[Mod] Farming Redo [1.23] [farming]

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TenPlus1
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[Mod] Farming Redo [1.23] [farming]

by TenPlus1 » Thu Apr 10, 2014 12:33

Farming Redo is a simplified version of the built-in farming mod in minetest and comes with many new crops which spawn throughout the map... new foods need only be planted on tilled soil so no seeds are required, original wheat and cotton will require seeds which are found inside normal and jungle grass... Please use Minetest 0.4.12 and above...

Image

This mod works by adding your new plant to the {growing=1} group and numbering the stages from _1 to as many stages as you like, but the underscore MUST be used only once in the node name to separate plant from stage number e.g.

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Code: Select all
"farming:cotton_1"      through to   "farming:cotton_8"
"farming:wheat_1"       through to   "farming:wheat_8"
"farming:cucumber_4"    through to   "farming:cucumber_4"


To see the Farming Redo mod in action check out Xanadu Server which is running the Ethereal mod and has Strawberry Bushes, Wild Onions and Mushrooms growing also...

Download: https://github.com/tenplus1/farming/archive/master.zip

Source: https://github.com/tenplus1/farming

License: MIT

Lucky Blocks: 13

+ Changelog
Last edited by TenPlus1 on Sat Nov 12, 2016 11:03, edited 89 times in total.
 

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by Inocudom » Thu Apr 10, 2014 12:44

TenPlus1 wrote:I know this should be in the mod section but since it's built-into the game I've placed it here as a NEW feature to be considered for inclusion in the game itself, also for simplicity in creating new food items in a mod...

Basically it works in the same way as the farming mod but uses the group {growing=1} to determine if a plant, crop or food needs to grow and a single abm for ALL plants using that group is called to make them grow from say wheat_1 to wheat_8 (8 being it fully grown)...

I've included the default wheat and cotton templates as an example and added a mushroom with only 4 levels of growth to show how it all works (mushroom_5 to mushroom_8)... So long as you end your plant on 8 it stops growing... The abm interval is set to 10 instead of 90 to show rapid growing...

I think it would be best if your mushroom crops dropped spores just like wheat and cotton drop seeds. Also, would it be possible to create sunlamps, because torches don't seem to affect them anymore.
 

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by TenPlus1 » Thu Apr 10, 2014 13:10

The mushrooms already drop spores which need to be planted on wet soil, but it's just an example to show a plant with 4 levels of growth, it's not to be added to the game...

Also, torches are too dim to grow crops by, maybe a mod with a growing light with max_light as it's value will work better :)
Last edited by TenPlus1 on Thu Apr 10, 2014 13:16, edited 1 time in total.
 

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by Calinou » Thu Apr 10, 2014 16:12

TenPlus1 wrote:The mushrooms already drop spores which need to be planted on wet soil, but it's just an example to show a plant with 4 levels of growth, it's not to be added to the game...

Also, torches are too dim to grow crops by, maybe a mod with a growing light with max_light as it's value will work better :)


Super Glow Glass (moreblocks:super_glow_glass) above or next to a crop should work. LIGHT_MAX is 14 by default.
 

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by TenPlus1 » Wed Apr 16, 2014 09:02

Some of the plants that grow around Xanadu and perfect for use with Farming Redo mod :)
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Re: Farming Redo 0.5 [mod]

by TenPlus1 » Mon Jul 28, 2014 10:37

Brand new Farming Redo 0.5 mod added to server, now we can grow tomato, cucumber,carrot and potato... mmm

https://forum.minetest.net/viewtopic.php?f=5&t=9019&hilit=farming+redo
 

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Re: Farming Redo 0.5 [mod]

by Kilarin » Mon Jul 28, 2014 15:31

oh wow! Will we see these in Xanadu?
 

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Re: Farming Redo 0.5 [mod]

by TenPlus1 » Mon Jul 28, 2014 17:06

They have been added already but you would need to travel to a newly generated area for the plants to spawn... Also cheese, pizza and sashimi will be added :)
 

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Re: Farming Redo 0.5 [mod]

by Kilarin » Mon Jul 28, 2014 17:21

Cool! Now I'm going to have to go hunting for new plants, and expand my greenhouse. I'm finally living vegetarian in Xanadu! :)
 

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Re: Farming Redo 0.5 [mod]

by Krock » Tue Jul 29, 2014 07:23

TenPlus1 wrote:They have been added already but you would need to travel to a newly generated area for the plants to spawn... Also cheese, pizza and sashimi will be added :)

Hmm cheese plants? Why not money plants?
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Re: Farming Redo 0.5 [mod]

by TenPlus1 » Tue Jul 29, 2014 14:32

Krock: at the rate people are creating shops in Xanadu they are making their own money :)
 

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Re: Farming Redo 0.5 [mod]

by webdesigner97 » Tue Jul 29, 2014 15:26

TenPlus1 wrote:Krock: at the rate people are creating shops in Xanadu they are making their own money :)

Take one, pay two :D
 

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Re: Farming Redo 0.5 [mod]

by HeroOfTheWinds » Tue Jul 29, 2014 19:00

I just might consider using this to replace the default farming in SkyTest, but I'll have to do some tests to be sure... Keep it up!
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Re: Farming Redo 0.5 [mod]

by Kilarin » Tue Jul 29, 2014 19:23

I'm really enjoying this mod in xanadu.
One POSSIBLE suggestion. What would it take to make it so that hoes could harvest? They would be the perfect harvesting tool, because there wouldn't be any risk of them actually digging up the dirt. Is there some game engine reason why this couldn't be done?
 

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Re: Farming Redo 0.5 [mod]

by TenPlus1 » Wed Jul 30, 2014 08:00

I could make the cropy pickup instantly so it only takes 1 hit, that way soil wouldnt be disturbed as much if using your hands...

Update: Using a sword to harvest picks up the crops a lot quicker and doesnt damage the dirt as much...
Last edited by TenPlus1 on Wed Jul 30, 2014 13:50, edited 1 time in total.
 

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Re: Farming Redo 0.5 [mod]

by Kilarin » Wed Jul 30, 2014 12:02

TenPlus1 wrote:I could make the cropy pickup instantly so it only takes 1 hit,

I very seldom dig up the dirt when harvesting, so it's not a big issue if changing the hoe to harvest isn't something the game can do easily. Consider this a very low priority suggestion. :)
 

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Re: Farming Redo 0.6 [mod]

by Sokomine » Wed Jul 30, 2014 14:58

Kilarin wrote:I very seldom dig up the dirt when harvesting, so it's not a big issue if changing the hoe to harvest isn't something the game can do easily. Consider this a very low priority suggestion. :)

Happens to me as well sometimes. And just sometimes, I wish for an auto-harvester based on pipeworks/mesecons/technic, where you'd just build a railroad next to your field and the harvester would move over it and harvest the plants :-)

A very easy solution to the accidental digged soil might be to make it not diggable by hand but to require a shovel.

There are quite a lot of farming mods out there. It'd be nice to grow all the plants they offer together in one world with one method. However, with farming_plus, there are no plants that survive beeing harvested (in RL, strawberries and rhubarb usually survive; no idea if oranges grow on bushes that tiny), and with hydro, all plants survive harvesting - even potatoes. This mod seems to introduce another method again :-)
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Re: Farming Redo 0.6 [mod]

by TenPlus1 » Wed Jul 30, 2014 17:34

If water was able to automatically drop nodes with buildable_to=true then the builtin_item mod could make the dropped items flow in a certain direction and the factory mod could use one of the machines to pickup any items that land nearby...
 

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Re: Farming Redo 1.10 [mod]

by TenPlus1 » Wed Aug 13, 2014 16:52

Cocoa beans can now be grown on jungle trunks and found spawning at the tops of jungle tree's... Also added is the recipe for a Dark Chocolate bar and Cookies, or for those adventuring types I'll be adding Hot Chocolate, Milk Chocolate and Chocolate Donuts to Xanadu server (just because we have milk there)...

Here are the hunger values for the Better HUD mod's hunger.lua file:

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Code: Select all
if minetest.get_modpath("farming") then
if farming.mod == "redo" then
   overwrite("farming:bread", 6)
   overwrite("farming:potato", 1)
   overwrite("farming:baked_potato", 6)
   overwrite("farming:cucumber", 4)
   overwrite("farming:tomato", 4)
   overwrite("farming:carrot", 4)
   overwrite("farming:carrot_gold", 6, "", nil, 8)
   overwrite("farming:corn", 3)
   overwrite("farming:corn_cob", 5)
   overwrite("farming:melon_slice", 2)
   overwrite("farming:pumpkin_slice", 1)
   overwrite("farming:pumpkin_bread", 9)
   overwrite("farming:coffee_cup", 2, "farming:drinking_cup")
   overwrite("farming:coffee_cup_hot", 3, "farming:drinking_cup", nil, 2)
   overwrite("farming:cookie", 2)
   overwrite("farming:chocolate_dark", 3)
   overwrite("farming:donut", 4)
   overwrite("farming:donut_chocolate", 6)
   overwrite("farming:donut_apple", 6)
   overwrite("farming:raspberries", 1)
   overwrite("farming:blueberries", 1)
   overwrite("farming:muffin_blueberry", 4)
   overwrite("farming:smoothie_raspberry", 2, "vessels:drinking_glass")
   overwrite("farming:rhubarb", 1)
   overwrite("farming:rhubarb_pie", 6)
else
   overwrite("farming:bread", 4)
end
end
Last edited by TenPlus1 on Tue Nov 04, 2014 17:54, edited 7 times in total.
 

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Re: Farming Redo 1.0 [mod]

by philipbenr » Wed Aug 13, 2014 21:21

Usages for cocoa. I did that...

Thanks for doing this, TenPlus1. I am using it in my in-dev sub-game. I intend to swap a couple things around with my mtfoods mod, and fit this in there. It also adds a nice bit of relief with hunger and such. I always start starving and nearly die. : /
 

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Re: Farming Redo 1.04 [mod]

by TenPlus1 » Wed Aug 27, 2014 09:42

Donuts!!! nuff said...
 

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Re: Farming Redo 1.04 [mod]

by Inocudom » Wed Aug 27, 2014 15:34

Will this mod's cocoa have compatibility with the jungle trees of the moretrees mod? They really are impressive.
 

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Re: Farming Redo 1.04 [mod]

by TenPlus1 » Wed Aug 27, 2014 17:20

if the jungle trees in moretrees use the default:junglewood and default:jungleleaves nodes then yes... will check to make sure though...

EDIT: Added support for the jungle tree's in Moretree's mod...
 

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Re: Farming Redo 1.04 [mod]

by Inocudom » Wed Aug 27, 2014 19:32

TenPlus1 wrote:if the jungle trees in moretrees use the default:junglewood and default:jungleleaves nodes then yes... will check to make sure though...

EDIT: Added support for the jungle tree's in Moretree's mod...

Thank you, TenPlus1.
 

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Re: Farming Redo 1.05 [mod]

by rubenwardy » Sun Aug 31, 2014 17:16

The food mod now supports this mod. It is a passive mod, so if farming redo is installed then food:baked_potato will not be registered.

support.lua#L51
 

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Re: [Mod] Farming Redo [1.05] [farming]

by Inocudom » Thu Sep 04, 2014 23:16

In order for this mod to have any hope of being in the base game at all, it must be on GitHub first. TenPlus1 would never do that himself, so somebody would have to take care of that for him.
 

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Re: [Mod] Farming Redo [1.05] [farming]

by TenPlus1 » Fri Sep 05, 2014 07:45

Farming Redo may have a lot of nice food additions but it would need to be 100% compatible with the old farming mod before attempting to include it in the game itself... Gotta work on soil sand (which I really dont get) and the add_plant function to automate plant registration...
 

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Re: [Mod] Farming Redo [1.06] [farming]

by TenPlus1 » Fri Sep 05, 2014 16:02

Added register_plant and register_hoe functions for compatibility with built-in farming mod, anything registered will use farming redo's abm to grow though... I'm still not bought on the idea of sand becoming soil so will not be adding that anytime soon, dirt all the way baby...
 

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Re: [Mod] Farming Redo [1.06] [farming]

by Minetestforfun » Tue Sep 09, 2014 21:44

Hi,

Im trying your mod, but i meet somes unknow objects because before "Farming redo" mod i used "Farming_plus" mod...
Can you add an easy way to move from "Farming_plus" mod to your mod ?
 

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Re: [Mod] Farming Redo [1.06] [farming]

by TenPlus1 » Wed Sep 10, 2014 07:23

Farming plus has some extra plants like rhubarb and such that I'll port across to farming redo to fix unknown objects...
 

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