[Mod] Farming Redo [1.45] [farming]

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TenPlus1
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[Mod] Farming Redo [1.45] [farming]

by TenPlus1 » Post

Farming Redo is a simplified version of the built-in farming mod in minetest and comes with many new crops which spawn throughout the map... new foods need only be planted on tilled soil so no seeds are required, original wheat and cotton will require seeds which are found inside normal and jungle grass... Please use Minetest 0.4.17 to run, for older games check this link: viewtopic.php?f=11&t=9019&p=322451#p322451

Image

This mod works by adding your new plant to the {growing=1} group and numbering the stages from _1 to as many stages as you like, but the underscore MUST be used only once in the node name to separate plant from stage number e.g.

Code: Select all

"farming:cotton_1"      through to   "farming:cotton_8"
"farming:wheat_1"       through to   "farming:wheat_8"
"farming:cucumber_1"    through to   "farming:cucumber_4"
To see the Farming Redo mod in action check out Xanadu Server which is running the Ethereal mod and has Strawberry Bushes and Wild Onions growing also...

Farming Redo also works with Bonemeal mod for quick growing crops and saplings: viewtopic.php?f=9&t=16446

Download: https://notabug.org/TenPlus1/Farming/archive/master.zip

Source: https://notabug.org/TenPlus1/Farming

License: MIT

Lucky Blocks: 30
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Last edited by TenPlus1 on Thu Apr 30, 2020 14:55, edited 120 times in total.

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by Inocudom » Post

TenPlus1 wrote:I know this should be in the mod section but since it's built-into the game I've placed it here as a NEW feature to be considered for inclusion in the game itself, also for simplicity in creating new food items in a mod...

Basically it works in the same way as the farming mod but uses the group {growing=1} to determine if a plant, crop or food needs to grow and a single abm for ALL plants using that group is called to make them grow from say wheat_1 to wheat_8 (8 being it fully grown)...

I've included the default wheat and cotton templates as an example and added a mushroom with only 4 levels of growth to show how it all works (mushroom_5 to mushroom_8)... So long as you end your plant on 8 it stops growing... The abm interval is set to 10 instead of 90 to show rapid growing...
I think it would be best if your mushroom crops dropped spores just like wheat and cotton drop seeds. Also, would it be possible to create sunlamps, because torches don't seem to affect them anymore.
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by TenPlus1 » Post

The mushrooms already drop spores which need to be planted on wet soil, but it's just an example to show a plant with 4 levels of growth, it's not to be added to the game...

Also, torches are too dim to grow crops by, maybe a mod with a growing light with max_light as it's value will work better :)
Last edited by TenPlus1 on Thu Apr 10, 2014 13:16, edited 1 time in total.

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by Calinou » Post

TenPlus1 wrote:The mushrooms already drop spores which need to be planted on wet soil, but it's just an example to show a plant with 4 levels of growth, it's not to be added to the game...

Also, torches are too dim to grow crops by, maybe a mod with a growing light with max_light as it's value will work better :)
Super Glow Glass (moreblocks:super_glow_glass) above or next to a crop should work. LIGHT_MAX is 14 by default.

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by TenPlus1 » Post

Some of the plants that grow around Xanadu and perfect for use with Farming Redo mod :)
Image

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Re: Farming Redo 0.5 [mod]

by TenPlus1 » Post

Brand new Farming Redo 0.5 mod added to server, now we can grow tomato, cucumber,carrot and potato... mmm

viewtopic.php?f=5&t=9019&hilit=farming+redo

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Re: Farming Redo 0.5 [mod]

by Kilarin » Post

oh wow! Will we see these in Xanadu?

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Re: Farming Redo 0.5 [mod]

by TenPlus1 » Post

They have been added already but you would need to travel to a newly generated area for the plants to spawn... Also cheese, pizza and sashimi will be added :)

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Re: Farming Redo 0.5 [mod]

by Kilarin » Post

Cool! Now I'm going to have to go hunting for new plants, and expand my greenhouse. I'm finally living vegetarian in Xanadu! :)

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Re: Farming Redo 0.5 [mod]

by Krock » Post

TenPlus1 wrote:They have been added already but you would need to travel to a newly generated area for the plants to spawn... Also cheese, pizza and sashimi will be added :)
Hmm cheese plants? Why not money plants?
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Re: Farming Redo 0.5 [mod]

by TenPlus1 » Post

Krock: at the rate people are creating shops in Xanadu they are making their own money :)

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Re: Farming Redo 0.5 [mod]

by webdesigner97 » Post

TenPlus1 wrote:Krock: at the rate people are creating shops in Xanadu they are making their own money :)
Take one, pay two :D

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Re: Farming Redo 0.5 [mod]

by HeroOfTheWinds » Post

I just might consider using this to replace the default farming in SkyTest, but I'll have to do some tests to be sure... Keep it up!
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Re: Farming Redo 0.5 [mod]

by Kilarin » Post

I'm really enjoying this mod in xanadu.
One POSSIBLE suggestion. What would it take to make it so that hoes could harvest? They would be the perfect harvesting tool, because there wouldn't be any risk of them actually digging up the dirt. Is there some game engine reason why this couldn't be done?

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Re: Farming Redo 0.5 [mod]

by TenPlus1 » Post

I could make the cropy pickup instantly so it only takes 1 hit, that way soil wouldnt be disturbed as much if using your hands...

Update: Using a sword to harvest picks up the crops a lot quicker and doesnt damage the dirt as much...
Last edited by TenPlus1 on Wed Jul 30, 2014 13:50, edited 1 time in total.

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Re: Farming Redo 0.5 [mod]

by Kilarin » Post

TenPlus1 wrote:I could make the cropy pickup instantly so it only takes 1 hit,
I very seldom dig up the dirt when harvesting, so it's not a big issue if changing the hoe to harvest isn't something the game can do easily. Consider this a very low priority suggestion. :)

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Re: Farming Redo 0.6 [mod]

by Sokomine » Post

Kilarin wrote: I very seldom dig up the dirt when harvesting, so it's not a big issue if changing the hoe to harvest isn't something the game can do easily. Consider this a very low priority suggestion. :)
Happens to me as well sometimes. And just sometimes, I wish for an auto-harvester based on pipeworks/mesecons/technic, where you'd just build a railroad next to your field and the harvester would move over it and harvest the plants :-)

A very easy solution to the accidental digged soil might be to make it not diggable by hand but to require a shovel.

There are quite a lot of farming mods out there. It'd be nice to grow all the plants they offer together in one world with one method. However, with farming_plus, there are no plants that survive beeing harvested (in RL, strawberries and rhubarb usually survive; no idea if oranges grow on bushes that tiny), and with hydro, all plants survive harvesting - even potatoes. This mod seems to introduce another method again :-)
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Re: Farming Redo 0.6 [mod]

by TenPlus1 » Post

If water was able to automatically drop nodes with buildable_to=true then the builtin_item mod could make the dropped items flow in a certain direction and the factory mod could use one of the machines to pickup any items that land nearby...

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Re: Farming Redo 1.10 [mod]

by TenPlus1 » Post

Cocoa beans can now be grown on jungle trunks and found spawning at the tops of jungle tree's... Also added is the recipe for a Dark Chocolate bar and Cookies, or for those adventuring types I'll be adding Hot Chocolate, Milk Chocolate and Chocolate Donuts to Xanadu server (just because we have milk there)...

Here are the hunger values for the Better HUD mod's hunger.lua file:

Code: Select all

if minetest.get_modpath("farming") then
if farming.mod == "redo" then
	overwrite("farming:bread", 6)
	overwrite("farming:potato", 1)
	overwrite("farming:baked_potato", 6)
	overwrite("farming:cucumber", 4)
	overwrite("farming:tomato", 4)
	overwrite("farming:carrot", 4)
	overwrite("farming:carrot_gold", 6, "", nil, 8)
	overwrite("farming:corn", 3)
	overwrite("farming:corn_cob", 5)
	overwrite("farming:melon_slice", 2)
	overwrite("farming:pumpkin_slice", 1)
	overwrite("farming:pumpkin_bread", 9)
	overwrite("farming:coffee_cup", 2, "farming:drinking_cup")
	overwrite("farming:coffee_cup_hot", 3, "farming:drinking_cup", nil, 2)
	overwrite("farming:cookie", 2)
	overwrite("farming:chocolate_dark", 3)
	overwrite("farming:donut", 4)
	overwrite("farming:donut_chocolate", 6)
	overwrite("farming:donut_apple", 6)
	overwrite("farming:raspberries", 1)
	overwrite("farming:blueberries", 1)
	overwrite("farming:muffin_blueberry", 4)
	overwrite("farming:smoothie_raspberry", 2, "vessels:drinking_glass")
	overwrite("farming:rhubarb", 1)
	overwrite("farming:rhubarb_pie", 6)
else
	overwrite("farming:bread", 4)
end
end
Last edited by TenPlus1 on Tue Nov 04, 2014 17:54, edited 7 times in total.

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Re: Farming Redo 1.0 [mod]

by philipbenr » Post

Usages for cocoa. I did that...

Thanks for doing this, TenPlus1. I am using it in my in-dev sub-game. I intend to swap a couple things around with my mtfoods mod, and fit this in there. It also adds a nice bit of relief with hunger and such. I always start starving and nearly die. : /

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Re: Farming Redo 1.04 [mod]

by TenPlus1 » Post

Donuts!!! nuff said...

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Re: Farming Redo 1.04 [mod]

by Inocudom » Post

Will this mod's cocoa have compatibility with the jungle trees of the moretrees mod? They really are impressive.
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Re: Farming Redo 1.04 [mod]

by TenPlus1 » Post

if the jungle trees in moretrees use the default:junglewood and default:jungleleaves nodes then yes... will check to make sure though...

EDIT: Added support for the jungle tree's in Moretree's mod...

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Re: Farming Redo 1.04 [mod]

by Inocudom » Post

TenPlus1 wrote:if the jungle trees in moretrees use the default:junglewood and default:jungleleaves nodes then yes... will check to make sure though...

EDIT: Added support for the jungle tree's in Moretree's mod...
Thank you, TenPlus1.
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Re: Farming Redo 1.05 [mod]

by rubenwardy » Post

The food mod now supports this mod. It is a passive mod, so if farming redo is installed then food:baked_potato will not be registered.

support.lua#L51

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