This mod is designed to provide a means to grow your supply of mob drops. It is meant to provide an alternative to mob farms without taking away game-play. Some of the design goals are to keep the mod feeling as much like vanilla minecraft as possible and to add as much depth as possible with minimal "stuff" and needless grinding.
Blocks
Vitalized Soil
This soil can be enriched with mob drops so that when planted upon, the plant will bear the riches of the soil. The supported mob drops that the soil can be enriched with are: slimeballs, gunpowder, ender pearls, string, rotten flesh, bones, spider eyes, ghast tears, and blaze rods (as seen in image).
You can click on the soil at any time with an empty hand for helpful chat info - if the soil is enriched, the item that it is enriched with will print out, other wise it will say that it hasn't been enriched yet. Vitalized soil doesn't have a crafting recipe, you will need the Vitalized Soil Planter to get some.
Vitalized Soil Planter
This is the block that is needed to obtain the Vitalized soil. It is crafted as shown above and will spread vitalized soil blocks around it when placed in the world. After a while it has a chance to turn into dirt as it will slowly run out of fertility.
Mob Drop Plant
When the plant is fully mature it will turn a less vibrant shade of green and then it will sprout bulbs that relate to the enrichment of the soil. If the soil is not enriched the plant can still grow but it will not sprout bulbs. There is a chance that the soil will lose its enrichment when a bulb sprouts and it will need to be re-enriched (though it does not turn back into dirt).
Items
Mod Drop Plant Seed
This seed can be planted on the vitalized soil. The plant that grows will then sprout bulbs that correlate to the enrichment of the soil underneath.
Config Options
There are a number of things that can be configured - actually a lot considering the size of the mod.
As of 1.1a the config options for the bulb have been moved to a new file and can be set on a per item basis (config option count went up 9x)
Spread rate of the soil - how fast the Vitalized Soil Planter will spread Vitalized Soil
Chance that the vitalized soil will lose its enrichment
Chance for the plant to grow per block update - growth rate of the plant
The drops number of the bulb - a fixed number and a max bonus
Whether or not the bulbs will have a particle effect
Increase/Decrease particle effects
Whether or not fortune will change the drop number
Whether or not bonemeal can cause a bulb to spawn
The chance for bonemeal to successfully spawn a new bulb (requires enabling)
XP use for enriching the soil (defaults to 0 so there is no xp consumption)
FAQ
Q: Can this be used in my modpack?
A: As per the license, yes. It would be kind of you to inform me of such a modpack and a possible download location.
License
The MIT License (MIT)
Copyright (c) 2014 "VapourDrive"
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
RF enrichment capability.
Instead of XP, use RF instead.
The reason is that if I were to remove my MFR spawning machines to replace it with these plants
It feels cheaty cause' it's less expensive than using a machine.
//Tech mode
Ability to be able to change a bulbs drop using the configs?
Multiple drops would be nice too.
RF enrichment capability.
Instead of XP, use RF instead.
The reason is that if I were to remove my MFR spawning machines to replace it with these plants
It feels cheaty cause' it's less expensive than using a machine.
//Tech mode
Ability to be able to change a bulbs drop using the configs?
Multiple drops would be nice too.
Disable certain bulbs
I have spent the day thinking about rf power implementation... not sure how I would make it work. I'll have a check around at how things like the redstone arsenal tools draw power from supplies stored in the players inventory. XP was super easy because the data for the levels in stored in a convenient place in the player's entity info (a convenient function parameter). Also, I find that xp is valuable if it has a use... most mods completely ignore its existence even though it technically can be used as "mana" by mods.
The bulbs I am looking into making configurable individually. The settup I have for the soil block needs to be tweaked some for it to work but I have some ideas. If i get a solid system in place then I would definitely have drop rates and growth rates be configurable per bulb as well as just straight up disabling.
Would it be beneficial for modpack makers to have a blank plant that can be configured by the user? It would mean that the name would be a string in the config, and the textures would be tricky. Making everything else configurable is easy.
For my upcoming work:
I have a drop that now drops from 1 in a configurable number of mobs that will be used as the beta design basis for getting drops in peaceful, it would then be used to craft something that would grow random bulbs - the trick is now to keep it from being to fantastical...
I am pondering the production of high tier drops - wither based things, nether stars and dragon egg. More design concepts will be shared in the future.
Definitely trying to make the current drops configurable per bulb.
Post update: added a couple of spotlights to the OP, feel free to keep sending me some more! Also added some links to keep track of what I've been up to. I will be posting teasers and updates on twitter and player.me.
Work on settings per bulb is coming along nicely - I have succeeded in the enablement of individual bulbs as well as individual xp comsumption settings.
Updated to 1.1a - Overhauled the config system, it now looks a lot sharper (new shiny file) and all of the settings can be changed per item (eg the growth rate of enderpearl bulb is slower than rotten flesh)
Also the vitalized soil spread rate was sped up a bit and made 2D.
Overview
This mod is designed to provide a means to grow your supply of mob drops. It is meant to provide an alternative to mob farms without taking away game-play. Some of the design goals are to keep the mod feeling as much like vanilla minecraft as possible and to add as much depth as possible with minimal "stuff" and needless grinding.Blocks
Vitalized Soil
This soil can be enriched with mob drops so that when planted upon, the plant will bear the riches of the soil. The supported mob drops that the soil can be enriched with are: slimeballs, gunpowder, ender pearls, string, rotten flesh, bones, spider eyes, ghast tears, and blaze rods (as seen in image).
You can click on the soil at any time with an empty hand for helpful chat info - if the soil is enriched, the item that it is enriched with will print out, other wise it will say that it hasn't been enriched yet. Vitalized soil doesn't have a crafting recipe, you will need the Vitalized Soil Planter to get some.
Vitalized Soil Planter
This is the block that is needed to obtain the Vitalized soil. It is crafted as shown above and will spread vitalized soil blocks around it when placed in the world. After a while it has a chance to turn into dirt as it will slowly run out of fertility.
Mob Drop Plant
When the plant is fully mature it will turn a less vibrant shade of green and then it will sprout bulbs that relate to the enrichment of the soil. If the soil is not enriched the plant can still grow but it will not sprout bulbs. There is a chance that the soil will lose its enrichment when a bulb sprouts and it will need to be re-enriched (though it does not turn back into dirt).
Items
Mod Drop Plant Seed
This seed can be planted on the vitalized soil. The plant that grows will then sprout bulbs that correlate to the enrichment of the soil underneath.
Config Options
As of 1.1a the config options for the bulb have been moved to a new file and can be set on a per item basis (config option count went up 9x)
FAQ
Q: Can this be used in my modpack?A: As per the license, yes. It would be kind of you to inform me of such a modpack and a possible download location.
License
Copyright (c) 2014 "VapourDrive"
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Spotlights
Italian - i Febag
Download
Track my progress:
Twitter: https://twitter.com/VapourDrivePlayer.me: https://player.me/vapourdrive (if you need to join still: http://player.me/?invite=vapourdrive)
Github: https://github.com/VapourDrive/AttainedDrops
I'm working on an open-source mod called Craft++. Check it out!
Suggestions:
RF enrichment capability.
Instead of XP, use RF instead.
The reason is that if I were to remove my MFR spawning machines to replace it with these plants
It feels cheaty cause' it's less expensive than using a machine.
//Tech mode
Ability to be able to change a bulbs drop using the configs?
Multiple drops would be nice too.
Disable certain bulbs
Great idea! You just got a download.
I have spent the day thinking about rf power implementation... not sure how I would make it work. I'll have a check around at how things like the redstone arsenal tools draw power from supplies stored in the players inventory. XP was super easy because the data for the levels in stored in a convenient place in the player's entity info (a convenient function parameter). Also, I find that xp is valuable if it has a use... most mods completely ignore its existence even though it technically can be used as "mana" by mods.
The bulbs I am looking into making configurable individually. The settup I have for the soil block needs to be tweaked some for it to work but I have some ideas. If i get a solid system in place then I would definitely have drop rates and growth rates be configurable per bulb as well as just straight up disabling.
Would it be beneficial for modpack makers to have a blank plant that can be configured by the user? It would mean that the name would be a string in the config, and the textures would be tricky. Making everything else configurable is easy.
For my upcoming work:
What mods are you using that are on 1.7.2? there are a few major things broken with it, but I will consider this.
Also the vitalized soil spread rate was sped up a bit and made 2D.
Added informative tooltips and chat messages and fixed a bug with the logging.
Will be the last version for a while as I add new things and such.
Just an idea, you should change the sound effect of destroying the bulb to be the same sound effect as destroying cocoa beans
Just to make it more appropiate since you're destroying a bulb
May I use this mod in my pack? It's called MixedModdedArts and will be available on Curse and FtB. (Wip)
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