[Mod] Grains [grains]

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v-rob
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[Mod] Grains [grains]

by v-rob » Sun Oct 29, 2017 03:49

Image

This extension for the default farming mod adds four new types of grains: oats, rye, barley, and rice. These all can be made into respective flour and bread. Barley seeds are found in normal grass, while oat, rye, and rice seeds are found in dry grass.

GitHub: https://github.com/v-rob/grains
Zip: https://github.com/v-rob/grains/archive/master.zip

License: MIT for code, CC BY 3.0 for textures.

Depends:
default, farming
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Last edited by v-rob on Sun Nov 19, 2017 21:09, edited 1 time in total.
 

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Re: [Mod] Grains [grains]

by Chibi ghost » Sun Oct 29, 2017 07:58

I like this does it work with ten+'s farming redo
 

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Re: [Mod] Grains [grains]

by cx384 » Sun Oct 29, 2017 08:08

Nice mod!
You could add spelt (dinkel) and rice.
Can your read this?
 

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Re: [Mod] Grains [grains]

by Chem871 » Sun Oct 29, 2017 13:15

Einkorn! Buckwheat! Spelt! I know from experience that einkorn bread tastes scrumptious :P
What is SCP-055 again? I forgot.
 

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Re: [Mod] Grains [grains]

by v-rob » Sun Oct 29, 2017 17:24

Chibi ghost wrote:I like this does it work with ten+'s farming redo


Only thing it could conflict with is the barley, if that's the farming mod that gives you it.

I like the idea of rice. I'll add it.
 

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Re: [Mod] Grains [grains]

by Chibi ghost » Sun Oct 29, 2017 17:57

is there a way to use redo's barley for recipes if redo is present in the game
thus removing potential mod conflict
sorry if what say is strange
 

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Re: [Mod] Grains [grains]

by v-rob » Sun Oct 29, 2017 20:54

Chibi ghost wrote:is there a way to use redo's barley for recipes if redo is present in the game
thus removing potential mod conflict
sorry if what say is strange


Actually, this is planned already.
 

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Re: [Mod] Grains [grains]

by Chem871 » Mon Oct 30, 2017 20:05

Could you make new textures for the rye, barley, and oats seeds, flour, bread, and plants?
What is SCP-055 again? I forgot.
 

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Re: [Mod] Grains [grains]

by Chibi ghost » Sun Nov 19, 2017 15:56

any news on the development of this mod pls
 

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Re: [Mod] Grains [grains]

by v-rob » Sun Nov 19, 2017 21:13

Chibi ghost wrote:any news on the development of this mod pls


Sorry! I didn't post the update I made. Rice has been added.

I can't remove the barley if farming_redo is enable without ruining the mod. Farming_redo is technically called "farming", so I would always have barley disabled because of the default farming mod. This mod won't actually conflict with farming redo. All it will do is make two different versions of barley.
 

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Re: [Mod] Grains [grains]

by Chem871 » Sun Nov 19, 2017 22:04

Maybe rename your barley to a different kind of wheat. Could you add ricecakes? :P
What is SCP-055 again? I forgot.
 

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Re: [Mod] Grains [grains]

by Napiophelios » Mon Nov 20, 2017 06:04

check out PixelBox texture pack by Gambit ( License: WTFPL)
It has some nice textures for the stages of rice.
You are already using variants of his work, so they should fit nicely :)

EDIT: sorry wrong link. You need PixelBox Reloaded
 

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Re: [Mod] Grains [grains]

by Chibi ghost » Mon Nov 20, 2017 12:01

silly question but if I adjust the code plus image tag and change every reference to the word barly to another grain name would this mod still work?
 

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Re: [Mod] Grains [grains]

by Chem871 » Mon Nov 20, 2017 16:44

Chibi ghost, I think that would work, but you would have to change ALL barley plants/bread/flour etc to something new.
What is SCP-055 again? I forgot.
 

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Re: [Mod] Grains [grains]

by Chibi ghost » Mon Nov 20, 2017 23:02

yes I worked that out if I didn't like or see the potential of this mod I wouldn't do the work
or see a way to make it work for me
thank you very much
yey seems to work just fine with my minor rewrite and hopefully, very soon I will be
eating my first loaf of farro bread
just rearanging the farm to make room for the new crops
 

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Re: [Mod] Grains [grains]

by Chibi ghost » Thu Nov 23, 2017 16:21

is me or the growing times are broken on this mod
I can't seem to get the grains to grow past stage one
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Re: [Mod] Grains [grains]

by casp3r » Wed Nov 29, 2017 21:24

After 3 day/night cycles i'm comfirm :)
i'm work on it cause i
want it
 

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Re: [Mod] Grains [grains]

by Chibi ghost » Wed Nov 29, 2017 22:10

I had this running for more than 1 minetest week and the crop stayed at stage one before I gave up removed the mod and repurposed the spare land
 

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Re: [Mod] Grains [grains]

by Chem871 » Thu Dec 21, 2017 20:28

V-rob, just look into how Tenplus1 coded his growing stages.
What is SCP-055 again? I forgot.
 

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Re: [Mod] Grains [grains]

by TenPlus1 » Wed May 16, 2018 21:28

Note: If a plant is registered with default farming mod then it will automatically work with farming redo as well :)
 


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