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!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 :)
[Mod] Farming Redo [1.48] [farming]
Re: [Mod] Farming Redo [1.09] [farming]
Re: [Mod] Farming Redo [1.09] [farming]
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...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 ?
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Re: [Mod] Farming Redo [1.09] [farming]
@TenPlus1
Thank you for your answer, and sorry for the long list... :/
Many of these "mods" are modified, but I don't remember having changed any "soil" values
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
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
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Re: [Mod] Farming Redo [1.09] [farming]
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 ?
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 ?
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Re: [Mod] Farming Redo [1.09] [farming]
=> Yes, the hoe work on a normal dirt in a new world with just farming_redo and unified_inventoryOn a vanilla world using only farming redo does the hoe work on normal dirt ?
=> 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...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 ?
MinetestForFun Team mods : [spidermob] [fishing]
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Re: [Mod] Farming Redo [1.09] [farming]
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...
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Re: [Mod] Farming Redo [1.09] [farming]
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
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
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Re: [Mod] Farming Redo [1.09] [farming]
Line 5 AND line 26 of the init.lua in bone mod should both read:
groups = {crumbly=3, soil=1},
groups = {crumbly=3, soil=1},
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Re: [Mod] Farming Redo [1.09] [farming]
it works, thank you TenPlus1
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Re: [Mod] Farming Redo [1.09] [farming]
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...
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...
Re: [Mod] Farming Redo [1.09] [farming]
Thanks jp, lemmie check out the code and textures and will get back to you :)
Re: [Mod] Farming Redo [1.09] [farming]
PM incoming in your inbox for the code & textures...
Re: [Mod] Farming Redo [1.09] [farming]
VanessaE doesn't like it either?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...
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
Re: [Mod] Farming Redo [1.09] [farming]
Thanks ruberwardy...
update: jack o lantern can now be turned on/off... also, jp's round jack o lantern is on Xanadu server...
update: jack o lantern can now be turned on/off... also, jp's round jack o lantern is on Xanadu server...
- HeroOfTheWinds
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Re: [Mod] Farming Redo [1.10] [farming]
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. :)
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. :)
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
Re: [Mod] Farming Redo [1.10] [farming]
HeroOfTheWinds: the mapgen.lua has limits within to make certain plants grow at specific heights like in real life but are easily removed...
- GingerHunter797
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Re: [Mod] Farming Redo [1.10] [farming]
Another amazing mod! Thanks! :D
http://i.imgur.com/gqXXUaI.png
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3DS Friend Code: 2122-7173-2797
Add me as a friend! :D
Want to play a fun game? http://voxelands.com/
Re: [Mod] Farming Redo [1.10] [farming]
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.
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]
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]
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...TenPlus1 wrote: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]
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]
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]
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
viewtopic.php?id=6342
Re: [Mod] Farming Redo [1.11] [farming]
Good, thank you for pointer.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
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Re: [Mod] Farming Redo [1.12] [farming]
is it possible to combine farming_redo with ethereal for natural spawning?
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