[Solved]Problems of plant growth on 0.4.14

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Onyx
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[Solved]Problems of plant growth on 0.4.14

by Onyx » Wed Aug 24, 2016 11:26

Hi,

Sorry if this issue has already been mentioned previously.

I play on a server with the map was generated with a version 0. 4. 12 but we update recently with version 0. 4. 14.

We noticed several things:

- The seeds of wheat and cotton does not grow and remain in the form of seeds.

- Trees grow very slowly.

- The transition from dirt to dirt_with_grass is also idle.

Does anyone know how to fix these issues?

Thanks.
Last edited by Onyx on Mon Aug 29, 2016 07:40, edited 1 time in total.
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ExeterDad
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Re: Problems of plant growth on 0.4.14

by ExeterDad » Wed Aug 24, 2016 12:34

When creating a sky island I noticed the transition (or lack of) of dirt >> dirt_with_grass. I've discovered if the dirt is not near dirt_with_grass it will not transform no matter how long. But if you place just one dirt_with_grass from your inventory, then the surrounding dirt blocks will start to transform as expected.
I agree the slower trees are alarming at first, but I got used to it. And I've experienced no issues with wheat or cotton seeds.
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Hybrid Dog
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by Hybrid Dog » Wed Aug 24, 2016 16:15

farming_plus disabled seed growing, l fixed it in my version: https://github.com/HybridDog/farming_pl ... f0b25f894d
 

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Onyx
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Re: Problems of plant growth on 0.4.14

by Onyx » Fri Aug 26, 2016 11:05

Hi,

Thank you both,

We will try your fork of farming_plus Hybrid Dog and hope it fixes the problem.
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Hybrid Dog
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quotes of two pms

by Hybrid Dog » Sat Aug 27, 2016 14:30

Hybrid Dog Sent: 02 Jun 2016, 19:07 wrote:The newest version of my superpickaxe mod allows viewing the status of the node timer.
https://github.com/HybridDog/superpick
Just join in singleplayer mode as admin, put the tool into the first inventory slot and then hold left, right and sneak (by default a+d+shift) and right click the seed.
It should show whether the node timer is started, if it's started, the seed should grow when elapsed reaches timeout:
Image

Hybrid Dog Sent: 05 Jun 2016, 09:51 wrote:Obviously the node timer isn't started.
Recently sofar changed the farming mod (of minetest_game) that it uses node timers instead of abms to increase performance.

The node timer should be started there in the farming.place_seed function.
l noticed that the farming_plus mod overrides farming.place_seed (thus the node timer isn't started by this function), so l fixed it there in my fork.

Before using that superpick tool you should remove and place the seed because the node timer ought to get started when placing the seed.

Maybe you don't use the newest farming mod
or you use a farming_plus mod overriding the seed placement function
or some other mod overrides the function, this can be tested:

Add this code into minetest_game/mods/farming/init.lua directly subsequent to farming = {}
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Code: Select all
local _farming = {}
setmetatable(farming, {
   __index = function(_, name)
      return _farming[name]
   end,
   __newindex = function(_, name, value)
      if _farming[name] then
         print("### Mod "..minetest.get_current_modname().." overrides farming."..name)
      end
      _farming[name] = value
   end
})


Here's the code diff:
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Code: Select all
diff --git a/mods/farming/init.lua b/mods/farming/init.lua
index 45370e7..f5dd389 100644
--- a/mods/farming/init.lua
+++ b/mods/farming/init.lua
@@ -1,5 +1,19 @@
 -- Global farming namespace
 farming = {}
+
+local _farming = {}
+setmetatable(farming, {
+   __index = function(_, name)
+      return _farming[name]
+   end,
+   __newindex = function(_, name, value)
+      if _farming[name] then
+         print("### Mod "..minetest.get_current_modname().." overrides farming."..name)
+      end
+      _farming[name] = value
+   end
+})
+
 farming.path = minetest.get_modpath("farming")
 
 -- Load files


Then start minetest in a terminal, it should tell which mod overrides which farming stuff, e.g.
### Mod somemodname overrides farming.place_seed
 

paramat
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Re: Problems of plant growth on 0.4.14

by paramat » Sat Aug 27, 2016 20:03

You can also place any grass_* node on dirt and it will turn the dirt to dirt_with_grass, which will then spread from node to node.
Trees only seem slower because they all have a growing time that varies from 50% to 100% instead of 0% to 100%, due to use of nodetimers.
 

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Onyx
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Re: Problems of plant growth on 0.4.14

by Onyx » Mon Aug 29, 2016 07:37

Hi,

Thank you all, with the Hybrid Dog's fork of farming_plus, the issue is solved. On the trees, they grow slowly but the main thing is they grow.
Regarding the dirt, I had not paid attention to the new function which requires him to be in immediate contact with the dirt_with_grass to be covered with grass.
"Science sans conscience n'est que ruine de l'âme."
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