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Did you build a huge farm, maybe auto-harvested and multi-seed-compatible? Then I guess you know how much work it is to replant every single seed you harvest. I had this problem, too, and I fixed it.
There are several things about farming in Minecraft you can do in an industrial way. You can automatically harvest your fields and you can automatically slaughter your animals. But there are also things you need to do by hand: Planting, feeding the animals, shearing the sheep. The objective of my mod is to make all this things possible in an industrial way. With only four blocks, that are:
1. The Planter
It's crafted like this:
Its purpose is to automatically plant seeds you store in its inventory. It is compatible with wheat, carrots, potatoes, cocoa beans, sugar cane and nether stalks. Located below a field of 9x9 blocks maximum it plants stored seeds when it receives a redstone impulse. In addition to that, it picks up seeds it needs for the next sowing. This seems to be a problem with crops that are their seeds themselves f.e. carrots. To solve this problem, the Planter counts the amount of seeds needed and stores them in its inventory. It won't take more seeds than it needs to. This is the Planter's inventory:
The nine slots on the top left are the Planter's inventory. There you can put the seeds you want it to plant. According to the seeds the Planter will automatically plant them to the fields they fit to: wheat, potatoes and carrots to tilled fields, sugar cane to dirt, grass or sand, nether stalks to soulsand and cocoa beans to jungle stems. The Slider on the top right is used to set up the field size. It ranges from 1 to 81 (9x9) fields. When placing the Planter, it's important to set the field size - otherwise it won't plant!
The button on the right is used to toggle the item pickup. "No item pickup" turns the pickup function off, "pickup:" will make the Planter to recollect harvested crops. The slot on the far right can be used as an Item filter for the Planter to know which seeds to take back. Left free, the Planter will pick up all seeds, needed potatoes, carrots, sugar canes, nether stalks and cocoa beans. This function can be useful if you want to set up field patterns with more than one crop type to plant.
Here is a possible pattern for a wheat, potato or carrot farm:
and a cocoa farm:
2. The Clipper
The Clipper is a block that shears sheep on redstone power. It's crafted like this:
If powered, sheep will automatically use their wool when they walk on top of the clipper. Using water you can make your sheep been sheared in regular time patterns, using the Allocator Mod by the amazing Pfaeff you can store lost wool in a chest nearby. Visit his presentation thread here: http://www.minecraft...p-pad-and-more/!
I feel committed to tell you that my mod is fully compatible with Pfaeffs Mod: You can even make the allocator work together with the Planter and the Manger:
3. The Manger
The Manger is used to feed animals to make them procreate. This is the recipe for the Manger:
You put seeds for chickens, carrots for pigs and wheat for every other farming animal in the Dispenser-Like inventory and wait for your animals to procreate. Don't fear waste of food: The animals will only eat if there are two or more adults to make cute animal children.
But watch out: Tests have shown that your animal population quickly may go over every border: Control the size of your herd! (Maybe using the-)
4. The Scanner
The Scanner is made for solve the problems coming up with the use of my Manger. It's crafted like this:
and counts your animal population in a set area. If the population has reached a set number of members the Scanner will emit a redstone signal. This is its gui:
The first Slider sets the area size. You can supervise an maximum area of 20x20 blocks. The second Slider tells the Scanner how many animals it should take to make it react. You can have herd sizes of 1-100 animals. Set to 0, the Scanner won't ever emit power. The button tells the Scanner how to react to animal children. Set to "detect children" it will also count children and add their number to the adult's one. "protect children" will make the Scanner never been triggered if there are children in the Scanner's area - This is useful if you like to kill your animals because children are inefficient to kill. Set to "ignore children" the Scanner will only count the adults and not the children.
With the Redstone Update Redstone changed the way it works. It's no longer a matter of on and off, there are possibilities to differ the strength of the emitted signal. Therefore, I added an alternate way of measuring the number of animals. Here, the Scanner will emit a signal representing the number of animals relating to the set Animal Count. If there are as many or more animals as set in the GUI, the Scanner will emit power of the default 15 blocks range, below the power depends on the number of animals divided by the Animal Count times 15. The new scanning method can be chosen in the config file of the mod. By default, the old method is used.
I hope this presentation made you have a little thought on what you can make with my mod! Feel free to give suggestions on how to improve it, and I'm curious on what you guys make with it!
Mod Spotlights on Youtube
First mod version available.
added support for carrots and potatoes. Made the animal food be specialised for pigs and chickens.
added support for nether stalks and sugar cane, Bugfixes.
Bugfix of the Planter keeping show up it's inventory in the player's inventory after having closed it's gui
added a new scanning method for the Scanner, see Scanner-section. It can be turned on in the config-file of Industrial Farming.
Port, bugfixes of the Sliders in the Block's GUI, rework of the Client / Server-Communication, rework of the Manger's code
Drag the downloaded .zip to your .minecraft/mods-folder.
Industrial Farming does not have a working Server Supported version. It's possible to install it on Minecraft servers, but it won't work in terms of updating Block data on both Client and Server side.
Sometimes harvesting crops the Planter planted will cause a overflow of dropped Items - Since I never get this issue myself I could only try to assume what's its source and fixx it - Please tell me if it still occurs.
Some advanced redstone setups cause the Planter to crash the game. For further information, see Lucrezia's post on page 8. Will be fixxed as soon as possible.
Thanks to everyone reporting errors and bugs, this helps me a lot in improving Industrial Farming.
If you find issues feel free to post them in this thread, I'll fix them as quick as possible.
TERMS AND CONDITIONS
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the Minecraft client to extend, add, change or remove original capabilities.
MOJANG - Mojang AB
OWNER - , Original author(s) of the MOD. Under the copyright terms accepted when purchasing Minecraft (http://www.minecraft.net/copyright.jsp) the OWNER has full rights over their MOD despite use of MOJANG code.
USER - End user of the mod, person installing the mod.
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
I'm confused, if it uses Forge, why do the installation instructions say to install it in the minecraft.jar. I always assumed all Forge mods go either in the mods or coremods folder. Maybe I'm just used to it being that way
It's with Forge, so I guess you can install it like all the other Forge mods. But I keep it like you do it with ModLoader mods, and just drag the Modfolder into my minecraft.jar. Would you be so kind and try out the common way of Installation so I know if I have to do something further so that it works in your way?
(By the way: Great username ;-))
Oh, f**k... That was a test of a Server mod I'm currently working on... You was not supposed to have this in the downloadable file, I just copied the files from my minecraft.jar before making the presentation thread. I fixed that, please download the new version, the one with the files "ServerExtension.class" and "ItemLuigisArmor" might be buggy.
And how to use the things coming with my mod? Erm, read the first post up here and the Tutorial offered with the Download or watch IHasCupquakes video, then you'll know.
These are some of the most useful blocks I've seen added to the game for a long time. Given that vanilla wheat farming in particular is truthfully not well designed for automation, any solution that is offered for this problem, is enormously appreciated.
Downloading, and will become a staple mod for me, for 1.4.5. The author is encouraged to update this for future versions as well, provided it is not too difficult.
Hi there Luigi, this is a very good and useful mod.One problemi noticed is that you have to break the block above the planter to make it plant the seeds.If you don't the seeds wont get planted. I haven't tried out the other machines yet to see how they work so I can't give any feed back on those.So hopefully you can fix that bug.And also does the planter put harvested crops into a chest that's placed next to it? If not would it be possible to do. Thank you.
That's no bug! Damn, just read the presentation post! It is very foolish to want the Planter instantly replant - If you use water as harvesting method, the new seeds set will be harvested inefficiently. You have to cause a redstone update to make the Planter replant - Use a Button, no state signal!
This mod is made for those guys who do not use IC/BC because they're useless and overpowered - I add four blocks, that's it. No more items, no more useless stuff such as fuel aso. If you want a farming mod compatible with IC/BC use Forestry. If you want compatible mods to mine, use Pfaeffs Allocator.
you should put yhe recipes more harder
and that can work with IC, buildcraft and red power
the recipes are cheapt, that's right. But what's the point in having expensive ones? They are logical, easy to remember, and represent the ability of their crafted item.
And noooo, no IC, BC or redpower. If you want a mod extending those ones, use Forestry: A complex, huge farming mod, not only working with the crops and the animals in vanilla Minecraft, but also adding new ones. My mod is made for a simple use, 4 blocks, that's it. For more complex machines use Pfaeffs Allocator; Pfaeff has the same philosophy about mods having to be simple. The Allocator, the fan, the jump Pad and the chest trap work perfectly together with Industrial Farming and allow you to make completely industrial farming machines. Have some ideas, guy, and don't want the modders to have them for you. Minecraft is simple, I keep it simple.
mhmm, Mojang has made big trouble with the latest update. It's so buggy that I decided to wait for the next update that will come in the nearest future, I guess. See, I started updating Industrial Farming, tried to test it, and what happened? Minecraft crashed, not because of any mistakes I made, but a error caused by the vanilla stuff. That's not an atmosphere I like to work with: Modding a game such buggy that I can't test my work. So, hopefully the next update comes soon. If not, I'll update to 1.4.6, of cause.
Well, I updated to 1.4.6. Yes, yes, I know, I said I would not do this, but I found the source of the vanilla error and made a workaround so that Industrial Farming does not longer make it appear.
I did not test it much, please report every bug occuring.
I've found a BUG, well not exactly. It's related with your mod, but only if I use inventory tweaks. Every time I place a planter on the world, inventory tweaks thinks I still have it and messes all up: sometimes creates ghosts of items, most of the time it messes all the active items (if I choose block 2 it places block 1, if I choose block 3 it places block 2.... and so on). No other mod gives me that kind of problem.
One more thing, the bottom texture of the planter its wrong. (I didn't check the other blocks)
Edit: forget it, I've just been searching for info and it's all related to inventory tweaks not being official, and I could fix it editing the mod's config file. Greets.
This first thing is interesting - I got it with an older version of Forge. When I realised that it's not related to my mod, I recreated my workspace with the newest Forge version and the issue was gone. Thank you for reporting, maybe I'll look for the reason deeper inside the code to make a workaround to fix it (just like the slider-glitch with Inventory tweaks in 1.4.2).
And about the second thing - Damn, I know that, but I forgot to fix it... But because it's so minor, I won't fix it for this version, but include it for the next update.
Thank you for reporting, go on having fun,