[Mod] Doc-Farming! [1.0] [docfarming]

Doc
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[Mod] Doc-Farming! [1.0] [docfarming]

by Doc » Tue Dec 04, 2012 03:49

This mod is my own take of PilzAdam's Farming mod. I made it all except for a couple lines of code from PilzAdam's farming mod. (thanks PilzAdam!) It currently adds 5 plants.

Yes this mod is compatible with PilzAdam's farming mod

Rubenwardy's Food Mod now supports this mod!


Downloads:
Version 1.0: Broken
Version 1.1: Broken
Version 1.1.1: Download(bugfix on raspberry plant not growing)

Dependencies: default

License: WTFPL


The Plants:

Grass:
Image
Grass spawns randomly in the world. It has a random chance (about 1 in 25) of dropping seeds when destroyed.

Corn:
Image
Corn drops corn if you harvest it when fully grown (far right with yellow tops)

Potato:
Image
Potatoes drop potatoes when destroyed if fully grown (white blossoms, far right). Potatoes do not drop seeds. The seeds only come from grass. Instead, you can plant a potato.

Raspberry:
Image
Raspberry is a special plant. It has a random chance of growing to adjacent blocks in a random direction. It took a long time to get this algorithm correct. When fully grown raspberries are destroyed, they drop raspberries, possibly seeds, and turn into the second stage. They will only grow to adjacent blocks if they are at their final stage of growth.

Carrot:
Image
Drops carrots when destroyed at final stage (far right, orange bases)

Cucumber:
Image
Drops cucumber when destroyed (if fully grown). At stage 3, it has a random chance of spawning a stage 3 cucumber plant next to it.

The Seeds:
Image
Left to right, they are Corn, Carrot, Cucumber, Raspberry, and Potato.


The Crops:
Image
Left to right, they are Corn, Baked Potato (cook potato to aquire), Potato, Carrot, Raspberries, and Cucumber.

I hope you enjoy this mod as much as I enjoyed making it! :)

Edit: Mods please move this to releases!
Last edited by Doc on Tue Jul 08, 2014 15:11, edited 3 times in total.
 

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rubenwardy
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by rubenwardy » Tue Dec 04, 2012 13:16

Does this mod work any different to PilzAdams mod?

Well done anyway, it is nice to have variations.
Last edited by rubenwardy on Tue Dec 04, 2012 13:17, edited 1 time in total.
 

Doc
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by Doc » Tue Dec 04, 2012 17:46

Yes, it is different. The bonuses in this mod are corn (nice for corn fields I suppose), and raspberries (they will spawn more raspberry plants around them randomly if they are fully grown(red spots on the bush)). Each of the plants have nice textures (I think), and my favorite is the baked potato texture (lol).
 

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Aqua
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by Aqua » Wed Dec 05, 2012 20:54

I love it! Better textures, more stuff etc.
+1
Hi there ^.~
 

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Dogzilla131
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by Dogzilla131 » Wed Dec 05, 2012 22:35

Great mod
Live Minetest
 

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davidpace
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by davidpace » Wed Dec 05, 2012 22:38

Looks Nice! :-)
Taking a break for a while see ya guys!

In some of my posts I will be putting "Secret" White sentences.. Tell me if you see them!!! :D
 

Doc
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by Doc » Wed Dec 05, 2012 23:40

Thanks everyone! It doesn't really have more stuff (yet) though.

Edit: Give me ideas for what the next addition should be!
Last edited by Doc on Wed Dec 05, 2012 23:43, edited 1 time in total.
 

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rubenwardy
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by rubenwardy » Thu Dec 06, 2012 13:03

Aqua wrote:I love it! Better textures, more stuff etc.
+1


The only new thing compared to Farming is raspberries.
It looks good, i will try it out
 

Doc
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by Doc » Thu Dec 13, 2012 03:16

Yes, but corn has its own special growth(3 blocks tall). That and raspberries are the only thing new.
 

Ragnar
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by Ragnar » Thu Dec 13, 2012 14:54

COCAINE, MARIJUANA, TOBACCO PLEASE!!!!
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

Doc
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by Doc » Thu Dec 13, 2012 18:48

Ragnar wrote:COCAINE, MARIJUANA, TOBACCO PLEASE!!!!

Umm....






No...
 

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by Ragnar » Thu Dec 13, 2012 19:29

come on, atleast teach me how to make plants, please???
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

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rubenwardy
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by rubenwardy » Thu Dec 13, 2012 19:35

Ragnar wrote:come on, atleast teach me how to make plants, please???


read the source
 

Doc
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by Doc » Thu Dec 13, 2012 21:19

All you do is make a texture for each growing stage, make a node for each texture, and register an abm that causes growth to next stage.
 

xmagicx60
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by xmagicx60 » Sat Dec 15, 2012 00:25

Looks like one of the best farming mods yet, add more plants mebbe?
 

Doc
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by Doc » Sat Dec 15, 2012 06:15

Yes I just added cucumber, and I plan on adding more. I just need inspiration!

Edit: next I think tomato
Last edited by Doc on Sat Dec 15, 2012 06:16, edited 1 time in total.
 

MrPitchfork
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by MrPitchfork » Sat Dec 15, 2012 13:21

This is probably far more difficult than what exists now, but what if, for the vined plants (cucumber and raspberry), the new nodes were connected and dependent on the first node in some way? The child nodes could whither and die, or they could simply be destroyed, when the parent node is destroyed.

I'm not at all sure if this would impact game feel negatively or positively, but it's something I've always wanted to see (and I'm not competent enough to do the programming myself without a lot more dedication than I can likely muster). I really like playing with spreading plants, so this mod is already very appealing to me.
 

Doc
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by Doc » Mon Dec 17, 2012 16:22

MrPitchfork wrote:This is probably far more difficult than what exists now, but what if, for the vined plants (cucumber and raspberry), the new nodes were connected and dependent on the first node in some way? The child nodes could whither and die, or they could simply be destroyed, when the parent node is destroyed.

I'm not at all sure if this would impact game feel negatively or positively, but it's something I've always wanted to see (and I'm not competent enough to do the programming myself without a lot more dedication than I can likely muster). I really like playing with spreading plants, so this mod is already very appealing to me.

Yeah, I could work on the generation some more. This is just something I was testing. I was aiming for something like this, but I just decided on something simple. I could make the plants spread, and have a random chance (when spawned) of being a root node, which can spread as the original one. I may work on it in the future. Right now, cucumbers just randomly grow until all of them are stage four.
 

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by rubenwardy » Mon Dec 17, 2012 17:32

Food Mod

This mod is now supported in the food mod
Last edited by rubenwardy on Mon Dec 17, 2012 20:15, edited 1 time in total.
 

Doc
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by Doc » Mon Dec 17, 2012 19:14

Niiiice!
 

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by Tedypig » Thu Mar 14, 2013 21:50

Can this be run along side PilzAdam's farming mod, or must I pick?
01010100 01100101 01100100 01111001 01110000 01101001 01100111
 

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by neron » Thu May 30, 2013 15:06

This mod is awesome! How has it been overlooked?
 

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kaeza
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by kaeza » Thu May 30, 2013 15:17

Tedypig wrote:Can this be run along side PilzAdam's farming mod, or must I pick?

OldCoder has both mods running along in his minetest.org servers. So yes, both can be used at the same time.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal | BTC: 1DFZAa5VtNG7Levux4oP6BuUzr1e83pJK2
 

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kaeza
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by kaeza » Thu May 30, 2013 15:18

Tedypig wrote:Can this be run along side PilzAdam's farming mod, or must I pick?

OldCoder has both mods running along in his minetest.org servers. So yes, both can be used at the same time.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal | BTC: 1DFZAa5VtNG7Levux4oP6BuUzr1e83pJK2
 

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Mossmanikin
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by Mossmanikin » Fri May 31, 2013 09:22

Would like to test this mod.
Unfortunately downloads don't work.

Noob 4 life!
My stuff
 

SparklySparklez
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by SparklySparklez » Sat Jun 22, 2013 08:09

Download links broken, Please fix cause i would really like to try this mod :-)
 

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Topywo
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by Topywo » Sat Jun 22, 2013 19:19

Since Doc's last activity in this topic was 27 january 2013 I took the liberty to upload this mod.

Somehow I missed the 1.1.1 raspberry update. I tried to fix a 1.1.0 version I had, without changing other code. I think I managed to do that. I recommend everyone wanting to play this mod to read post 1 completely (something I should have done).

Enjoy:

https://dl.dropboxusercontent.com/u/65428713/docfarming%201.1.1a.7z
https://dl.dropboxusercontent.com/u/65428713/docfarming%201.1.1a.tar.gz
https://dl.dropboxusercontent.com/u/65428713/docfarming%201.1.1a.zip
 

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by Tedypig » Sun Jul 07, 2013 00:30

Omploader is down for some reason, can you please upload to another site?
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Topywo
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by Topywo » Sun Jul 07, 2013 10:39

Tedypig wrote:Omploader is down for some reason, can you please upload to another site?


See post 26 and 27 above your post. Omploader is down for quiet a while now and according to his profile Doc hasn't been on the forum since 27 january 2013.

If you want a working (tested) and downloadable version you can download it from one of my links in dropbox (post 27).

Off course all credits for this mod go to Doc.

Edit: Typo
Last edited by Topywo on Sun Jul 07, 2013 10:40, edited 1 time in total.
 

Doc
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Re: [Mod] Doc-Farming! [1.0] [docfarming]

by Doc » Mon Jul 07, 2014 13:42

Mod links fixed.
 

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