ATTENTION: Although my partner has been very busy with school and such, therefore the mod is currently at a standstill, I am still looking for work to do to work on my coding practices. If anyone wants a coder PM me and we can hopefully work something out.
Thanks of understanding,
-sacul35
Introducing...
The Plantology mod brings the world of Botany to life. (Literally) We lay down the ground work on what is to come in the future. We have created a biome, new plants, new blocks, and 10 new mobs. Our goal is to have a mod that encourages both exploration and building. Not to mention many things to fight. We have many ideas for the future and would love your support. So if you want to see what we have in stored, check it out.
A Quick Notification:
We apologize for content being slow as we just started classes again and my modeler/texture artist has been busy. Thanks for being understanding! (If you have any interest in helping out please send me a PM!)
Cow Utter:
-Drops from Cows
-Used in the craft of Compost
Creeper Mouth:
-Drops from Creepers
-Used in the craft of Compost
Pig Snout:
-drops from Pigs
-Used in the craft of Compost
Sheep Leg:
-Drops from Sheep
-Used in the craft of Compost
Skeleton Ribcage:
-Drops from Skeletons
-Used in the craft of Compost
Plant Greens:
-Drops from all plant mobs
-Used in the craft of Compost
Basilisk Fang:
-Drops from the Basilisk
-Used in the crafting of the Fang Blade
Basilisk Hide:
-Drops from the Basilisk
-Currently Unused
Basilisk Scale:
-Drops from the Basilisk
-Currently Unused
Strange Barb:
-Drops from the Barbed Spike
-Currently Unused
Large Green Scale:
-Drops from the Grean Baen
-Currently removed to prevent crash, being looked into
Zombie Arm:
-Drops from Zombies
-Used in the craft of Compost
-Can be, but is not advised, eaten
Matter:
Decomposing:
-Currently not implemented
Gelatinous:
-Currently not implemented
Protein Ball:
-Currently not implemented
Vile:
-Used in the crafting of Vile Flesh
-Crafting:-Shapeless
Compost:
-Used as Bonemeal
-Has 10 uses
-Crafting:
-Shapeless
-Requires (3) paper, (3) plant greens, (3) of any vanilla mob part
Sapphire Berry:
-Dropped by Sapphire Lawncher's
-Can be sheared from Sapphire Crop's
-Can be thrown to heal other players (1 step closer to the holy trinity!)
Thorned Branch:
-Used in the crafting of the Crop Staff
-Crafting:
Stone Crown:
-Used in the crafting of the Crop Staff
-Crafting:
Crab Morsel: -- COOKING -->
-Drops from the Fungle Crab, can be eaten once cooked
Vile Flesh:
-Almost a wolfs favorite food
-Crafting:
Cleansing Powder:
-Drops from the Spore Ray
-Cures *most* ailments, try it out!
Fang Blade:
-It's a sword! Made from the deadly Basilisk Fangs
-Crafting:
Gem Root Shard:
-Used in the crafting of Gem Glass
-Crafting:-Shapeless
Crop Staff:
-Used in the creating of the Power Staff (just right click on the Power Bulb)
-Crafting:
Power Bulb:
-Drops from the Wandering Shoot occasionally
-Can be placed for aesthetics
-Used in the creating of the Power Staff
Power Staff: (now things get interesting)
-Used to grow Sapphire Crops
-Can be right clicked to knock the Power Bulb off
Sapphire Crop:
-Drops from the Sapphire Lawncher occasionally
-Used to grow Sapphire Berries, shear them off
-Growing conditions are sun, nearby Power Staff, and soul sand below
1.5
-First release 1.6
-Updated the mob drop chances (previously too low)
Future Plans:
The only things being put in here are ideas we have set in stone and ideas most likely already in progress (hence most things in here will have picture associated with them, for things we are debating on, check the Potential Ideas section below!
Vibrant Bloom: (name pending, most likely will not change)
-Largest part of next update
-In-Game picture:
Life Basin:
-Has a crafting, fully not functional but far enough to be put in for spoilers of next large update
-Crafting:
Stone Grinder: (thumbnail on the way!)
-Had been added in, some ideas have been added, but crafting has not been added
-Should be fully added by the end of next week (not official but a goal!)
-In-Game Picture:
(beware of spoilers!)
Potential Ideas/Suggestions:
Ideas we are debating on adding...will include suggestions given to us by others (with appropriate credit given), expect the mod creators ideas to be vague, as we don't want to spoil too much! For ideas coming sooner, look at the section above!
Regarding Suggestions:
We are very happy (and actually ecstatic) to hear any and all suggestions/feedback on things to add, alter, and remove. That being said, while we will take all ideas into careful consideration, we are not obliged to add anything we deem unfit. Being a new mod, we have a lot of ideas as it is. For new ideas, feel free (for now) to PM me or simply post on the forums.
-Bringing new, intelligent life to the world!
-Automated what?! Houses?! Or house building...or what? Automated house something!
Screenshots:
About the Modding Team:
This started as a way of learning and keeping conditioned to code during breaks, it quickly grew into a hobby and we have a lot we plan on doing.
sacul35 (aka: The Mole Tractor)
-MC Name: LeftyLoo
-The guru behind the vast amount of the code
-Maintains Twitter, Forum Posts, etc.
zaptaptwo
-MC Name: ZapTapTwo
-The genius behind texturing and modeling for the majority of the mod
Copyright:
This mod (plugin, patch to Minecraft source, henceforth "Mod" or "The Mod"), by the terms of http://minecraft.net/terms is the sole property of the Mod authors (sacul35 and zaptaptwo, henceforth "Owners" or "The Owners"). By default it may only be distributed on its own from The Minecraft forums. It may not be distributed on its own from any other source unless given explicit permission. It may be included in any modpack with other mods, as long as it does not attempt to make money off The Owners Mods. URL shorteners or other attempts to make money off The Owners Mods are strictly forbidden without advance written permission. Attempts to modify the Mod, and distribute modified versions are Strictly Prohibited, regardless of the modifications in question.
Special Thanks to:
-LexManos and the entirety of the Forge community for their constant help, insight, and suggestion
-Wuppy29 for his awesome and helpful tutorials
Thank you!. By the way, there is an issue with my computer downloading the mod from ad-Fly. It wont open up the link very well. It may just be my computer. The direct download works for me though. So there is no problem there. Enjoy!
Thank you!. By the way, there is an issue with my computer downloading the mod from ad-Fly. It wont open up the link very well. It may just be my computer. The direct download works for me though. So there is no problem there. Enjoy!
Regarding the download link, I tried it on both my computers and it works fine so it seems to be an isolated incident and from your end. Maybe run an antivirus software or install a pop-up blocker if one is not already installed. If the adfly is not working you may want to try the direct link as well!
Rollback Post to RevisionRollBack
A modded looking for dedicated (at least consistent) texture artists/modelers to make magic with! Not literally magic...but...mods! PM me...
Well, I had a look at the mod and I have to admit that I do like how many of the new mobs are simple passives much like the cows, sheep and such. Kind of gives a fresh angle compared to all those mobs which just throw a ton of hostile mobs into the game and call it a day. Oddly enough those, it seems that the little Sapphire Lawncher which spits ranged seed attacks at you should really be the Barbed Spike. It would make more sense for it to shoot thorns at a distance and strike you when you get too close.
One thing that did notice is that it appears to burn in sunlight, really though all of these plant-theme mobs should be stronger in daylight and weaker in the dark. But I think that is really where your mod could shine because there isn't a single mod in existence which plays with this idea of plant-themed mobs and features. So there is really a gap in the community for something like that.
What I would like to see now is some documentation on what all of this stuff does because I really can't figure out a purpose for many of these items.
First off, we appreciate the feedback and love to hear both what is enjoyed and what you think we should change!
Before I address anything, I would like it reiterated this mod is in heavy development and some current things will be significantly changing, some won't. These changes will be based on public feedback (any and all is ecstatically appreciated!) but will ultimately be up to the two current devs, myself and ZapTapTwo. On to the meat of the post!
The idea behind the Sapphire Lawncher is that it is throwing its berries that are on its back (Sapphire Berries). This, we firmly believe, aids the item itself, the Sapphire Berry, to be more recognizable and sought after once the Sapphire Crop has been planted and is growing berries on its own.
As for the Barbed Spike we currently see this mob as more of a weed that grows overnight, is hostile towards players (weeds aren't fun!), and reacts to contact as opposed to actually sensing players from a distance. To further this, in the "Future Plans" spoiler you can check out the Life Basin; with this we plan on furthering the players botany fun with the implementation of splicing certain features of plans with other features of other plants to create your very own, custom-made plant-like mob. So making a Barbed Spike that shoots, entirely possible very soon!
As of now, yes, the Barbed Spike does burn in daylight, this was due to the fact we wanted these mobs to appear during the night but then degrade and disappear during the day, essentially making them like a rapid-growth fungus that dies out quickly, we are going to remove the burning soon and add in a life-decay instead.
On to making the mobs stronger in the daylight...I am surprised this neat quirk had not crossed my mind but I will be sure to add this in as soon as possible.
Lastly, the documentation. I apologize for the lack of it, personally I didn't think anyone would be looking through it, even though I should know better by now that I need to add it regardless. There is a lot of code to explain and I will get to documentation immediately, but it will take some time to get done. I do know that some items that are in the source are not included in the mod because they are features I was messing with pre-release and were not finished but we do plan on adding in at a later time.
On a side note: Sorry for the length, the paragraph-per-idea helps me sort through my messy thought-process. I'd again like to thank you for the helpful feedback, as we like to know how our mod is fairing with the public. I am uploading the next update now, nothing but minor tweaks like mob drops being fixed (used the metadata...curse starting at 0!) and the %'s for vanilla parts being increased.
Rollback Post to RevisionRollBack
A modded looking for dedicated (at least consistent) texture artists/modelers to make magic with! Not literally magic...but...mods! PM me...
Hey I like the mod so far. But one thing I wish you guys would add is a config to control spawn rates on the mobs. Because the wandering shoots are surrounding my base to the point where its hard to walk around outside. -__-
Thanks of understanding,
-sacul35
Introducing...
The Plantology mod brings the world of Botany to life. (Literally) We lay down the ground work on what is to come in the future. We have created a biome, new plants, new blocks, and 10 new mobs. Our goal is to have a mod that encourages both exploration and building. Not to mention many things to fight. We have many ideas for the future and would love your support. So if you want to see what we have in stored, check it out.
A Quick Notification:
We apologize for content being slow as we just started classes again and my modeler/texture artist has been busy. Thanks for being understanding! (If you have any interest in helping out please send me a PM!)
Download:
Preferred (adfly)
direct
source
forge
Items:
-Drops from Cows
-Used in the craft of Compost
Creeper Mouth:
-Drops from Creepers
-Used in the craft of Compost
Pig Snout:
-drops from Pigs
-Used in the craft of Compost
Sheep Leg:
-Drops from Sheep
-Used in the craft of Compost
Skeleton Ribcage:
-Drops from Skeletons
-Used in the craft of Compost
Plant Greens:
-Drops from all plant mobs
-Used in the craft of Compost
Basilisk Fang:
-Drops from the Basilisk
-Used in the crafting of the Fang Blade
Basilisk Hide:
-Drops from the Basilisk
-Currently Unused
Basilisk Scale:
-Drops from the Basilisk
-Currently Unused
Strange Barb:
-Drops from the Barbed Spike
-Currently Unused
Large Green Scale:
-Drops from the Grean Baen
-Currently removed to prevent crash, being looked into
Zombie Arm:
-Drops from Zombies
-Used in the craft of Compost
-Can be, but is not advised, eaten
-Currently not implemented
Gelatinous:
-Currently not implemented
Protein Ball:
-Currently not implemented
Vile:
-Used in the crafting of Vile Flesh
-Crafting:-Shapeless
-Used as Bonemeal
-Has 10 uses
-Crafting:
-Requires (3) paper, (3) plant greens, (3) of any vanilla mob part
-Dropped by Sapphire Lawncher's
-Can be sheared from Sapphire Crop's
-Can be thrown to heal other players (1 step closer to the holy trinity!)
Thorned Branch:
-Used in the crafting of the Crop Staff
-Crafting:
Stone Crown:
-Used in the crafting of the Crop Staff
-Crafting:
Crab Morsel: -- COOKING -->
-Drops from the Fungle Crab, can be eaten once cooked
Vile Flesh:
-Almost a wolfs favorite food
-Crafting:
Cleansing Powder:
-Drops from the Spore Ray
-Cures *most* ailments, try it out!
Fang Blade:
-It's a sword! Made from the deadly Basilisk Fangs
-Crafting:
Gem Root Shard:
-Used in the crafting of Gem Glass
-Crafting:-Shapeless
Mob Spawn Eggs:
Barbed Spike:
Basilisk:
Fungle Crab:
Grean Baen:
Mongrel:
Prize Runner:
Sapphire Lawncher:
Spore Ray:
Wondering Shoot:
Blocks:
-Found in the Blight biome, allows certain types of plants to grow on it
Fungle Grass:
-Found in the Blight biome
-Spreads over nearby Fungle Dirt
-Crafting:
Infected Sapling:
-Grows in Grass, Dirt, and the Fungle equivalent of the previous
Vile Mushroom:
-Grows in Grass and Dirt
-Used in the crafting of Vile Matter
Giant Mushroom:
-Grows in Grass, Dirt, and the Fungle equivalent of the previous
Gem Root:
-Grows in Grass, Dirt, and the Fungle equivalent of the previous
Infected Leaf:
-Shear-able
-Occasionly drops Infected Saplings
Infected Log:
Infected Planks:
-Crafting:-Shapeless
Salvaged Planks:
-Crafting:
Gem Glass:
-Crafting:
Shroom Wood:
-Crafting:-Shapeless
Blue Mushroom:
Blue Mushroom Stem:
Crop Staff:
-Used in the creating of the Power Staff (just right click on the Power Bulb)
-Crafting:
Power Bulb:
-Drops from the Wandering Shoot occasionally
-Can be placed for aesthetics
-Used in the creating of the Power Staff
Power Staff: (now things get interesting)
-Used to grow Sapphire Crops
-Can be right clicked to knock the Power Bulb off
Sapphire Crop:
-Drops from the Sapphire Lawncher occasionally
-Used to grow Sapphire Berries, shear them off
-Growing conditions are sun, nearby Power Staff, and soul sand below
Barbed Spike:
Basilisk:
Fungle Crab:
Grean Baen:
Mongrel:
Prize Runner:
Sapphire Lawncher:
Spore Ray:
Wandering Shoot:
-First release
1.6
-Updated the mob drop chances (previously too low)
Future Plans:
Vibrant Bloom: (name pending, most likely will not change)
-Largest part of next update
-In-Game picture:
Life Basin:
-Has a crafting, fully not functional but far enough to be put in for spoilers of next large update
-Crafting:
Stone Grinder: (thumbnail on the way!)
-Had been added in, some ideas have been added, but crafting has not been added
-Should be fully added by the end of next week (not official but a goal!)
-In-Game Picture:
Potential Ideas/Suggestions:
Regarding Suggestions:
-Bringing new, intelligent life to the world!
-Automated what?! Houses?! Or house building...or what? Automated house something!
Screenshots:
About the Modding Team:
sacul35 (aka: The Mole Tractor)
-MC Name: LeftyLoo
-The guru behind the vast amount of the code
-Maintains Twitter, Forum Posts, etc.
zaptaptwo
-MC Name: ZapTapTwo
-The genius behind texturing and modeling for the majority of the mod
Copyright:
Special Thanks to:
-LexManos and the entirety of the Forge community for their constant help, insight, and suggestion
-Wuppy29 for his awesome and helpful tutorials
Support Us:
Banner:
Follow Us:Follow @TheMoleTractor
Donate:
EDIT:
-Changed mob drop %'s a tad bit (upped them) and added links accordingly (src, direct, and preferred downloads should be working correctly)
My previous/current work: Plantology
Got it fixed, thanks for pointing it out! Fixed a few other minor derps too.
My previous/current work: Plantology
Awesome!
Check out my art!!
http://blueeyes9.deviantart.com/
Thank you!. By the way, there is an issue with my computer downloading the mod from ad-Fly. It wont open up the link very well. It may just be my computer. The direct download works for me though. So there is no problem there. Enjoy!
Thanks! We have some exciting things coming very soon, I will keep up-to-date on how things are going on Twitter if you want to follow!
Regarding the download link, I tried it on both my computers and it works fine so it seems to be an isolated incident and from your end. Maybe run an antivirus software or install a pop-up blocker if one is not already installed. If the adfly is not working you may want to try the direct link as well!
My previous/current work: Plantology
Thanks! Releasing a patch later today covering some minor drop % tweaks.
My previous/current work: Plantology
First off, we appreciate the feedback and love to hear both what is enjoyed and what you think we should change!
Before I address anything, I would like it reiterated this mod is in heavy development and some current things will be significantly changing, some won't. These changes will be based on public feedback (any and all is ecstatically appreciated!) but will ultimately be up to the two current devs, myself and ZapTapTwo. On to the meat of the post!
The idea behind the Sapphire Lawncher is that it is throwing its berries that are on its back (Sapphire Berries). This, we firmly believe, aids the item itself, the Sapphire Berry, to be more recognizable and sought after once the Sapphire Crop has been planted and is growing berries on its own.
As for the Barbed Spike we currently see this mob as more of a weed that grows overnight, is hostile towards players (weeds aren't fun!), and reacts to contact as opposed to actually sensing players from a distance. To further this, in the "Future Plans" spoiler you can check out the Life Basin; with this we plan on furthering the players botany fun with the implementation of splicing certain features of plans with other features of other plants to create your very own, custom-made plant-like mob. So making a Barbed Spike that shoots, entirely possible very soon!
As of now, yes, the Barbed Spike does burn in daylight, this was due to the fact we wanted these mobs to appear during the night but then degrade and disappear during the day, essentially making them like a rapid-growth fungus that dies out quickly, we are going to remove the burning soon and add in a life-decay instead.
On to making the mobs stronger in the daylight...I am surprised this neat quirk had not crossed my mind but I will be sure to add this in as soon as possible.
Lastly, the documentation. I apologize for the lack of it, personally I didn't think anyone would be looking through it, even though I should know better by now that I need to add it regardless. There is a lot of code to explain and I will get to documentation immediately, but it will take some time to get done. I do know that some items that are in the source are not included in the mod because they are features I was messing with pre-release and were not finished but we do plan on adding in at a later time.
On a side note: Sorry for the length, the paragraph-per-idea helps me sort through my messy thought-process. I'd again like to thank you for the helpful feedback, as we like to know how our mod is fairing with the public. I am uploading the next update now, nothing but minor tweaks like mob drops being fixed (used the metadata...curse starting at 0!) and the %'s for vanilla parts being increased.
My previous/current work: Plantology
Um, while playing, I found a lot of grammatical errors: Fungle Grass, The Botony Mod, etc. Could you please fix this?
Hey I like the mod so far. But one thing I wish you guys would add is a config to control spawn rates on the mobs. Because the wandering shoots are surrounding my base to the point where its hard to walk around outside. -__-
is it compatible with agricraft? and also progressive automation?