A brief introduction;
I was one of those people who actually liked the concept of IC2 crops, however I did not like the way it was implemented (completely Random).
I am also one of those people who completely removed IC2 from his modpack in favor of Mekanism.
I am also one of those people who likes HarvestCraft.
So then this idea appeared; imagine IC2 crops, with a breedling line like Forestry bees/trees but with the HarvestCraft crops. Unfortunatly I had not a single clue how to mod Minecraft, after running around with this idea for some time, I decided to learn how to mod Minecraft using Forge, and Agricraft is the result of that.
Agricraft aims to implement IC2 crops mutations for every crop out there, using the configs it should be possible to configure any mutation from any mod you want while also adding some farming equipment.
It should also be possible to plant and harvest any seed from any mod on AgriCraft crops (one known exception is infused seeds from Thaumic Tinkerer).
Mutations are the core mechanic of this mod. To mutate plants into other plants you first need to put some crops on farmland. If you apply crops to existing crops it will make it into a crosscrop. The more fully grown plants planted on crops next to a crosscrop the sooner a mutation will occur, mutations are actually crossbreeding of crops.
The mutation happens this way:
If there are at least 2 fully grown crops next to a crosscrop, a mutation can sprout on the crosscrop. This mutation is either one of the surrounding crops or a brand new one. Also the stats of the crop (growth, gain and strength) can increase (the more crops around a crosscrop, the higher the chance of stats increasing).
The mutations follow this algorithm:
- Chance to mutate in a new plant (default 20%, can be changed in the config):
- Check surrounding crops and find possible mutations (specified in the configs, see later).
- At random, one of the found mutations is chosen (if there are no compatible mutations found, nothing happens).
- If the resulting mutation cannot grow on this spot, the plant will not sprout (for example, some plants require a base of a certain block, or another block near them).
- If the spot is favorable for the plant to grow, the mutation has a certain chance to sprout (depending on it’s tier, the higher the tier, the lower the chance).
- You will see a new plant growing if the mutation was successful and new stats will be inherited based on the surrounding crops.
- Chance to sprout one of the surrounding plants (default 80%)
- At random one of the surrounding plants is chosen to sprout on the crosscrop.
- Just as with mutations, the spot has to be favorable for the plant to grow, else nothing will happen.
- Then the possible new plant has a chance to actually sprout, also depending on the tier. (these chances can be overridden in the configs, for example to balance out certain mods like Magical Crops).
- If everything went right you will see a new plant sprouting with new inherited stats.
Adding custom mutations:
in the /config directory you will find an agricraft folder containing a configuration file and a mutations file. The mutations file contains default mutations based upon what mods you enabled integration for in the configuration file (if you enabled mod integration for mods that aren’t installed, it will not generate the defaults for those mods).
If you wish to reload the default mutations, there is also a config option for that.
Currently there are default mutations for: Vanilla, AgriCraft, Pam’s Harvestcraft, Natura, Plant Mega Pack and Pam’s Weee Flowers.
Now if you wish to add/remove/customize mutations, you can do that in the mutations file. If you wish to add mutations for a mod that isn’t implemented yet, that’s possible, but you have to define the exact name from the itemRegistry for that seed. (you can use NEI to get these names)
When you launch MineCraft, AgriCraft should ouput all registered mutations to the log. If you defined a name wrong you will see “null” in the mutations (example: “harvestcraft:cornseedItem = null + minecraft:seeds_wheat”).
This config file also contains instructions on how to specify these mutations or advanced mutations.
This mod has support for NEI, meaning NEI can tell you all the mutations, but if you want to explore them yourself, you can disable this in the config. Then the journal will be your best friend, you will also need a seed analyzer, the journal and the seed analyzercan be crafted as follows:
Next, put your journal in the dedicated slot in the seed analyzer. Now every seed you analyze will be written down in your journal. You can read information, the tier, growth stages, fruits and if you have discovered all the seeds required for a mutation (parent seed 1 + parent seed 2 = mutation) the mutations as well.
If you wish to copy your journal, put it in a crafting grid with a blank book and quil. If you analyze a seed, you will also be able to tell what stats this seed has. The interface of the seed analyzer looks like this:
Irrigation systems consist of 3 components: the tanks for gathering/buffering the water, the channels for transporting the water and the sprinklers for actually irrigating the land.
These components are crafted like this:
The tanks and the channels can be crafted with any wood, however all the planks have to be the same material. The tank and the channel will look like the wood used to craft them.
Tanks are multiblocks and will connect to other tanks placed next to them, tanks and channels only connect to other tanks and channels if they are made of the same material.
Tanks are filled when it is raining, additionally you can also use other mods to pump water in them.
Next an irrigation channel has to built from your tank to the spot you wish to irrigate. If the waterlevel in the tank is higher then the level in the channel, water will flow from the tank to the channel and vice versa.
You can then attach sprinklers on irrigation channels, these will irrigate the farmland (you no longer need a water source nearby) and will speed up the growth of plants.
If you don’t like irrigation systems you can disable this in the config.
To maximize the synergy with other mods, there is a config file to blacklist seeds from being planted on crops as well as a config to override spreading chances for seeds (these files contain instructions how to do this).
You can also add in your own crops, first set the option to create custom crops to true in the main config. Next the mod will generate a new file where you can specify your custom crops. This file also has instructions on how to specify the crops.
Next this mod has support for the MineFactory Reloaded harvester and Thaumcraft harvesting golems. Meaning you can automate the harvesting of crops.
AgriCraft also has some world gen: it will generate greenhouses in villages containing random crops (as can be seen in the screenshots).
Finally the mod also provides some resource crops, these generate resources (gold nuggets, redstone dust, …). In order for these plants to grow, they need a base of the corresponding ore (as seen in the screenshots). When AgriCraft detects other mods that add metals (aluminum, tin, copper, lead, …) it will also add in crops for that.
Both these features (greenhouses and resource crops) can be disabled in the config.
All downloads: http://minecraft.curseforge.com/mc-mods/225635-agricraft
(requires Forge 10.13.2.1230 or up)
- Pam for trusting me with her source code and support
- Pahimar for making his code open source and for creating his Let’s Mod Reboot Youtube series, I’ve learned a lot from this (also used some code, credits due where credits due)
- NealeGaming for his Minecraft modding tutorials on youtube
- VSWE for his “Forging a Minecraft Mod” summer courses
- kuenzign for his patience in testing the beta builds and coping with an excessive amount of crash reports
- Mazdallier for the French translations