A brief introduction;
I was one of those people who actually liked the concept of IC2 crops, however I did not like the way it was implemented (completely Random).
I am also one of those people who completely removed IC2 from his modpack in favor of Mekanism.
I am also one of those people who likes HarvestCraft.
So then this idea appeared; imagine IC2 crops, with a breedling line like Forestry bees/trees but with the HarvestCraft crops. Unfortunatly I had not a single clue how to mod Minecraft, after running around with this idea for some time, I decided to learn how to mod Minecraft using Forge, and Agricraft is the result of that.
Agricraft aims to implement IC2 crops mutations for every crop out there, using the configs it should be possible to configure any mutation from any mod you want while also adding some farming equipment.
It should also be possible to plant and harvest any seed from any mod on AgriCraft crops (one known exception is infused seeds from Thaumic Tinkerer).
Mutations are the core mechanic of this mod. To mutate plants into other plants you first need to put some crops on farmland. If you apply crops to existing crops it will make it into a crosscrop. The more fully grown plants planted on crops next to a crosscrop the sooner a mutation will occur, mutations are actually crossbreeding of crops.
The mutation happens this way:
If there are at least 2 fully grown crops next to a crosscrop, a mutation can sprout on the crosscrop. This mutation is either one of the surrounding crops or a brand new one. Also the stats of the crop (growth, gain and strength) can increase (the more crops around a crosscrop, the higher the chance of stats increasing).
The mutations follow this algorithm:
- Chance to mutate in a new plant (default 20%, can be changed in the config):
- Check surrounding crops and find possible mutations (specified in the configs, see later).
- At random, one of the found mutations is chosen (if there are no compatible mutations found, nothing happens).
- If the resulting mutation cannot grow on this spot, the plant will not sprout (for example, some plants require a base of a certain block, or another block near them).
- If the spot is favorable for the plant to grow, the mutation has a certain chance to sprout (depending on it's tier, the higher the tier, the lower the chance).
- You will see a new plant growing if the mutation was successful and new stats will be inherited based on the surrounding crops.
- Chance to sprout one of the surrounding plants (default 80%)
- At random one of the surrounding plants is chosen to sprout on the crosscrop.
- Just as with mutations, the spot has to be favorable for the plant to grow, else nothing will happen.
- Then the possible new plant has a chance to actually sprout, also depending on the tier. (these chances can be overridden in the configs, for example to balance out certain mods like Magical Crops).
- If everything went right you will see a new plant sprouting with new inherited stats.
Adding custom mutations:
in the /config directory you will find an agricraft folder containing a configuration file and a mutations file. The mutations file contains default mutations based upon what mods you enabled integration for in the configuration file (if you enabled mod integration for mods that aren't installed, it will not generate the defaults for those mods).
If you wish to reload the default mutations, there is also a config option for that.
Currently there are default mutations for: Vanilla, AgriCraft, Pam's Harvestcraft, Natura, Plant Mega Pack and Pam's Weee Flowers.
Now if you wish to add/remove/customize mutations, you can do that in the mutations file. If you wish to add mutations for a mod that isn't implemented yet, that's possible, but you have to define the exact name from the itemRegistry for that seed. (you can use NEI to get these names)
When you launch MineCraft, AgriCraft should ouput all registered mutations to the log. If you defined a name wrong you will see "null" in the mutations (example: "harvestcraft:cornseedItem = null + minecraft:seeds_wheat").
This config file also contains instructions on how to specify these mutations or advanced mutations.
This mod has support for NEI, meaning NEI can tell you all the mutations, but if you want to explore them yourself, you can disable this in the config. Then the journal will be your best friend, you will also need a seed analyzer.
Next, put your journal in the dedicated slot in the seed analyzer. Now every seed you analyze will be written down in your journal. You can read information, the tier, growth stages, fruits and if you have discovered all the seeds required for a mutation (parent seed 1 + parent seed 2 = mutation) the mutations as well.
If you wish to copy your journal, put it in a crafting grid with a blank book and quil. If you analyze a seed, you will also be able to tell what stats this seed has