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

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

by sofar » Thu Oct 06, 2016 19:58

TheReaperKing wrote:This might be hard to do but maybe even some biomes the land isn't fertile and you can't grow crops.


I would have added this a long time ago if mods had the access to biome information. Sadly, that isn't possible in minetest right now.
 

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

by xisd » Fri Oct 07, 2016 19:04

Hi, this mod I great ! And the easy mod is appreciated because I'm no more a fan of watering plant in game than I am with real plant

I added intllib support and French translation
Unfortunately I noticed too late that I had made some changes along the way (because they add to do with text strings).

Changes are :
- Support for translation via intllib
- Add infotext string with percentage of growth
- Change group:soil to farming:wet_soil if farming mod exist (because before I could use hoe on dirt, plant and it would grow... even if soil changed back to dirt or dirt_with_grass )

Should I make a pull request anyway ?
Files are there : https://github.com/xisd/crops/
 

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

by sofar » Sat Oct 08, 2016 22:40

xisd wrote:Hi, this mod I great ! And the easy mod is appreciated because I'm no more a fan of watering plant in game than I am with real plant

I added intllib support and French translation
Unfortunately I noticed too late that I had made some changes along the way (because they add to do with text strings).

Changes are :
- Support for translation via intllib
- Add infotext string with percentage of growth
- Change group:soil to farming:wet_soil if farming mod exist (because before I could use hoe on dirt, plant and it would grow... even if soil changed back to dirt or dirt_with_grass )

Should I make a pull request anyway ?
Files are there : https://github.com/xisd/crops/


if you can. Make sure to make separate pull requests for each individual change, though.
 

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

by rubenwardy » Sun Oct 09, 2016 06:18

xisd wrote:- Change group:soil to farming:wet_soil if farming mod exists


Would maybe be better to add wet soil to the soil group
 

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

by xisd » Sun Oct 09, 2016 13:38

Would maybe be better to add wet soil to the soil group


I don't know what exactly is in soil group but it seem that wet soil is already in it.
(EDIT : soil group contain blocks a sapling can grow on (=every kind of dirts and soil))
(RE-EDIT : It seem that there are levels in the soil group that could be used to make a configurable value in the difficulty setting table definitions, I'll look into it)
I made this change because when using easy option food would grow on dirt or dirt with grass, even dirt with dry grass, as long as it was soil at the time it was panted...
Those blocks (dirt, dirt with grass, etc) turns to soil (not wet) if hoe is used on it.
They turn to wet soil if they are near water, but if not they turn back to what they were before
Requiring only wet soil as a neighbor to allow growth means that it only grows near water (like wheat or cotton from minetest_game farming)
 

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

by amadin » Sun Oct 30, 2016 06:44

I think particles with steam/smoke must be available only for "easy" setting (if it use particles) or add particles to crops_settings and disable by default. Because it looks like not realistic.
Can you add carrot? I finish my brewing stand with potions mod and it need carrot and other plants for cooking potions. Or maybe i will need add carrot to my mod or use mod with "Farming redo", but it not have different rarity for plants.
Last edited by amadin on Sun Oct 30, 2016 08:30, edited 2 times in total.
 

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

by TheReaperKing » Sun Oct 30, 2016 07:41

I was thinking, what about rice? :)
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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by amadin » Sun Oct 30, 2016 07:52

TheReaperKing wrote:I was thinking, what about rice? :)

I need carrot, only carrot, everything else is already available :) I can add fork with carrot if it will merge with master. Carrot need for mods which use minecraft like recipes.
 

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

by sofar » Sun Oct 30, 2016 08:38

I've considered carrots but it'll just make it look too much like MC, which I'm not a fan of. Maybe we can do something else instead.

Rice is a crop that grows in shallow water. It would be interesting, but very hard to make it look right due to the water transparency issues. Also rice is boring as a food, and there already is a basic starch food (potato) in this mod.

I'd like to do more *green* vegetables instead. I think I've mentioned cabbage before, or something like that.
 

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

by amadin » Sun Oct 30, 2016 09:34

I not fan of MC too, but i know many players go to Minetest after MC that's why i try to use MC recipes for easy adaptation to Minetest.
For not look too much like MC you can use more realistic carrot growing: 1-5 stage it grow as usual, 5 stage get carrot but it can't be use as seed, 6 stage grow into carrot with seeds (see image) and drop seed and maybe carrot too, 6 stage may grow rarity. I can use something else instead carrot or add carrot to potions mod.
I think add slow growing without light and water for flowers:mushroom_brown and red in my potions mod, instead Nether Wart and Spider eye in MC for using in potions cook. One of them if food so players may grow it in deep mines.
I think not need add more other food in "crops" because it will too much textures for slow mobile internet connection.
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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Sun Oct 30, 2016 18:42

amadin wrote:I think not need add more other food in "crops" because it will too much textures for slow mobile internet connection.


Textures are relatively small and don't add much login delay. Sounds are much more problematic. A one second sound sample can be as big as 50 16x16 textures.
 

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

by amadin » Sun Oct 30, 2016 19:22

In this case reasonable not use sounds for watering can: 1) Buckets don't have sounds 2) Then i was watering real plants i didn't remember the sound of running water because dirt and plant are soft and water drops are falling almost without sound on them.
 

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

by twoelk » Sun Oct 30, 2016 21:03

uh? rice is boring as food?
I hope you mean playwise or else I must presume you have never eaten any real rice in one of it's many varieties :-D

Getting the cultivation of rice working in the game though might indeed proove a little difficult, that is if you would try to get it at least a little near to being somewhat realistic. As in the end all you get is rice, it might not seem worth all the effort within the game mechanics. I guess this would only be interesting if you had large biome groups that would force you to use certain crops as not everything can grow in every climate.

Yet it is difficult at the moment to create some convincing dioramas of some east or southeast asian structures as much of the stuff growing at those places is not present in minetest in enough variety.

This is actually true for much of the earths many landscapes. All we have at the moment is basically a sort of MiddleEarth environment based on the Shire although with a food basket centered more on what people in North America might be used to with a few iconic exotic isolated plants usually pictured somewhat wrong when compared to the real thing.

While I can understand that MT-game uses some well known plants with some simplified processes and even combining chracteristics of different plants into one for sake of simplicity and quick progress in gameplay (think sugercane+papyrus), I really do wish some mods would go further to represent some of our biome specific agricultur landscapes in a more detailed way. There are several plants that shape whole landscapes in recognizable ways. Rice is certainly one such crop. Others that form well known cultur-landscapes may be winegrapes, date-palms or olive-trees. There are many more and although I never understood why so many players are so keen on yet more sorts of monsters and a trillion varieties of weapons I clearly do hope we get enough plants to give a Maya temple, a Shaolin monastry, a Samurai castle, a Zulu kraal, an Arabien Oasis or a hut on Fidshi and many others the right setting.
 

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

by sofar » Mon Oct 31, 2016 00:35

Rice is just a starch, and for gameplay, starches are relatively boring. I'd rather introduce a bit of variety than add another starchy food.

For gameplay value, foods should bring something unique before I'll consider including it. The cooking side of this mod isn't really complete yet I feel, so I'd rather spend more time seeing if we can make it more coherent then add another starch. That just would make the problem worse.

Just as you don't want a ton of monsters, I think for a game like this we should keep foods in moderation as well. Ideally, foods aren't all clustered in a single biome, but there's also nothing wrong with some biomes not having any default food source.
 

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

by TheReaperKing » Mon Oct 31, 2016 01:59

I was mostly just thinking rice because it is such a common food. I'm using this mod with my students in our survival world that I'm trying to make as realistic as possible without taking out the fun so this mod has been awesome. I think it is also a great way for them to have fun trying to survive and also learn a bit about agriculture. Thanks for your hard work on this mod! Would you be willing to accept suggestions from them? Take care!
-Mike
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Re: [Mod] crops [crops] - (Farming|Food|Cooking)

by sofar » Mon Oct 31, 2016 21:46

TheReaperKing wrote:I was mostly just thinking rice because it is such a common food. I'm using this mod with my students in our survival world that I'm trying to make as realistic as possible without taking out the fun so this mod has been awesome. I think it is also a great way for them to have fun trying to survive and also learn a bit about agriculture. Thanks for your hard work on this mod! Would you be willing to accept suggestions from them? Take care!
-Mike


Suggestions? From a whole classroom of opinionated teenagers? You betcha! :D

Yes, for sure, I'd love to hear their ideas. Kids' ideas are so much more intricate and unfiltered than adult ideas :)
 

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

by xisd » Fri Jan 13, 2017 15:11

I don't know if that is intended but vegetables are growing a lot faster that cotton and wheat from farming.
Most of the time, they are ready to harvest while wheat has only advanced one stage (with easy setting).

I use interval value in settings table of 150 instead of 30 to fix it (with easy setting, it should be longer in others settings since chance is doubled every step).
 

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