[Mod] Farming Redo [1.42] [farming]

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TenPlus1
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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Fri Sep 30, 2016 15:55

ahh good, that one works aready (see previous) :)
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Milan* » Fri Sep 30, 2016 16:40

Huh? I am sorry but confused - i didn't saw any previous post about hemp and it don't wanna grow using the original code also. o.O
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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Fri Sep 30, 2016 18:07

Milan: The original code uses the default farming mod to register the hemp nodes, seeds etc and uses the same mod to grow the hemp... but... if Farming Redo is install and running, it overrides the default farming mod and any crops registered use farming redo instead :) it's automatic... So simply having farming redo active will grow the hemp for you :)
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Milan* » Fri Sep 30, 2016 20:30

I am sorry, i just tested it using your clean version of farming redo an it worked.
Currently trying around to find out whats break the hemp in my fork. Sorry for wasting your time and thanks for your quick responses. :)

Edit: i forgot to update the submodule after updating farming a few days ago in my subgame -.-
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Re: [Mod] Farming Redo [1.23] [farming]

by amadin » Sat Oct 29, 2016 15:08

Hi. Is there any way to grow mushroom in dark by using farming-redo API?
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Thu Nov 03, 2016 10:09

Update:

- Improved farming_plus compatibility by adding banana/orange/strawberry items for when Ethereal mod isn't active.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Cryterion » Sat Dec 17, 2016 16:23

Hi, have been playing with you mod lately on Gundul's Jungle server, and picked up a small problem when automating things.

Melon seeds will continue to deploy via a deployer even though something is already growing, all other seeds seem fine, i.e. don't deploy if something is already there.

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Re: [Mod] Farming Redo [1.23] [farming]

by firefox » Sat Dec 17, 2016 17:17

Cryterion wrote:Hi, have been playing with you mod lately on Gundul's Jungle server, and picked up a small problem when automating things.

Melon seeds will continue to deploy via a deployer even though something is already growing, all other seeds seem fine, i.e. don't deploy if something is already there.

Cryterion

but wheat, cotton and barley are the only plants to use "seeds" =(>.>)=
are you sure the mod was not modified on that server?
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Re: [Mod] Farming Redo [1.23] [farming]

by atorian37 » Fri Mar 10, 2017 10:14

Hi, I like to use your farming mod on my server to play around with farming stuff.
I downloaded, installed and activated the mod, then I restarted the server. Now I see in the inventory some new stuff but how do I plant and get it? I still stand on the wire and do not get ahead with that.. :(
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Fri Mar 10, 2017 20:45

Once you have used a hoe on dirt near water you can plant crops directly by right-clicking the wet soil with either a food item or a seed.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by QwertyDragon » Thu Mar 16, 2017 20:41

Hello, I love this mod.
I just noticed that desert sand cannot be hoed. Is this bug or intentional? I tried with mods enabled, and mods disabled, so found this way that it was this mod when enabled that desert sand can not be hoed.

Using Stable 4.15
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Fri Mar 17, 2017 08:12

I never liked having sand become soil so farming redo only allows dirt to be hoe'd and any existing sand_soil will become dirt_soil.
 

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Re: [Mod] Farming Redo [1.24] [farming]

by TenPlus1 » Sat Apr 08, 2017 10:24

Updated to 1.24:

- Added Hemp which can be crafted into fibre, string, paper, rope and oil.
 

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Re: [Mod] Farming Redo [1.24] [farming]

by firefox » Sun Apr 09, 2017 12:05

TenPlus1 wrote:Updated to 1.24:

- Added Hemp which can be crafted into fibre, string, paper, rope and oil.

didn't you forget something? :P
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Re: [Mod] Farming Redo [1.24] [farming]

by VanessaE » Sun Apr 09, 2017 16:49

This is industrial hemp, not cannabis. :)
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Re: [Mod] Farming Redo [1.24] [farming]

by Beerholder » Sun Apr 09, 2017 17:52

VanessaE wrote:This is industrial hemp, not cannabis. :)

Quick! Someone make a mini craft/ mini mod for doobies on top of this!!! XD
 

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Re: [Mod] Farming Redo [1.25] [farming]

by TenPlus1 » Fri Apr 28, 2017 17:43

Updated to 1.25

- Added check for farming.conf setting file to disable specific crops globally (inside mod folder) or world specific (inside world folder)
 

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Re: [Mod] Farming Redo [1.25] [farming]

by Chibi ghost » Fri Jun 09, 2017 15:12

err I need some help in learning how to grow some of the crops within redo
strawberries, bananas and cocoa beans
do I need another mod to activate them?
the straw bale I'm fairly certain works with the strawberries but how I don't know
and I can't find any info on growing them
 

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Re: [Mod] Farming Redo [1.25] [farming]

by TenPlus1 » Fri Jun 09, 2017 19:26

Strawberries are part of the Ethereal mod (right click strawberry on hoe'd soil), Bananas are part of Ethereal also, place banana sapling on grove dirt (use bonemeal if you have it to grow quickly), and cocoa beans can only be right-clicked on jungle tree trunks to grow... Hope this helps :)
 

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Re: [Mod] Farming Redo [1.25] [farming]

by Chibi ghost » Fri Jun 09, 2017 19:40

ta yes it does well I don't have ethereal the mod is too huge for my game so I can ignore it
and the beans were a mystery to me so that is a hug help thank you
 

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Re: [Mod] Farming Redo [1.25] [farming]

by Chibi ghost » Sat Jun 10, 2017 15:51

aside from extending my cellar
and rearranging the stock room
my farm is ready for some farming
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