[Mod] crops [crops] - (Farming|Food|Cooking)

sofar
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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Sat May 09, 2015 05:06

prestidigitator wrote:Reviewing the mod code, it appears a bit too hard-coded to benefit much from changes like this anyway. I've submitted a pull request to the "Farming Redo" mod instead. Have a look at that for an example of how this can be done if you like, but otherwise I'm good with your, "discussion is closed."


Mostly due to the fact that each plant behaves different - either they're 2-block high plants, the melon's grow sideways, beans require to be planted on beanpoles... yes. The main damage ABM is a single routine, I think it could still be done, but it won't be easy. The farming redo mod patch also makes that clear... it's not trivial code.
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by Hybrid Dog » Mon May 11, 2015 14:58

Hybrid Dog wrote:
sofar wrote:
Hybrid Dog wrote:usually you can't see water as blue circles and withering doesn't make smoke


Sorry, what is your point? Are you suggesting a change? If so, what change do you suggest?

l would like that the soil node which is too wet becomes a node with a mud texture. Particles sadly can't use transparency as far as l know.

l just saw that particles use texture alpha. So maybe dark brown semi transparent particles can be used to make the soil node look wet.
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Mon May 25, 2015 23:05

HybridDog just added watercan filling sounds, some code cleanups and the ability to fill the watering can in river water. Thanks HybridDog!
 

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Re: [WIP][MOD] Crops

by Hybrid Dog » Wed May 27, 2015 18:05

sofar wrote:
Hybrid Dog wrote:May you call the melon "red_watermelon" instead of just "melon" because a lot sorts of melons exist.


Not inclined to do so.

If I was designing extra-extra-custom-flavor-plus-plus (you get the idea) crops then I would do so. But I'm designing a very basic set of farm crops.

There's no problem with other crop/farming modules, since you can have several melon mods with identical node names concurrently on the same server.

How about adding the sort of the watermelon to the description, e.g. "Melitopolski watermelon" and "Tom Watson watermelon"?
There's another brighter watermelon viewtopic.php?f=5&t=9019
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by dannyplaysminetest » Sun Jul 12, 2015 13:45

Thanks cool Mod, makes farming more fun and the gardens look much better. ^_^
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by swordpaint12 » Wed Oct 28, 2015 14:32

I need to try this out.

I have three farming mods so far- farming plus, docfarming and jkfarming.

I wish all three supported your watering model.

It's really interesting!

I'll have to see what I can learn from the code.

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Tue Nov 24, 2015 06:23

Pumpkins!

Image

Since it's almost thanksgiving, here's some pumpkins, and as usual, with a twist. In itself the pumpkins behave like you expect - digging them yields a block, not slices. You can get seeds from a block, or cook a block into roast pumpkin, which is edible.

The catch is that there's only one piece of food from a pumpkin so it's a lot of work. And if you want to expand your pumpkin farm, you'll have to water as otherwise the plants die and will not spawn more than 1 pumpkin if you're unlucky, so it's going to be difficult and labor intensive to grow a large pumpkin farm.

So yeah, maybe just grow pumpkins once a year for some holiday cheer, like some countries do, and then back to taters, cuz they easy.
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by Hybrid Dog » Tue Nov 24, 2015 16:50

May you add a specific sort of the pumpkin's name?
l'm using the farming_plus mod which also adds a pumpkin and l would like to be able to get a difference between them. Your ones have those dark stripes…
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Thu Nov 26, 2015 07:01

Added "flies" around dead plants, and fly sounds.

Image

If plants die, they will have little flies buzzing around them, and you can hear a buzzing sound. I'm sure that will make some players itch!
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by swordpaint12 » Sat Nov 28, 2015 17:34

Noooo! I don't know where to get a bugspray mod! How will I cope with those flies?
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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Sat Nov 28, 2015 18:31

swordpaint12 wrote:Noooo! I don't know where to get a bugspray mod! How will I cope with those flies?


Flies and buzzing sounds are only generated when the plant dies, but stop shortly thereafter, so there is nothing that a player has to do, really, about them.
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by benrob0329 » Tue Mar 08, 2016 23:51

Is there a way to have this tie into the mapgen?
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Wed Mar 09, 2016 06:24

benrob0329 wrote:Is there a way to have this tie into the mapgen?


I started this, as I have a far better understanding of minetest's mapgen methods right now.

What's done so far is:

- wild pumpkin and melon plants can be found rarely in some places. They're in odd places, and when you look for them, you likely won't find any pumpkins or melons, just the plants. However, wait for it to grow and you can take a seed from the fruit.

- digging dirt may randomly drop a potato.

I have not found a nice way to introduce beans and corn or tomatoes, just yet. Ideas welcome.
Last edited by sofar on Wed Mar 09, 2016 20:18, edited 1 time in total.
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by Hybrid Dog » Wed Mar 09, 2016 18:57

sofar wrote:Ideas welcome.

If the exchange shops mod is installed, generate admin exchange shops where you can buy parcelled seeds
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by oleastre » Thu Mar 10, 2016 12:59

Just an idea (it will maybe be too easy): add a generic "vegetation" node that spawns quite rarely and looks like grass with some flowers.
Let the user dig those and collect generic "vegetation" seeds.

Then the player should plant those seeds in wet soil and in dense patches. And maybe one tomatoes, corn or beans plant will start growing from that patch.

The difficulty can be controlled via the number of spawned vegetation nodes, number of seeds drop, size of the patch (or even shape), and probability that a certain type of plant grows from there.

Is this is not clear enough, let me know :)
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by Sokomine » Wed Mar 16, 2016 04:19

oleastre wrote:Just an idea (it will maybe be too easy): add a generic "vegetation" node that spawns quite rarely and looks like grass with some flowers.
Let the user dig those and collect generic "vegetation" seeds.

Good idea. That way you won't know which kind of seed you got. It might be a generic seed in the inventory and just develop into something that can be farmed after you planted it for the first time. After all most food plants did not just pop up but where bred.
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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Wed Mar 16, 2016 04:26

Thanks to bashterm, a newcomer, crops' humidity model can now be entirely disabled, making crops a classic faming mod. Currently I've made it so that the `easy` setting level disables it. Thanks bashterm!
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by sofar » Wed Mar 16, 2016 04:29

Hybrid Dog wrote:
sofar wrote:Ideas welcome.

If the exchange shops mod is installed, generate admin exchange shops where you can buy parcelled seeds


Is this mod even used/maintained?
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by twoelk » Wed Mar 16, 2016 07:55

if not this could be one good reason to use it :-D
 

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Re: [WIP][MOD] Crops

by burli » Wed Mar 16, 2016 09:18

sofar wrote:Similarly, farming_plus implements "potato seeds" which is ridiculous.

No, it's not. You can grow potatoes also from seeds and saplings
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by burli » Wed Mar 16, 2016 14:49

I like the idea of this mod, but I'm still a little bit confused how it works. A little tutorial may be helpfull

I also have some suggestions.

Some plants grow better on fertile soil. To get fertile soil you can put some "green waste" and dirt into a compost bin to get compost. Use this compost instead of dirt. This increases the yield and may reduce the need for water.

Tomatoes also need some support like a beanpole

Some medieval compatible suggestione for crops are: onions, garlic, peas, beets, cabbage, lettuce, carrots, strawberrys, pears and plums.

Also more recipes would be nice like sauerkraut made of cabbage and salt in a special pot
 

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Re: [Mod] Crops [Crops] - (Farming|Food|Cooking)

by Hybrid Dog » Wed Mar 16, 2016 16:30

l recently saw exchange shops at Gabo server
 

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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by AnxiousInfusion » Mon Oct 03, 2016 13:34

Corn has ancestory in grasses, particularly, a Mexican grass called teosinte. Would it be possible or appropriate to add a chance for tall grass to drop corn kernel seeds? Thank you btw for making this mod fit so well alongside the default game.
 

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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by pithy » Mon Oct 03, 2016 15:12

The animations are strange.
 

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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Tue Oct 04, 2016 21:37

AnxiousInfusion wrote:Corn has ancestory in grasses, particularly, a Mexican grass called teosinte. Would it be possible or appropriate to add a chance for tall grass to drop corn kernel seeds? Thank you btw for making this mod fit so well alongside the default game.


This wouldn't be too hard to do with `minetest.override_item()`. You just have to modify the `drop` table to include another item. I'm not inclined to include it by default, though.
 

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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Tue Oct 04, 2016 21:38

pithy wrote:The animations are strange.


I'm assuming this is a compliment. If it isn't, I can't do anything with this information. (also, there are no animations in the mod).
 

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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by TheReaperKing » Wed Oct 05, 2016 01:20

I'm sooooo excited to try this with my students! We need more challenge in the survival world and I think this is perfect. Thank you for your hard work!
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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by everamzah » Wed Oct 05, 2016 02:36

The best farming mod can only get better. I like AnxiousInfusion's idea about corn from grass, perhaps with a very low probability. It's important, I believe, to have a way in-game of obtaining all seeds without "cheats".

Ps. Perhaps all crops could be growing in select areas depending on biome attributes such as humidity? One could find them sporadically, where it's rare but still possible.
 

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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by TheReaperKing » Wed Oct 05, 2016 02:45

This might be hard to do but maybe even some biomes the land isn't fertile and you can't grow crops.
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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by azekill_DIABLO » Wed Oct 05, 2016 19:58

thi mod is awesome!
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