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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.


The Mod
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
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:

    1. Chance to mutate in a new plant (default 20%, can be changed in the config):
      1. Check surrounding crops and find possible mutations (specified in the configs, see later).


      2.  
      1. At random, one of the found mutations is chosen (if there are no compatible mutations found, nothing happens).
      2. 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).
      3. 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).
      4. You will see a new plant growing if the mutation was successful and new stats will be inherited based on the surrounding crops.
    1. Chance to sprout one of the surrounding plants (default 80%)
      1. At random one of the surrounding plants is chosen to sprout on the crosscrop.


      2.  
    1. Just as with mutations, the spot has to be favorable for the plant to grow, else nothing will happen.
    2. 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).
    3. 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.


The Journal
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

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This Mod adds items to the game that "help" you in Minecraft!

Info about items
Bandage: Regeneration II 20 sec

Splint: Regeneration II 20 sec
Speed Pill: Speed IV 20 sec
Suicide Pill: Right click it and you die
Regeneration Pill: Regeneration IV 20 sec
Strength Pill: Strength IV 20 sec

Fire Resistance Pill: Fire Resistance 40 sec

Night Vision Pill: Night Vision 40 sec

Heal Pill: Heal 7 14hp(7 hearts) 1 time use

Syringe: Right click and you will get 10hp (5 hearts) you can use it 3 times
Armor gives you 5 bars of armor
Medicine Crafting Tabel used for crafting items in it
Most of the other stuff is used for crafting

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By now, many great extensions of the Minecraft gameplay exist (such as Industrialcraft, Buildcraft....) but they have one common weakness. They usually require you to amass X resources before you can make use of the advanced stuff. The process of mining down and then stripmining for raw materials has become very repetitive and boring after a while, so i decided Minions to do it for you were needed!!!

Minions can [currently]:
* follow you around
* be sent to places
* chop down entire forests
* carry you, animals and other players
* dig mineshafts complete with stairwell
* dig custom spaces you defined, above and below ground
* mine ore veins you point out to them
* intelligently strip mine where you tell them to
* return their goods and loot to you
* or to a Block with inventory (> 23 slots) you pointed out

by NoHero
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More Health is a complete overhaul of the health system. You can gain more health (hearts) with heart containers crafted from 4 heart pieces (found in most chests and dropped by bosses!!) and/or gain health through levels (exp). You can completely customize your starting hearts (set it at 3 for Zelda nostalgia!) and max hearts (caps at 30 hearts!). In addition, you can customize the level ramp, which included the levels you earn hearts at. Finally, you can choose to turn the heart items mode and RPG mode on or off.

+HARDCORE MODE! On death, lose all your heart progress and reset to starting health!

+some mods may have heart container patches (i remember tales of kingdom)

+Blacksmith chest, mineshaft shaft chest, and Stronghold chests have Heart items!

+Jungle/Desert Temple Chests have Heart Item loot! 

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Are you sick tired of searching for resources and mining? Then this mod is for you! 

  • Mine once and get trees of ores and have them almost infinite!
  • Update Checker System!
  • Config files!
  • Ore Dictionary Support(adjustable with configs)
  • Bosses and Giant Trees!
  • Needs more Bonemeal!
  • And more (or not? see it yourself!)
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This is an automation mod that I've put my own "spin" on. The "spin" is that if a vanilla task in Minecraft requires various items, then so will this mod's automation processes. Further, all required tools will be damaged as they would if you were to actually carry out the task manually.

So, what is the purpose of this "spin"? Personally, I believe that adding a diamond tool to the recipe of an automation block, over time, adds a cheating aspect to the game. Mods are what they are and some, even a few of my own, do add cheating characteristics. This mod aims to cut out some of the time required to do a task, but does not cut out any materials that would be consumed.

NOTE: Unless you are a redstone/hopper guru, this mod by itself, will not create full-time automation. The player's occasional input is required and yes, this is intentional. If a mod task requires an item that isn't normally required by vanilla Minecraft (such as Shears by the Tree Cutter), it is also intentional and added for balance.

Automation

So far, this mod adds automation for:

  • Crop farming including Wheat, Carrots, Potatoes, Netherwart, Pumpkins, and Melons.
  • Tree farming that will collect all vanilla tree logs, saplings, leaves and Vines.
  • Animal breeding of Sheep, Cows, Mooshroom, Pigs and Chickens.
  • Animal item collecting from the animals mentioned above.
  • "Mining" but of course not in any traditional Minecraft way.
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Chopping down trees too tedious for you? Keep getting lost in your own mines? Tired of farming crops for ungrateful pigs? Why not let those lazy villagers do the work while you sit back and reap the rewards? With Helpful Villagers you get to do just that and more!
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Pingus is a free lemming’s clone, originally made for Linux (operating system). It is a 2-D platformer where you try to get pingus (it means penguins in German or something) to an exit. They are not just ordinary penguins, you can give them special abilities like bomber or bridger (why does this give me an error for the word “bridger”) to get to your goal. This mod adds the pingus and their (that’s the right kind of “there”, right?) abilities. Pingus can only move in two dimensions, just like the game. The currently included abilities are bomber, basher, bridger, miner, and digger. All the items use the game’s original animations (yeah, I just said animations for items (I also just realized I use a lot of parentheses (parentheception))).

To use a pingu (single pingus), all you have to do is right click while facing the direction you want the pingu to go. It will travel in a straight line until it hits a wall. When that happens it will turn around and go in the opposite direction. To give a pingu an ability you either right click on a regular pingu with a specific item or you craft together a pingu item and the item that would give it an ability. All the items you can use are listed below. You then just use the crafted special pingu by right clicking just like you would use a normal pingu. A pingu will die if it is either, on fire, in water, in lava, or falls more than 5 blocks. To get a regular pingu back all you have to do is right click it with an empty hand

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Left click a pet you have tamed with the Pet Wand to convert them.
Left click the pet while holding the Pet Wand attempts a level up.
Right click the pet while sneaking to open the inventory/skill tree.
Right click the pet with any other item to make them sit/stand.
Right click otherwise with the Mountable skill and a saddle in the saddle slot to mount the pet.

Dogs can eat beef and pork.
Cats can eat chicken and fish.
Pigs can eat carrots.
Slimes can eat cookies and raw potatos.

The Pet Wand is crafted with a torch made of bones and gold nuggets. You get one when you log into a world for the first time though.

Pet claws are found as dungeon loot, just like saddles. However, in the config file you can enable a recipe for them, and for saddles.

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