As I was working on the new version for 1.14 I took the time to overhaul the activation sequence on the farm, because I needed to completely rewrite the complete code for the 1.14 release.
Things should work much more smooth now.
Also with the blockstate change, there is now a version without tile entities for the farm elements. This should help big farms to produce less lag.
With Waterfree Farming you can build farms without adding water sources into them.
As of version 2.0.0 there is also automation for the farms build with the new blocks.
Because you don't need any special ores you can install this mod at any time, as no new biomes need to be generated.
Feel free to read the full description or just head over to Curse to get yourself a Waterfree Farm.
NOTICE: All following recipes and pictures are for version 3.0.0, older version recipes are at the end of the description.
There is a new type of block, which is called Fertilized Dirt which can only be tilled to farmland if you use a hoe made out of hardened clay, because otherwise the structure of the Fertilized Dirt would be disintegrated. (This is just Trivia, normal hoes just don't work on Fertilized Dirt) By using a Clay Hoe the farmland doesn't get destroyed when an entity falls on it and it is crafted as seen in the next picture:
Fertilized Dirt is created by a Fertilize Machine. The Fertilize Machine uses bonemeal and water to inject those two ingredients into a dirt block. The Fertilizer is crafted as seen in the picture below:
This is the GUI of the Fertilize Machine:
As you can see, you need a new item to craft the Fertilizer, which is the Watertank and it is crafted like that:
The next pictures show the difference between a normal field(made by minecraft inside of villages) and a field with Fertilized Dirt:
As you can see, the plants grow without water.
As of version 2.0.0:
Now you can create automated farms, which harvest themselves. Therefor you need to craft an Injector, seen in the next picture:
The Injector uses special ingredients to create Redstone Infused Fertilized Dirt, which also can be tilled with the Clay Hoe and has the feature to automatically harvest the crops on top, if there is a Controller nearby(more about that later). The recipes for those ingredients are shown in the next pictures, as well as the GUI of the Injector:
- Pipes(Again using hardened clay because of its brilliant attributes(trivia)):
- Detector(Again using hardened clay because of its brilliant attributes(trivia)):
With the Redstone Infused Fertilized Dirt you can create Controller Fertilized Dirt blocks. Those act as the name tells as a controller for the automated farms. A controller collects the drops from Redstone Infused Fertilized Dirt blocks in a range of 4 blocks in every direction on the same height level. The controller can also be tilled and collects his own drops too. If you do that, you need to access the inventory of the controller from the bottom or the sides. You can also use hoppers to pull the items from the controller. Here are the pictures:
- Max size of a automated farm with one controller:
With version 2.0.1 there are also three equivalent sand blocks. Fertilized Sand is generated in the Fertilize Machine, Redstone Infused Fertilized Sand in the Injector and Controller Fertilized Sand which can be crafted with the recipe from the following picture:
And as a little example how things work in version 2.0.1, here are three possible ways for automated farms:
Thanks again to Cybereagle for making a mod showcase for the new version, watch it here:
Here is the old mod review from Cybereagle for version 1.0.0/1.0.1(Thanks for that!):
Minor bugfixes, including:
- Fertilizer is now called Fertilize Machine (language barrier made me choose the wrong name)
- German Language now supported
- Blocks have their tools assigned, quicker mining now possible (Fertilized Dirt & Tilled Fertilized Dirt with shovel, Fertilize Machine with pickaxe)
- Clay Hoe adjusted attack speed
- Custom names now work in the GUI
Fertilize Machine now correctly functions with hoppers (bonemeal from side, dirt from top)
Fertilize Machine has a new recipe
New Machine: Injector
New Blocks: Redstone Infused Fertilized Dirt, Controller Fertilized Dirt
Automation of farms
Changed some recipes: Controller Fertilized Dirt, Detector and Pipe
Changed inventory textures of Redstone Infused Fertilized Dirt for better distinction from Fertilized Dirt
New Blocks: Fertilized Sand, Redstone Infused Fertilized Sand and Controller Fertilized Sand
Automated farms now also harvest Reed and Cacti
Farms now get de/activated instantly and farm blocks(Redstone (Tilled) Fertilized Dirt, Redstone Fertilized Sand) will be bond to one controller.
Changed Injector texture accordingly to new functionality (now shows new pipe and detector textures when activated)
Changed the names of the Controller GUIs to Controller instead of Controller Fertilized Dirt
Hoppers now work properly with the Injector Machine
Farms now have visual effects to show that they are active (slightly glowing and redstone particles, representing the used redstone)
Farms now have acoustic effects to show that crops got harvested and replaced(if thats the case)
Game will no longer break if the processed blocks in the machines go to 0
NEW(Only in MC1.12):
Recipes will be unlocked in the recipe book by gathering on of the needed ingredients
Game no longer breaks if player shift-clicked an empty slot in the inventory of the machines
Fixed a bug which made the game crash when playing with other farming mods
EXTRA VERSION(Only for MC1.14):
Using the new blockstate mechanic I got rid of tile entities for farm elements. Should reduce lag for big farms.
Activation of the farm is now more logical inside the code and there shouldn't be anymore crashes because of a falsely activated farm element.
The detector recipe now uses a detector instead of a quartz piece.[size=1em]