You can also download all four of my mods in one pack.
For help installing, please refer to the following tutorials:
Windows:
Mac:
A huge thanks to you both of you for taking the time to make these videos :happy.gif:
And before you ask, this mod does not support SMP.
Latest News
(13th June 2011) I've added some instructions for other modders wanting to use farming items in crafting recipes - see below. Let me know if they work out :wink.gif:
About the Mod
This mod expands on farming a little by making pumpkins and flowers growable, and adding fruit trees and new crops. Here's a demo vid by Xenoph showing off some of the new content (note that video was made for v1.0).
And here's a more recent (v1.2) vid made by Fsmunro! Cheers again.
And more recent still (v1.3), compliments of MisterMinecraftable:
Common seeds are gained by tilling the ground around the plant you're after - till the grass near a pumpkin to get pumpkin seeds, for example. There is a small chance of getting random seeds from tilling the grass anywhere (better chance with a diamond hoe). Eating watermelons will also sometimes give you watermelon seeds. Common seeds include pumpkin, watermelon, red and yellow seeds.
Hybrid seeds are gained by harvesting wheat (random chance to sometimes drop amongst normal seeds), or by combining red dust with seeds, causing them to mutate. These hybrid seeds will grow hybrid wheat, which is like normal wheat, except it grows up to 3 blocks high (note that fertiliser will only fully grow one block of hybrid wheat at a time, you'll have to wait for it to grow higher on its own).
Hybrid seeds can be spliced with common seeds to make more advanced crops, including corn, cotton, tomatoes and lettuce. Corn will grow up to 3 blocks high, cotton is craftable into string, and tomatoes and lettuces are delicious! And corn kernels (not corn seeds) can be smelted into popcorn!
Tomato and cotton plants can bear multiple times, they aren't destroyed when harvested, and will regrow their product.
Crops
Back row, left to right: corn, hybrid wheat
Front row, left to right: watermelon, cotton, tomato, lettuce, yellow flower, red flower, pumpkin
Fruit Trees
Left to right: avocado, orange, lemon, apple
Recipes
Left to right: cotton into string, orange juice, lemonade
Seed Splicing
Left to right: hybrid seeds, spliced seeds (e.g. cotton), sliced sapling (e.g. apple)
The recipes for seed and sapling splicing are as follows:
Can't make any promises wrt game balance, so feel free to tweak the spawn rates, drop chances and health gained in the /mods/Xie/farming.ini file (created when first run). The default .ini file is included in the zip if you wanted to see what its made of. And remember if you have an older version installed, you'll need to delete your existing farming.ini file for the new one to be automatically generated.
Compliments to qbicfeet for the idea and textures for Square Watermelons! (And apologies to all those involved in that thread, since I didn't implement them exactly as specified... if you yell at me enough in this thread I'll probably change it lol)
Huge thank you to Thistle and RichardErickson for their art contributions! As you'll notice most of the pixel art is kinda ghetto, that's because I've done it... I only survive through the kindness of artists
Big thanks to Risugami for his ModLoader and the good folks of the MCP for making it so easy to mod!
Modders
If you want to make use of items from this mod (or my Cooking mod) in your own crafting recipes, follow these easy steps :smile.gif:
1. Add a XieMod.java file to your project. You can use mine (you can find my source in my Google Code repository), or create your own interface to it that contains only the items you're going to need (so long as they have the same field names as the originals, again refer to my source), such as:
package net.minecraft.src;
public class XieMod {
public static ItemFood lettuce;
public static ItemFood tomato;
public static ItemFood cornCob;
// etc
}
2. Add (or add to) the "ModsLoaded" method in your mod_*.java file, similar to this one:
public void ModsLoaded() {
if (ModLoader.isModLoaded("mod_XieFarming")) {
ModLoader.AddShapelessRecipe(new ItemStack(Item.bread), new Object []
{XieMod.cornCob, XieMod.cornCob, XieMod.cornCob});
// etc
}
}
(This example adds a crafting recipe for "corn bread")
3. Reobsfucate your code, and install your mod and my mod normally, completely ignoring the XieMod.class that your project generates (make sure you use the one for my mod).
So this will detect the presence of my mod, and then load the crafting recipes that you specify, which can be dependant on items from either my Farming mod or Cooking mod (since they're all stored in XieMod.class).
Default Settings
You can edit the game's settings in the .minecraft/mods/Xie/farming.ini file to your liking, to change block ids and item ids, or tweak spawn rates and drop chances. I make no claim that the mod is in any way balanced, its more about adding content, so feel free to make adjustments to your liking
Change Log
1 Feb 11 - v1.0.1: improved compatibility for other mods that use the hoe, e.g. Syrup's expanded farming.
1 Feb 11 - Apple Trees/Watermelons/Pumpkins 'n Watermelons Only vs1_01. Bonemeal fixed.
2 Feb 11 - v1.0.2: Fixed axes to be effective against apple trees. Added option to include stick drops for apple leaf blocks (similarly to Ayu's Tree Drop mod ^^). Rolled the "X only" versions into the main mod for convenience and compatability's sake.
8 Feb 11 - v1.0.3: Made BlockID and ItemID allocation individually specifiable rather than by base. Fixed pumpkin piece icon override. Fixed leaf block drop issues (couldn't set sapling drop = 0, if fruit drop=0, no chance for stick drop).
23 Feb 11 - v1.1: Added more fruit trees and crops. Introduced hybrid wheat and seed splicing for more advanced crops.
02 March 11 - v1.1.1: Updated to Beta 1.3_01. Made fruit trees flammable. Added guacamole.
12 April 11 - v1.2: Updated to Beta 1.4_01.
29th April 11 - v1.3: Updated to Beta 1.5_01. Made default spawn chances and drop rates for fruit trees less frequent.
News Archive
(2nd Feb 2011) I have rolled the "apple tree only" and "melons only" versions into the main mod because its easier to support and maintain one mod than it is to support and maintain four. You can now enable/disable apple trees, watermelons, pumpkins and flower seeds in the farming.ini file, created when first run, or you can download the default settings [url=http://xie-mc-mods.googlecode.com/files/farming.ini]here[/url]and copy and paste what you need into your file. Note that for compatability's sake the mod now initialises all blocks and items, regardless of if they're enabled or not, disabling them will merely prevent them from showing up in your game. For this reason you will still need to pay attention to your block IDs. If you have stuff in your game already you may need to adjust the block IDs to suit your save file. Apple Tree Only users should be fine. Melons (and pumpkins) only users should probably get away with setting your blockIDbase to 3 less than it was (107 by default). Sorry for the inconvenience, all future versions should be backwards compatible.
(8th Feb 2011) In addition to a few bug fixes I've made each block and item ID individually changeable, something I should've done from the start (I thought I was being clever with my "base ID" idea, but I don't think everyone agreed :Water:). You'll need to delete your old farming.ini file and have a new one created for it to be compatible.
(14th Feb 2011) Happy Valentine's Day! I'll be absent for a few days while I'm travelling between hemispheres, so I'll apologise now for not being able to respond between now and then. I managed to finish Farming v1.1, but I haven't had the chance to fully test it yet, especially wrt compatibility with other mods, so I'm not going to release it just yet. For those of you who are interested, though, you can download the [url=http://xie-mc-mods.googlecode.com/files/XieFarming%201.2_02v1.1_b.zip]pre-release version[/url]. I've added oranges, lemons, avocados, cotton, tomatoes, lettuce and corn, and introduced seed splicing. See the readme for more information. Feel free to try it out and post feedback. When I get settled in at home I'll add polish and release it for reals. Also feel free to laugh at (or better yet improve) my pixel art.
Also, be sure to check out [url=http://www.minecraftforum.net/viewtopic.php?f=25&t=178500]TLitten & PROWNE's - Mo' Foodz mod[/url], which also adds more fruits and foods to the game. I haven't had the chance to look at compatibility issues, but it's on the todo list...
(19th Feb 11) Working on Farming v1.1, but progress has been slow. My productivity isn't what it was when I was less jet-lagged, strangely enough. Don't have any more time to work on it this weekend, but I hope to have it out by Monday. I've done a little refactoring to cut down on the number of block IDs I'm using. I've also got corn growing multiple blocks tall
(23rd Feb 2011) Sorry for the delay, v1.1 is finally releasable! Note that it is NOT backward compatible with v1.1b... I know that's a bit of a kick in the teeth to those who downloaded the prerelease, but that comes with the territory I'm afraid. The reason for this is I refactored the way my trees are built so that instead of using seperate blocks for leaves and logs, they reuse the same leaf and log block. This cuts down on the number of blocks required by fruit trees from 12 to 5, and allows it to scale much better (presently one leaf block can support 7 different types of tree, and they can all reuse the same log block). Though I suppose nobody will play it now till I've updated it to Beta v1.3... Them's the breaks. As I'm sure everyone is keen for an ETA on when said update might occur, I really can't make any promises I'm afraid, I'm a little busy now with work and getting my life sorted out, though I'll try and get around to it fairly soon!
(2nd March 2011) Now works for Beta 1.3_01. Was surprisingly easy once I managed to make the time to do it. I also made it so you can set fire to fruit trees, and while I was at it added guacamole (wooden bowl + avocado + tomato + lemon, shapeless recipe). Still having some difficulties with updating Cooking to 1.3, but Hunger and Food Stacking are also good to go! Thanks for your patience. Any bugs let me know.
(3rd April 2011) Update for v1.4 might be a little while, I'm currently recovering from having punctured a lung, so I'll admit that modding isn't at the top of my list of priorities right now Be sure though that I will get to it, hopefully within a week or two. Apologies for making you wait
(17th April 2011) Fsmunro has taken the time to make a [url=http://www.youtube.com/watch?v=j8AsLg8N49g]demo video[/url] of my mod, its pretty comprehensive and worth checking out! Huge thanks for making the vid, I appreciate it
(12th April 2011) Farming has been updated for Beta 1.4_01. Sorry to have kept everyone waiting, I realise I've not been as active on the modding front recently. My other mods are still getting updated, and I appreciate your continued patience in regards to them. Kind regards to all of my well wishers, you'll be pleased to know that the last x-ray I got showed no sign of a puncture, and the bone is healing nicely. Still hurts like a diamond pick-axe to the face, but we're getting there
(26th April 2011) I'm working on updating to Beta 1.5, please be patient, should be done within a week
(20th April 2011) Beta 1.5 is out, wooo! Probably won't be able to update till after Easter, but I will get to it as soon as I can
(19th April 2011) Posted version 1.2x, which includes a compatibility fix for my Cooking mod, making the generic recipes work again. If you don't use my Cooking mod you won't need to update.
(29th April 2011) Updated to support Beta 1.5_01. I've also adjusted the default drop rates and spawn chances for fruit trees to make them rarer and drop less. As always, though, feel free to tweak these settings to your liking in the Farming.ini file. And remember, HIGHER number means LOWER chance of spawning/dropping.
(24th May 2011) Sorry about the recent inactivity, I've been a bit busy of late. Also with the release of 1.6 pending I figured there wasn't much point releasing any new content just yet. Will try to update to 1.6 as soon as I can, please be patient, as always :smile.gif:
(1st June 2011) Yes, 1.6.6 was just released, but I'm pretty sure the current mod version (1.4) works fine just the same. Let me know if you do find any bugs though.
(30th May 2011) Updated for Beta 1.6.5. "Fixed" lemons by making them just a flavouring ingredient, and no longer a food in and of themselves.
Could you please make seperate mod with only the apple tree please?
Quote from Equeon »
Can you make a download for just the watermelons?
Should've seen that coming lol
Gimme a few minutes.
EDIT: (Note that these versions of the mod are no longer supported, but feel free to try them anyway. See OP for more details.)
Here, try these. You'll still need ModLoader. Apple Trees Only Watermelons Only Watermelons and Pumpkins (No tilling for seeds, craft pumpkin seeds from pumpkin pieces instead!)
And they should be compatible with each other, and with my other mods (hunger and food stacking). Beyond that I can't guarantee anything. I gave them a quick test, but not as exhaustively as I usually would. Let me know if you have any problems :wink.gif:
EDIT: Note that these versions are no longer supported. They work for Beta 1.2_02 only.
Could you please make seperate mod with only the apple tree please?
Quote from Equeon »
Can you make a download for just the watermelons?
Should've seen that coming lol
Gimme a few minutes.
EDIT:
Here, try these. You'll still need ModLoader. Apple Trees Only Watermelons Only
And they should be compatible with each other, and with my other mods (hunger and food stacking). Beyond that I can't guarantee anything. I gave them a quick test, but not as exhaustively as I usually would. Let me know if you have any problems :wink.gif:
Sorry, I didn't really explain it very well :tongue.gif:
So run it once, or just create a file called "farming.ini" in (Minecraft Folder)/mods/Xie and edit/add the following properties:
blockIDBase=110
itemIDBase=300
These are the defaults. And you probably only need itemIDBase anyway. Change it to whatever you need so its not conflicting with whatever mod you're using. So change it to 3000 to have the item IDs be 3000, 3001, 3002 etc.
To be honest I haven't actually tested this... but it should work in theory. Which mod are you using that its conflicting with?
And mind making a version with pumpkins and watermelons?
Or make a properties file so everyone can choose?
Sorry, didn't explain the pumpkin bit. I was assuming you'd experiment a little more :tongue.gif:
You craft the pumpkin into 4 pumpkin pieces, and the pieces cook in the furnace.
And as I mentioned in the OP there is a properties file. After you've run the mod once you'll find it in /mods/Xie, called "farming.ini". If you don't want apple trees change their spawn chance to 0. If you don't want watermelons change their spawn chance to 0.
I am assuming you may over time make more then just melons and appletrees.
Or am I just asking for too much?
Either way, if this is all your doing, I guess I'll download it, but if your going to do more, I'll wait a bit :tongue.gif:
Rollback Post to RevisionRollBack
The sometimes semi-psychotic male with a femaleish persona.
Don't like it? Bite me. <3
And mind making a version with pumpkins and watermelons?
Or make a properties file so everyone can choose?
Sorry, didn't explain the pumpkin bit. I was assuming you'd experiment a little more :tongue.gif:
You craft the pumpkin into 4 pumpkin pieces, and the pieces cook in the furnace.
And as I mentioned in the OP there is a properties file. After you've run the mod once you'll find it in /mods/Xie, called "farming.ini". If you don't want apple trees change their spawn chance to 0. If you don't want watermelons change their spawn chance to 0.
Ah sorry about the last bit, anyways thank you.
I've edited that post, finding the answer to each one, and each one's been related to the ini..
Of course this one is too..
Doh!
Anyways, I'll fool around some more
I'm feeling like a fool for every second I use this mod,
I have to ask but would putting 0 to everything I don't want make it not be in the game?, and the option for excluding rose seeds isn't there..?
I am assuming you may over time make more then just melons and appletrees.
Or am I just asking for too much?
Either way, if this is all your doing, I guess I'll download it, but if your going to do more, I'll wait a bit :tongue.gif:
I may :happy.gif:
Adding extra fruit trees and crops is just a matter of making the textures, TBH. Though I already admitted I suck at pixel art :tongue.gif: I was going to add animal husbandry, but Zhark has that under control :wink.gif: Was also thinking about doing something with splicing seeds together to make new crop varieties, not sure if that's going anywhere though lol
I've edited that post, finding the answer to each one, and each one's been related to the ini..
Of course this one is too..
Doh!
Anyways, I'll fool around some more
I'm feeling like a fool for every second I use this mod,
I have to ask but would putting 0 to everything I don't want make it not be in the game?, and the option for excluding rose seeds isn't there..?
Sorry for being silly.. :sad.gif:
Not at all, if you were confused someone else was bound to be also :wink.gif:
And yes, good point about excluding the flower seeds, that's not currently doable. Even if you set the till chance to 0, you'll still get them from tilling around red flowers... :tongue.gif:
Old thread contents for posterity:
Xie's Farming Mod v1.4 for Minecraft Beta 1.6.5
(As far as I know, this mod is compatible with Minecraft Beta 1.6.6)
Download 1.6.5v1.4 (Requires ModLoader)
You can also download all four of my mods in one pack.
For help installing, please refer to the following tutorials:
Windows:
Mac:
A huge thanks to you both of you for taking the time to make these videos :happy.gif:
For a 32x32 texture pack, visit Deadkill's thread!
And before you ask, this mod does not support SMP.
Latest News
(13th June 2011) I've added some instructions for other modders wanting to use farming items in crafting recipes - see below. Let me know if they work out :wink.gif:
About the Mod
This mod expands on farming a little by making pumpkins and flowers growable, and adding fruit trees and new crops. Here's a demo vid by Xenoph showing off some of the new content (note that video was made for v1.0).
And here's a more recent (v1.2) vid made by Fsmunro! Cheers again.
And more recent still (v1.3), compliments of MisterMinecraftable:
Common seeds are gained by tilling the ground around the plant you're after - till the grass near a pumpkin to get pumpkin seeds, for example. There is a small chance of getting random seeds from tilling the grass anywhere (better chance with a diamond hoe). Eating watermelons will also sometimes give you watermelon seeds. Common seeds include pumpkin, watermelon, red and yellow seeds.
Hybrid seeds are gained by harvesting wheat (random chance to sometimes drop amongst normal seeds), or by combining red dust with seeds, causing them to mutate. These hybrid seeds will grow hybrid wheat, which is like normal wheat, except it grows up to 3 blocks high (note that fertiliser will only fully grow one block of hybrid wheat at a time, you'll have to wait for it to grow higher on its own).
Hybrid seeds can be spliced with common seeds to make more advanced crops, including corn, cotton, tomatoes and lettuce. Corn will grow up to 3 blocks high, cotton is craftable into string, and tomatoes and lettuces are delicious! And corn kernels (not corn seeds) can be smelted into popcorn!
Tomato and cotton plants can bear multiple times, they aren't destroyed when harvested, and will regrow their product.
Back row, left to right: corn, hybrid wheat
Front row, left to right: watermelon, cotton, tomato, lettuce, yellow flower, red flower, pumpkin
Fruit Trees
Left to right: avocado, orange, lemon, apple
Recipes
Left to right: cotton into string, orange juice, lemonade
Seed Splicing
Left to right: hybrid seeds, spliced seeds (e.g. cotton), sliced sapling (e.g. apple)
The recipes for seed and sapling splicing are as follows:
Can't make any promises wrt game balance, so feel free to tweak the spawn rates, drop chances and health gained in the /mods/Xie/farming.ini file (created when first run). The default .ini file is included in the zip if you wanted to see what its made of. And remember if you have an older version installed, you'll need to delete your existing farming.ini file for the new one to be automatically generated.
Compliments to qbicfeet for the idea and textures for Square Watermelons! (And apologies to all those involved in that thread, since I didn't implement them exactly as specified... if you yell at me enough in this thread I'll probably change it lol)
Huge thank you to Thistle and RichardErickson for their art contributions! As you'll notice most of the pixel art is kinda ghetto, that's because I've done it... I only survive through the kindness of artists
Big thanks to Risugami for his ModLoader and the good folks of the MCP for making it so easy to mod!
Modders
If you want to make use of items from this mod (or my Cooking mod) in your own crafting recipes, follow these easy steps :smile.gif:
1. Add a XieMod.java file to your project. You can use mine (you can find my source in my Google Code repository), or create your own interface to it that contains only the items you're going to need (so long as they have the same field names as the originals, again refer to my source), such as:
2. Add (or add to) the "ModsLoaded" method in your mod_*.java file, similar to this one:
(This example adds a crafting recipe for "corn bread")
3. Reobsfucate your code, and install your mod and my mod normally, completely ignoring the XieMod.class that your project generates (make sure you use the one for my mod).
So this will detect the presence of my mod, and then load the crafting recipes that you specify, which can be dependant on items from either my Farming mod or Cooking mod (since they're all stored in XieMod.class).
Default Settings
You can edit the game's settings in the .minecraft/mods/Xie/farming.ini file to your liking, to change block ids and item ids, or tweak spawn rates and drop chances. I make no claim that the mod is in any way balanced, its more about adding content, so feel free to make adjustments to your liking
Change Log
1 Feb 11 - v1.0.1: improved compatibility for other mods that use the hoe, e.g. Syrup's expanded farming.
1 Feb 11 - Apple Trees/Watermelons/Pumpkins 'n Watermelons Only vs1_01. Bonemeal fixed.
2 Feb 11 - v1.0.2: Fixed axes to be effective against apple trees. Added option to include stick drops for apple leaf blocks (similarly to Ayu's Tree Drop mod ^^). Rolled the "X only" versions into the main mod for convenience and compatability's sake.
8 Feb 11 - v1.0.3: Made BlockID and ItemID allocation individually specifiable rather than by base. Fixed pumpkin piece icon override. Fixed leaf block drop issues (couldn't set sapling drop = 0, if fruit drop=0, no chance for stick drop).
23 Feb 11 - v1.1: Added more fruit trees and crops. Introduced hybrid wheat and seed splicing for more advanced crops.
02 March 11 - v1.1.1: Updated to Beta 1.3_01. Made fruit trees flammable. Added guacamole.
12 April 11 - v1.2: Updated to Beta 1.4_01.
29th April 11 - v1.3: Updated to Beta 1.5_01. Made default spawn chances and drop rates for fruit trees less frequent.
News Archive
Should've seen that coming lol
Gimme a few minutes.
EDIT: (Note that these versions of the mod are no longer supported, but feel free to try them anyway. See OP for more details.)
Here, try these. You'll still need ModLoader.
Apple Trees Only
Watermelons Only
Watermelons and Pumpkins (No tilling for seeds, craft pumpkin seeds from pumpkin pieces instead!)
And they should be compatible with each other, and with my other mods (hunger and food stacking). Beyond that I can't guarantee anything. I gave them a quick test, but not as exhaustively as I usually would. Let me know if you have any problems :wink.gif:
EDIT: Note that these versions are no longer supported. They work for Beta 1.2_02 only.
Have a pig.
Good question. You can edit the base item IDs and block IDs in the farming.ini file so they don't conflict with your other mods. The defaults are:
BlockIDs: 110+
ItemIDs: 300+
The mod only requires a handful of each.
-confused-
And mind making a version with pumpkins and watermelons?
Or make a properties file so everyone can choose?
Thank you!
Sorry, I didn't really explain it very well :tongue.gif:
So run it once, or just create a file called "farming.ini" in (Minecraft Folder)/mods/Xie and edit/add the following properties:
blockIDBase=110
itemIDBase=300
These are the defaults. And you probably only need itemIDBase anyway. Change it to whatever you need so its not conflicting with whatever mod you're using. So change it to 3000 to have the item IDs be 3000, 3001, 3002 etc.
To be honest I haven't actually tested this... but it should work in theory. Which mod are you using that its conflicting with?
Sorry, didn't explain the pumpkin bit. I was assuming you'd experiment a little more :tongue.gif:
You craft the pumpkin into 4 pumpkin pieces, and the pieces cook in the furnace.
And as I mentioned in the OP there is a properties file. After you've run the mod once you'll find it in /mods/Xie, called "farming.ini". If you don't want apple trees change their spawn chance to 0. If you don't want watermelons change their spawn chance to 0.
Both mods use id 110
Also, how many blocks and items this mod adds?
My bad lol
Currently 8 blocks, 7 items
Or am I just asking for too much?
Either way, if this is all your doing, I guess I'll download it, but if your going to do more, I'll wait a bit :tongue.gif:
Don't like it? Bite me. <3
Ah sorry about the last bit, anyways thank you.
I've edited that post, finding the answer to each one, and each one's been related to the ini..
Of course this one is too..
Doh!
Anyways, I'll fool around some more
I'm feeling like a fool for every second I use this mod,
I have to ask but would putting 0 to everything I don't want make it not be in the game?, and the option for excluding rose seeds isn't there..?
Sorry for being silly.. :sad.gif:
I may :happy.gif:
Adding extra fruit trees and crops is just a matter of making the textures, TBH. Though I already admitted I suck at pixel art :tongue.gif: I was going to add animal husbandry, but Zhark has that under control :wink.gif: Was also thinking about doing something with splicing seeds together to make new crop varieties, not sure if that's going anywhere though lol
And I'm always open to suggestions.
I mean so that the apple sappling will have a chance of growing when the user throws some bone marrow on it.
THanks,
Not at all, if you were confused someone else was bound to be also :wink.gif:
And yes, good point about excluding the flower seeds, that's not currently doable. Even if you set the till chance to 0, you'll still get them from tilling around red flowers... :tongue.gif:
Leave it with me.