[Mod] Farming Redo [1.48] [farming]
Re: [Mod] Farming Redo [1.20] [farming]
Hopefully I'll be adding it to Xanadu server later today for full testing with a playerbase...
Re: [Mod] Farming Redo [1.20] [farming]
Huzzah!!!!TenPlus1 wrote:A brand new farming routine has been added with the hard word from prestidigitator
And thank you BOTH very much!
Re: [Mod] Farming Redo [1.20] [farming]
Code: Select all
00:50:48: ERROR[main]: ========== ERROR FROM LUA ===========
00:50:48: ERROR[main]: Failed to load and run script from
00:50:48: ERROR[main]: C:\Users\chyper\Documents\minetest\win64\bin\..\games\cHy
per\mods\farming\init.lua:
00:50:48: ERROR[main]: ...etest\win64\bin\..\games\cHyper\mods\farming/pumpkin.l
ua:78: attempt to perform arithmetic on field 'LIGHT_MAX' (a nil value)
00:50:48: ERROR[main]: stack traceback:
00:50:48: ERROR[main]: ...etest\win64\bin\..\games\cHyper\mods\farming/pumpkin.
lua:78: in main chunk
00:50:48: ERROR[main]: [C]: in function 'dofile'
00:50:48: ERROR[main]: ...minetest\win64\bin\..\games\cHyper\mods\farming\init.
lua:61: in main chunk
00:50:48: ERROR[main]: ======= END OF ERROR FROM LUA ========
Re: [Mod] Farming Redo [1.20] [farming]
cHyper: Farming Redo runs fine and has been tailored to run on Minetest 0.4.12 and above, so please double-check which version of Minetest you are running and also use the latest Farming Redo...
Re: [Mod] Farming Redo [1.20b] [farming]
Farming Redo 1.20b now works with Minetest 0.4.13 changes...
Re: [Mod] Farming Redo [1.20b] [farming]
Do i need mod for that armor ?
Re: [Mod] Farming Redo [1.21] [farming]
Version 1.21 out today with a new auto-refill feature for when you are planting crops... Thanks crabman77 :)
Re: [Mod] Farming Redo [1.21] [farming]
I wanted to try this out, but it's crashing in the init script. I'm on Ubuntu with minetest 0.4.11. I started a new minetest (not minimal) world with the v6 generator, and when I enable it, it fails to start with the below message. I'm pretty new to minetest. Is it ok to load a mod that conflicts with the name of an existing one like this, especially a built-in one? Should I be building from a minimal world instead?
Code: Select all
18:56:21: ACTION[main]: WARNING: Mod name conflict detected: "farming"
18:56:21: ACTION[main]: Will not load: /usr/share/games/minetest/games/minetest_game/mods/farming
18:56:21: ACTION[main]: Overridden by: /home/ryan/.minetest/mods/farming
18:56:21: ERROR[main]: ========== ERROR FROM LUA ===========
18:56:21: ERROR[main]: Failed to load and run script from
18:56:21: ERROR[main]: /home/ryan/.minetest/mods/farming/init.lua:
18:56:21: ERROR[main]: /home/ryan/.minetest/mods/farming/pumpkin.lua:78: attempt to perform arithmetic on field 'LIGHT_MAX' (a nil value)
18:56:21: ERROR[main]: stack traceback:
18:56:21: ERROR[main]: /home/ryan/.minetest/mods/farming/pumpkin.lua:78: in main chunk
18:56:21: ERROR[main]: [C]: in function 'dofile'
18:56:21: ERROR[main]: /home/ryan/.minetest/mods/farming/init.lua:62: in main chunk
18:56:21: ERROR[main]: ======= END OF ERROR FROM LUA ========
18:56:21: ERROR[main]: Server: Failed to load and run /home/ryan/.minetest/mods/farming/init.lua
18:56:21: ERROR[main]: ModError: ModError: Failed to load and run /home/ryan/.minetest/mods/farming/init.lua
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Re: [Mod] Farming Redo [1.21] [farming]
I'm pretty sure you need to use a vertion of MT 0.4.12+ (.13 is better) which can be obtained via the Minetest Stable PPA (check the download page on minetest.net)
Re: [Mod] Farming Redo [1.21] [farming]
I shall give that a try. Thanks for the quick reply!benrob0329 wrote:I'm pretty sure you need to use a vertion of MT 0.4.12+ (.13 is better) which can be obtained via the Minetest Stable PPA (check the download page on minetest.net)
Re: [Mod] Farming Redo [1.21] [farming]
I got 0.4.13 from the PPA, and it works fine. Thanks again. It might be good to mention the version requirement in the top post. Many of the mods seem to do that.
Re: [Mod] Farming Redo [1.21] [farming]
May I ask why this mod still uses the old textures for wheat and seeds?
I think that the default ones have quite improved.
I think that the default ones have quite improved.
Re: [Mod] Farming Redo [1.21] [farming]
Thanks for letting me know echoes91, will update the mod textures with those of the default game...
Re: [Mod] Farming Redo [1.22] [farming]
Updated to version 1.22, added Grapes and Trellis to grow them on (craft trellis with 9 sticks). Wild grape bushels are found at higher climates.
Re: [Mod] Farming Redo [1.22] [farming]
Does anyone have a recipe/cook list for this mod?
---“For once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return.”---
Re: [Mod] Farming Redo [1.22] [farming]
I saw that this mod have the same directory name as the original mod (farming). Is it supposed to superseed it? Or should I rename and keep 2 farming directories?
Re: [Mod] Farming Redo [1.22] [farming]
Keep the name "farming". It will work fine with the default farming mod.ufa wrote:I saw that this mod have the same directory name as the original mod (farming). Is it supposed to superseed it? Or should I rename and keep 2 farming directories?
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
Re: [Mod] Farming Redo [1.22] [farming]
Keep the directory as 'farming' as it replaces the default farming with farming redo.
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Re: [Mod] Farming Redo [1.22] [farming]
I can't get cotton seeds to go past Stage 1, it's been half an Earth day and I've planted them in a lot of places, hoeing the ground first (they become extremely hard to see as the regular green dirt takes over and the cotton plant does not grow).
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)
Re: [Mod] Farming Redo [1.22] [farming]
do you also have a water source near them?redblade7 wrote:I can't get cotton seeds to go past Stage 1, it's been half an Earth day and I've planted them in a lot of places, hoeing the ground first (they become extremely hard to see as the regular green dirt takes over and the cotton plant does not grow).
all plants do not only need soil, but also water.
without water they won't grow and eventually the soil will dry, revert to normal dirt and grow grass.
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Re: [Mod] Farming Redo [1.22] [farming]
Forgot about that, been playing creative too much. Thank you!firefox wrote:do you also have a water source near them?redblade7 wrote:I can't get cotton seeds to go past Stage 1, it's been half an Earth day and I've planted them in a lot of places, hoeing the ground first (they become extremely hard to see as the regular green dirt takes over and the cotton plant does not grow).
all plants do not only need soil, but also water.
without water they won't grow and eventually the soil will dry, revert to normal dirt and grow grass.
-redblade7, admin of: THE CREATIVE GARDENS (creative), THE VALLEYS (sandbox), and THE DIGITAL FARMS (farming/hunger/shops)
Re: [Mod] Farming Redo [1.22] [farming]
sorry for stupid question, around how high can find the grape bushels ?TenPlus1 wrote:Updated to version 1.22, added Grapes and Trellis to grow them on (craft trellis with 9 sticks). Wild grape bushels are found at higher climates.
Re: [Mod] Farming Redo [1.22] [farming]
Small grape bushels spawn between 24 and 45 high.
Re: [Mod] Farming Redo [1.22] [farming]
thanks for your help.TenPlus1 wrote:Small grape bushels spawn between 24 and 45 high.
Re: [Mod] Farming Redo [1.23] [farming]
Updated to version 1.23:
- Added barley which grows quicker than wheat and can be made into flour for bread
- Barley seeds can be found in long dry grass in the savannah biome
- Huge code tweak and tidy
- Added barley which grows quicker than wheat and can be made into flour for bread
- Barley seeds can be found in long dry grass in the savannah biome
- Huge code tweak and tidy
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