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Farmer's Delight

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Overview

Farmer's Delight is a mod that gently expands upon farming and cooking in Minecraft.

Using a simple cooking system and a few familiar ingredients, you'll be able to prepare a wide variety of hearty meals: from sandwiches to salads and stews, from beautiful desserts to mouth-watering feasts, no ingredient will be left behind in your kitchen!

It also introduces a rich set of utilities: a way to improve the very soil your crops grow in, a brand new kind of tool to scavenge resources with, cute decorations for your builds, and many blocks and items to help you on your adventure!

It's time to farm a little bit of everything!

Contributing

Thank you for visiting the repository! If you'd like to contribute with the mod, feel free to check the wiki for more details, or take a look at the issues page!

I am open to constructive feedback about the mod's code: if you spot any glaring mistakes in my code, and/or you know a better way to accomplish something, feel free to open an issue/PR about it. Any help is appreciated!

farmersdelight's People

Contributors

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farmersdelight's Issues

Integrate ways to acquire the new crops

Current candidates for crop item sources:

  • Planted by farms on villages (I like this)
  • Dropped from grass (I'm leaning against it, as it causes inventory clutter and excludes onions)
  • Zombie drop (maybe?)
  • Chest loot, where carrots and potatoes usually appear

A more advanced idea to consider: Crop Patches that spawn wild in certain biomes or habitats, similar to Pumpkins and Melons:

  • Cabbage Patches can be found on the shores of Beach biomes;
  • Tomato Patches can be found in arid intersections, such as Savannas;
  • Onion Patches can be found amidst Allium patches in flower fields or plains.

[1.16.1+] Dog Food isn't working properly

Description
Due to changes between 1.15 and 1.16, the current implementation of Dog Food is no longer working, rendering the item useless. A revision must be done to the code, to find a better way to implement its functions. If things go well, it could even open way to implement Horse Feed in the mod.

Steps to reproduce:
Attempt to use Dog Food on any tamed wolf.

Expected behavior:
Dog Food should be consumed when used on tamed wolves, and grant them:

  • Strength I
  • Resistance II
  • Regeneration I

Mod list:
FarmersDelight-1.16.3-0.2.3
Forge 34.1.25

Mulch - A healthy meal... for your plants!

Any farmer worth their salt knows that soil is crucial to plant growth. Even though plants photosynthesize most of the matter in their body, their roots drink up a lot of nutrients as well.

That's where Mulch comes in.

Mulch is a superior form of dirt, that can also be tilled to farmland. It is immune to trampling, and a little more nutritious to any plant above it. Plants growing on Mulch will be occasionally ticked to grow. In addition, some plants may change their behavior when planted on it, or even require it to grow at all:

  • Mushrooms will slowly grow Colonies of up to 5 in place before spreading to neighbor blocks, if planted by dark areas;
  • Spices will require Mulch to be planted, as they will dry it out as part of their growth mechanics.

To make Mulch, you must compost organic matter amidst Dirt. The mechanics are still up in the air, but I'd like for this block to be something players slowly work towards, and not just get in droves right away.

  • Main component candidates: Dirt, Tree Bark, Bone Meal, Rotten Flesh. These would be crafted into Organic Compost.
  • Earthworms, a new entity, could be instrumental in converting organic scraps into Mulch, by burying into the blocks repeatedly until the mulch settles. Players would need to capture and trap them near Organic Compost.

Implement Stove's campfire-style cooking mechanic

The Stove is an upgraded campfire:

  • Cooks 6 items at a time;
  • Can be toggled via redstone or flint and steel;
  • Can be mined with any tool

Study up on TileEntities and TileEntityRenderers, as the Campfire might employ those on its implementation.

Basket - When a Barrel and a Hopper love each other very much...

The Basket is a straw-and-bamboo container as big as a barrel, which can catch items like a hopper.

Baskets cannot actively transfer items to-and-fro like Hoppers; they only catch items landing on their open face. However, they can be placed sideways, and perhaps even facing down, allowing them to be more versatile as collection stations than Hoppers.

Of course, downward-facing Baskets cannot simultaneously catch items and be extracted from with Hoppers, but there are plenty of sideways extractors in the Modded Cinematic Universe. :P

Sneak-right-clicking a Basket will close its open face, blocking item insertions. Or maybe just redstone to close it?

[1.16.4] Issue with Cooking Pot

Description
The cooking pot isn't producing food even when ingredients are put into it.

Steps to reproduce:
I'm running Farmer's Delight along with other mods so they might be the fault of this? I'm not entirely sure. This might not be a bug but something of my own fault but I'm new to GitHub and mods in general so please bear with me, thank you!!

Expected behavior:
I expected it to cook the food and it did not.

Screenshots
None to show.

Mod list:
AutoRegLib
CreativeCore
Farmer's Delight
Item Physic Mod
Quark
Reusable Rockets
Surrounding Indicators Mod
Xaero's Minimap Mod

Thank you for helping with the project! Your reports are appreciated!

Meals - Better, tastier foods

Food in Minecraft fulfills hunger and saturation, but even simpler ones can do so very efficiently (steak, golden carrots). So it gets hard to design anything better than them. Here's my take:

Meals are foods prepared from multiple ingredients. They would be very high in hunger and saturation, and sometimes even beyond:

  • Stronger meals would provide a Nourished/Energetic status effect, where players are immune to exhaustion. This means they don't spend saturation for things that deplete it normally (run, jump, attack, mine etc);
    • This new effect would be unaffected by milk buckets/bottles;
    • Healing damage, however, would still consume saturation and leave players hungry again. This lets them continue snacking to recover their health, or just leave it alone, as it won't deplete further from exhaustion.
  • Meals with more expensive preparations (complex or rare ingredients) would also provide a weak extended potion effect to players, depending on what goes in. For this purpose, I'm considering adding spices as crops, which would be hard to find and cultivate, but would allow for very high-quality meals with unique effects.
  • Most meals, but not all, would require wooden bowls to be carried as items. Such meals would stack to 16, and generally be more fulfilling than non-bowl meals. The Cooking Pot can carry and store 64 of them without bowls.

Basic Ingredients

Farmer's Delight has new ingredients, edible or not, now obtainable and used for some recipes:

  • Basic Ingredients:
    • Tomato Sauce: 2 Tomatoes and 1 Wooden Bowl
    • Salmon/Cod/Tuna Filet: craft a Raw Fish with any Knife.
    • Fried Egg: cook an Egg.
    • Raw Pasta: 2 Wheat, 1 Egg and any Knife.
  • Milk Bottle: 1/3 of a Bucket of Milk, crafted accordingly. Drinking it clears a single random curable effect, but it stacks to 16, unlike the Bucket of Milk.
    • Hot Chocolate: Milk bottles brewed with Cocoa Beans. Drinking it clears a single random negative effect.
  • Slice of Cake: obtained by mining Cake with any Knife. It drops a slice for every remaining bite, and 7 of them can be crafted back into a Cake.

Composting mechanics

I might have gotten a few aspects of the composting process either wrong, or reversed.

  • Compost does not become Mulch. Organic mulch can decompose, but its role is otherwise distinct from compost;
  • Compost will eventually become a rich, fertile soil;
  • Compost enjoys sunlight better than shade;
  • Moisture and fungi are good assistants to decomposition.

As such, changes are being considered to both the composting process and the blocks/items themselves. These might become breaking changes, unless we can successfully use a Forge event to substitute old block mappings for new ones.

Changes to be decided:

  • Organic Compost will retain its name, and have 8 stages of decomposition (thank you, @LordGrimmauld!)
  • Mulch will be renamed to Rich Soil
  • Compost will either not decompose at all, or do so slowly, if lacking ideal conditions:
    • Compost Activators 1 block above or to the side
      • Mushrooms, podzol, mycelium, other compost and mulch
    • Moisture (water sources, but they won't hydrate the block itself)
    • Light (compost likes heat. actual sunlight or any source?)

Skillet - Portable cooking tool that also serves as a decent weapon

Not every meal is prepared by throwing stuff into a pot and praying. Some need to be grilled up, fried, tended to. The Skillet would permit a more immersive manner of preparing certain dishes (perhaps faster, even), and would just look right in a cooking scene.

With its addition, some of the current pot foods would move out of it to be made in the Skillet or assembled via crafting (Fried Rice, Steak and Potatoes etc.), which prevents them from being held to 64 inside a pot. This could, however, come with a max stack increase, or generally superior stats/effects. We'll see.

  • When in hand, it is a melee weapon with increased knockback
  • Holding right-click will pick up any smeltable food in the player's inventory, and cook it if the player is either
    • On fire
    • Next to a hot block, following Cooking Pot rules
  • When placed as a block, allows players to combine six ingredients into food, but won't hold them in like a Cooking Pot.
  • Meals made of these ingredients could be plated up on a Crafting Table instead, for simplicity

Straw - The scavenger's building material

Straw is a material obtained from cutting and drying fibrous grasses. In this mod's case, you get it primarily from harvesting Tall Grass, Wheat and Rice using a knife.

Straw would have a few uses, including but not limited to:

  • Canvas: A tough fabric with some applications for decoration, farming and beekeeping;
  • Thatch: Yes, Quark adds it already, but who knows. It's good decoration;
  • Rope: Climbable, hangable blocks that can be "laid down" from atop a surface, as opposed to Scaffolding;
  • Safety Net: A rope weave that negates all fall damage of entities landing over it;
  • Fishing Net: Bulk fishing mechanic. This one may be hard to develop, we'll see!
  • Alternate recipe for Leads using Rope;
  • Mulch: Could be part of its production!

[1.15.2] Cooking Pot's interface does not check stack counts for ingredients

Description

As of now, the Cooking Pot only verifies each slot for the presence of a given ingredient, not its count. The six slots must match the given recipe by spreading ingredients across each other - that means that Beetroot Soup can only be made with one Beetroot in each slot, but not with 3 Beetroots stacked in a single slot.

This is both a design and automation problem, as nothing prevents datapack creators from allowing multiples of the same ingredient in a Cooking recipe. Say we want the pot to receive items from Hoppers - a hopper cannot round-robin the slots, and even if it could, it could end up clogging the inputs with six carrots before other types of ingredients, invalidating the recipe.

To do a deep check for ingredients, we run into a bigger logic puzzle that may result in ambiguity checks and performance issues. Simibubi raised some possibilities about the problem, though I'm unsure how practical the solution would be to implement.

Steps to reproduce

Attempt to prepare Beetroot Soup in the Cooking pot in the following ways:

  • Place 1 Beetroot in each slot - Success
  • Place 6 Beetroots in one slot - Failure

[1.15.2] Cooking Pot does not handle item automation properly

Description
On version 0.1.3, the Cooking Pot lacks a proper item stack handler for automated item insertions/extractions, instead delegating it to LockableTileEntity's InvWrapper. Inserters such as Hoppers will be able to insert items into all slots, including the outputs.

This has to do with my lack of knowledge on Capabilities, but should be simple to resolve with sufficient study. I have to restrict insertions to the first six inputs, and allow extractions only from the final output (not the meal slot), and perhaps move known containers to the container slot so items can be extracted.

Steps to reproduce:
Point any item inserter into the Cooking Pot, and insert 7 different items into it.

Expected behavior:
The Pot should not allow items to be inserted into outputs (meal, container and output).

Mod list:
FarmersDelight-1.15.2-0.1.3
Forge 31.2.31

Version 0.1.0a - Feedback Roundup

After receiving feedback from the kind folks over at Discord, here are some standing issues to be worked on:

  • Stove needing a redstone signal is unintuitive. Maybe make it on by default, and either...
    • Employ campfire dousing/lighting, with shovels and lighters
    • Redstone signal to turn off
  • Cooking Pot icon could use a rework to be more isometric, or employ the block render;
  • Make custom loot function for the Cooking Pot's NBT save, to conform to loot tables; Solved by Chloe Dawn
  • Make custom advancement trigger to verify the cooking pot has been heated rather than placed;
  • Test that your dependency on Forge 31.2.12 is working, to avoid mysterious crashes (thanks, Chloe Dawn!)

If anyone's reading this, and feels like I missed something, feel free to comment!

[1.15.2] Ropes should break if unsupported by other blocks

Description

Ropes, as they stand currently, can float freely in the air without support. This is fine for decoration, but perhaps making them require at least one supporting block would be a more believable behavior.

This is currently not implemented due to my lack of knowledge, and previous attempts failing to work. Consider revisiting this in the future.

[Meta] Item & Recipe Integration (Forge Tags)

I haven't fully implemented compatibility and integration on the mod's items yet, and I'm still wondering what is the best way to approach that. For example: tagging items like Rice so that other mods can use it on rice-related recipes (forge:rice?).

If anyone has resources or recommendations on how to go about this, or how other farming mods do it, please let me know here!

[1.15] Cooking Pot makes bowls vanish

Description
If you right click on the cooking pot with a bowl on hand, the bowl will disappear

Steps to reproduce:
1- Hold an empty bowl on hand
2- Interact with Cooking Pot, opening the GUI
3- Bowl on hand is now an empty slot

Expected behavior:
Open the Cooking Pot GUI so that I can insert a bowl

Mod list:
FD Version: 0.2.2
Forge Version: 31.2.30

[MC Version] Issue title

Description
Right clicking on the pot does nothing, but consistently adds an error to the log

Steps to reproduce:
Right click on the pot

Expected behavior:
A GUI should appear

Mod list:
GoProne (by Alpvax)
Simple Planes (by przemykomo)
Cycle Paintings (by Serilum)
Bookshelf (by DarkhaxDev)
Just Enough Items (JEI) (by mezz)
Goblin Traders (by MrCrayfish)
Nether Portal Spread (by Serilum)
Druidcraft (by VulpTheHorseDog)
Just Another Head Mod (JAHM) (by FuffledFuffles)
Sword Blocking Combat (by Fuzs_)
Dark Paintings (by DarkhaxDev)
Culinary Construct (by TheIllusiveC4)
Extra Boats (by Markus1002)
Slime Tweaks (by DarkhaxDev)
Waystones2Waypoints (by Noobanidus)
Lightning Tweaks (by jamiebrassel__)
RandomPatches (by TheRandomLabs)
Bamboo Blocks (by bageldotjpg)
Sneaky Magic (by Fuzs_)
Savage & Ravage (by Farcr)
Discernment (by Phylogeny)
XercaMod (by xerca0)
Upgrade Aquatic (by minecraftabnormals)
Storage Drawers (by Texelsaur)
No Hostiles Around Campfire (by Serilum)
Let Sleeping Dogs Lie (by ohaiiChun)
Birds Nests and Treasures (by FizixTira)
Charmonium (by svenhjol)
Taffy - Date and Forecast (TaffyDAF) (by Gerflargle)
AppleSkin (by squeek502)
Permasomnia (by Seneschal_Luwin)
Charm (by svenhjol)
Joy of Painting (by xerca0)
Double Slabs (by CJMinecraft01)
Initial Inventory (by Jaredlll08)
Cloth Config API (Forge) (by shedaniel)
Cute Kiwi Birds - new animal (by lordloss_)
Waystones (by BlayTheNinth)
Material Master (by Fuzs_)
Open Loader (by DarkhaxDev)
Straw Golem Reborn (by CommodoreThrawn)
Xaero's World Map (by xaero96)
Lithium (Forge) (by jellysquid_)
AI Improvements (by DarkGuardsman)
Spice of Life: Carrot Edition (by lordcazsius)
Bridge Maker (by GeheimagentNr1)
Beacons For All (by TheIllusiveC4)
Enchant With Mob (by bagu_chan)
MysticalLib (by EpicSquid315)
The One Probe (by McJty)
Buzzier Bees (by bageldotjpg)
Bloomful (by bageldotjpg)
Anvil Tweaks (by tfarecnim)
Bedspreads (by TheIllusiveC4)
Atmospheric (by paradiscal)
Crash Utilities (by Darkere)
Enhanced Mushrooms (by Ep1c312)
Inspirations (by KnightMiner)
Deadly End Phantoms (by the_infamous_1)
Cursed (by DarkhaxDev)
Health Overlay (by Terrails)
Swamp Expansion (by Farcr)
Shulker's Faithful Factories (Previously Cobbler) (by britishnickk)
Immersive Engineering (by BluSunrize)
Guard Villagers (by almightytallestred)
No Potion Shift (by mezz)
The Endergetic Expansion (by endergized)
V-Tweaks (by oitsjustjose)
Fairy Lights (by pau101)
Copy-Paste (by joshiejack)
Mounted Pearl - Bring your mount along when you enderpearl (by Lothrazar)
Create (by simibubi)
Sully's Mod (by hooplurd)
TerraForged (by dags_)
Mystical World (by EpicSquid315)
mGui (by mickelus)
Upsizer Mod [FORGE] (by The_Wabbit0101)
MixinBootstrap (by LX_Gaming)
Just Player Heads (by Serilum)
Named Areas (by Serilum)
Rotten Creatures (by RPorotos)
Patchouli (by Vazkii)
Save My Stronghold! (by YUNGNICKYOUNG)
Caelus API (Forge) (by TheIllusiveC4)

Mantle (by mDiyo)
Performant (by someaddon)
Book Display (by Astavie)
InvMove (by PieKing1215)
CraftTweaker (by Jaredlll08)
YUNG's Better Caves (by YUNGNICKYOUNG)
Ensorcellation (by TeamCoFH)
Enchanted Wolves (by javisel)
OfflineSkins (by LainMI)
Dimensional Dungeons (by Catastrophe573)
Tool Belt (by gigaherz)
Overloaded Armor Bar (by tfarecnim)
Botania (by Vazkii)
Conjurer's Cookbook (by cosmicparticl)
Polymorph (Forge) (by TheIllusiveC4)
NetherPortalFix (by BlayTheNinth)
End Teleporters (by Markus1002)
Create Integration (by mc_Grimmauld)
Enigmatic Legacy (by VictorShadow_)
Music Maker Mod (by xerca0)
OptiForge (by ZekerZhayard)
Kottle (by Alex_wells)
AttributeFix (by DarkhaxDev)
CoFH Core (by TeamCoFH)
Quark (by Vazkii)
Bag of Yurting (by Commoble)
Just Enough Resources (JER) (by way2muchnoise)
Farmer's Delight (by vectorwing)
Berry Good (by minecraftabnormals)
Cull Particles (by tfarecnim)
Combustive Fishing (by TheIllusiveC4)
Horse Debug Info (by ATE48)
YUNG's Better Mineshafts (Forge) (by YUNGNICKYOUNG)
Powered Nautilus Shells (by Mawathilde)
Decorative Blocks (by stohun)
Collective (by Serilum)
Backpacked (by MrCrayfish)
Covalent (by svenhjol)
Archer's Paradox (by TeamCoFH)
Better Advancements (by way2muchnoise)
Quark Oddities (by Vazkii)
Scenic (by Vaelzan)
AutoRegLib (by Vazkii)
Abnormals Core (by SmellyModder)
Incubation (by Markus1002)
Potion of Bees (by Commoble)
Global XP (by bl4ckscor3)
Fast Leaf Decay (by olafskiii)
Wandering Trader Improvements (by block_vader)
Champions (by TheIllusiveC4)
Autumnity (by Markus1002)
Simply Tea! (by EpicSquid315)
ItemZoom (by mezz)
Simple Sorcery (by deadlygolemgaming)
JEI Enchantment Info (by Phylogeny)
Curios API (Forge) (by TheIllusiveC4)
Tetra (by mickelus)
FPS Reducer (by bre2el)
Fast Furnace minus Replacement (by tfarecnim)
FastWorkbench (by Shadows_of_Fire)
Mouse Tweaks (by YaLTeR)
iChunUtil (by ohaiiChun)
Phosphor (Forge) (by jellysquid_)
Curio of Undying (Forge) (by TheIllusiveC4)
Bottle Your Xp (by Serilum)
Xaero's Minimap (by xaero96)
Curious Shulker Boxes (Forge) (by TheIllusiveC4)
Extended Nether (by blackgear27)
Placebo (by Shadows_of_Fire)
Strange (by svenhjol)
Speed Fall Damage (by sircaptaincaleb)
Curious Elytra (Forge) (by TheIllusiveC4)
JEI Integration (by SnowShock35)

The error log shows that Straw Golem is causing the error, and while I haven't tested it yet it's likely that the mod will work fine when straw golem is not installed.

[1.16.3] Item disappears when you try to harvest fully ripe Onion crop to use right click

Description
If you right click to fully ripe onion crop for harvest, the crop has return to unripe thing but the Onion item to should be come out hasn't drops.

Steps to reproduce:

  1. Just like a normal farming, grows onion crops until it fully grows.
  2. After it is fully grown, right click to the crop.

Expected behavior:
The onion Item normally should be drops like the other crops.

Screenshots
2020-11-29_13 17 18
2020-11-29_13 17 25
2020-11-29_13 17 33

Mod list:
Farmer's delight version: 1.16.3-0.2.3 (Latest)
Forge Version: 34.1.35
Minecraft version: 1.16.3

[1.16.1] Rich Soil farmland decays to normal Dirt if not hydrated

Description
When placing down (or tilling) blocks of Rich Soil Farmland without water sources to hydrate them, the blocks will slowly decay back into Dirt, destroying the Rich Soil in the process.

This is due to code changes in FarmlandBlock. It now separates farmland logic away from tick(), and puts it into randomTick() instead. Since FD's farmland never overrides randomTick, but extends FarmlandBlock, the function runs as if it was dirt farmland.

Steps to reproduce:

  1. Place Rich Soil Farmland anywhere, without water sources to hydrate it.
  2. Wait until it decays to dirt.

Expected behavior:
Rich Soil Farmland should not decay at all if lacking hydration.

Mod list:
FarmersDelight-1.16.1-0.2.2
Forge 32.0.108

[Feature request] Products spoil over time

Hi ๐Ÿ‘‹. First, thank you for the great fashion!

How about adding functionality to spoil products over time (raw products spoil faster than prepared or cooked). And also ways to keep food fresh? (cellar, salting, curing, canning).

[1.15.2] Player still takes damage on safety net edge

Reproduce:
In survival, land on edge of safety net with no surrounding blocks

Expected:
Player lands on safety net without taking damage

setup:
image

min distance that issue will occur:
image

gif 1:
legbreak

gif 2:
legbreak2

Mods list:
Forge 1.15.2 - 31.2.33
FarmersDelight 1.15.2 - 0.1.1

[1.16.4] Bucket on rice crop bug

Description:
Click with a bucket on the submerged part of the rice crop the game crash

Steps to reproduce:
Click with a bucket on the submerged part of the rice crop

Expected behavior:
Take the water and break the rice crop

Mod list:
forge-1.16.4-35.1.7
farmersdelight-1.16.3-0.2.4a
Xaeros Minimap 20.28.1
Jei 7.6.0.58

Crash Report:
`
Description: Unexpected error

java.lang.IllegalArgumentException: Cannot get property BooleanProperty{name=waterlogged, clazz=class java.lang.Boolean, values=[true, false]} as it does not exist in Block{farmersdelight:rice_crop}
at net.minecraft.state.StateHolder.func_177229_b(SourceFile:95) ~[?:?] {re:classloading}
at net.minecraft.block.IWaterLoggable.func_204508_a(SourceFile:32) ~[?:?] {re:classloading}
at net.minecraft.item.BucketItem.func_77659_a(BucketItem.java:70) ~[?:?] {re:classloading,xf:fml:forge:bucketitem}
at net.minecraft.item.ItemStack.func_77957_a(ItemStack.java:214) ~[?:?] {re:classloading}
at net.minecraft.client.multiplayer.PlayerController.func_187101_a(PlayerController.java:328) ~[?:?] {re:classloading,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_147121_ag(Minecraft.java:1389) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_184117_aA(Minecraft.java:1645) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1460) ~[?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_195542_b(Minecraft.java:953) [?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:607) [?:?] {re:classloading,pl:accesstransformer:B,pl:runtimedistcleaner:A}
at net.minecraft.client.main.Main.main(Main.java:184) [?:?] {re:classloading,pl:runtimedistcleaner:A}
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_51] {}
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_51] {}
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_51] {}
at java.lang.reflect.Method.invoke(Method.java:497) ~[?:1.8.0_51] {}
at net.minecraftforge.fml.loading.FMLClientLaunchProvider.lambda$launchService$0(FMLClientLaunchProvider.java:51) [forge-1.16.4-35.1.7.jar:35.1] {}
at net.minecraftforge.fml.loading.FMLClientLaunchProvider$$Lambda$489/250702170.call(Unknown Source) [forge-1.16.4-35.1.7.jar:35.1] {}
at cpw.mods.modlauncher.LaunchServiceHandlerDecorator.launch(LaunchServiceHandlerDecorator.java:37) [modlauncher-8.0.6.jar:?] {}
at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:54) [modlauncher-8.0.6.jar:?] {}
at cpw.mods.modlauncher.LaunchServiceHandler.launch(LaunchServiceHandler.java:72) [modlauncher-8.0.6.jar:?] {}
at cpw.mods.modlauncher.Launcher.run(Launcher.java:82) [modlauncher-8.0.6.jar:?] {}
at cpw.mods.modlauncher.Launcher.main(Launcher.java:66) [modlauncher-8.0.6.jar:?] {}
`

[1.15.2] Sea beets drop beetroot instead of beetroot seeds

Description
When breaking sea beets you get beetroots instead of beetroot seeds.

Steps to reproduce:
Break a sea beet, get beetroot, be unable to farm more beetroot.

Expected behavior:
I expected sea beets to drop beetroot seeds so one could gain the ability to farm beetroots from them.

Mod list:
Forge 31.2.26
FarmersDelight-1.15.2-0.1.3.jar

Configuration File

It's inevitable that one or more of your features will demand some tweaking on modpacks.

Learn how to create a Configuration File, so players can customize their experience with loot tables and generation settings.

Cutting Board - Chop an item into many items

The Cutting Board is an idea for a workstation where items can be cut down into multiple outputs.

Cutting Board

Items would be applied on top of the board. When the station is right-clicked with a proper tool (usually a Knife), it takes some durability and chops the item into several others. This mechanic could either be simple, involving just a right-click, or more complex, involving cut directions to properly extract items from the board, in some kind of "puzzle" mechanic.

Recipe examples:

Knife

  • Raw Salmon -> 2 Salmon Filet, 1 Bone Meal
  • Raw Chicken -> 2 Chicken Cuts, 1 Bone Meal
  • Wheat -> 1 Flour, 1 Straw
  • Sugarcane -> 1 Sugar, 1 Straw

Axe

  • Wood Log -> 1 Tree Bark, 1 Stripped Log
  • 1 Door (2 cuts) -> 2 Planks

Shears

  • 1 Saddle -> 2 Leather, 1 Iron Ingot
  • 1 Horse Armor (8 cuts) -> 1-2 Armor Material, 1 Saddle

Advancements

Yes, Farmer's Delight will have advancements. Why not, eh?

Here's a few proposed ones. They mention a lot of yet unconfirmed features:
https://docs.google.com/document/d/1EqiYTOxGLmHGP8NwblNnQUMdj1WsjGGsMvHLwhGLKX0/edit?usp=sharing

Considering the smaller size of this mod, I really don't feel like it needs a guide book. Maybe some wiki pages here, but otherwise, advancements seem like the cleaner way to nudge players across the mod. JEI will do most of the brunt work anyway. :P

  • Understand how advancements are implemented
  • Create your advancement tab. Should it be called "Farmer's Delight" or "Cooking"?
  • Understand advancement triggers, and see if you need any

[1.15.2+] Cooking Pot doesn't throw ingredient containers high enough for hoppers

Description
When preparing a meal with contained ingredients (tomato sauce, milk bottle), the Cooking Pot throws the ingredient off the side opposite to the handle, to be caught by a Hopper or Basket.

The current trajectory fails to clear the 1-block height at the Cooking Pot's Y level, failing to land on a Hopper to its side. This prevents players from re-inserting a bowl back into the container slots automatically, which would be an enhancement to the mechanic.

Steps to reproduce:

  1. Place a Cooking Pot above a heat source;
  2. Place a Hopper to the side of the Cooking Pot opposite to the spoon (where items are flung to);
  3. Prepare a meal with a contained ingredient (example: Hot Cocoa);
  4. Wait until the empty bottle is flung out of the pot.

Expected behavior:
It would be more interesting for flung items to clear the hopper, so they can be re-inserted as a meal container.

Mod list:
Forge 31.2.36
FarmersDelight-1.15.2-0.2.1

Stove Ticking error

It appears while cooking on a stove (in this case I was cooking potatoes) a ticking error occurs. I believe it happens just before the item becomes the cooked variant as it did not occur right off. This was on a server using the Valhelsia 3 modpack, minecraft version 1.16.1, Mod version 0.2.1

Pastebin: https://pastebin.com/N5QffRyg

[1.15.2] No straw recipe

Mod Version: 1.15.2-0.1.2
Forge Version: 31.2.33

I cannot seem to find any way for obtaining straw.

Cooking Pot - Workstation for making container-dependent foods

The Cooking Pot is a new workstation that cooks ingredients into meals when heated from below.

When placed above a heat source, the Cooking Pot will take up to six ingredients and cook them into a meal. To obtain the meal, players must either use Wooden Bowls in the pot block, or insert them in the GUI slot. Meals can also be inserted back, if it's the same as the currently held meal.

Proof of concept mockup:
Cooking Pot (mockup)

This block will store all prepared meals when mined, allowing players to carry and store a full stack (64 servings) of otherwise non-stackable foods, making them a viable food source again. Ideally, Farmer's Delight would increase the stack size of existing wooden bowl meals to 16, but I still gotta check how easy that is.

  • Implement GUI opening
  • Implement correct slots
  • Render arrow and heat indicator
  • Make the pot sense some basic heat source and show the heat icon
  • Replicate furnace processes
  • Test smelting logic with a dummy recipe
  • Make progress arrow render properly
  • Make it spit out leftover containers opposite to the spoon side
  • Make it drop inputs when broken
  • Make it hold prepared meals as an item when broken
  • Implement the "cooking" recipe type
  • Make the Cooking Pot read loaded recipes and output the results
  • Make serving slots retrieve the output if given a valid container. If no container exists, require Bowls

There are a few design issues pending for a solution:

  • Should this block use a GUI? It would be easier to code, but it could also potentially be doable as in-world crafting.
  • If the ingredients have container items (Honey Bottle, Tomato Sauce etc.), where do these go? Should the pot drop them off, destroy them, or handle them with extra slots?
    • SOLVED: Leftover containers are popped off the top, and fall precisely on the same spot to be caught,
  • Should the pot allow item automation? Hoppers inserting foods and dispensers using wooden bowls on it would be two examples. Some issues arise from that, one of them being the one listed above.
  • Should cooking recipes demand an output that has a container? If not, we could always just move the results to the output automatically...

[Experimental] Redesign the Rice crop to allow automated farming more easily

Right now, Rice behaves much like a tall flower: it has two halves which depend on each other to coexist. If one breaks, so does the other.

However, although this behavior works well for manual harvesting, some automatic farming solutions from other mods may struggle to interact well with it, and it tends to make rice farming quite harder than average, for a crop that isn't really rare or valuable. An aging double plant isn't a common mechanic.

I'm thinking about some ideas to redesign the rice crop and make it more fun to farm and auto-farm.

Idea: Persistent Stem

Here, the bottom part of rice would be able to live without a top. This is called ratooning, and is commonly used on rice crops IRL. We can ignore decreased yield and fertility, as this is Minecraft. :P

The waterlogged bottom crop would grow 4 stages, and eventually spawn an airborne top crop that would grow its own 4 stages independently. This top side could be harvested individually for the full yield, while the bottom regrows it eventually. If the bottom is broken, it only yields a single piece of rice. Only the top part can yield straw if cut with a knife.

The advantages of this method involve being more predictable to modded auto-farms, and allowing pistons to easily farm rice without replanting.

Consequences of this change would be an asset redraw, more delicate code changes (with a lot of testing involved) and all planted rice crops across existing saves being reset to AGE 0.

[1.16.4] Incompatibility issue

Hi, I have an issue when Farmer's Delight and Goo. When both are installed, all items say 'can't gooify', and the machine won't gooify. I have submitted this to Goo's discord already, but just in case will submit it here too.

It is easily replicable, just install both mods, it's relatives, and try to use de Gooifier.

An expected behavior would be that the gooifier works, smelting the things you put on it.

Mod list:
Goo
Farmer's Delight

Thanks!

Knife - Scavenging and cooking tool

The Knife would be a new tool added by Farmer's Delight, for two main purposes:

  • Scavenging: guarantee secondary drops from mobs or certain plants, or enable drops not normally obtainable:
    • Straw from tall grass, Bark from wood logs;
    • Cows always drop 1 leather, chickens always drop 1 feather;
    • Better odds of Wither Skeleton skulls or Shulker Shells, for example.
  • Cooking Utensil: used to enable recipes, or extract resources from items. Might use a new workstation for that, or push the limits of crafting recipes leaving stuff on the grid. Examples:
    • Fish Heads, Bone Meal and Fish Filet from Raw Fish;
    • Slices of Cake when used directly on Cake blocks.

Knives would be mediocre weapons with a fast swing, and enchantable like a sword. The basic one must be made of Flint, but subsequent knives follow standard Minecraft progression. Yes, we would even have a Netherite knife, if we ever make it to 1.16 later.

  • Add Knife items
  • Add crafting recipes for each Knife
  • Make Knives be tools with durability
  • Make Knives deal damage to mobs
  • Figure out a way to get cake slices using knives
  • Create a forge tag for knives
  • Implement conditions for knives to guarantee secondary loots

Shears being dropped by dispenser

If shears are in a dispenser and it is activated, shears will be dropped by the dispenser instead of being used.

In version 0.2.1 in minecraft 1.15.2

[1.16.4] Dog food item

Description
A clear and concise description of what the bug is.
As soon as I launcher my custom pack on the new 1.16.3 version of this mod, it crashes straight to desktop
Steps to reproduce:
What did you do to cause the issue? Can it be replicated?
Nothing just updated the mod and crashed
Expected behavior:
A clear and concise description of what you expected to happen.
A Fix
crash-2020-12-01_20.53.30-client.txt

Screenshots
If applicable, add screenshots to help explain your problem.

Mod list:
Post a list of your mods here, Forge and Farmer's Delight versions are mandatory!
You can generate a mod list by forcing a crash. In your game, hold F3+C for 10 seconds, then check your logs; the list of mods will be by the end.

Thank you for helping with the project! Your reports are appreciated!

[Suggestion]Add a knife hanger(Decoration) and others... 1.16.3

A knife hanger would be nice to add.

Can you add a little function to the stove?
*Add a coal before it starts to lit up like how furnace works
*Make the animation fire animation glow and fire particles on top of the stove.
Thanks for reading my suggestion and I hope this add in the near future : D

[1.16.4] Saplings cannot grow on Rich Soil

Description
When planting any saplings on Rich Soil, they never become trees, no matter how long you wait or how quick the random tick is set to. Saplings grow normally on other suitable soils.

This issue might be happening on other versions as well, pending some tests.

Steps to reproduce:

  1. Place Rich Soil;
  2. Plant a Sapling of any kind on top of it;
  3. Either wait or speed up random ticks via gamerule.

Expected behavior:
Not only should saplings grow, but Rich Soil should also make them grow faster than usual.

Mod list:
Forge 35.1.11
FarmersDelight-1.16.3-0.2.4b
jei-1.16.4-7.6.0.58

Benefits of Foods/Meals

One of the main goals of Farmer's Delight is to give players a reason to farm a little bit of everything. Food is at the heart of this goal, so it would probably be a bit boring if every food and meal did nothing beyond filling hunger.

It would be interesting if different kinds of foods were capable of providing gentle benefits to players, so that they are rewarded for working towards them, and to make them consider food variety when going out to do something in-game.

In other words, "variety by gameplay".

Here's the current plan, open to feedback and suggestions:

  • Soups and Stews: Warm foods associated with comfort and healing, despite not being the most fulfilling. Such meals could play off that idea, being curatives or immunizers:
    • Comfort: potion effect that renders the user immune to Slowness (represents cold) and Weakness, and maybe other effects;
    • When eaten, they would clear off certain negative effects from the player. Balanced by being eaten rarely, due to high nourishment compared to single foods.
  • Plated Meals: These tend to be considerably more expensive to cook, and usually the highest in hunger/saturation. A hearty plate of food would ideally keep players well fed for much longer than your lone steak or golden carrot!
    • Nourished: potion effect that renders players immune to becoming exhausted from common actions, such as running, jumping and attacking. Effect halts if player can heal damage using saturation, so as to balance healing out.
  • Portable/Handheld Foods: Not every food needs a plate! Some are compact enough that you can still stack them to 64 and carry along. These foods would not do much beyond simple hunger/saturation, but they could perhaps grant short bursts of common potion effects. They would be good companions to the Nourished effect when in battle!
    • Proteic foods granting Strength II for a short while (15s), to fight back after being hurt by mobs;
    • Cold or refreshing foods granting Fire Resistance for a short while (15s), to quickly recover from heat in a pinch;
    • Pastries and Sweets, despite not being exactly healthy, could grant a burst of energy to players, for Speed and Jump Boost.
    • Certain food flavors/ingredients could imbue traits on foods based on them.

Suggestion: Add ice cream

Hey there, love the mod so far! Was wondering if adding ice cream would be something you'd consider (could for example be crafted using a bowl + sugar + milk for the base flavor)?

Thanks in advance.

[1.16.3] goo incompatibility

Description
goo doesn't add values to items

Steps to reproduce:
install goo and its dependencies and the farmers delight mod

Expected behavior:
vanilla items get values and modded items that are not created from vanilla or custom crafting recipes get not gooifable

Screenshots
what happened
image
what was expected
image

Mod list:
aequivaleo-0.1.18-ALPHA-universal.jar
FarmersDelight-1.16.3-0.2.4b.jar
Goo-1.16.3-0.8.0.2.jar
Patchouli-1.16.2-47.jar

can't really send crash log since the game itself doesn't crash

[1.15.2] Server crash seemingly related to rich soil

Description
Server crashes upon someone joining the server, unsure why exactly.
Did this get fixed in the 0.2.2 update or?

Steps to reproduce:
I'm unsure as to what exactly caused it, as it happened upon a player joining the server.
As to something related, we did have rich soil in the loaded area back from before the remapping.

Expected behavior:
I, uhh, expected the server to not crash upon someone joining.

Mod List&Crash Log:
https://pastebin.com/VUYnNJ87

[Suggestion] A config option to disable the strength and nourished status effects from their respective foods.

Title. Feels kind of strange having the option to disable the jump boost and comfort effects but not the strength or nourished ones. I also personally feel that having a food give strength and have the ability to be stacked x64 with marginally better saturation than golden carrots is a bit overpowered when compared with the other foods the mod has to offer, but that would obviously be solved with a config option allowing easy disabling of the strength effect.

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