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Re: [Mod] Farming Redo [1.09] [farming]

Posted: Sat Sep 27, 2014 00:12
by Kilarin
TenPlus1 wrote:as never happy using 2 high nodes of corn to make it look tall when fully grown, but now it's changed to a single node scaled to height which also makes growing a lot easier and now you can run through the cornfields again :)
I just wanted to say that I like this change! Not only because I can walk through the cornfields, but also, this fixed a corn bug that was really bugging me. Before, if you planted corn in a block, none of the corn in the middle would ever mature. Now corn grows just fine in a block, as corn should!

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Sat Sep 27, 2014 14:09
by TenPlus1
Minetestforfun wrote:Today, i've an another problem :
- when i use my "hoe" on a "dirt" node, nothink happens,
- when i use my "hoe" on a "forest_soil_1/forest_soil_2/forest_soil_3/forest_soil_4" it works, "dirt_soil" appear,

But, my most important problem is :
Without creative mod, i can't found/craft "forest_soil_x", is it normal ? Can you explain me if it's normal ?
Question is, what mods are you using with farming redo ? List what you use and I'll go through them and check for errors... Soil must have the soil=1 group set for hoes to work on it...

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Sat Sep 27, 2014 15:09
by Minetestforfun
@TenPlus1
Thank you for your answer, and sorry for the long list... :/
Spoiler
3d_armor
WorldEdit
_misc (ban/chat_offline/charcommands/chatlog/ etc...)
_misc_kaeza (testclock)
ambience_modpack
angled_walls
areas
arrow_signs
awards (latest version RubenWardy)
bedrock
beds (latest version Blockmen)
bone
builtin_item
carts
chatplus
chest (desactivate for the moment)
colormachine
colouredstonebricks
columnia
darkage
desth_messages
dropondie
factions
fences
fishing (extracted ethereal)
food
framedglass (extracted version)
gauges (carbone)
homedecor_modpack
hud
intweak
item_drop(PilzAdam version)
itemframes
jumping
lantern
lavalamp
lavatemple
locked_sign
maptools
markers
mesecons
mobs (redo)
money
more_chests
moreblocks
moreores
moretrees
multitest
names_per_ip
nether
no_bad_names
painting
paintings
plantlife_modpack
player_notes
playerplus (desactivate for the moment)
quartz
reserved
sea
shields
snow
snowdrift
sprint (desactivate for the moment)
stained_glass
throwing
torches (blockmen)
u_skins
unified_inventory
unifieddyes
wieldview
wiki
xban
Many of these "mods" are modified, but I don't remember having changed any "soil" values

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Sat Sep 27, 2014 19:17
by TenPlus1
Certain nodes have a not_in_creative=1 flag set to stop them appearing in the creative inventory, as for the dirt, normal world dirt will work with farming hoe's UNLESS it has been changed by one of the mods not to... I'm checking each one you listed to see if that's the case... On a vanilla world using only farming redo does the hoe work on normal dirt ?

Tested forest_soil_x in plantlife mod as well as normal dirt, works fine BUT their is lagg which causes soil to appear after a time, have you also waited to see if hoe did work but was just laggy ?

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Sat Sep 27, 2014 22:31
by Minetestforfun
On a vanilla world using only farming redo does the hoe work on normal dirt ?
=> Yes, the hoe work on a normal dirt in a new world with just farming_redo and unified_inventory
Tested forest_soil_x in plantlife mod as well as normal dirt, works fine BUT their is lagg which causes soil to appear after a time, have you also waited to see if hoe did work but was just laggy ?
=> When i used the hoe in forest_soil_x, it's instantaneous, not laggy. And, when i used the hoe in normal dirt, no soil appear even after several minutes of waiting...

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Sun Sep 28, 2014 19:35
by TenPlus1
k, it seems that one of the mods you have running or have edited has redefined the normal dirt node and is missing the soil=1 flag, check any modifications you have added or enable each mod 1 by 1 until you find the culprit...

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Sun Sep 28, 2014 21:43
by Minetestforfun
Ok,

The problem came from the mod "bone" ... I disabled it and everything works without this one...
I think I will put this mod disable for a long time...
Have you an ideas to prevent problems from this mod for "farming redo" ?

Thank you TenPlus1

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Mon Sep 29, 2014 15:25
by TenPlus1
Line 5 AND line 26 of the init.lua in bone mod should both read:

groups = {crumbly=3, soil=1},

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Mon Sep 29, 2014 16:38
by Minetestforfun
it works, thank you TenPlus1

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Wed Oct 01, 2014 14:47
by jp
TenPlus1,

I submitted a new pumpkin model for farming_plus (the PilzAdam's one), but unfortunately it was rejected. I don't know what can I do with it, and I don't want to post a new fork just for a new pumpkin.

So, if you like it, I can give it to you for your mod...

Image

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Wed Oct 01, 2014 15:10
by TenPlus1
Thanks jp, lemmie check out the code and textures and will get back to you :)

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Wed Oct 01, 2014 15:21
by jp
PM incoming in your inbox for the code & textures...

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Wed Oct 01, 2014 20:04
by Inocudom
jp wrote:TenPlus1,

I submitted a new pumpkin model for farming_plus (the PilzAdam's one), but unfortunately it was rejected. I don't know what can I do with it, and I don't want to post a new fork just for a new pumpkin.

So, if you like it, I can give it to you for your mod...

Image
VanessaE doesn't like it either?

Re: [Mod] Farming Redo [1.09] [farming]

Posted: Tue Nov 04, 2014 12:16
by TenPlus1
Thanks ruberwardy...

update: jack o lantern can now be turned on/off... also, jp's round jack o lantern is on Xanadu server...

Re: [Mod] Farming Redo [1.10] [farming]

Posted: Fri Nov 07, 2014 21:47
by HeroOfTheWinds
Something I came across while adapting the latest version for use with SkyTest...

This mod has no support for flat maps. Many of the plants only grow above a certain height, so on a flat map (however pointless that can be) there are many missing plants. I don't know if it pays to fix it, but I just thought I should report it anyway. :)

Re: [Mod] Farming Redo [1.10] [farming]

Posted: Sat Nov 08, 2014 08:29
by TenPlus1
HeroOfTheWinds: the mapgen.lua has limits within to make certain plants grow at specific heights like in real life but are easily removed...

Re: [Mod] Farming Redo [1.10] [farming]

Posted: Sat Nov 15, 2014 17:54
by GingerHunter797
Another amazing mod! Thanks! :D

Re: [Mod] Farming Redo [1.10] [farming]

Posted: Mon Dec 01, 2014 17:14
by mgl
I wanted to add the food from the new blueberry plant to BlockMen's Better Hud mod but noticed that some of the already existing hunger values don't match between Farming Redo and Hud. Bread and carrot at least. So I'm asking for them instead (from the "hunger.lua" file of Hud on Xanadu for example).

I also noticed that most of the food from Mobs Redo doesn't exist on Hud either. Once again, Xanadu's "hunger.lua" could help.

Re: [Mod] Farming Redo [1.10] [farming]

Posted: Mon Dec 01, 2014 18:51
by TenPlus1
on farming redo and mobs redo forum threads you will find the hunger.lua values for all items within the mods...

Re: [Mod] Farming Redo [1.10] [farming]

Posted: Mon Dec 01, 2014 19:43
by mgl
TenPlus1 wrote:on farming redo and mobs redo forum threads you will find the hunger.lua values for all items within the mods...
I read some, but I thought they were outdated and confusing. Your bread is worth 4 hearts without Hud but 6 food with. The carrots 3 and 4...

Re: [Mod] Farming Redo [1.10] [farming]

Posted: Tue Dec 02, 2014 08:52
by TenPlus1
Remember food goes up to 15 points (5 hidden) so I take that into account, easily changed though to make it same...

Re: [Mod] Farming Redo [1.11] [farming]

Posted: Sat Feb 21, 2015 18:44
by mintpick
Hello there. I enjoyed playing around with your mods. Dropped here for a quick bugreport: player can eat meals even with full health points.

Re: [Mod] Farming Redo [1.11] [farming]

Posted: Sat Feb 21, 2015 18:58
by TenPlus1
mintpick: sadly that's a bug with the minetest engine itself, although if you use the Better HUD mod which adds hunger to the game, it will not let you eat when you are full :)

viewtopic.php?id=6342

Re: [Mod] Farming Redo [1.11] [farming]

Posted: Sat Feb 21, 2015 19:00
by mintpick
TenPlus1 wrote:mintpick: sadly that's a bug with the minetest engine itself, although if you use the Better HUD mod which adds hunger to the game, it will not let you eat when you are full :)

viewtopic.php?id=6342
Good, thank you for pointer.

Re: [Mod] Farming Redo [1.12] [farming]

Posted: Wed Apr 01, 2015 18:42
by freakedenough
is it possible to combine farming_redo with ethereal for natural spawning?