akkamaddi originally created this mod, which adds four "utility" crops. He could no longer maintain it, and gave permission for anyone to port his code here and here. I originally included it in my akkamaddi's Additions thread, but it is entirely independent of Simple Ores 2, so I decided to move it to a separate thread.
I ported "Ashenwheat" to 1.7.10. akkamaddi's original documentation is below. Thanks to TheOldOne822, we were able to add MFR planter and harvester compatibility to the mod. I have also added AgriCraft support to the 1.7.10 version. I have ported it to 1.8.9 and 1.9 as well, but the 1.8.9+ ports DO NOT have MFR compatibility; as of this writing, there is no MFR for 1.8.9+. AgriCraft for 1.8.9/1.9 is still in development, and when they have a functional API for 1.9, I plan to add support back in.
This a small farming mod, adding four utility crops: Ashenwheat (a fuel, and can make charcoal), Ossidroot (can make Bonemeal), Thundergrass (can make gunpowder), and Scintillawheat (can make Glowstone Dust). For those that use Forestry, Calcified Ash (smelted Ossid Root) is regsitered as "dustAsh" to the Ore Dictionary, and should work as Ash in that mod's recipes.
Ashenwheat was actually one of the first mods akkamaddi attempted, though there were minor setbacks, and his focus was diverted to Simple Ores. It is now finished, and at a point where it could grow.
Ashenwheat adds four "utility crops" to Minecraft.
Ashenwheat - The namesake of the mod. This is a dark, sulphurous strain of wheat that literally emits burning embers. It glows from internal heat. While slower-growing than normal wheat, it can be used to make hay bales and bread, and even cookies! All Ashenwheat products will burn as fuel in any furnace which accepts standard fuel, and Ashenbread will smelt into charcoal.
Ossidroot - This strange plant has a large, hard, bulbous, inedible root that looks vaguely like a skull. A torch can be set in the base to make an Ossid Lantern, similar to a Jack-O-Lantern, while a fresh Ossid Root can be smelted to Calcified Ash, which makes Bonemeal. Ossidroot grows a little slower than Ashenwheat. Ossidroot plants, and the Lanters, emit an ominous gloom.
Thundergrass - This thick, wiry grass produces more seeds when dried. The seeds can be smelted small lumps of Unstable Soot, which can then be crafted into Gunpowder. Thundergrass grows a little slower than Ashenwheat. Thundergrass glows slightly, and smokes from internal heat.
Scintillawheat - Scintillawheat is a rare and slow-growing wheat. It glows brighter than Ashenwheat, and shimmers even in the sun. It can be used to make hay bales and bread, and even cookies. Scintillawheat bales can be smelted to produce Scintillating Ash, which can be crafted into Glowstone Dust.
I have ported Akkamaddi's Ashenwheat to Minecraft 1.8.9. Will be adding links to the OP shortly. This is officially a beta version until my main beta tester gets a chance to poke at it, but it's been completely stable when I tested it.
ETA: 1.8.9 release version now available on CurseForge.
I am porting Akkamaddi's Ashenwheat to Minecraft 1.9. It is an alpha release running on an unstable beta of Forge, so use at your own risk. I'll add a link to it on the main post when it's been tested a bit more. Please feel free to test it, especially in server mode.
Once it passes approval, it can be found on the Ashenwheat CurseForge files page.
So Forge has updated from 1.9 to 1.9.4, which helps me decide--yeah, no more mod updates for 1.7.10, and no more porting to 1.8.9. Going to port directly to 1.9.4 from here on out.
It's too much work to keep three separate, incompatible ways of writing Minecraft mods straight in my head. Git is great for keeping the 3 branches of code separate, but I don't have a Git for my brain, so, one port to rule them all, one port to bring them all and in the compiler bind them. Long live 1.9.4!
Also, Mojang has already announced the first 1.10 snapshot, so as far as I'm concerned, 1.7.10 development is dead and overdue for burial, and 1.8.9 is in the ICU.
Once it passes approval, there's going to be a new beta for 1.9 Ashenwheat -- 1.9-220.127.116.11. Chest loot is back, and the config defaults have been reset accordingly. I've also added a 1.9 widget to the OP, and it should show the new version once it gets approved. (Ignore the earlier betas, they didn't have chest loot).
ETA: There will be a 1.9.4 version once the Forge folks put up a non-broken version of Forge for 1.9.4.
I have ported Ashenwheat to 1.11. The new version requires McJty's CompatLayer library (also available on CurseForge), and works on either 1.10.2 or 1.11--just use the appropriate version of CompatLayer with it (i.e., CompatLayer for 1.10.2 on 1.10.2, and CompatLayer for 1.11 on 1.11)
I have ported Ashenwheat to 1.12+. The 1.12 version does NOT require CompatLayer and does NOT use it if available, so don't bother. Currently it's flagged as a beta; if people try it out and nothing messes up, I'll flag it as a release version.
New version of Ashenwheat for 1.12.2 uploaded. I fixed ashenwheat products not actually being useable as furnace fuel, contrary to specifications. Sorry about that; if someone had mentioned this problem existed, I would have fixed it a bit sooner.
LarsG2005, the Ashenwheat mod is on CurseForge; by default, it is allowed in modpacks. In general, any mod on CurseForge is useable in modpacks; that's the condition Twitch/Curse requires of us to host our mods for free. On top of that, my mods are generally licensed under the LGPL; you are free to use them for whatever; the only thing you are not allowed to do is modify them and close-source the modified version. Other modders can mod my stuff so long as they keep it open-source under the LGPL or GPL license.
Hey, I think your mod is amazing at just adding more utility and farming to the game which means more fun for me.
I was wondering if you plan on adding more configuration options to the mod? For example, I think the growth rate is too slow, and maybe a config for higher speeds for more casual players. Just recently I've played about 7 in-game days, and they barely seem to be creeping up from crop lvl 1. Do the crops not follow the same mechanics as wheat where they grow faster by having one row of crop sided by two rows of tilled farmland?
Secondly, I wanted to get into creating a mod that included this mod's features; do you have any suggestions on how to start mod creation, since I am brand new at it?