[INACTIVE][MECH] FarmMaster v1.43 - grow the plants you like [282]

Discussion in 'Inactive/Unsupported Plugins' started by Redecouverte, Feb 8, 2011.

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    FarmMaster - grow the plants you like
    version 1.43

    Natural mode
    1) Place a plant on top of soil
    2) The plant starts to grow like crops
    3) Once the plant is ready, it has a 50:50 chance to drop 2 of its kind

    Wool mode
    1) Plant seeds normally
    2) Touch seeds with colored wool
    3) A different plant will grow!
    4) Once the plant is ready, it has a 50:50 chance to drop 2 of its kind

    Sand Tilling:
    If there are at least 2 dirt/water/grass/soil blocks near a sand block, left click it with a hoe, and it will become dirt.

    Default configuration:
    - both modes enabled (change with the "mode" setting)
    - sand tilling enabled (change with the "sandtilling" setting)

    natural mode:
    - yellow flowers used to plant yellow flowers - the same for all other plants

    wool mode:
    yellow wool -> yellow flower
    red wool -> red flower
    brown wool -> brown mushroom
    magenta wool -> red mushroom
    green wool -> cactus
    lime wool -> sugar cane
    orange wool -> pumpkin

    -> you may change the configuration with /plugins/FarmMaster/config.yml
    -> settings: change wool colors, change spawned blocks, change grow time

    reloads the configuration

    Download v1.43

    Source code: https://github.com/Redecouverte

    - fixed sand tilling for underground blocks
    - added sand tilling *when upgrading add:
    sandtilling : true
    at the top of your config.yml to enable it
    - fixed natural mode for plants that normally cannot be placed on soil
    - added natural mode
    - both modes enabled by default
    - new configuration for natural mode -> config.yml will reset when upgrading!
    - removed sqlite dependency (much smaller now & no more /lib folder)
    - config is now auto-generated if its missing
    - raised the the default grow times
    - now using way better timing code
    - updated for upcoming bukkit changes
    - first release
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    Nice little plugin you made here, i will test this as soon as i can =)
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    I like this idea. Brings life to a rather dull portion of the game.
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    lovely !

    will try to use it on my sever, it will be sure a great addition.

    technical question : do you think it is possible to set the seed item data to something else than 0 ? Could we use that to mark a seed item and make it grow something different ?
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    that's a nice idea! it could be a bit hard to implement, because different seeds will most likely stack, but i'll give it a shot

    how would you like to spawn those seeds? with a command or as custom drops of some selected blocks?
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    If it works, I don't think they would stack. Pine wood log and birch wood log have the same material, just a different data, and they don't stack. Same for colored wool.

    Just like for the crop, when picking up a flower/mushroom, there is a chance a special seed drops ;)
    --- merged: Feb 9, 2011 1:01 PM ---
    On a second though it is not a good idea, you could chain place and take a flower to generate endless amount of seeds :p, unless you can also mark the flower with a 1 to remember the seed have been generated ;)
    --- merged: Feb 9, 2011 1:08 PM ---
    Or you can save the location everytime someone place a flower and generate the seed only if it is a location where the flower was not placed manually.
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    I did some experiments with durability / data values for seeds, but with no luck. Seeds with durability values never stack, and seeds with data values are invisible when stacked.

    I'll keep an eye on that issue, once there are other possibilities I will see what I can do.
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    Mm.. ok I don't think it will be possible then :(
    --- merged: Feb 9, 2011 6:03 PM ---
    Ok, I have another idea :

    What about using the item itself as a seed ? Like you have a flower, you right-click on a farmland block, and it turns it into planted seeds.

    Then when the flower grows back, there is a chance it drops 2 flowers instead of 1 when harvesting :)
    --- merged: Feb 10, 2011 10:28 AM ---
    I'm coding a plugin that does that for my server ;)

    Btw, did you know you can use the onBlockPhysics event to detect the growth change of the crop ? It seems a bit buggy, but I was able to turn growing crop into flowers :)
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    i'm currently adding all that stuff, will release it in about 2h
    --- merged: Feb 10, 2011 2:05 PM ---

    I tried to switch to "onBlockPhysics" , but as you say, it's still a bit buggy, it gets called sometimes when the crops did not grow at all, and sometimes it doesn't get called even when the crops has grown.

    it's implemented now, but i'm waiting for it to get fixed :)
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    Awesome :D thank you so much for implementing my suggestion. Now I will try to update my craftbukkit so I can install your plugin ^^.
    --- merged: Feb 10, 2011 10:21 PM ---

    Seems to work very well, love it xD
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    I love that plugin! It feels like someone finally found something fun to add to the game, that isn't world altering or explosive in some way.

    Have you ever though about adding uses for the tilling tool? Like tilling sand blocks, which could make them into dirt blocks if at least 2 of their sides are dirt blocks already (or 1 water and 1 dirt block). It could be used to reclaim the deserts :)
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    hey, that's great, you're welcome :)

    nice idea, added! ;D
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    Wow, thanks!

    I'm gonna go out on a limb here and ask for something else : Is it possible to have water blocks to randomly dissapear if they are near a plowed/seeded field? I want to be forced to water my fields :) I'm just not sure if it would break the game.

    Once a day, a full water block adjacent to a plowed field would be "absorbed". To prevent any need to keep track of blocks, an absorbed water source could "feed" a certain area, something like 8x8, so players would know for how long their field is watered. You'd only need to keep note of the removed blocks for the current run and the engine would take care of killing underwatered fields by itself.
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    Nice plugin you have here but when I use it it dosent work. I place wool on seeds and it disappear. What can I do?
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    don't place it, left click with wool in hands
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  17. Nice work! Thanks heaps!
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    When I place a brown mushroom, or place seeds and hit it with a brown block, that works dandy. However, they auto-harvest, which leads to a barren land because I'll come back to no items around if I'm gone spelunking.
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    im using natural mode
    when pumpkins are grown up, they never drop 2 of pumpkins..
    only grow up to one block.. :oops:
    --- merged: Feb 14, 2011 11:43 PM ---
    (im using FarmMaster 1.43 ver)
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    Best plugin ever. Peorid
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    I think I'll have to give this one a shot. It sounds like it won't have flowers fill the map like the last one I tried.

    One possible solution to "[insert plant here] seeds" would be to make a seeding tool that is crafted with one or more of the plant. You could then set the durability such that it wore out after being used for however many plantings you set.

    Edit: On further though this would probably be more work than it is worth....
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    With this, if I use natural mode and plant a yellow flower, does it "grow" like regular plants do? Or does it just automatically show up?

    I basically want to avoid the "instant generation" of things that grow immediately (flowers, pumpkins, mushrooms, etc.) by just doing "place 1, break, get 2 of the item. place 1, break, get 2 of the item. repeat".
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    i will try to fix this with adjusting lighting next release, thanks for reporting :)

    it does grow like regular plants, furthermore you can adjust the time it takes to grow in the config file
    --- merged: Feb 17, 2011 4:24 PM ---
    sounds like a cool idea, i will look into it

    thanks for reporting, will be fixed next release

    once bukkit supports custom crafting receipts, i will make it available as an option
    --- merged: Feb 17, 2011 4:25 PM ---
    thank you for your praises :)
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    Any chance of upping (or allowing for setting) the chance of multi-drop? If I'm farming, I'm doing it to increase my supply.

    Perhaps always drop 2, with a chance of dropping 1-2 extra "in addition" to the natural 2?
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    Sounds like a good idea. I will add a setting for it next release.
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    Could the amount of drop be linked with the kind of tool you use?

    Diamond hoes could work better than a wooden one.
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    Is there any way to allow/force something to grow even if there's no light? A monster-infested farm land would be pretty neat!
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    SweetCraft Girl

    Just run a plugin like MobControl the monsters do not burn in the day lught.

    Who goes gardening at night anyways? (Guerrilla gardeners excluded....[420ftw])
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    I was told to nag you about this:
    [WARNING] Using the stupidly long constructor redecouverte.farmmaster.FarmMaster(PluginLoader, Server, PluginDescriptionFile, File, File, ClassLoader) is no longer recommended. Go nag the plugin author of FarmMaster to remove it! (Nothing is broken, we just like to keep code clean.)
    Could you please fix this?
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    Are the pumpkins fixed yet? I don't know when the next release since the 17th was.

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