[Mod] Farming Plus [farming_plus]

Devestatio
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by Devestatio » Sat Apr 20, 2013 20:31

Hello I just found out about the game yesterday, and am now trying to play with the mods for it. when I added your mods farming and farmingplus, then try to run my existing game or a new one I get this error;

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
Irrlicht Engine version 1.8.0
Microsoft Windows 7 Ultimate Edition Service Pack 1 (Build 7601)
Using renderer: OpenGL 4.2.12002
AMD Radeon HD 6900 Series: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.2
Resizing window (800 600)
Loaded texture: E:/Program Files/Minetest-0.4.6/textures/base/pack/menuheader.pn
g
GUIConfigureWorld: Not allowing focus change.
GUIConfigureWorld: Not allowing focus change.
14:13:18: ERROR[main]: ========== ERROR FROM LUA ===========
14:13:18: ERROR[main]: Failed to load and run script from
14:13:18: ERROR[main]: E:\Program Files\Minetest-0.4.6\bin\..\mods\survival\farm
ingplus\init.lua:
14:13:18: ERROR[main]: ...test-0.4.6\bin\..\mods\survival\farmingplus\init.lua:3
2: attempt to concatenate a nil value
14:13:18: ERROR[main]: stack traceback:
14:13:18: ERROR[main]:  ...test-0.4.6\bin\..\mods\survival\farmingplus\init.lua:
32: in main chunk
14:13:18: ERROR[main]: =======END OF ERROR FROM LUA ========
14:13:18: ERROR[main]: Server: Failed to load and run E:\Program Files\Minetest-
0.4.6\bin\..\mods\survival\farmingplus\init.lua
14:13:19: ERROR[main]: ModError: Failed to load and run E:\Program Files\Minetes
t-0.4.6\bin\..\mods\survival\farmingplus\init.lua
Last edited by Devestatio on Sat Apr 20, 2013 20:32, edited 1 time in total.
 

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PilzAdam
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by PilzAdam » Sat Apr 20, 2013 20:43

Devestatio wrote:Hello I just found out about the game yesterday, and am now trying to play with the mods for it. when I added your mods farming and farmingplus, then try to run my existing game or a new one I get this error;

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
Irrlicht Engine version 1.8.0
Microsoft Windows 7 Ultimate Edition Service Pack 1 (Build 7601)
Using renderer: OpenGL 4.2.12002
AMD Radeon HD 6900 Series: ATI Technologies Inc.
OpenGL driver version is 1.2 or better.
GLSL version: 4.2
Resizing window (800 600)
Loaded texture: E:/Program Files/Minetest-0.4.6/textures/base/pack/menuheader.pn
g
GUIConfigureWorld: Not allowing focus change.
GUIConfigureWorld: Not allowing focus change.
14:13:18: ERROR[main]: ========== ERROR FROM LUA ===========
14:13:18: ERROR[main]: Failed to load and run script from
14:13:18: ERROR[main]: E:\Program Files\Minetest-0.4.6\bin\..\mods\survival\farm
ingplus\init.lua:
14:13:18: ERROR[main]: ...test-0.4.6\bin\..\mods\survival\farmingplus\init.lua:3
2: attempt to concatenate a nil value
14:13:18: ERROR[main]: stack traceback:
14:13:18: ERROR[main]:  ...test-0.4.6\bin\..\mods\survival\farmingplus\init.lua:
32: in main chunk
14:13:18: ERROR[main]: =======END OF ERROR FROM LUA ========
14:13:18: ERROR[main]: Server: Failed to load and run E:\Program Files\Minetest-
0.4.6\bin\..\mods\survival\farmingplus\init.lua
14:13:19: ERROR[main]: ModError: Failed to load and run E:\Program Files\Minetes
t-0.4.6\bin\..\mods\survival\farmingplus\init.lua

The correct name for the mod is "farming_plus", rename the mod folder accordingly.
 

Devestatio
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by Devestatio » Sat Apr 20, 2013 20:44

could it be this section in your code? I am no expert coder(or even an adept one), but my research into the error leads me to believe something in there may be wrong.

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
-- ========= ALIASES FOR FARMING MOD BY SAPIER =========
-- potatoe -> potatoe
minetest.register_alias("farming:potatoe_node", "farming_plus:potatoe")
--minetest.register_alias("farming:potatoe", "farming:potatoe_item") cant do this
minetest.register_alias("farming:potatoe_straw", "farming_plus:potatoe")
minetest.register_alias("farming:seed_potatoe", "farming_plus:potatoe_seed")
for lvl = 1, 6, 1 do
    minetest.register_entity(":farming:potatoe_lvl"..lvl, {
        on_activate = function(self, staticdata)
            minetest.env:set_node(self.object:getpos(), {name="farming_plus:potatoe_1"})
        end
    })
end


and shouldn't potatoe be spelled potato?
 

Devestatio
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by Devestatio » Sat Apr 20, 2013 20:45

NM you ninja'd me lol, ok will rename and try it again, I love that your are watching the thread =)
 

Devestatio
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by Devestatio » Sat Apr 20, 2013 21:05

ok it worked great, just took a few minutes to load all the mods and initialize them... any way to speed that up btw? or will it stay cached now and load faster in the future? and while I search maybe you could tell me how I can set the game window to auto maximize on load?
 

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PilzAdam
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by PilzAdam » Sat Apr 20, 2013 21:40

Devestatio wrote:ok it worked great, just took a few minutes to load all the mods and initialize them... any way to speed that up btw? or will it stay cached now and load faster in the future? and while I search maybe you could tell me how I can set the game window to auto maximize on load?

O god that are a lot of questions, and most of them are offtopic.
Ill answer them anyways:
Use fewer mods to speed it up.
Yes media (textures and sounds) is cached.
Set screenW screenH to your screensize in minetest.conf.
Last edited by PilzAdam on Sat Apr 20, 2013 21:40, edited 1 time in total.
 

Devestatio
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by Devestatio » Sat Apr 20, 2013 21:54

Thank you, I realize they where off topic but was hoping you would be good enough to answer them(which you did). You seem like a really knowledgeable person to ask =) thanks again for them help getting it to work.

Will you be adding more to this later? like maybe irrigation to speed up the watering process or auto harvesting of plants via some farming contraption?
Last edited by Devestatio on Sat Apr 20, 2013 21:55, edited 1 time in total.
 

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PilzAdam
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by PilzAdam » Sat Apr 20, 2013 21:58

Devestatio wrote:Thank you, I realize they where off topic but was hoping you would be good enough to answer them(which you did). You seem like a really knowledgeable person to ask =) thanks again for them help getting it to work.

Will you be adding more to this later? like maybe irrigation to speed up the watering process or auto harvesting of plants via some farming contraption?

Yes, I need to work on a farming mod that will be included in the default game. I need to think about it a bit.
 

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by Sokomine » Sun Apr 21, 2013 01:27

A farming mod in default would be nice. Though to have real fun, it requires farming_plus. The plants there do not only serve as a way to do something ingame, but also allow more decorative gardens.

A real problem are the digged and left untended dry soils which grow weed and look bad. Players dig them for seeds and then move on without cleaning up.
A list of my mods can be found here.
 

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Linxx
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by Linxx » Sun Apr 21, 2013 01:34

also we need other stuff for food other than regaining health... but that should come later
 

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by Jouster27 » Sun Apr 21, 2013 01:48

Sokomine wrote:A real problem are the digged and left untended dry soils which grow weed and look bad. Players dig them for seeds and then move on without cleaning up.


I agree. What would be nice is a command that an admin could use that would convert all dug blocks with weeds back to dirt with grass.
 

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by PilzAdam » Sun Apr 21, 2013 10:12

I plan to move everything from farming, that will not be added to the upstream farming, to farming_plus, so this mod will be stay alive.
Last edited by PilzAdam on Sun Apr 21, 2013 10:12, edited 1 time in total.
 

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jojoa1997
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by jojoa1997 » Sun Apr 21, 2013 13:11

You are going to make diamond and bronze how's right?
Coding;
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Pavel_S
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by Pavel_S » Wed Apr 24, 2013 06:58

I think it is needed to add:
if papyrus node was digged then drop papyrus which are locate higher.
 

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Mito551
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by Mito551 » Wed Apr 24, 2013 11:59

Pavel_S wrote:I think it is needed to add:
if papyrus node was digged then drop papyrus which are locate higher.


add attached_node=1 in groups of node definition
 

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by PilzAdam » Wed Apr 24, 2013 12:27

Mito551 wrote:
Pavel_S wrote:I think it is needed to add:
if papyrus node was digged then drop papyrus which are locate higher.


add attached_node=1 in groups of node definition

That wont work. Papyrus is walkable, and attached_nodes cant be on top of walkable nodes.
 

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Pavel_S
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by Pavel_S » Thu Apr 25, 2013 04:15

It works but, Is it a good solution?
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
function on_dignode(p, node)
    if node.name == "default:papyrus" or "default:dirt" or "default:dirt_with_grass" then
        repeat
            p.y = p.y+1
            local name = minetest.env:get_node(p).name
            if name == "default:papyrus" then
                node.name = "air"
                minetest.env:set_node(p, node)
                --Give item to player or drop it if item_drop_mod installed
            end
        until name ~= "default:papyrus"
    end
end
minetest.register_on_dignode(on_dignode)
 

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Mito551
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by Mito551 » Thu Apr 25, 2013 04:17

PilzAdam wrote:
Mito551 wrote:
Pavel_S wrote:I think it is needed to add:
if papyrus node was digged then drop papyrus which are locate higher.


add attached_node=1 in groups of node definition

That wont work. Papyrus is walkable, and attached_nodes cant be on top of walkable nodes.


since when papyrus is walkable??
 

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by PilzAdam » Thu Apr 25, 2013 09:59

Mito551 wrote:
PilzAdam wrote:
Mito551 wrote:
add attached_node=1 in groups of node definition

That wont work. Papyrus is walkable, and attached_nodes cant be on top of walkable nodes.


since when papyrus is walkable??

Ehm, not walkable. (I always mix up the walkable thing)
 

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Pavel_S
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by Pavel_S » Fri Apr 26, 2013 06:05

Place seeds as you want, also papyrus.
Image
seeds dont drop when block below it was digged
Image
 

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Casimir
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by Casimir » Mon Apr 29, 2013 15:50

Pavel_S wrote:I think it is needed to add:
if papyrus node was digged then drop papyrus which are locate higher.

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
-- Nodes in the group plant_dig go into the diggers inventory if the node below is dug
minetest.register_on_dignode(function(pos, node, digger)
    if digger == nil then return end
    if minetest.get_item_group(node.name, "plant_dig") == 0 then return end
    local np = {x = pos.x, y = pos.y + 1, z = pos.z}
    local nn = minetest.env:get_node(np)
    if minetest.get_item_group(nn.name, "plant_dig") ~= 0 and node.name == nn.name then
        minetest.node_dig(np, nn, digger)
    end
end)

Add plant_dig=1 to papyrus and cactus groups.
Last edited by Casimir on Mon Apr 29, 2013 15:53, edited 1 time in total.
 

Hazzo
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by Hazzo » Thu May 16, 2013 16:48

Hi, I have a problem with big pumpkins, making these are generated as shown in the picture:

Image

Actually I have no idea why this happens.

~~~So sorry for my bad english
 

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by Jouster27 » Fri May 17, 2013 14:18

Hazzo wrote:Hi, I have a problem with big pumpkins, making these are generated as shown in the picture:

Image

Actually I have no idea why this happens.

~~~So sorry for my bad english


Yup. I've had that too ever since I started using this mod (and made big pumpkins).
 

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by PilzAdam » Fri May 17, 2013 14:30

Hazzo wrote:Hi, I have a problem with big pumpkins, making these are generated as shown in the picture:

Image

Actually I have no idea why this happens.

~~~So sorry for my bad english

Seems like an issue with the new 6d facedir.
 

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by VanessaE » Sat May 18, 2013 12:12

Chances are, the facedir was never being set properly to begin with, but you couldn't actually see it. I had this same problem with the waterlilies in my flowers(_plus) mod.

What was happening was that the facedir range was being used wrongly: the rotation values being set were being stored more or less directly in the map, but when the client went to display the nodes that used them, it overflowed the rotation values into a smaller range than what is supported today. So even though an object looked like it was rotated correctly, it actually wasn't. The client was just hiding this fact via that overflow.

When the 6d facedir code went in, the overflow in the client was removed and the value range for display was increased, so those "wrong" values now cause wrongly-rotated nodes, because as far as the engine and client are concerned, they're valid now.

The solution is to fix the mod so that it's not setting the wrong values, and in the meantime use a screwdriver to rotate the misplaced nodes back to the right orientation.
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by PilzAdam » Tue May 21, 2013 17:26

Update!
Farming is now in minetest_game. Only farming_plus is availible here. You need to install it to keep your pumpkins and properly convert the old farming mod to the new one in minetest_game.

Note: Do not update when you dont use current dev version of Minetest or Minetest 0.4.7 (when it comes out).
 

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by shaneroach » Tue May 21, 2013 18:28

I'm a little confused. If I am using regular Minetest 4.6, should I download the latest minetest_game, delete the old, and put the new one in, or should I try to find farming and install it and farming_plus into mods/minetest?
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by PilzAdam » Tue May 21, 2013 18:44

shaneroach wrote:I'm a little confused. If I am using regular Minetest 4.6, should I download the latest minetest_game, delete the old, and put the new one in, or should I try to find farming and install it and farming_plus into mods/minetest?

If you use 0.4.6 stable then you dont have to do anything. Just dont update farming_plus.
 

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by shaneroach » Tue May 21, 2013 19:11

PilzAdam wrote:
shaneroach wrote:I'm a little confused. If I am using regular Minetest 4.6, should I download the latest minetest_game, delete the old, and put the new one in, or should I try to find farming and install it and farming_plus into mods/minetest?

If you use 0.4.6 stable then you dont have to do anything. Just dont update farming_plus.


Oh, so this is basically for people using the dev version to update with new changes?

Thanks for the clarification on any case. I need to try to farm now....
In order to change yourself, you must believe the change is possible and that there are rewards for making the change.
- Inspired by Hebrews 11:6
 

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by PilzAdam » Tue May 21, 2013 20:12

shaneroach wrote:
PilzAdam wrote:
shaneroach wrote:I'm a little confused. If I am using regular Minetest 4.6, should I download the latest minetest_game, delete the old, and put the new one in, or should I try to find farming and install it and farming_plus into mods/minetest?

If you use 0.4.6 stable then you dont have to do anything. Just dont update farming_plus.


Oh, so this is basically for people using the dev version to update with new changes?

Yea.

And when 0.4.7 comes out, people should update too.
 

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