[Mod] Farming Redo [1.23] [farming]

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

by Minetestforfun » Wed Sep 10, 2014 08:53

Many food mods recipe uses those plants that aren't in your "farming (redo)" mod, Maybe it would be a good idea to add these plants ?

(i've try your mod in a new world, and I think your mod is on course to become the default mod "farming", it's a very good farming mod)
 

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

by TenPlus1 » Wed Sep 10, 2014 11:00

Some of the foods have been included in Ethereal mod itself and the latest update added Oranges to the mix... I will be adding Rhubarb to Farming Redo today at some point... What other foods am I missing ??

Note: It's always recommended to create a new world when switching from one mod to another... Farming Redo is a drop in replacement for the default farming but not really for Farming Plus...
 

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Re: [Mod] Farming Redo [1.07] [farming]

by philipbenr » Sat Sep 13, 2014 02:05

I think that I will change the redo to have farming plus elements. It honestly makes things look so much nicer.
 

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Re: [Mod] Farming Redo [1.07] [farming]

by TenPlus1 » Sat Sep 13, 2014 19:38

It shouldn't be hard to add a compatibility layer to Farming Redo where you can register many aliases for farming plus nodes to become farming redo one's... e.g...

minetest.register_alias("farming_plus:rhubarb_1", "farming:rhubard_1")
Last edited by TenPlus1 on Mon Sep 15, 2014 14:12, edited 1 time in total.
 

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Re: [Mod] Farming Redo [1.08] [farming]

by TenPlus1 » Mon Sep 15, 2014 14:10

Farming Plus compatibility has now been added so now Farming Redo is able to replace both default and plus mods with hopefully no lost or unknown nodes... if Ethereal mod is detected then it will use ehtereal strawberries and bananas as replacements...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Fri Sep 19, 2014 10:14

was never happy using 2 high nodes of corn to make it look tall when fully grown, but now it's changed to a single node scaled to height which also makes growing a lot easier and now you can run through the cornfields again :) also Ethanol requires 5 corn to make...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Mon Sep 22, 2014 10:03

Hello TenPlus1,
I've delete my default game mod "farming" and add your "farming"(redo) mod, with your compatibility with farming_plus, i've also delete farming_plus, everything is ok => thank you for your really great mod !

But my problem, when an user is connecting into my server, he have this error message : http://imgur.com/oY0oISu
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Sunfirel » Mon Sep 22, 2014 18:17

Awesome! This should replace the default one.
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Mon Sep 22, 2014 19:36

Minetestforfun: you don't need to delete the original farming mod, unpack farming redo into the mods directory and enable it for your world and it overwrites the original without error...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Tue Sep 23, 2014 08:43

Ok, i've make a mistake...
From the name of your mod i've deduct it replaced the mod "farming" (default),

Thank you for your answer :)
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Inocudom » Tue Sep 23, 2014 14:36

https://forum.minetest.net/viewtopic.php?f=9&t=10187
Farming_redo inspired the creation of another farming mod.
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Thu Sep 25, 2014 02:00

Minetestforfun wrote:Hello TenPlus1,
I've delete my default game mod "farming" and add your "farming"(redo) mod, with your compatibility with farming_plus, i've also delete farming_plus, everything is ok => thank you for your really great mod !

But my problem, when an user is connecting into my server, he have this error message : http://imgur.com/oY0oISu


I still have the problem, i've the default farming mod in the ~/games/mygame/ folder, and i've you mod in ~/minetest/mods/, but the error message still :( did you have a idea for a solution ?
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Thu Sep 25, 2014 08:20

Are you using the latest version of Farming Redo ? if so then it will not have sand_soil in it at all, it would have been replaced by dirt soil instead, so the error messages you have should never appear... I cannot reproduce the error even when making a default world of my own using sand soil and then enabling Farming Redo (farming) in the config menu under mods...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Thu Sep 25, 2014 09:35

Ok, so :
- i removed my world, (map.sqlite)
- i removed my minetest_game folder,
- i removed all my mods,

And, with the new world, i downloaded the latest versions of minetest_game, and i added your mod => The problem still...
Im in the latest minetest version build from here : https://github.com/minetest/minetest
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Thu Sep 25, 2014 10:29

OK, I did exactly the same... installed latest dev of minetest, installed latest release of Farming redo, created a new map with default farming (top photo) and placed some desert sand, used the hoe and planted some seeds... then closed minetest, enabled Farming Redo by double-clicking the new Farming mod and ran the new map that I created (bottom photo) and things worked fine... No error messages about missing images and farming redo replaced the sand soil with dirt soil... I dont know what else to tell you dude...

Image
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Thu Sep 25, 2014 10:46

Ok... :/
Is it possible that is a problem with the "carbone" sub-game? (I resumed some of these parameters but not these mods)
Last edited by Minetestforfun on Thu Sep 25, 2014 13:14, edited 1 time in total.
 

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Re: [Mod] Farming Redo [1.09] [farming]

by jp » Thu Sep 25, 2014 12:08

EDIT : nvm.
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Thu Sep 25, 2014 18:34

With "~/subgame/farming" + "farming_redo" : http://imgur.com/fDrCuUn

Without "farming_redo" : http://imgur.com/fDrCuUn,ZOlhHWL#1

i've try with different version of farming_default, latest dev version, 0.4- stable version, carbone version...

The problems i found are :
- the hoe doesn't work at all,
- and, the start message on the screen,

When i create a new world in a local server with the latest version of minetest with farming_redo, it works, but, in my own server, they is this errors... I don't know from where it comes...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Thu Sep 25, 2014 18:47

Seems to be conflicting with Carbone... will look into that now I know what you are running...

EDIT: I found the problem, inside the maptools mod in carbone it references the desert sand soil wet and side textures outside of either of the farming mods... so, to remedy this I'll include the .png images in Farming Redo mod incase any other mods do the same and that will stop the errors... as for the hoe's, they work perfectly fine when using carbone and farming redo, remember I've removed the sand soil and replaced it with normal dirt soil...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Fri Sep 26, 2014 20:09

Thank you for your fix TenPlus1,

Today, i've an another problem :
- when i use my "hoe" on a "dirt" node, nothink happens,
- when i use my "hoe" on a "forest_soil_1/forest_soil_2/forest_soil_3/forest_soil_4" it works, "dirt_soil" appear,

But, my most important problem is :
Without creative mod, i can't found/craft "forest_soil_x", is it normal ? Can you explain me if it's normal ?
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Kilarin » Sat Sep 27, 2014 00:12

TenPlus1 wrote:as never happy using 2 high nodes of corn to make it look tall when fully grown, but now it's changed to a single node scaled to height which also makes growing a lot easier and now you can run through the cornfields again :)

I just wanted to say that I like this change! Not only because I can walk through the cornfields, but also, this fixed a corn bug that was really bugging me. Before, if you planted corn in a block, none of the corn in the middle would ever mature. Now corn grows just fine in a block, as corn should!
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Sat Sep 27, 2014 14:09

Minetestforfun wrote:Today, i've an another problem :
- when i use my "hoe" on a "dirt" node, nothink happens,
- when i use my "hoe" on a "forest_soil_1/forest_soil_2/forest_soil_3/forest_soil_4" it works, "dirt_soil" appear,

But, my most important problem is :
Without creative mod, i can't found/craft "forest_soil_x", is it normal ? Can you explain me if it's normal ?


Question is, what mods are you using with farming redo ? List what you use and I'll go through them and check for errors... Soil must have the soil=1 group set for hoes to work on it...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Sat Sep 27, 2014 15:09

@TenPlus1
Thank you for your answer, and sorry for the long list... :/

+ List of my mods :


Many of these "mods" are modified, but I don't remember having changed any "soil" values
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Sat Sep 27, 2014 19:17

Certain nodes have a not_in_creative=1 flag set to stop them appearing in the creative inventory, as for the dirt, normal world dirt will work with farming hoe's UNLESS it has been changed by one of the mods not to... I'm checking each one you listed to see if that's the case... On a vanilla world using only farming redo does the hoe work on normal dirt ?

Tested forest_soil_x in plantlife mod as well as normal dirt, works fine BUT their is lagg which causes soil to appear after a time, have you also waited to see if hoe did work but was just laggy ?
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Sat Sep 27, 2014 22:31

On a vanilla world using only farming redo does the hoe work on normal dirt ?

=> Yes, the hoe work on a normal dirt in a new world with just farming_redo and unified_inventory

Tested forest_soil_x in plantlife mod as well as normal dirt, works fine BUT their is lagg which causes soil to appear after a time, have you also waited to see if hoe did work but was just laggy ?

=> When i used the hoe in forest_soil_x, it's instantaneous, not laggy. And, when i used the hoe in normal dirt, no soil appear even after several minutes of waiting...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Sun Sep 28, 2014 19:35

k, it seems that one of the mods you have running or have edited has redefined the normal dirt node and is missing the soil=1 flag, check any modifications you have added or enable each mod 1 by 1 until you find the culprit...
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Sun Sep 28, 2014 21:43

Ok,

The problem came from the mod "bone" ... I disabled it and everything works without this one...
I think I will put this mod disable for a long time...
Have you an ideas to prevent problems from this mod for "farming redo" ?

Thank you TenPlus1
Attachments
bone.zip
(3.24 KiB) Downloaded 83 times
 

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Re: [Mod] Farming Redo [1.09] [farming]

by TenPlus1 » Mon Sep 29, 2014 15:25

Line 5 AND line 26 of the init.lua in bone mod should both read:

groups = {crumbly=3, soil=1},
 

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Re: [Mod] Farming Redo [1.09] [farming]

by Minetestforfun » Mon Sep 29, 2014 16:38

it works, thank you TenPlus1
 

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Re: [Mod] Farming Redo [1.09] [farming]

by jp » Wed Oct 01, 2014 14:47

TenPlus1,

I submitted a new pumpkin model for farming_plus (the PilzAdam's one), but unfortunately it was rejected. I don't know what can I do with it, and I don't want to post a new fork just for a new pumpkin.

So, if you like it, I can give it to you for your mod...

Image
 

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