Last testing phase and next project series

Finished up the last batch of bugfixes and smaller coding things for the next release. Given there are only a few changes, the testing phase probably shouldn’t take longer then a day, given the testers do their job. Release should be scheduled this weekend.

 

On a second Note, i’ve started designing the concept for my next IC-PC Project (IC stuff i will work on while not at my laptop (on which i’m developing the CPUs seperately)):

>INSERT NAME HERE<

Je, couldn’t yet decide on a fitting name, but it’s about agriculture, farming and loads of new funny plants. Don’t worry, the whole project is designed to take up exactly one single block ID :3 According to my current calculations, it should be possible to store 64 different plant types with 3 attributes each within a single block&item (of course i could store theoretically infinite blocks into a TE block, but items can only store 32000 varying metavalues).
Players can start off with using common seeds to creae basic plants, like Wheat or Grass and can start modifying / crossbreeding them for various results. Each plant has 5 Attributes:
-Type, determing what sort of plant it actually is (f.e. one dropping wheat, or one dropping redstone or industrial gunpowder or whatever i decide to implement)
-Growth, higher growth attribute means the plant grows faster. Given the fact these plants will tend to grow REEEEALLY slow (since harvesting them can actually give viable ressources)
-Gain, the higher this attribute, the more stuff is dropped by a plant. For valuable drops, this actually raises the chance of something dropping at all
-Resistance, higher resistance is essential if you don’t want your plant to fall victim to weed, bugs or animals walking across your farm.

That’s a rough overview, i’m still working out details, f.e. how the crossbreeding will work and what requirements will be possible for plants (casual hydration, special hydration, fertilizer, specific growth requirements).

Ah je, and you will get an Electric Hoe :3

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63 Responses to Last testing phase and next project series

  1. Ben_GudMen says:

    ELECTRIC HOES!

    • ivesen says:

      so awesome electric hoes now i can hoe my dirt in infinitum with ONE hoe 😀

      • Remuthra says:

        lol now i can take out a hoe when i see a creeper and do a gandalf 🙂

        YOU SHALL NOT PASS!!!!!

        *~~~~~~~~~~~~~~~~~~~~————–:(

  2. KingcoDeLord says:

    This sounds great Keep it up =)

    //KDL

  3. Nick says:

    What is this now? a cherry on top of the cream! Sounds awsome, been trying to find a good mod for smp agriculture, farming, food etc but there is none.

    When christmas salaries arrive im making a donation because you put in so much content to minecraft that it will be worth every penny. I hope more people will do the same to encurage the spirit of christmas 🙂 and Alblakas hard work ofc.

    • Alblaka says:

      Many thanks.
      Though i can’t promise to reward the community with a christmas update of some sorts… the next task for the project is ending around ~23th december, meaning i will be extremely busy before christmas. Of course i will not have much time on christmas time itself either. And after christmas i will be on a one-week vacation into the new year ^^’ IC will run dry along that times, i assume. Let’s hope we finished 1.0-porting until then XD

      • Nick says:

        Dont feel stressed to bring the agriculture system in 1.0 tho, if it interfers with stability.

        Better to have a stable 1.0 with good old content than an unstable one with new. It will probably be stable with the upcoming 1.337 update.

        So maybe you can put in some new content anyway. just a little… hmm im arguing against myself now hehe :S

        i´ll stop prolonging your work, i trust in that it will be great as per usual *thumbs up*!

  4. imer says:

    Bugs?… PLEASE DONT *cries*

  5. Grendich says:

    this sounds just awesome 😀

    im just curious about the ‘specific-growth-rewuirements’.
    i was thinking of some plants only growable in certain biomes (due to necessary heat/moisture), which could depend on the resistance-level, when i read it.
    do you have such plans?

    and any ideas what a gunpowder-plant will look like?
    like a baby-creeper-plant, maybe? ^^

    • Alblaka says:

      1. All plants will have a similar appearance, since they will all use the same block ID and mechanics. F.e. they will all be exactly 1 block, no multi-block plants (like trees/reed).
      2. I didn’t yet consider biomes, but ye, definitely a must to be accounted in :3 Other requirements would be light level, height and eventually nether/normal.

      • imer says:

        Biomebased growth doesnt make sense at the point where you have your underground factory with water, luminators and other stuff to create a perfect environment for them to grow

  6. wolfnacht44 says:

    BadASS, cant wait 🙂

  7. Altaree says:

    Please try to make the new agriculture features work with the forestry mod:
    http://forestry.sengir.net/wiki/index.php?action=home

    • TemperingPick says:

      This is the awesome! sucks it adds in it’s own tin, copper and brass. Like I need more of that.

      • FireVentus says:

        OMG That would actually be so awesome! I’m using a whole bunch of mods and forestry, IC2, buildcraft, and EE and redstone power are in it. If the forestry can be made like to seem as a HUGE add-on…wow. That will be amazing.

        • Bluehorazon says:

          Forestry really is cutting edge farming technologie right now *g*

          And it does not add extra Tin and Copper, the developer was clever enough to not create an extra ore if IC² or RP² already provides it.

          Also the mod already features IC² Rubber-Trees and some cool Engines and Generators for IC² and BC. So it actually already adds some cool features working great with BC and IC² (the use of some sort of PowerConverter is adviced so that you can Solar- or waterpower your farms).

          I really don’t know how modders like working together but new plants should in this case work with forestry or IC² needs it’s own automatic farming devices (which would only be a rip-off because in many cases the mod seems to work perfect so most things would be just copies).

      • NightKev says:

        If you use IC2 at the same time, it will use IC2’s copper and tin rather than generating its own ores in the world. That’s what the Forge Ore Dictionary was made for.

  8. Tankaa says:

    How about “IndustrialCraft 3: Green Revolution.” Or perhaps just “Green Revolution.” That seems catchy enough, right?

    Will you ever be able to implement a semi-automatic installation method similar to what Millenaire uses?

    • Alblaka says:

      If copying a single file is too hard for you, you REEEEALLY shouldn’t be using IndustrialCraft (< complex mod) at all.

      • Max says:

        In the background you could hear in a announcer voice “EPIC FAILURE”.

        • Tankaa says:

          It’s stuffing the various flavors of Modloader and Forge into the unpacked *.JAR that can be a bit of a headache at times. I really should have been more clear…

      • Tankaa says:

        It’s just more convenient, that’s all.

      • Tankaa says:

        Since the various flavors of ModLoader and Forge have to be scraped together. It doesn’t really matter, though.

  9. Eiktyrner says:

    Cool! I will implement a hydroponic sub-mod if it’s not in your version 🙂 What would also be neat is a aquaponic tech tree with aquatic animals, tanks and growing system. The possibilities are endless!

  10. SgtChuckle says:

    Yay! May it be that I will no longer have to endure Xie’s horrid sprites for a good agriculture experience? Oh yeah and: Will there be different tiers of plants, such as a better wheat or better (insert new plant here)?

    • Alblaka says:

      Jup, for now i’ve planned 8 tiers of 8 plants each. And actually i can increase that amount up to Long_MAX, which is somewhere beyong billiards… though it will require 1 itemID per 64 plants :3 Can still store anything into a single block 😀

      Did i mention i will code an extremely versatile interface, which will permit people to easyly add additional plants without requiring IC2 sourcecode? :3

  11. Max says:

    Wait, will we be able to make an automatic farm with this (at least with build craft?)

  12. chickeman says:

    How bout instead of electric hoes,try impimenting vehicles such as the cultivator. IDK how long itll take to code but its just and idea

  13. Bubo says:

    This sounds awesome.
    Just a note, the latest 1.0 prerelease changes soil untilling to jumping instead of walking. Therefore animals don’t trample your crops anymore.

  14. Xelanthol says:

    Looking forward to this! Do you have any plans to do something similar with cows/pigs? (Breeding beefier cows and pigs, get slime from genetically modified slime pigs, etc)

  15. wolfnacht44 says:

    >NAME<
    IC^2 Plant Edition 🙂 (Sims ripoff)
    Industrial PlantCraft ?
    PlantCraft?
    IC^2 Horticulture?
    Just throwin' some stuff out there

  16. Kalerion says:

    I Hopes for the Field Generator 🙁 Gould ve the Best Uten for smp to protect your base… Now Plants 😀 hope they will have the same effect and keep griefer away 😀

  17. AnnaMayBelle says:

    From MinecraftForum:
    Notch has confirmed that Jens Bergensten (better known to the community as Jeb) will now be the Lead Developer for Minecraft, going forward. This gives Jeb final say in all design decisions, though Notch jokingly added that he made him “promise to not pull rank.” Notch cites personal time and additional projects as reasons for his stepping down, but makes it a point to say that he will still be involved in Minecraft development.
    Notch added that it was a “scary move, but I feel strangely confident. I guess we’ve worked close enough for long enough for me to feel confident about it. He’s exactly what Minecraft needs right now. He’s a bit more mod friendly than I am, and we need to embrace mods more.”

    …THANK YOU GOD! Here’s to a mod-friendly future!

  18. DaeDroug says:

    Just so you know Vanilla crops will soon no longer be susceptible to being wald on but only if you jump on them

  19. Gaxx says:

    i find the idea with different plants for different biomes interesting but then you couldn’t have everything in your base. to counter that problem you would need something like a biodome technologie, a greenhouse were you can change the biome. maybe a really expensive hybrid technoligie between terraformer and forcefield generator.
    on the other side: i have no idea if its even possible to simply change a biome for a certain area as easy as that + reverting it back to original when you deactivate it.

    • Nick says:

      I dont think you have quite understood he idea, this is how i understand it:

      You hafto go to different biomes to find different seeds BUT you can plant them on wich ever biome you want to. This is how i see it the best solution to this problem (i think it was planned so from the beginning tho) becase changing the biomes with greenhouses etc would just be a hazzle.

      • Gaxx says:

        nope, he definitly said “growable in certain biomes” and the question left was “how to realise?”
        i also think it several different biomes next to each other would, if used properly, could be a huge addition for aesthetic creativity. it still leaves us with the question if you can realise a seperate biome in a small room.

      • Alblaka says:

        I will rather go for limiting the growth of some higher tier plants to specific biomes :3

  20. Remuthra says:

    synthetic biofeul finally!

    (thats what I always call sugarcane, cause you turn around and you have more of it XD)

  21. Remuthra says:

    btw, the yogscast are being sent goats to send to poor countries…

    are you going to start sending creepers to poor countries, Alblaka?

  22. giodamelio says:

    I think you need to add creeper plants, when you walk over them, they explode 🙂

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