FarmControl
FarmControl limits plant growth (Wheat, Melons, Reeds, Cactus, Pumpkins, Carrots, Potatoes, and Netherwart) to specific biomes, encouraging travel and trade and reducing the ability to live as an entirely self sufficient hermit.
Features
- All crops can always be placed by players, they simply won't grow outside of their biomes
- Desired biomes are configurable on a per crop basis
- Biomes where crops should grow slowly can be set
- Default config insists melons are grown in wet biomes, sugar cane is grown in hot/humid biomes, cactus needs dry hot areas, and netherwart will only grow in the nether and deserts.
- If you want to make a crop more rare, or make Netherwart not growable in overworld at all, simply edit the config
- Default biomes:
Biome | Wheat | Melon | Reeds | NetherWart | Cactus | Pumpkin | Potato | Carrot |
BEACH | Y | Y | Y | Y | Y | Y | ||
DESERT | S | S | Y | S | Y | S | S | |
DESERT_HILLS | S | S | Y | S | Y | S | S | |
EXTREME_HILLS | Y | Y | S | Y | Y | Y | Y | |
FOREST | Y | Y | Y | Y | Y | |||
FOREST_HILLS | Y | Y | Y | Y | Y | |||
FROZEN_OCEAN | S | Y | ||||||
FROZEN_RIVER | S | Y | ||||||
HELL | Y | Y | ||||||
JUNGLE | Y | Y | Y | S | Y | Y | ||
JUNGLE_HILLS | Y | Y | Y | S | Y | Y | ||
MUSHROOM_ISLAND | Y | Y | Y | Y | Y | Y | ||
MUSHROOM_SHORE | Y | Y | Y | Y | Y | Y | ||
OCEAN | Y | Y | Y | Y | S | S | ||
PLAINS | Y | Y | S | Y | Y | Y | ||
RIVER | Y | Y | Y | Y | Y | Y | ||
SWAMPLAND | Y | Y | Y | Y | Y | Y | ||
TAIGA | Y | S | Y | Y | Y | |||
TAIGA_HILLS | Y | S | Y | Y | Y | |||
TUNDRA | Y |
The source code is in the jar.
Config file is poorly developed. Its design reduces the possibility of different growth rates in different biomes. For example, should look to solve this problem:
biome: PLAINS wheat 0.5 sugar_cane 0.8 biome: FOREST wheat 0.3 sugar_cane 0.6 carrot 0.5
etc
@Captain-Dingo Not that theres much wrong with your approach, but sure, thats a simple enough way to have two tiers of speed. I put it in v1.2.
Could you add a parameter to alter the growth rate of all crops by a multiplier, and not just slow crops?
What I did was put one of the "unused" biomes into the default slots of all crops, put every other biome into the "slow" slot, and set the overall crop growth rate that way but it's kind of hacky.
I'd really love to see this be taken up as well
Any chance at this project continuing or someone to get permission to pick it up? Hoping for a release that fixes all the multiple/half biome bugs and adds new items ie carrots.
This was a great plugin hope it will be again!
Thank you for this great plugin, it fits perfectly with what I want to achieve. Not encrypting the Sourcecode is just awesome too. Sadly, I can't seem to get it working with 1.4. I've been trying to add Carrots and potatoes by adding the following to the Listener:
biomeCarrot = instance.getConfig().getStringList("biomeCarrot"); biomePotato = instance.getConfig().getStringList("biomePotato");
And
} else if(type == Material.CARROT) { if (!biomeCarrot.contains(biome)) {event.setCancelled(true);} } else if(type == Material.Potato) { if (!biomePotato.contains(biome)) {event.setCancelled(true);}
And then changing the config accordingly, but it doesn't seem to register. Will there be an official release for 1.4 from your side or can you help me out?
Would you mind looking into compatibility for Terrain Controls custom biomes?
Also perhaps a per biome growth rate modifier? Would be nice to have crops simply grow slower in certain biomes.
@Nebual
I see, sounds like it shouldn't be a problem. Look forwarding to testing it out, thank you for the awesome plugin.
@OtterTrotter
It only hooks into BlockGrowEvent and is fairly streamlined at that, so I can't see it having much effect at all short of every player standing in his own 50x50 wheat field. I had two farms up with 4 other isolated players and I was only noticing about 10 grow events a minute, just because plants update infrequently (the wiki suggests every 1-5 minutes there a chance of an update?).
It may actually be less resource intensive on a larger server than vanilla behavior as it may cause players to consolidate their farms heh.
This looks very interesting.
How resource intensive will this be on a larger server averaging more than 50 players at a time?