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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
- 1.4.2: https://dl.dropbox.c...rming_1.4.2.zip
- 1.4.4: https://dl.dropbox.c...rming_1.4.4.zip
- 1.4.5: https://dl.dropbox.c...rming_1.4.5.zip
- 1.4.6: https://dl.dropbox.c...rming_1.4.6.zip
- 1.4.6 / 1.4.7: https://dl.dropbox.c...1.4.6_1.4.7.zip
- 1.5.1: https://dl.dropbox.c...rming_1.5.1.zip
- 1.5.2: https://dl.dropboxus...arming1.5.2.zip
- 1.6.2: https://dl.dropboxus...rming_1.6.2.zip
- 1.6.4: https://dl.dropboxus...rming_1.6.4.zip
- Download the latest build of my mod.
- 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.
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