[Mod] Farming Redo [1.23] [farming]

redblade7
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Re: [Mod] Farming Redo [1.22] [farming]

by redblade7 » Sun Feb 07, 2016 16:43

firefox wrote:
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).

do you also have a water source near them?
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.


Forgot about that, been playing creative too much. Thank you!
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Re: [Mod] Farming Redo [1.22] [farming]

by lincy » Sun Feb 14, 2016 10:07

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.


sorry for stupid question, around how high can find the grape bushels ?
 

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Re: [Mod] Farming Redo [1.22] [farming]

by TenPlus1 » Sun Feb 14, 2016 16:38

Small grape bushels spawn between 24 and 45 high.
 

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Re: [Mod] Farming Redo [1.22] [farming]

by lincy » Sun Feb 14, 2016 17:57

TenPlus1 wrote:Small grape bushels spawn between 24 and 45 high.


thanks for your help.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Thu Mar 10, 2016 17:55

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
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Martin_Devil » Mon Mar 14, 2016 11:17

When I added this mod, hunger bar by BlockMen began to appear always empty.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by burli » Mon Mar 14, 2016 12:10

Martin_Devil wrote:When I added this mod, hunger bar by BlockMen began to appear always empty.

I guess you need biome_lib mod
 

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Re: [Mod] Farming Redo [1.23] [farming]

by benrob0329 » Mon Mar 14, 2016 14:10

You wouldn't need biome_lib.

The hunger mod replaces Minetest's eating function with its own, so it should work with any food/farming mod.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Mon Mar 14, 2016 14:36

Ethereal foods work with Blockmen's Hud & Hunger mods (also everamzah's fork: https://github.com/everamzah/hud_hunger) as well as Wuzzy's hudbard and hbhunger.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Martin_Devil » Mon Mar 14, 2016 14:38

TenPlus1 wrote:Ethereal foods work with Blockmen's Hud & Hunger mods (also everamzah's fork: https://github.com/everamzah/hud_hunger) as well as Wuzzy's hudbard and hbhunger.

i use Blockmen's Hud & Hunger with old minetest_game
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Tue May 24, 2016 20:19

Updated so work with 3rd party mods like https://github.com/MT-Modder/hydroponics , crops grow on any node with soil=3 group set.
 

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Re: [Mod] Farming Redo [1.22] [farming]

by KCoombes » Thu Jun 02, 2016 15:16

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.


Where in your code is the bolded comment defined? I'd like to replicate this feature, but can't find a reference to y position.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Thu Jun 02, 2016 19:55

KCoombes: check the mapgen.lua for crop spawning.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by KCoombes » Thu Jun 02, 2016 20:09

Found it! Thanks
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Gerald » Fri Jun 03, 2016 10:10

I tried to use farming.register_plant and got a strange problem:
It works (seed becomes plant_1, plant_1 becomes plant_2, plant_3 becomes plant_4), but plant_2 does not grow.
I can not understand what the problem is. It does not matter if the plant_2 nodes are placed manually or are grown.
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_node("mymod:seed_plant", {})
minetest.register_node("mymod:plant_1", {})
minetest.register_node("mymod:plant_2", {})
minetest.register_node("mymod:plant_3", {})
minetest.register_node("mymod:plant_4", {})
minetest.register_craftitem("mymod:plant", {})

farming.register_plant("mymod:plant", {
   description = "Plant Seed",
   inventory_image = "plant_seed.png",
   steps = 4,   
   minlight = 13,
   maxlight = default.LIGHT_MAX
})
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Fri Jun 03, 2016 11:22

Gerald, you do not need to register each step beforehand as register plant does all of that for you...
 

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Re: [Mod] Farming Redo [1.23] [farming]

by KCoombes » Fri Jun 03, 2016 12:46

How would I go about reducing the frequency of plants spawned?
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Fri Jun 03, 2016 16:01

KCoombes: change the noise_params inside mapgen.lua
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Gerald » Sat Jun 04, 2016 00:22

TenPlus1 wrote:Gerald, you do not need to register each step beforehand as register plant does all of that for you...

If i do not define the nodes, they are defined but nothing grows anymore. As i sead the problem is strange:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--P
minetest.register_node("mymod:seed_plant", {})
minetest.register_node("mymod:plant_1", {})
minetest.register_node("mymod:plant_2", {})
minetest.register_node("mymod:plant_3", {})
minetest.register_node("mymod:plant_4", {})
minetest.register_craftitem("mymod:plant", {})

farming.register_plant("mymod:plant", {
description = "Plant Seed",
inventory_image = "plant_seed.png",
steps = 4,
minlight = 5,
maxlight = default.LIGHT_MAX
})

--PX
farming.register_plant("mymod:plantX", {
description = "Plant Seed X",
inventory_image = "plant_seed_x.png",
steps = 4,
minlight = 5,
maxlight = default.LIGHT_MAX
})

Image
P1 is grown because i planted it first.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Gerald » Sat Jun 04, 2016 00:42

I updated to Minetest 0.4.14. and got the exact same result.
I used farming 1.23, the code mentioned and minetest_game.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Sat Jun 04, 2016 08:03

You either register all parts of the plant using register plant function which creates 8 growing nodes and 1 seed node using texture specific filenames e.g.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-- Cotton
farming.register_plant("farming:cotton", {
   description = "Cotton Seed",
   inventory_image = "farming_cotton_seed.png",
   steps = 8,
})


... or you register each step seperately like so:

https://github.com/tenplus1/farming/blob/master/cotton.lua
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Gerald » Sat Jun 04, 2016 11:49

TenPlus1 wrote:You either register all parts of the plant using register plant function which creates 8 growing nodes and 1 seed node using texture specific filenames e.g.

So 8 is the only allowed value of "steps"?

If i uncomment << farming.register_plant("farming:cotton", ... >> and comment <<dofile( ..."cotton.lua")>> cotton does not grow.

If I register the nodes, every odd number grows and every even number does not:
Image
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
farming.register_plant("mymod:plantZ", {
description = "Plant Seed Z",
inventory_image = "plant_seed_z.png",
steps = 8,
})
minetest.register_node("mymod:seed_plantY", {})
minetest.register_node("mymod:plantY_1", {})
minetest.register_node("mymod:plantY_2", {})
minetest.register_node("mymod:plantY_3", {})
minetest.register_node("mymod:plantY_4", {})
minetest.register_node("mymod:plantY_5", {})
minetest.register_node("mymod:plantY_6", {})
minetest.register_node("mymod:plantY_7", {})
minetest.register_node("mymod:plantY_8", {})
minetest.register_craftitem("mymod:plantY", {})

farming.register_plant("mymod:plantY", {
description = "Plant Seed Y",
inventory_image = "plant_seed_y.png",
steps = 8,
})
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Sat Jun 04, 2016 14:08

Gerald: Please make sure you are using the latest version of this mod from github.com/tenplus1/farming

You can register a plant with as many steps as you like, but if you are using the register_plant function you do not need to use register_node as this following code:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
farming.register_plant("mymod:plantz", {
    description = "Plant Seed Z",
    inventory_image = "plant_seed_z.png",
    steps = 8,
})


... will register mymod:seed_plantz as a craftitem to be placed and mymod:plantz_1 to mymod:plantz_8 as nodes for growing the plant itself.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Gerald » Sat Jun 04, 2016 14:34

TenPlus1 wrote:Gerald: Please make sure you are using the latest version of this mod from github.com/tenplus1/farming


I used the [stable?] version from the forum. The latest commit works.
Thanks!
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Wed Jun 22, 2016 19:54

Update:

- Now using on_generate to place cocoa pods in jungle areas, less laggy :)
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Milan* » Thu Sep 29, 2016 17:22

Hi there, i am currently failing at making the hemp mod compatible with the farming redo mod.

My last try was like this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local crop_def = {
    drawtype = nodebox,
    node_box = {
        type = "fixed",
        fixed = {
            {-0.0625, -0.5, -0.0625, 0.0625, -0.25, 0.0625},
            {-0.125, -0.25, -0.125, 0.125, -0.25, 0.125},
        },
    },
    tiles = {"hemp_hemp_leaves.png", "hemp_hemp_leaves.png", "hemp_hemp_stalk.png", "hemp_hemp_stalk.png", "hemp_hemp_stalk.png", "hemp_hemp_stalk.png"},
   groups = { growing = 1 },
    sunlight_propagates = true,
    selection_box = {
        type = "fixed",
        fixed = {-0.375, -0.5, -0.375, 0.375, -0.25, 0.375}
    }
}
minetest.register_node("farming:hemp_1", table.copy(crop_def))

minetest.register_node("farming:hemp_2", table.copy(crop_def))
    crop_def.node_box = {
        fixed = {
            {-0.0625, -0.5, -0.0625, 0.0625, 0, 0.0625},
            {-0.125, 0, -0.125, 0.125, 0, 0.125},
        },
    }
    crop_def.selection_box = {
        fixed = {-0.375, -0.5, -0.375, 0.375, 0, 0.375}
    }
[...]
minetest.register_node("farming:hemp_8", table.copy(crop_def))
    crop_def.node_box = {
        fixed = {
         {-0.0625, -0.5, -0.0625, 0.0625, 1.5, 0.0625},
         {-0.5, 0, -0.5, 0.5, 0, 0.5},
         {-0.5, 0.5, -0.5, 0.5, 0.5, 0.5},
         {-0.5, 1, -0.5, 0.5, 1, 0.5},
         {-0.125, 1.5, -0.125, 0.125, 1.5, 0.125},
        },
    }
    crop_def.selection_box = {
      fixed = {-0.375, -0.5, -0.375, 0.375, 1.5, 0.375}
    }
   crop_def.groups.growing = 0


In this case, after it didn't want to grow, i copied it to the bottom of the farming init.lua.
I don't know what to do anymore since this kind of plant isn't anywhere to see and it just won't work. :(
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Thu Sep 29, 2016 18:07

Milan: It may be easier for you to register each node seperately and add the growing=1 group to each (apart from the last)... that way it'll work with farmin api :)
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Milan* » Fri Sep 30, 2016 13:38

Thanks for your answer, so i tried it from the external hemp mod again like this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_node("hemp:hemp_1", {
   drawtype = "nodebox",
   node_box = {
      type = "fixed",
      fixed = {
         {-0.0625, -0.5, -0.0625, 0.0625, -0.25, 0.0625},
         {-0.125, -0.25, -0.125, 0.125, -0.25, 0.125},
      },
   },
   tiles = {"hemp_hemp_leaves.png", "hemp_hemp_leaves.png", "hemp_hemp_stalk.png", "hemp_hemp_stalk.png", "hemp_hemp_stalk.png", "hemp_hemp_stalk.png"},
   sunlight_propagates = true,
    groups = { growing = 1 },
   minlight = 13,
   maxlight = default.LIGHT_MAX,
   selection_box = {
      type = "fixed",
      fixed = {-0.375, -0.5, -0.375, 0.375, -0.25, 0.375}
   }
})


For some reason the nodes are completly black now. o.O
And it still won't grow. (maybe because the black nodes?)
 

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Re: [Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Fri Sep 30, 2016 15:29

Milan: If you are using this hemp mod: https://github.com/pithydon/hemp then it already works with Farming Redo and will grow using it's api, just enable the hemp mod itself and all actions go through farming redo instead of the default mod.
Last edited by TenPlus1 on Fri Sep 30, 2016 15:36, edited 1 time in total.
 

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Re: [Mod] Farming Redo [1.23] [farming]

by Milan* » Fri Sep 30, 2016 15:30

 

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