[Mod] Crops Plus[crops]

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Grizzly Adam
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[Mod] Crops Plus[crops]

by Grizzly Adam » Sun Jan 21, 2018 21:45

Image

Crops Plus
A fork of the Crops mod by Auke Kok



Code: LGPLv2.1+, Textures: CC-BY-SA-3.0, Models: CC-BY-SA-3.0, Sounds: CC-BY-3.0 and CC-BY-1.0

https://github.com/Grizzly-Adam/Crops-Plus

Crops has always been my favourite farming mod. Recently when I decided to make my BBQ mod I needed a way to add extra ingredients into the game, so I began editing Crops to make everything obtainable.

I slowed down how fast everything grows, set the mode to easy by default and added three new crops: Garlic, Onions, and Peppers. I also added tomato sauce, watermelon juice and watermelon slush to explain what happens to the rest of the crop when the seeds are removed. The seeds are a byproduct of these crafts.

The New Crops:

Peppers

Peppers work the same as tomatoes. The seeds are peppercorns, which can be crafted with a glass bottle to make ground pepper.

Onions

Onion seeds can be planted to produce onion plants. Once the plant matures, seed pods become visible on top of the plants and onions can be seen in the soil. Cut the top off the mature onion plant to receive 1-3 seeds. Dig the onions from the soil to harvest up to 4 onions.

Garlic

Garlic is grown by planting garlic cloves. When the garlic plant reaches maturity, purple flowers appear on top and a garlic bulb can be seen emerging from the soil. The tops of the plant can then be cut away and the garlic bulb can be dug to harvest. Garlic bulbs can be divided into 9 garlic cloves. 9 garlic bulbs can be crafted into a garlic braid, which can then be placed for decoration or broken back down into 9 garlic bulbs.
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Last edited by Grizzly Adam on Mon Jan 22, 2018 23:17, edited 1 time in total.
Check out my Mods: BBQ Mod Crops Plus
 

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Andrey01
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Re: [MOD]Crops Plus[crops]

by Andrey01 » Mon Jan 22, 2018 15:01

Cool!
DL9Eh7xVBw7DXwLAMX1lStE21bSD2XUQ
 

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cx384
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Re: [MOD]Crops Plus[crops]

by cx384 » Mon Jan 22, 2018 15:42

Not bad!
More corps are always welcome, but how can you get the seeds?
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Grizzly Adam
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Re: [MOD]Crops Plus[crops]

by Grizzly Adam » Mon Jan 22, 2018 15:56

Like with most of the other farming mods, use the give command to get started.
Check out my Mods: BBQ Mod Crops Plus
 

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cx384
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Re: [MOD]Crops Plus[crops]

by cx384 » Mon Jan 22, 2018 16:14

Grizzly Adam wrote:Like with most of the other farming mods, use the give command to get started.

I don't like this technique. :-/
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Re: [MOD]Crops Plus[crops]

by Grizzly Adam » Mon Jan 22, 2018 16:42

I am not sure how it was done in the origianl crops, but there are the same way. I have not gobe that in-depth with it as to change the mechanism.
Check out my Mods: BBQ Mod Crops Plus
 

sofar
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Re: [MOD]Crops Plus[crops]

by sofar » Mon Jan 22, 2018 17:30

Melons and pumpkins were inserted to the mapgen and randomly spawn. Potatoes can be randomly found when you dig any type of dirt randomly.

People have suggested to add a treasure chest type of loot for rare plants, there are a few loot mods that could do this and could be used for that purpose.
 

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cx384
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Re: [MOD]Crops Plus[crops]

by cx384 » Mon Jan 22, 2018 17:39

sofar wrote:Melons and pumpkins were inserted to the mapgen and randomly spawn. Potatoes can be randomly found when you dig any type of dirt randomly.

People have suggested to add a treasure chest type of loot for rare plants, there are a few loot mods that could do this and could be used for that purpose.

You can also use the dungeon_loot mod which is available in the new next minetest_game version.
Code: Select all
dungeon_loot.register(t)

(more informations)
Can your read this?
 

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rubenwardy
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Re: [MOD]Crops Plus[crops]

by rubenwardy » Mon Jan 22, 2018 19:07

This is not an extension, it's a fork. An extension is a mod installed alongside another mod, whereas a fork is a modified copy of a mod distributed separately. I suggest making this mod an extension, as it's a lot cleaner, and then making the modname crops_plus
 

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Re: [MOD]Crops Plus[crops]

by Grizzly Adam » Mon Jan 22, 2018 23:43

cx384 wrote:
sofar wrote:Melons and pumpkins were inserted to the mapgen and randomly spawn. Potatoes can be randomly found when you dig any type of dirt randomly.

People have suggested to add a treasure chest type of loot for rare plants, there are a few loot mods that could do this and could be used for that purpose.

You can also use the dungeon_loot mod which is available in the new next minetest_game version.
Code: Select all
dungeon_loot.register(t)

(more informations)

I will see what I can figure out with the next release.
Check out my Mods: BBQ Mod Crops Plus
 

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Grizzly Adam
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Re: [MOD]Crops Plus[crops]

by Grizzly Adam » Wed Jan 24, 2018 16:00

rubenwardy wrote:This is not an extension, it's a fork. An extension is a mod installed alongside another mod, whereas a fork is a modified copy of a mod distributed separately. I suggest making this mod an extension, as it's a lot cleaner, and then making the modname crops_plus

Terminology changed to "fork." I plan to do more with the original files, so I feel this is the best way to go about it.
Check out my Mods: BBQ Mod Crops Plus
 

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Re: [MOD]Crops Plus[crops]

by Grizzly Adam » Mon Jan 29, 2018 17:23

OK folks, I just released a new version of BBQ, Now called Your Dad's BBQ Mod. I will now be putting focus back on this mod.

First thing, the name with be changed to something along the lines of Your Dad's Farming & Booze Mod I want to add tobacco, hops, and barley for cigar, beer, and scotch/bourbon/rum making. Also, I would like to use the existing corn to make corn cob pipes. Humidor, whiskey barrels, kegs are also items I would like to add. You know, Dad items.

I also want to make all the plants naturally occurring, so I will be trying a few different things to make that happen.
Check out my Mods: BBQ Mod Crops Plus
 

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Re: [MOD]Crops Plus[crops]

by false_chicken » Thu May 10, 2018 10:52

So what is the status on getting the crops naturally in survival? Do they spawn yet?
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