sapier wrote:for reverting plowed land to dirt : no not critical
for growing crops yes, I don't wan't to do it that way
forget about it i just had the problem again, seems there's a bug that makes entities temporaily disapear
sapier wrote:It's just a matter of personal preference.
As I expected the changes in minetest are really small to support plantlike entities:
For the brave ones you need this patches:
texture transparency patch for entities
http://www.mediafire.com/?8xxzdcvxs56ze3z
plant visual mode patch
http://ompldr.org/vYndhMw
neko259 wrote:Can you make seeds gathered not from grass but from naturally appearing wild plants? It would be more realistic.
neko259 wrote:Hmm. All of my seeds have disappeared in the morning and the farmland turned to dirt. There was enough water just near to them, the day before they grew well.

dannydark wrote:You know it would probably make more sense If you just edited your previous posts adding the additional information, basically the last 4 posts you made could have been 1 post with edits...as no-one else had posted anything yet there is no need to keep posting new posts.
sapier wrote:Seems the code cleanup didn't fix it. I got a crash about duplicated id on some static list insertions yesterday too. I thought it was a problem with my code changes and didn't save the error message. Probably I was wrong about this. I did have some consistency problems with entity references now and then while writing animals mod too, probably there's some bug buried within lua entity handling.
For time beeing I'll add a workaround that fixes double plants as well as plowed land revertion.
EDIT1: decided only to workaround the plowed land revertion and not to fix the double plant issue (for now), yes it's ugly to have two plants at same location. But there's no real solution. I can't give the seed back to player who planted it and it will disappear as soon as it turns into harvestable crop either.
Hackeridze wrote:And... In RTMMP all working flawlessly. :P
neko259 wrote:Hackeridze wrote:And... In RTMMP all working flawlessly. :P
That's because nodes do not disappear, and entities do.
sapier wrote:Creating crops beeing 4m wouldn't be a large change at all but I just didn't want to add it (at least by now) ... contrary to you implementing each single crop as single mod i prefere creating mods handling things a little bit more generic. Having the ability to add new things easyly. While finding a bug will automaticaly fix it for ALL crops without having to modify much slightly modified copy n paste code.
2. Make each program do one thing well.
sapier wrote:2. Make each program do one thing well.
You probably got this wrong. One "program" do one task REUSE it anytime you need to do the task NOT create another program doing 90% the same. In modern software design program is most likely to be replaced by module/component whatever you want to name it.
Having one mod does not mean everything is linked with each other if you look at the later reorganized versions you'll see different parts are separated. I admit it's not perfect in any case. But it avoids copy n paste as much as possible.
sapier wrote:That's why I didn't add pumpkins, watermelons mushrooms etc to farming. It was intended to support only crops growing on fields. It'll never support fruit growing on trees, watermelons, mushrooms etc. For the crops it's supporting it's always the same:
get seeds,
plow,
plant,
wait,
harvest.
Thats what farming shall do not more and not less. Maybe corn is at it's intended limits too, but i don't think having a corn node is realistic too.
If this will stop this argument I'll gladly rename corn to mini-corn ;-). I'm not interested in fighting about opinions, you have yours, I have mine obviously their not equal. I do respect that.
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