[Mod] Farming [0.1.8]

sapier
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by sapier » Wed Jan 04, 2012 22:46

@Hackeridze sounds feasable, there's still a chance to happen but obviously it's much smaller. At least for farmland turning to dirt this solution is good enough for now. And I don't want to add that much overhead for this as using metadata would require.

@neko259 dirt is already turning to grassland I won't add another way ;-)
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Hackeridze
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by Hackeridze » Wed Jan 04, 2012 22:50

nd I don't want to add that much overhead for this as using metadata would require.My words, but it's just solution of your problem if it really so critical for you.
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by sapier » Wed Jan 04, 2012 22:54

for reverting plowed land to dirt : no not critical
for growing crops yes, I don't wan't to do it that way
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Hackeridze
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by Hackeridze » Wed Jan 04, 2012 23:18

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

/facepalm
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by rahonejm » Thu Jan 05, 2012 02:14

Think that i may found a bug here: All the plowed lands reverts into normal dirt, even when i have something planted.

Using the last version of the mod :)
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by sapier » Thu Jan 05, 2012 03:27

have a try for version 0.1.3 it didn't exactly address your problem but I did a major code reorganisation and removed some possible performance problems too.

I suspect entities not beeing loaded at time of plow revert check did have the effect you described. Previous versions did have some problems with crops simply not beeing there ocassionaly until logout/login again. I didn't have that effect with this new version by now. It's probably just pure coincidence.

Please tell me if it won't fix the problem I'll have to do some more investigations in this case.
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by sapier » Thu Jan 05, 2012 03:31

forget about it i just had the problem again, seems there's a bug that makes entities temporaily disapear


sorry about that was false alarm crops did disapear because of no water within required range thus beeing perfectly ok
Last edited by sapier on Thu Jan 05, 2012 03:46, edited 1 time in total.
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by neko259 » Thu Jan 05, 2012 08:48

Will you add a different food mod for making use of the farms?
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dannydark
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by dannydark » Thu Jan 05, 2012 09:06

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


I'm going to link these patches on the patchsets page for you, however, what is the purpose of the texture transparency patch?

EDIT: I've added the plant visual mode patch, will add the transparency patch when I know what its for. ^_^
Last edited by dannydark on Thu Jan 05, 2012 09:08, edited 1 time in total.
 

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by neko259 » Thu Jan 05, 2012 09:28

Can you make seeds gathered not from grass but from naturally appearing wild plants? It would be more realistic.
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neko259
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by neko259 » Thu Jan 05, 2012 09:34

Hmm. All of my seeds have dissappeared in the morning and the farmland turned to dirt. There was enough water just near to them, the day before they grew well.
Last edited by neko259 on Thu Jan 05, 2012 09:34, edited 1 time in total.
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by dannydark » Thu Jan 05, 2012 09:49

neko259 wrote:Can you make seeds gathered not from grass but from naturally appearing wild plants? It would be more realistic.


You can also get seeds from Jungle Grass.
 

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by neko259 » Thu Jan 05, 2012 09:49

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.

I was wrong. I've placed other seeds to the same place after the first ones disappeared. And when I've logged in the second time, I saw this: Image
The first plants have returned, and the second ones are in the same places.
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neko259
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by neko259 » Thu Jan 05, 2012 09:54

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dannydark
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by dannydark » Thu Jan 05, 2012 10:00

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.

Also I have too noticed the farmland changing to dirt even while crops are present, I removed the code that changes farmland to dirt as I didn't need it as the players on my server are generally nice enough to clear up any wrongly placed farmland.
 

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by neko259 » Thu Jan 05, 2012 10:03

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.

Oh, forgive me. I get used to one popular forum that doesn't have a feature of editing posts, so I just post them over and over :)
Last edited by neko259 on Thu Jan 05, 2012 10:03, edited 1 time in total.
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by dannydark » Thu Jan 05, 2012 10:05

Haha no problem, just thought it would be easier for people to read 1 post rather than several posts one after the other about the same thing ^_^

I suppose its just me being picky haha so don't feel you have todo it haha its just nice to keep the forum clean and easy to read ^_^
 

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by simonlnu » Thu Jan 05, 2012 10:19

BTW,
--
none yet ^_^
 

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by sapier » Thu Jan 05, 2012 10:38

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.
Last edited by sapier on Thu Jan 05, 2012 10:54, edited 1 time in total.
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by Hackeridze » Thu Jan 05, 2012 13:00

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.

And... In RTMMP all working flawlessly. :P
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by neko259 » Thu Jan 05, 2012 13:13

Hackeridze wrote:And... In RTMMP all working flawlessly. :P

That's because nodes do not disappear, and entities do.
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Hackeridze
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by Hackeridze » Thu Jan 05, 2012 13:36

neko259 wrote:
Hackeridze wrote:And... In RTMMP all working flawlessly. :P

That's because nodes do not disappear, and entities do.

And thats one of causes I use nodes.
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by sapier » Thu Jan 05, 2012 14:34

Obviously entities shouldn't disappear either ;-)

AND it can't be your reason because you didn't know about it when deciding for nodes ;-)
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by Hackeridze » Thu Jan 05, 2012 22:09

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.

http://en.wikipedia.org/wiki/Unix_philosophy

1. Small is beautiful.
2. Make each program do one thing well.
3. Build a prototype as soon as possible.

Thats why my mods is not "one mod that do all but wrong and not realistic". =\

P.S. And so you use Linux? :P
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sapier
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by sapier » Fri Jan 06, 2012 00:55

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.
Last edited by sapier on Fri Jan 06, 2012 00:56, edited 1 time in total.
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Hackeridze
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by Hackeridze » Fri Jan 06, 2012 01:01

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.

later reorganized...
doing 90% the same... Not. Just compare corn\{watermelon,pumpkin}\wheat\mushrooms. Thats your thing to all things in farming are do 90% the same.
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sapier
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by sapier » Fri Jan 06, 2012 03:41

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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Hackeridze
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by Hackeridze » Fri Jan 06, 2012 04:30

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.

/facepalm and new name of my corn is hruschev, so you so you don't should broke maps of your mod users.
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by dannydark » Fri Jan 06, 2012 09:05

@Hackeridze Dude seriously what is your problem? If you want to bitch and argue take it to another thread this thread is for Sapier's Farming Mod and not your jealous/immature ranting its really starting to piss me off ¬_¬
 

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by sycam » Fri Jan 06, 2012 11:17

i downloaded flowers and it still says flowers is unsatesfactery
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