[Modpack] [farming_plusplus][1.04] farming_plus fork
Re: [Modpack] [farming_plusplus][1.03] farming_plus fork
Thanks for the praise for this mod, Inocudom and philipbenr, I'm not sure its deserved, but I'll take it.
Sorry you don't like the small trees, philipbenr, but them being small was rather my idea with them. I did look at applying a bit of visual scale to them, turns out though that doesn't work on the allfaces optional drawtype. It does work on plantlike, so I tried it on the walnut, and really didn't care for the result.
I'm in testing on a version update now, that I'll be pushing soon. I know balthazariv would like to see more farming redo stuff, which I'm not sure I'll get to this go around, unless there is huge demand for it. Any further thoughts/suggestions on what's needed?
Sorry you don't like the small trees, philipbenr, but them being small was rather my idea with them. I did look at applying a bit of visual scale to them, turns out though that doesn't work on the allfaces optional drawtype. It does work on plantlike, so I tried it on the walnut, and really didn't care for the result.
I'm in testing on a version update now, that I'll be pushing soon. I know balthazariv would like to see more farming redo stuff, which I'm not sure I'll get to this go around, unless there is huge demand for it. Any further thoughts/suggestions on what's needed?
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Re: [Modpack] [farming_plusplus][1.03] farming_plus fork
Okay, that is fine. And, please, give this some careful thought. So far, this is the very best (and working) farming mod I have seen.
Re: [Modpack] [farming_plusplus][1.03] farming_plus fork
Well, I too would like to see more of farming_redo's stuff in this modpack. Also, would you be able to add the following?
viewtopic.php?f=9&t=10377&hilit=pumpkin
viewtopic.php?f=9&t=10377&hilit=pumpkin
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Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Ok new version (1.04) pushed. The great thing about this version is I've de-kluged it, the benefit of which is that everything spawns fully developed at mapgen. There is a negative though,
IF you are updating from an older version of farming_plusplus, make sure any corn you care about is past the old stage 3 (only 2 nodes tall) and is at least 3 nodes tall, even better fully developed. Also make sure any dwarf trees you care about have their tops. These will be "stuck" and no longer grow. (for example in areas of the map that were generated, but nobody actually visited long enough for them to grow).
There is also a negative for people switching to farming_plusplus from the original farming_plus, as full grown orange plants will turn into lifeless stumps now, so harvest those oranges first.
This leads me to repeat my warning, try this on a test world first, before you subject a world you care about to it so you understand what may happen.
I've also added more items/recipes to cover more farming redo aliases. Rather than simply copying farming redo, in some cases I've created a comparable, for example donuts now become fritters. For most of these to take effect Rubenwardy's Food Mod must be installed and active. The Golden Carrot and Ethanol aren't covered yet, but don't delete those unknown stacks yet. I've not yet decided what the heck to do with the golden carrot, I just know I'm not copying it, and I have something in mind for ethanol in the near future.
I decided to integrate JP's pumpkin by replacing the pumpkin slice with it. Now you can craft a full size pumpkin into 9 mini pumpkins, which you can eat, or place on the ground and carve into mini jack o lanterns with your sword. They've retained JP's punch to light code as well.
In any case, have fun.
IF you are updating from an older version of farming_plusplus, make sure any corn you care about is past the old stage 3 (only 2 nodes tall) and is at least 3 nodes tall, even better fully developed. Also make sure any dwarf trees you care about have their tops. These will be "stuck" and no longer grow. (for example in areas of the map that were generated, but nobody actually visited long enough for them to grow).
There is also a negative for people switching to farming_plusplus from the original farming_plus, as full grown orange plants will turn into lifeless stumps now, so harvest those oranges first.
This leads me to repeat my warning, try this on a test world first, before you subject a world you care about to it so you understand what may happen.
I've also added more items/recipes to cover more farming redo aliases. Rather than simply copying farming redo, in some cases I've created a comparable, for example donuts now become fritters. For most of these to take effect Rubenwardy's Food Mod must be installed and active. The Golden Carrot and Ethanol aren't covered yet, but don't delete those unknown stacks yet. I've not yet decided what the heck to do with the golden carrot, I just know I'm not copying it, and I have something in mind for ethanol in the near future.
I decided to integrate JP's pumpkin by replacing the pumpkin slice with it. Now you can craft a full size pumpkin into 9 mini pumpkins, which you can eat, or place on the ground and carve into mini jack o lanterns with your sword. They've retained JP's punch to light code as well.
In any case, have fun.
- Nathan.S
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Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Any plan to add seed packets, they wouldn't have too much practical use, but they would be nice for gameplay realism. You could craft them from nine seeds, and then get nine seeds back when you place the packet in the crafting space. Might make for a nice trading element, or something to find in chests, rather than just a pile of seeds. Maybe it could even be setup that you could plant the seeds right from the packet, and use it nine times before it was destroyed.
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Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Interesting idea Nathan, but I think I'll pass on it. Seems like something more suited for a mail order mod or the like, now there's an idea.
Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Just caught a big blunder on my part, dwarf fruit trees couldn't be removed. Just pushed the fix, sorry about that.
Along for the ride on that push was compatibility for Paramat's Paragenv7 and Watershed mapgens. Farming++ plants and trees will spawn and grow in all "green ground" biomes. If there are any other custom node mapgens anyone would like support for built in to farming++, let me know.
Along for the ride on that push was compatibility for Paramat's Paragenv7 and Watershed mapgens. Farming++ plants and trees will spawn and grow in all "green ground" biomes. If there are any other custom node mapgens anyone would like support for built in to farming++, let me know.
Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
I found this minor error today:
Another glitch that I noticed is that wheat won't grow on farming sand, even though all of the other crops will.
Code: Select all
00:16:13: ERROR[ServerThread]: Assignment to undeclared global "node" inside a function at ...ek/.minetest/mods/farming_plusplus/farming_plus/init.lua:81.
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Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Fix for that error message pushed.Inocudom wrote:I found this minor error today:Another glitch that I noticed is that wheat won't grow on farming sand, even though all of the other crops will.Code: Select all
00:16:13: ERROR[ServerThread]: Assignment to undeclared global "node" inside a function at ...ek/.minetest/mods/farming_plusplus/farming_plus/init.lua:81.
As to wheat growing on farming sand, it looks like that is by design from the minetest_game team. They use a fertility check to decide what can grow on either farming soil (sand or dirt). I'm guessing their intention was that modders would use their API for farming mods and come up with plants that had to be grown in the desert (or on desert farming soil at least) but this has obviously never happened. Otherwise, they simply forgot to add that "fertility" to wheat.
farming_plus uses its own API and lacks that fertility check, only using group:soil rating to decide if the ground is suitable, so farming_plus plants grow in farming sand when they probably shouldn't.
I suppose I could override default farming and allow wheat on farming sand, or I could add checks to farming_plus to prevent some or all plants on farming sand. The idea of desert only crops actually intrigues me, but not sure I'll bother. As it is I think there are only a select few who want more than apples and wheat, and even fewer still who want as many crops as I've already come up with. Of course I do this for me and my kids really, so who cares. If I want more crops I'll add them.
Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
But the sheer variety of plants makes for prettier gardens. I use this mod primarily for making decorated, diverse gardens. Sadly, however, most people don't appreciate variety very much, though I am glad to hear that you and your kids do. If you find comfort in knowing this, farming++ is used in the sub-game Lux Solis and in ShadowNinja's Creative Server, so your efforts are by no means in vain.MTDad wrote:Fix for that error message pushed.Inocudom wrote:I found this minor error today:Another glitch that I noticed is that wheat won't grow on farming sand, even though all of the other crops will.Code: Select all
00:16:13: ERROR[ServerThread]: Assignment to undeclared global "node" inside a function at ...ek/.minetest/mods/farming_plusplus/farming_plus/init.lua:81.
As to wheat growing on farming sand, it looks like that is by design from the minetest_game team. They use a fertility check to decide what can grow on either farming soil (sand or dirt). I'm guessing their intention was that modders would use their API for farming mods and come up with plants that had to be grown in the desert (or on desert farming soil at least) but this has obviously never happened. Otherwise, they simply forgot to add that "fertility" to wheat.
farming_plus uses its own API and lacks that fertility check, only using group:soil rating to decide if the ground is suitable, so farming_plus plants grow in farming sand when they probably shouldn't.
I suppose I could override default farming and allow wheat on farming sand, or I could add checks to farming_plus to prevent some or all plants on farming sand. The idea of desert only crops actually intrigues me, but not sure I'll bother. As it is I think there are only a select few who want more than apples and wheat, and even fewer still who want as many crops as I've already come up with. Of course I do this for me and my kids really, so who cares. If I want more crops I'll add them.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Seems to be a very nice mod. The tiny "trees" for oranges, lemons etc. are especially well done. I love it how they regrow fruits.
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Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Oh, fantastic good MOD. I love it.
Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Very cool mod.
One question: In TenPlus1's Farming Redo a new growing routine added, that allows crops to grow even when player is away doing other things. I didn't test this mod yet, so I don't know if this mod has this feature, or not. If not, is it possible to add that feature?
One question: In TenPlus1's Farming Redo a new growing routine added, that allows crops to grow even when player is away doing other things. I didn't test this mod yet, so I don't know if this mod has this feature, or not. If not, is it possible to add that feature?
Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
I don't think MTDad maintains this mod anymore, so you would have to fork it and add said feature yourself.Martno wrote:Very cool mod.
One question: In TenPlus1's Farming Redo a new growing routine added, that allows crops to grow even when player is away doing other things. I didn't test this mod yet, so I don't know if this mod has this feature, or not. If not, is it possible to add that feature?
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
While I'd say that "non-maintained" feels a tad extreme, I have to admit I lack time and desire to work on this mod at present. Were that not the case I still have to admit I have no clue how to integrate such a feature, sorry. I hopeto get back to it soon, I know there have been changes to the game that need integrating, but hopefully this mod isn't broken.
- benrob0329
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Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
Nice! I like the added realism!
Re: [Modpack] [farming_plusplus][1.04] farming_plus fork
It appears that MTDad will never work on this mod again, but the license appears to permit someone else forking and maintaining this. Another edition to the minetest-mods family, perhaps?
Well, whatever you do, don't use the small pumpkins:
Well, whatever you do, don't use the small pumpkins:
Code: Select all
2017-11-09 18:15:17: WARNING[Server]: Undeclared global variable "nodeupdate" accessed at ....minetest/mods/farming_plusplus/farming_plus/pumpkin.lua:617
2017-11-09 18:15:17: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'farming_plus' in callback node_on_punch(): ....minetest/mods/farming_plusplus/farming_plus/pumpkin.lua:617: attempt to call global 'nodeupdate' (a nil value)
2017-11-09 18:15:17: ERROR[Main]: stack traceback:
2017-11-09 18:15:17: ERROR[Main]: ....minetest/mods/farming_plusplus/farming_plus/pumpkin.lua:617: in function <....minetest/mods/farming_plusplus/farming_plus/pumpkin.lua:614>
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