[Mod] Cucina Vegana

ThorfinnS
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Re: [Mod] Cucina Vegana

by ThorfinnS » Post

Nice. I like how obvious peanuts are when they hit the last growth stage. Kind of like the rice in that respect.

If you are interested in the feedback, I changed asparagus scarcity to .007 I had it at .01 for a while,but some of the players wanted it a little harder to find. Part of the reason it needs to be turned up so high is we are using runs' Cool Trees. Much of what would have been apple and aspen are now birch and bamboo, a chestnut here and there, so suitable sites are few and far between. I take it there was a reason you did not want to use group:tree?

Mushroom light? I'll have to check it out!

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Clyde
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Re: [Mod] Cucina Vegana

by Clyde » Post

Hello ThorfinnS,

of course i'm very interested in feedback, it helps me to keep the balance in this mod.
Yes, i preferred some trees, where the plants spawn, so that the plants grows only in certain areas.

The reason is, you need mushrooms for the pizza funghi and mushrooms don't grow like the other crops.
Mushrooms need special conditions to spread like flowers, but the difference is the light what they need.
They spread only in a lightlevel between 0 and 3 at noon.
They exist in a lightlevel between 0 and 14.
They disappear in a lightlevel of 15.

Next what they need is wood and soil (default:dirt is enough) next to them and at last air above.

So it's possible to breed the mushrooms. What you need, is a dark room, soil on the floor and a some wooden trunks. Then from time to time the Mushroom spreads. The problem now is, if i build around this patch, it's dark, very dark (lightlevel 0). Yes, it would work but you can't see anything.
The mushroomlight is now a light with lightlevel 3, enough for you to see something and enough for the mushrooms to grow.
I tested this at my Server, it works awesome (Silicon Village).

Greetings, Clyde.

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Clyde
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Re: [Mod] Cucina Vegana

by Clyde » Post

Update:
Version 2.3

New Release.
Recipe for cotton added.
Mushroom_light added. A special light to cultivate mushrooms.
Spreading for Asparagus changed.
Support for Petz added.
Function group_add available to better support foreign nodes.
Replaced function minetest.override_item with cucina_vegana.add_group for better compatibility.
Settings now configurable about Main-Menu or minetest.conf.
Rice grows on default:dirt_with_grass too.

Greetings, Clyde.

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Clyde
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Re: [Mod] Cucina Vegana

by Clyde » Post

Update:
Version 2.4

New Release.
Fix replacement #s in recipes #3 by fluxionary.
Ingame Translation-Support added.
Changed flax to flax_roasted, fixed Problem in default with flax.
Added recipe for edamame.
Changed recipes for oils with groups.
Changed the recipes for plates (prevent recipe-collisions).
Support for dreamcatcher (petz) added.
Ducky-Feather (petz) craftable.
Added more support for homedecor with recipes of blinds.
Fixed recipe-collision between buildingblocks:towel and cottages:rope.
Fixed typo with farming-default-mode.
default:blueberries added to group food_blueberry and food_blueberries.
bushes:blueberries added to group food_blueberries.
Function add_group is doing nothing if the item is unknown.

Greetings, Clyde.

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uwu666
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Re: [Mod] Cucina Vegana

by uwu666 » Post

thanks for this!! :)

ThorfinnS
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Re: [Mod] Cucina Vegana

by ThorfinnS » Post

I can't see where signs_bot got assigned. Maybe it's support for the techage mod?
+ Spoiler
Seeds plant on soil_wet (I think it's called) but will not sprout. If I enable bonemeal, I can use it on the seeds, and they will grow normally once sprouted.

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Using 5.2 official release. 5.3 looks like it's going to be a real headache. Lots of resources look to have been renamed. Or maybe the methods accessing them are different.

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