[Mod] Farming Plus [farming_plus]

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RabbiBob
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by RabbiBob » Mon Sep 10, 2012 21:13

PilzAdam wrote:
RabbiBob wrote:Good job on this one. Any chance of you adopting the node types from Sapier's Farming mod to make a smooth transition over for users of the old mod? After walking around I realized I had a fair amount of orphaned nodes (farming:tallgrass for example).

Can you test my changes? https://github.com/PilzAdam/farming/commit/4f7cbff532407ea3a21d56e33a60d945955432fe


Should try this week, just getting back from vacation.
 

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SegFault22
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by SegFault22 » Tue Sep 11, 2012 02:03

Instead of wheat and wheat seeds - make wheat drop ''grains''. These can be crafted with a brick to make flour (recipe is 8 grains around a brick in the middle, and returning the brick), or planted to grow another wheat plant
Eh?
Resources are abundant; only money is scarce. People should not have to work hard and remain poor just to pay for the needs of survival.
Society can thrive without money - but only if productive members of society are rewarded for being productive.
 

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PilzAdam
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by PilzAdam » Mon Sep 17, 2012 15:55

The old "light" version is now the main version and the old main version is now the extended version (farming_plus).
 

Sokomine
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by Sokomine » Mon Sep 17, 2012 16:26

Can you change the pictures for strawberry_3 or strawberry? I have trouble distinguishing them and sometimes pick strawberry_3 :-(

Additionally it would be nice if the strawberrys from the nature_pack_controlled could yield the same type of strawberrys (although that might be wild ones instead of cultivated ones...)

The farming mod adds quite some fun to the game.
A list of my mods can be found here.
 

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PilzAdam
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by PilzAdam » Mon Sep 17, 2012 16:35

Sokomine wrote:Can you change the pictures for strawberry_3 or strawberry? I have trouble distinguishing them and sometimes pick strawberry_3 :-(

Additionally it would be nice if the strawberrys from the nature_pack_controlled could yield the same type of strawberrys (although that might be wild ones instead of cultivated ones...)

The farming mod adds quite some fun to the game.

Place a node beside the plant and check the height. I never said its easy to be a farmer ;-)
 

Sokomine
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by Sokomine » Mon Sep 17, 2012 18:26

Well...farming might be difficult - but deciding when a strawberry is ready to eat usually isn't :-) My strawberries almost died out! Maybe I was too hungry...

Almost all my plants have their own torch flying above them. That helps against accidental planting of one seed on top of another plant. It doesn't help much to decide if the plant has reached full height. And next to the plants is a walkway.

To solve the problem I turned the red of the berries of the earlier plants to something more bright and less red.
A list of my mods can be found here.
 

cornernote
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by cornernote » Sat Sep 22, 2012 14:34

pumpkins are not enabled by default ?
 

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PilzAdam
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by PilzAdam » Sat Sep 22, 2012 14:44

cornernote wrote:pumpkins are not enabled by default ?

Ooooops... they should.
 

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by cornernote » Mon Sep 24, 2012 04:57

why is there farming and farming_plus? why not just have one farming mod that has it all?
 

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PilzAdam
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by PilzAdam » Mon Sep 24, 2012 06:14

cornernote wrote:why is there farming and farming_plus? why not just have one farming mod that has it all?

If you dont use the food mod 80% of the plants are useless. In this cases its better for the gameplay to have less plants.
 

cornernote
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by cornernote » Mon Sep 24, 2012 06:38

can/should farming_plus be a mod that depends on farming? just thinking you have to manage the same code twice
 

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PilzAdam
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by PilzAdam » Mon Sep 24, 2012 06:48

cornernote wrote:can/should farming_plus be a mod that depends on farming? just thinking you have to manage the same code twice

Yes, I will change the code.
 

Sokomine
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by Sokomine » Mon Sep 24, 2012 14:04

Did you get my mail concerning cacoa trees not appearing due to a slight error in their register_on_generated function? Needs to be y+1 instead of y. Otherwise there is no cocoa.
A list of my mods can be found here.
 

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PilzAdam
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by PilzAdam » Mon Sep 24, 2012 14:38

Sokomine wrote:Did you get my mail concerning cacoa trees not appearing due to a slight error in their register_on_generated function? Needs to be y+1 instead of y. Otherwise there is no cocoa.

I had no time to fix it.
 

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Jordach
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by Jordach » Mon Sep 24, 2012 15:08

PilzAdam, I have a fix for the Unknown Items glitch in latest git.

( ͡° ͜ʖ ͡°) ( ͡o ͜ʖ ͡o) [$ ( ͡° ͜ʖ ͡°) $] ( ͡$ ͜ʖ ͡$) ヽ༼ຈل͜ຈ༽ノ



My image and media server is back online and is functioning as normal.
 

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PilzAdam
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by PilzAdam » Sat Sep 29, 2012 10:18

Farming_plus is now an Add-On for farming.
 

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Casimir
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by Casimir » Thu Oct 18, 2012 17:47

In my game I changed your mod so much, that I think it is worth to be published.
http://ompldr.org/vZnhncg/farming%2020121018.zip
 

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qwrwed
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by qwrwed » Thu Oct 18, 2012 19:35

How did you change it?
 

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Casimir
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by Casimir » Thu Oct 18, 2012 21:24

First, this version is kind of outdated, because it isn't based on the latest version of the original farming mod. And I don't remember all the changes I made.
The main things are:
You just have wheat instead of harvested wheat and seeds.
When harvesting cotton the plant won't get destroyed.
Cotton drops the same cotton as in the flower-mod.
9 cotton give one wool.
wool <-craft-> 4strings
plants can only be planted on soil.
added tables for better mod-compatibility (especially "paths").
 

HaoyuanGuan
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by HaoyuanGuan » Fri Oct 19, 2012 00:09

I get this error with the latest version \init.ua
 

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PilzAdam
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by PilzAdam » Fri Oct 19, 2012 11:11

HaoyuanGuan wrote:I get this error with the latest version \init.ua

init.lua is a file.
 

keiftron
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by keiftron » Fri Oct 19, 2012 17:19

i am also getting an error with the init.lua file in the farming plus mod.
 

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Topywo
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by Topywo » Fri Oct 19, 2012 18:51

keiftron wrote:i am also getting an error with the init.lua file in the farming plus mod.


- Make sure to download farming and farming plus from the github (press the zip tab) (I did on the 18th october and both work fine)
- Change the modnames into (no CAPITOLS):

farming

farming_plus

If still an error, then empty/delete/rename debug.txt. Start minetest up again and paste the ERROR lines from debug.txt here.
 

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RealBadAngel
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by RealBadAngel » Fri Oct 19, 2012 19:04

Topywo wrote:- Change the modnames into (no CAPITOLS):


so no Paris, Berlin, Warsaw or even Delhi allowed? :)
 

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Topywo
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by Topywo » Fri Oct 19, 2012 21:08

Lol, next time I'll look it up in google translate.
 

keiftron
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by keiftron » Fri Oct 19, 2012 23:28

its working now. thanks topywo
 

Garakson
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by Garakson » Sat Oct 20, 2012 22:27

I just went to install the farming mod and got the following error message when starting an existing world: ModError: Mod "Pilz-Adam-farming_plus-90390ec" has unsatisfactory dependent.

I double checked my mod folder and have Aminals_Modpack-1.4.6, Animals, both Pilz-Adam-farming_plus-90390ec and Pilz-Adam-farming-5197076 folders and Calinou's modpack. That's it.

What am I missing?
 

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Topywo
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by Topywo » Sat Oct 20, 2012 23:48

Garakson wrote:I just went to install the farming mod and got the following error message when starting an existing world: ModError: Mod "Pilz-Adam-farming_plus-90390ec" has unsatisfactory dependent.

I double checked my mod folder and have Aminals_Modpack-1.4.6, Animals, both Pilz-Adam-farming_plus-90390ec and Pilz-Adam-farming-5197076 folders and Calinou's modpack. That's it.

What am I missing?


You need to change the names (rename them) into farming and into farming_plus (so without the authors name and without the version number)

Edit: and don't use UPPERCASES :-)
Last edited by Topywo on Sat Oct 20, 2012 23:50, edited 1 time in total.
 

Garakson
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by Garakson » Sun Oct 21, 2012 00:49

Topywo wrote:
Garakson wrote:I just went to install the farming mod and got the following error message when starting an existing world: ModError: Mod "Pilz-Adam-farming_plus-90390ec" has unsatisfactory dependent.

I double checked my mod folder and have Aminals_Modpack-1.4.6, Animals, both Pilz-Adam-farming_plus-90390ec and Pilz-Adam-farming-5197076 folders and Calinou's modpack. That's it.

What am I missing?


You need to change the names (rename them) into farming and into farming_plus (so without the authors name and without the version number)

Edit: and don't use UPPERCASES :-)


Ok. So, that's what I'm missing. Thanks. I renamed the folders and it mostly worked fine. I did notce a complaint about my texture pack. It seems the converted soartext texture pack doesn't support all the stuff from the above list of mods. Can I just add the right one on top of the soartext texture pack? Better yet, what pack am I supposd to use? The soartext is a 64x64 texture pack.
 

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Topywo
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by Topywo » Sun Oct 21, 2012 07:43

I most of the time just use the standard textures. What i think I know about texture packs is that they are 'overriding' the default textures. Probably for farming, because of the older farming mods, there are soartext textures. The farming_plus is from a recent date, so I don't think there are (many) texture packs with their 'own' images of the farming_plus. In that case the default textures will be taken (here the default from the farming_plus mod).

What is the complaint you get (might be something else than your texture pack choice)?
 

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