be added to the game...

Also, torches are too dim to grow crops by, maybe a mod with a growing light with max_light as it's value will work better :)
Super Glow Glass (moreblocks:super_glow_glass) above or next to a crop should work. LIGHT_MAX is 14 by default.

Posted: Wed Apr 16, 2014 09:02
by TenPlus1
Some of the plants that grow around Xanadu and perfect for use with Farming Redo mod :)
Image

Re: Farming Redo 0.5 [mod]

Posted: Mon Jul 28, 2014 10:37
by TenPlus1
Brand new Farming Redo 0.5 mod added to server, now we can grow tomato, cucumber,carrot and potato... mmm

viewtopic.php?f=5&t=9019&hilit=farming+redo

Re: Farming Redo 0.5 [mod]

Posted: Mon Jul 28, 2014 15:31
by Kilarin
oh wow! Will we see these in Xanadu?

Re: Farming Redo 0.5 [mod]

Posted: Mon Jul 28, 2014 17:06
by TenPlus1
They have been added already but you would need to travel to a newly generated area for the plants to spawn... Also cheese, pizza and sashimi will be added :)

Re: Farming Redo 0.5 [mod]

Posted: Mon Jul 28, 2014 17:21
by Kilarin
Cool! Now I'm going to have to go hunting for new plants, and expand my greenhouse. I'm finally living vegetarian in Xanadu! :)

Re: Farming Redo 0.5 [mod]

Posted: Tue Jul 29, 2014 07:23
by Krock
TenPlus1 wrote:They have been added already but you would need to travel to a newly generated area for the plants to spawn... Also cheese, pizza and sashimi will be added :)
Hmm cheese plants? Why not money plants?

Re: Farming Redo 0.5 [mod]

Posted: Tue Jul 29, 2014 14:32
by TenPlus1
Krock: at the rate people are creating shops in Xanadu they are making their own money :)

Re: Farming Redo 0.5 [mod]

Posted: Tue Jul 29, 2014 15:26
by webdesigner97
TenPlus1 wrote:Krock: at the rate people are creating shops in Xanadu they are making their own money :)
Take one, pay two :D

Re: Farming Redo 0.5 [mod]

Posted: Tue Jul 29, 2014 19:00
by HeroOfTheWinds
I just might consider using this to replace the default farming in SkyTest, but I'll have to do some tests to be sure... Keep it up!

Re: Farming Redo 0.5 [mod]

Posted: Tue Jul 29, 2014 19:23
by Kilarin
I'm really enjoying this mod in xanadu.
One POSSIBLE suggestion. What would it take to make it so that hoes could harvest? They would be the perfect harvesting tool, because there wouldn't be any risk of them actually digging up the dirt. Is there some game engine reason why this couldn't be done?

Re: Farming Redo 0.5 [mod]

Posted: Wed Jul 30, 2014 08:00
by TenPlus1
I could make the cropy pickup instantly so it only takes 1 hit, that way soil wouldnt be disturbed as much if using your hands...

Update: Using a sword to harvest picks up the crops a lot quicker and doesnt damage the dirt as much...

Re: Farming Redo 0.5 [mod]

Posted: Wed Jul 30, 2014 12:02
by Kilarin
TenPlus1 wrote:I could make the cropy pickup instantly so it only takes 1 hit,
I very seldom dig up the dirt when harvesting, so it's not a big issue if changing the hoe to harvest isn't something the game can do easily. Consider this a very low priority suggestion. :)

Re: Farming Redo 0.6 [mod]

Posted: Wed Jul 30, 2014 14:58
by Sokomine
Kilarin wrote: I very seldom dig up the dirt when harvesting, so it's not a big issue if changing the hoe to harvest isn't something the game can do easily. Consider this a very low priority suggestion. :)
Happens to me as well sometimes. And just sometimes, I wish for an auto-harvester based on pipeworks/mesecons/technic, where you'd just build a railroad next to your field and the harvester would move over it and harvest the plants :-)

A very easy solution to the accidental digged soil might be to make it not diggable by hand but to require a shovel.

There are quite a lot of farming mods out there. It'd be nice to grow all the plants they offer together in one world with one method. However, with farming_plus, there are no plants that survive beeing harvested (in RL, strawberries and rhubarb usually survive; no idea if oranges grow on bushes that tiny), and with hydro, all plants survive harvesting - even potatoes. This mod seems to introduce another method again :-)

Re: Farming Redo 0.6 [mod]

Posted: Wed Jul 30, 2014 17:34
by TenPlus1
If water was able to automatically drop nodes with buildable_to=true then the builtin_item mod could make the dropped items flow in a certain direction and the factory mod could use one of the machines to pickup any items that land nearby...

Re: Farming Redo 1.10 [mod]

Posted: Wed Aug 13, 2014 16:52
by TenPlus1
Cocoa beans can now be grown on jungle trunks and found spawning at the tops of jungle tree's... Also added is the recipe for a Dark Chocolate bar and Cookies, or for those adventuring types I'll be adding Hot Chocolate, Milk Chocolate and Chocolate Donuts to Xanadu server (just because we have milk there)...

Here are the hunger values for the Better HUD mod's hunger.lua file:

Code: Select all

if minetest.get_modpath("farming") then
if farming.mod == "redo" then
	overwrite("farming:bread", 6)
	overwrite("farming:potato", 1)
	overwrite("farming:baked_potato", 6)
	overwrite("farming:cucumber", 4)
	overwrite("farming:tomato", 4)
	overwrite("farming:carrot", 4)
	overwrite("farming:carrot_gold", 6, "", nil, 8)
	overwrite("farming:corn", 3)
	overwrite("farming:corn_cob", 5)
	overwrite("farming:melon_slice", 2)
	overwrite("farming:pumpkin_slice", 1)
	overwrite("farming:pumpkin_bread", 9)
	overwrite("farming:coffee_cup", 2, "farming:drinking_cup")
	overwrite("farming:coffee_cup_hot", 3, "farming:drinking_cup", nil, 2)
	overwrite("farming:cookie", 2)
	overwrite("farming:chocolate_dark", 3)
	overwrite("farming:donut", 4)
	overwrite("farming:donut_chocolate", 6)
	overwrite("farming:donut_apple", 6)
	overwrite("farming:raspberries", 1)
	overwrite("farming:blueberries", 1)
	overwrite("farming:muffin_blueberry", 4)
	overwrite("farming:smoothie_raspberry", 2, "vessels:drinking_glass")
	overwrite("farming:rhubarb", 1)
	overwrite("farming:rhubarb_pie", 6)
else
	overwrite("farming:bread", 4)
end
end

Re: Farming Redo 1.0 [mod]

Posted: Wed Aug 13, 2014 21:21
by philipbenr
Usages for cocoa. I did that...

Thanks for doing this, TenPlus1. I am using it in my in-dev sub-game. I intend to swap a couple things around with my mtfoods mod, and fit this in there. It also adds a nice bit of relief with hunger and such. I always start starving and nearly die. : /

Re: Farming Redo 1.04 [mod]

Posted: Wed Aug 27, 2014 09:42
by TenPlus1
Donuts!!! nuff said...

Re: Farming Redo 1.04 [mod]

Posted: Wed Aug 27, 2014 15:34
by Inocudom
Will this mod's cocoa have compatibility with the jungle trees of the moretrees mod? They really are impressive.

Re: Farming Redo 1.04 [mod]

Posted: Wed Aug 27, 2014 17:20
by TenPlus1
if the jungle trees in moretrees use the default:junglewood and default:jungleleaves nodes then yes... will check to make sure though...

EDIT: Added support for the jungle tree's in Moretree's mod...

Re: Farming Redo 1.04 [mod]

Posted: Wed Aug 27, 2014 19:32
by Inocudom
TenPlus1 wrote:if the jungle trees in moretrees use the default:junglewood and default:jungleleaves nodes then yes... will check to make sure though...

EDIT: Added support for the jungle tree's in Moretree's mod...
Thank you, TenPlus1.

Re: Farming Redo 1.05 [mod]

Posted: Sun Aug 31, 2014 17:16
by rubenwardy
The food mod now supports this mod. It is a passive mod, so if farming redo is installed then food:baked_potato will not be registered.

support.lua#L51