philipbenr wrote:Keep it up sofar, it is looking nice, and this might very well over-ride all the other farming mods that I have tried.
Nathan.S wrote:...what about a ground crop though, like potatoes or something that grows in the ground? No idea how that would be pulled off, but would be interesting to see done.
prestidigitator wrote:Nathan.S wrote:...what about a ground crop though, like potatoes or something that grows in the ground? No idea how that would be pulled off, but would be interesting to see done.
That sounds cool. I think what I'd do is replace the soil under the plant with like a, "dirt_and_potatoes," node once it reaches a particular level of maturity. When dug, that node would drop both dirt and the food item. An ABM could rot away the, "dirt_and_potatoes," node back to soil eventually if the plant is removed.
Nathan.S wrote:Cucumbers, cabbage, peppers would all sound nice, what about a ground crop though, like potatoes or something that grows in the ground? No idea how that would be pulled off, but would be interesting to see done.
sofar wrote:Why not have the farmer:
1. cut off the "greens" and discard them
2. dig out the potatoes of the dirt
sofar wrote:This is in line with the 2-step harvesting of most of the other plants I've made thus far. At step 2 the mod would replace the potato dirt with dirt without leaving a hole - a hole in the ground wouldn't make much sense, and it's not needed - it's fairly simple to implement.
twoelk wrote:This mod is really coming along nicely.
While experimenting with your crops I was wondering how to farm more effective ingame and it accured to me there is a nice real life system that could make this mod challenging complicated. Ever heard of Companion planting? There are extensive tables for this and asking a dedicated gardener who is really into this will guarantee an endless subject.
Maybe something like the Three Sisters of northern america would offer a nice starting point. Of course the possabilities are near endless as this little list may show. Not to forget the mesoamerican Milpa system.
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afflatus wrote:Great work Sofar.
I might integrate some of your ideas, but I won't be using the whole mod as my game is based in medieval Europe and I use 32x textures. Someone else mentioned Africa - it would be nice to see farming that supports flora from continents other than the Americas via add-on modpacks.
sofar wrote:As for medieval europe, yeah, if you try to be historically accurate, you'd have to remove the tomatoes, corn, potato (unless 1600s at least) and melons. You can use the green beans, though. You'd also have to remove the cotton from the default game.
TenPlus1 wrote:Sofar: would it be ok if I use your beanpole crop in my Farming Redo mod ?
Sokomine wrote:Yes, that's a problem. My medieval villages will eventually get traders which will sell these fruits - although that's historically wrong. Guess we have to focus less on historical correctness there and just add those plants which have good textures.
The mod looks very nice. Please also add "farming" to its title so that it may be found when searching for mods of that kind! Please tell me once it's finished so that I might add it to the villages and their build chest. Hope your nodes do follow some naming convention (some mods are very...creative...in that regard :-/).
sofar wrote:I like the idea of villagers/traders offering seeds, that's a great way to introduce new crops to your worlds.
sofar wrote:As for naming, I try to be sensible, but please elaborate, until now I've just called my nodes "crops:corn" and the likes. I will also be adding
groups where appropriate which hopefully makes integration with other mods a lot easier (group:eatable, group:food_bowl etc.).
sofar wrote:So the default game is 16x16, therefore mods should be 16x16 textures by default as well, obviously. Having mods use 32x32 textures makes absolutely no sense (and looks terribly out of place).
It should be easy to make 32x32 textures and include them in your texture pack, though.
sofar wrote:I've been out for a few days to a conference, and my main development system's power supply gave the ghost, so no updates in a few days.
Once I get it back up and running I will push some cooking recipes and work on the difficulty scaling.
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