Need Crop ideas

Read the full thread here:

http://forum.industrial-craft.net/index.php?page=Thread&threadID=3696

AgriCulture system is ready to be filled with fun stuff ^^

 

Felt like adding a screenshot :3
Shows up a few of the first implemented Flower, mainly Roses and Dandelion.

To the right you can see freshly planted crops. Managed to crossbreed some Tulpits, even poisonous ones!

And here take another screen of the awesome Cropnalyzer HandHeld Device, capable of analysing the very DNA of a few crops. For a price in EU, of course… every bag of seed (>.> coin icon is a temporary replacement sprite) can be scanned a few times, revealing more information with each run.

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111 Responses to Need Crop ideas

  1. Nerox says:

    One quick question.
    You do not plan on coding entirely new items, which drop from those plants, and are used in crafting recipes, do you?

    • Alblaka says:

      Why you ask? I predict there will be quite a few new items. At least fertilizer and the seed-item itself, but most likely a few more if fitting crops are created.

      • Sir Pickles says:

        Potato?

        Potato?

        Potato?

        Frenchfries? ๐Ÿ˜€

        Lol, now I have to suggest tomatoes, ketchup, and burgers, but that’s getting a bit ahead of myself…..

  2. DanielPSP says:

    I like the idea, this will expand the list of what we can do with IC2 and make it a more “not only technic mod” if you get it.

    Anyway, great to see you guys working on ic2 again, may 2012 be the best idustrial year ever!

  3. DGardener says:

    This reminds me of hydroponics in Space Station 13. I’ll leave a link explaining it (in case you don’t know about it already), maybe you could get an idea or two from there.

    http://ss13.donglabs.com/index.php?title=Guide_to_Hydroponics

    What’s left is to add the plants and it’s done? Can’t wait!

    • Alblaka says:

      Adding plants and debugging.
      As well, balancing. Before i fixed the code, crossing 2 wheat had a 30% chance of creating a Melon.Doesn’t sound quite right.

      • DGardener says:

        that’s a good idea for a type of seed actually. Has a random chance of creating any fruit through mutation (or whatever).
        My only suggestion to this is if you could add plants that produce some items that can be turned into dyes. Either randomly or a plant for each dye (maybe a bit too much?)

  4. Sirbrandino says:

    I’m very excited for the direction this is going! I was getting a bit worried for Ic, as the other tech mods were coming out with things that make Ic stand apart. I was worried that IC wasn’t going to have anything that made it above the rest, but this really is going to set IC apart from the rest. Congrats.

  5. Dragoone says:

    agriculture and breeding will prove to be most interesting, though i would have thought that using a machine to splice DNA code into new plants would have been more fun (genetic engineering) and would have fit into ic2 perfectly.

    of course i havent seen the new additions so i cant really say how well things will work

    keep up the quality work al

    • Alblaka says:

      Now, i didn’t think about a machine capable of improving plants directly, but it would sure fit with the new system. Though it must be excessively expensive, the system is meant to take long time to create super-plants.

      • Dragoone says:

        i think it would require and advanced machine and some sort of plant based component(grown with the new system) that is rare and hard to find, would draw from high-voltage lines, and would simply speed up the process.

        wait….how about a new terraformer blueprint, an upgrade of cultivation(still requires rare plant substance)?

        that makes more sense.

        • Sir Pickles says:

          That’s build craft silly

          • Sir Pickles says:

            Delete previous comment, I saw blueprint, and not terraformer somehow (I occasionally skip words xD)

            Anyways, great idea. Maybe we could make some sort of automatic farmer too?

      • tjeulink says:

        make some sort of bio-chip so the plant’s can get all kind of speacial abilitys and the chip wil be returned afther the plant is harvested, the chip should have some kind of durability….

      • Bluehorazon says:

        Well maybe the machine could be used to create seeds of already known plants?

        So basically it would be cool if you have a scientific and an industrial approach.

        First you need to discover new plants, after you discovered them you know how you created them and they are put in a library. Plants already discovered could be recreated with a machine, which costs a fair amount of EU based on how often you needed to cross basic plants to create it.

        Might be a little bit to complicated… but life is hard^^.

      • imer says:

        How about spending exp on improving seeds?

        • Alblaka says:

          Doesn’t make much realism-wise sense, but this would add a neat use for them though…

          • bbqroast says:

            It makes seem kind of RPGish which is what I hated about the 1.0 update (need to get a mod to make XP orbs undroppable, disabling the feature).

            Wait?
            Enchanted Crops? Sound stupid and counteracts what I said earlier but having crops emitting sparkles would make up for it :).

          • Alblaka says:

            Nah, he meant using exp to enhance cropstats in a more aimed way then random crossing.

          • imer says:

            i actually really like the 1.0 update..
            even if it doesnt fit that well with ic its still awesome ๐Ÿ˜‰

          • Sir Pickles says:

            Hmmm, perhaps…..it’s time….

            For the newest Industrial creation….

            The EXPerator, it can create energy from experience orbs. I dont know the exact amount of experience per EU tho, but at least it gives mobs a purpose………

            ๐Ÿ˜€

          • Sir Pickles says:

            Oh, and Albaka? We need more medium voltage machines, we have only 1 I think, the induction furnace.

            And also, the tesla coil, but that’s not too useful in a secure underground lab bunker.

  6. Withmyself64 says:

    Glad to see industrialcraft progressing into new territory! The EE section that does IC things is going to have a fit at all the new things to transmute I am guessing. I would love for charcoal dust to be added since IC will be using many more plant materials.

  7. AndreyKl says:

    Personally prefer ideas of electric minecarts and some kind of EU rails for huge boost instead of crops.

    • Bluehorazon says:

      Basically this will dip into Railcraft. Alblaka basically seems to dislike implementing things other mods already do quite good. Railcraft might also add some kind of battery-cart which will be driving-batboxes. It also already has Highspeed-Rails. If you like it try out Railcraft (it also doesn’t use that much BlockIDs… but well that is a common problems with mods^^).

      • Michael says:

        Until Alblaka has a list of ‘works well with’ mods I say it’s silly to avoid implementing any features in to IC just to avoid features that might exist in other mods. Granted, other mods /having/ those features may be a valid reason for delaying features. Also, if there are other mods that have features IC is thus avoiding, inter-operating with those other mods makes a lot of sense.

        • DanielPSP says:

          IT is true, but there is a reason too why IC has got this far. I think Alblaka and the IC dev team is making the right choices.

      • Adien says:

        Actually, IC1 had an electric Minecart that was never fully implemented into the game.

  8. Minutemanzero says:

    It’s nice to see some more interactions between blocks, like your reactors, and now the crossbreeding. It does add quality to your mod.

    But back to the crossbreeding, isn’t it the case that when you crossbreed some crops that a chance exists that your “new crop” has an unforeseen mutation?

    What’s your opinion about this? ( is there going to be any form of random mutations?)

    • Alblaka says:

      Yes :3
      I just managed to crossbreed Rose + Rose + Rose = Melon.
      Crossing plants mixes up their stats (each single plant can have different attributes regarding growth, resistance and gain, which is as well stored in the seed you pick from them (and the reason seeds are unstackable)) and of course the type of the resulting plant. Usually it’s one of the crossed plants. Sometimes it’s a similar plant. Rarely the RNG jokes (melon from roses).

      A players main job in Agriculture is trying to create superb plants. You can analyse them in a small handheld device, revealing the stats of a seed to you. By continously growing and removing plants, you can duplicate it’s seeds (slowly) and then start crossing them with each other again, some will end up worse, some will end up better. Repeat until you created a super-plant (f.e. un-trampleable, weed-resistant flowers or super-fast-growing utility plants).
      Takes loads of time though. And a good environment, lil pig already ravaged my crops once >.>

      • tjeulink says:

        is it possible to make a texture generator that mixes the texture of the plants you want to crossbreed and create’s a new kind of plant that isn’t modded in the game. so you can make an infinite amount of different plant’s, or is this impossible? it would be awesome.

      • Sir Pickles says:

        Oh no….the power level…..ITS OVER 9000!!!!!!!!!

        Minecraft overload!!!!!!!!

      • Sir Pickles says:

        This whole thing sounds like a completely new mod. Are you going to add some sort of brewing machine by chance? That could fit into this. So would an incubator for eggs to hatch chickens :3

  9. Marc010 says:

    That looks just so awesome
    Not even asking for a ETA i see it will take some time :d

    • Alblaka says:

      The crops will take some more time to finish, but since basic functionalitys are done, they wont stop the next release.
      As in “next Release is independant from developement status of Agriculture, but will probably contain a partially unfinished version of said Agriculture”.

      • Bluehorazon says:

        You could update your status to “Farming” *g*

        Actually IC2 is working fine now, and I would prefer a minor fix soon (Q-Armor seems to have problems), then wait for them until a major release. Personally I prefer fixes over content anyday and I won’t have a problem if the agriculture is not released before completly finished.

  10. Withmyself64 says:

    Will cactus and netherwart be in the system? Also my game crashed when I was stuck in CF foam and while wearing EE armor.

  11. mkcompy says:

    Wow that’s a lot of posts that got killed on the thread before it got locked.
    I’m curious to know if I was headed in the wrong direction and how so.

    I wonder… Al, will we be able to use this farming stuff without copper, tin, etc? I’d love to be able to start a Skyblock world and actually obtain materials like iron and such.

    • Alblaka says:

      Yes, all you need is some wood and any sort of plant to start with.
      Whether you can obtain ore from later crops is a different question though.

      • mkcompy says:

        Sweet. Thank you for the reply.
        As far as obtaining ores, I hope so. Getting them through crossbreeding would certainly be rare I’d bet.

        Is bonemeal going to work on these plants?

    • Bluehorazon says:

      I could see a plant doing this without being totally overpowered.

      The plant actually needs to change the block it is placed upon, but unfortunatly this may need an extra-blockID, which makes it highly unlikely.

      You could create some kind of plant that starts to concentrate minerals inside the block it is planted upon. So if this plant reaches it’s final state of growth the block underneath it changes from dirt to mineralized dirt. Mineralized dirt will most likely drop you simple dirt but might also work as any kind of ore. No idea if the macerator could randomize stuff, but you could also put the mineralized dirt into the macerator and get random dust (would mean you need uranium and diamond dust, if you want them to be createable, but I guess there is no need, but actually I would like diamond dust and change some recipes to be made out of diamond dust (Mining Drill as example).

      So a big question is how much effort is put into this agriculture thing. Because most original ideas are original because they don’t just copy known behavior but do something totally different, which might need some kind of improvisation to fit into existing blocks (using more meta-data for the blockID of ores shouldn’t be problematic, maybe you could use apatite like forestry for fertilizer, which would make it something for the dictionary.

      But I dislike plants that will definatly give you some ore or even diamonds. We have a reason for UUM and industrial-diamonds, they might get useless if plants are much better. I could imagine some kind of “attribute” (works like a special perk a plant might get) which does some kind of this and gives the plant a small chance to drop Iron, Copper or Tin-Dust upon harvesting (but only them and only a low chance).

      Is it actually possible to later at “perks” to plants?

      So you could create special plants, but not the plant itself has an attribut, but your own creation. You might create wheat with the attribute “poisonous” which hurts on contact (and poisons you/enemies?) or give it the perk “subterran” which decreases the necessary light-level by 2, or miniralizing which gives it a chance of 0,5 to 5% to drop one type of dust upon harvesting (could be based on “gain-value”).

      This would add another funny level.

      • Sir Pickles says:

        Overload post overloaded minecraft….

        Going through digital reset alpha delta 9

        Warning, we are out of coolant cells for the reactor!

  12. Weissbart says:

    Quick idea: machine that would be able to directly modify genetic properties of a seed.
    It should take a seed and offer a variety of modifications.
    It also would use bio-material for modifying the seed (compressed plantballs?), and some variety of energy (the bigger seed’s tier, the more energy). And of course a risk of experiment fail (as you wish-destroying a seed, decreasing it’s tier or whatever) also the bigger the tier, the higher risks.

  13. DGardener says:

    I know we’re supposed to add ideas for crops on the forum, but I’m not registered, and this is just a quick suggestion. (sorry if it’s been suggested before)

    Some sort of “plague” plants, originating from a very small chance of mutation gone wrong. What it would do is be able to, within a certain range, infect other plants, basically transforming them to the plague plant. The plants have a resistance stat, and that could be used against the growth/resistance stat of the plague plant to determine either or not it gets infected. This plant could actually drop something useful, so that it’s not only an annoyance but you do have to try and “breed” her at some point.
    It just adds another obstacle to the system, and you did say it was supposed to take a long time to create super plants!

    • Alblaka says:

      Exactly what “Weed” does.

      • DGardener says:

        ahah damn it! Do you have a list of already implemented plants somewhere?

        Also, underwater plants?
        And suggestion: radiation from overheating nuclear reactor speeds up mutation. It sounds silly to have a farm underneath a nuclear reactor, and having some way of canalizing that radiation could not be worth the effort, so I don’t know.
        I hope the seed drop isn’t high, since they’re going to be unstackable? Could lead to a lot of back and forth trips to chests.

  14. Union says:

    Any chance you might be interested into talking to Xie of “Farming Overhaul” about collaboration/suggestions? He’s got a great farming mod working with Forge, and does a bit of what you are planning already. Might be worth the chat to see since he also allows some custom content to parallel with his mod onto of agriculture, lol…

    • DGardener says:

      This seems really different from Xie’s mod, it would just ruin it.
      Xie’s mod is about plant diversity in the world, but this has a more “genetic research” side to it. It’s definitely more interesting, and will be if tweaked correctly.

  15. Michael says:

    TLDR summary: plants drop dyes/motes of various values to make all types of objects, tesla coil might effect growth.

    Actually new ideas:

    Near-by EM fields effect some plant growth (active Tesla coils enhance some plants, stunt others?)

    Some plants should also, instead of dropping seeds for themselves, drop seeds/saplings from Minecraft/IC2/other mods. (to make more you’d have to repeat the crossing and hope it turns out; RL example; http://en.wikipedia.org/wiki/Hass_avocado )

    Exposition/Suggestion of how I’d do what Alblaka probably has already completed:

    Instead of trying to come up with a bunch of names (I say leave that for anyone interested enough to key a phenotype code-range in the wiki) I’d rather focus on functions.

    The obvious goals for me are producing things that are in short supply or which might not exist in ‘skyblock’ style worlds/island starts. In tiers above the minimum the positive aspects of a given species of plant are increased/negatives decreased. Plants would primarily be classified by their look and drop; with secondary attributes for bonus/detraction modifiers.

    Low:
    Component motes that can be crafted to produce basic Minecraft blocks (dirt, sand, gravel, clay (yes an IC2 recipe should exist for this again)). All basic blocks should be able to be macerated; some directly to motes (dirt/sand/gravel), others via intermediary (clay dust macerates to clay mote).

    It should be possible to mix some combination of motes to produce the others; more valuable ones requiring far more resources. E.G. clay mote (9 of which produce a clay block) is a combination of dirt and sand motes in a water bucket (maybe 5 dirt and 3 sand?); while a dirt mote would require mixing plant-balls and sand/gravel with water.

    Medium:
    One strain: various dyes instead of metal motes.
    These produce metal motes for tin and copper, which can be combined 4 to 1 to form dust piles; which can produce iron via that conversion recipe. Rarely higher levels -may- drop a redstone.

    High:
    Redstone/gold mote dropping plants. Seed-balls from this level might be form-able in to scrap.

    Super:
    Glowstone / Diamond / uranium production possible producing plants. These plants would produce elements that could eventually be combined to produce the most sought after materials.

    • Michael says:

      Thinking further, adding the above item ‘motes’ and recipes for combining them would be a great first step.

      The next step would be in reading in minimum and maximum ‘spawn’ level (ANDing ranges from each category) in order to allow a plant with a given drop rate to be created.

  16. Evan Williams says:

    I am really REALLY excited about this. Looks like an amazing design and it let’s me express my inner Harvest Moon junkie. Great addition, can’t wait to see it in action!

  17. Sir Pickles says:

    Errr, I happened to notice quite a few comments disappeared, and not just mine, others too…..

    Additionally, quite a few had helpful suggestions and/or were completely harmless and part of everyday BlaBla…..

    Albaka, I think you might have a troll loose somehow…..

    And to keep within the title, I must again suggest,,,,

    Potato?

    • Alblaka says:

      Jep, because Suggestions are usually meant to go into the forum.
      As well, i don’t really want random spam on my blog and tend to delete, in my eyes, pointless comments.

      • Sir Pickles says:

        Lol, wouldn’t that require in fact deleting 95% of all comments? XD

        Right…still, there might have been possible, helpful suggestions that came from that….

        On another note, any chance you could add the energy weapons from primeval? Sorry, had to ask…..

        A holoscreen would be awesome tho, one that you could write on or put pictures on….

        And about that potato…..

        Please?

        • Alblaka says:

          Nope, it’s about 10% ^^ And 8% of those are from your convos ๐Ÿ˜›

          • Sir Pickles says:

            >:O

            You also seem to be avoiding the potato.

            Lol

            What I find really funny is that with 24 hours of me saying you secretly waiting to update at Christmas, you update……even though before you said it would probably be 2012, or at least you didn’t know at all…..

          • Alblaka says:

            Didn’t quite get the meaning of your last paragraph.

            @Potato: What?

          • Sir Pickles says:

            Like, you can create this item that makes this 2×1 short flat thing on the ground with this line in the middle when placed (like the bed placing kinda). When powered, you can right click it and from the middle line this see-through screen comes up (by about 2 blocks) that you can walkthrough that you can display words (and if possible pictures) on.

            Maybe it could have a scrolling feature too or the size being configurable. Just an idea…

            And the potato…..well, mostly I like saying/typing potato. Say potato out loud. It’s so much fun. But the potato is the staple of the human diet. Not to mention they conduct electricity too! I think that gives them enough reason to be in industrial craft :3

            So…..potato?

  18. jee1shi says:

    Alblaka,
    This is a great idea. I can’t wait to try it out. Two questions. Will the terraformer have any affect on the plants? I think I have a great idea, so where can I post it?

  19. bmf7364 says:

    He would prefer them on the forums i think :3
    Btw i think Hemp should be a crop, roll it up if you are stressed from trying to figure out how to make your machine xP. Dat idea is dope

  20. Dee says:

    Will there be an easy way to tell if a plant we’ve never seen before is fully grown and ready for harvest? Checking that could be another use of the Cropnalyzer if you don’t have another system implemented already.

    • jee1shi says:

      Another use for the Cropnalyzer is that it displays the products and timing But NOT the special abilities. We need to keep that up to chance :).

    • Alblaka says:

      Nope. It’s a part of minecraft to discover effects :3 As well, rightclicking a plant which is not (currently) harvestable generally does nothing. Unless it’s an evil exploding plant or stuff.

      • Sir Pickles says:

        Wait….was that a sneak peak of what is to come? :O

        * now wears his Quantem Suit when tending his garden*

        Idea: mutating plants to serve and guard you, kinda like a Venus fly trap. ๐Ÿ˜€

      • Andrew says:

        what about a creeper plant that grows creeper spawn eggs?

  21. DGardener says:

    so, 1.1 is coming soon (jeb tweeted a possible release tomorrow)
    Are you waiting and porting IC2 to 1.1 along with the agriculture update, or releasing first and porting later?

    • Michael says:

      Likely not. It’s unrealistic to expect a hold on further updates for 1.1.whatever at this time; however it is perfectly realistic to expect closer tracking of modloader, modloadermp, and forge so that hopefully shortly after Forge has a 1.1.whatever release IC2 can have a forward-port as well.

    • Alblaka says:

      Another MC version… meh, should have exspected “Full Release” to be nothing more but “lol, we ran out of 1.x numbers and just restart from 1.0 again”
      No plans yet, got to discuss that with my coders. Would prefer 1.0 though.

      • Grendich says:

        what exactly will be the features of a minecraft-update?
        other than regrowing wool?

        • DGardener says:

          the world gen has more hills, theres a new map type called “superflat”, ladders and fence gates no longer have a collision box, more languages, egg spawners for creative, I think rain now waters tilled fields and crops are no longer trampled by walking on them. These are the announced features, and unless jeb is hiding something, it really isn’t worthy of a 1.1…
          Sticking with 1.0 for the release would definitely be the smart thing.

          • Alblaka says:

            … So, they managed to add NOTHING at all? Now, that’s better then the “lol, spammy useless exp orbs” update :3

            Whatever, unless there’s something useful or other Forgemods force us to, we’ll stick with 1.0

          • Grendich says:

            so theyre screwing up the map-generation AGAIN? without actually fixing some important problems with it?
            ffs, even without industrialcraft that would be reason enough to stick with 1.0

      • Sir Pickles says:

        Damnit…Albaka, I think we jinxed it earlier….

        Loading safe operational parameters now……

      • Michael says:

        Preferring 1.0 would be a mistake for anything past the next planned IC2 release (you already said it was in the pre-release stages).

        The main reasons for updating to 1.1:
        * Not much has changed, so it will likely not be that difficult.
        * All those users who are looking for a 1.1 compatible mod; who will file scads of useless bug threads because they can’t be bothered to RTFM.
        * Forge will likely update, and you really should be targeting the latest version of your underlying libraries.

    • Sir Pickles says:

      I’d say Jeb is trolling us, but really I think he’s trolling Aether more, since they just updated…..

  22. Offboss says:

    Sooo… now that the thread is locked due to idiots… how will you get ideas?

    • Alblaka says:

      Think of them myself, probably. And/or implement those valid ones already posted.

      • jee1shi says:

        What ever happened to the secret recipes? And the super fuel?
        Are you going to add any more are you not because of all the recipe mods?
        And how was Harz?

  23. EVanimations says:

    Idea/suggestion: would it be possible to implement pneumatic tubes/chutes? (think futurama). They could transport items and entities faster than a minecart and require less power/resources than the teleporter. Like a tier II transport mechanism, with minecarts being tier I and teleporters being tier III.

    Oh yeah, and Minecraft 1.1 is out.

  24. Beer says:

    I’m playing the technic pack right now, which I thoroughly enjoy, and it occurred to ask the following question. Will you be including the indigo plants from Redpower in your new crop stuff? I see a lot of cross compatibility between the two and could see it as an alternate catalyst or substitute for something else, much like silver can be used in lieu of redstone in the glass fiber cable recipe for an additional 2 cables.

    I’m excited about this. I’ve always hated building a farm out of necessity. I look forward building one out of curiosity for a change.

    • Alblaka says:

      Uh… If the seeds and drops of that plant are included into MCForge dictionary, i COULD do it.
      Otherwise impossible.

      Jep, crop crossing is a fun thing to do… I spent hours “testing” the mechnics with mere 5 different crops. Now there’re already 15.

      • Sir Pickles says:

        Lol, wire + potato + wire on other side does equal electricity.

        So potatos do work in industrial craft since they can conduct electricity.

        Wait….Potato….gun?

        Potato! I’m a little obsessed I think xD

        • Sir Pickles says:

          I forgot to mention the relevant thing other then potato and potato gun…..

          Melon + rose + pumpkin (+uranium?) = cake seeds/cake?

      • Beer says:

        Well I don’t know the specifics, but they spawn in the wilderness like roses and dandelions. I imagine Eloraam would probably have the details since it’s part of Redpower World.

  25. damnedsky says:

    So bummed that you closed the forum post! I know sometimes we are idiots but still there were many good ideas in there… well… 20% at least. I wanted to propose a plant that had the same effect as a terraformer with a Chilling Blueprint. Of course there is much to develop on that. The main purpose/use for it would be in creating an ideal environment for a nuclear generator.
    I read the entire blog(comments) and forum thread on this… at the beginning(before reading the forum) my mind flew to a nano/bionic plant… something to combine machine and plant… control the plant behavior though technology but then I read the forum topic ๐Ÿ™

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