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.
This is really cool, I hope that you continue to update it, We want to add realisim to our server and this would be perfect for it :)
You should add cocoa beans to the list.
Any chance of an update to 1.7? It's great that it still works with the old biomes but outright disabling crop growth in the new ones is making my userbase a bit unhappy.
@Treijim
Confirming that, to my knowledge, this plugin still works in 1.7.2.
Does anyone know if this works with 1.7.2/1.7.4 and with the new biomes?
@ArtisticPixel
Yes, it still works in 1.6.4! Glad you like it :D
@sakura_blades
Hmm, though I seem to remember it blocking bonemeal, it certainly doesn't now. A quick glance at Bukkit's source suggests it never has, nor do I see any other event I can monitor to track that. I'll try making a pull request to Bukkit, but they appear to have 80 open ones at the moment, so it may be quite some time before it makes it into a Bukkit release.
Does this work in 1.6.4? Could you please update this plugin if it doesn't because this is THE greatest farming plugin ever and I would hate seeing it go out of date and inactive. Thanks! :)
@ArtisticPixel
Not if they are in a biome they are set to not grow in! >.<;
And this "bones run out eventually" isn't true... You know how many skeletons spawn on my server? Or how many people create grinders from spawners and have chests full of bones? This "it'll stop eventually" isn't gonna happen and it's not a fix...
If this doesn't solve the bonemealing of crops to grow in biomes it's supposed to be preventing, whats the point of me leaving this installed? I might as well just take it out right now...
@sakura_blades
Maybe this is true, but you're not going to bonemeal all your crops all the time. Bones run out eventually and plus if you go do something else, the crops can grow on their own.
Players are bonemealing their crops that shouldn't be growing in certain biomes. Can this be fixed/taken care of please?? It defeats the purpose of even installing this plugin...
@Typical_Name
Working fine on mine 1.6.2-R02
Is this still working for 1.6.2?
good idea I like it, but what I would love is to make farming a little bit harder! Idk it might not have anything to do with this plugin.. but it would be nice! If you guys know of a plugin which makes farming harder please feel free to tell me!
Very nice plugin indeed. May I ask if you can use the plugin with biome's I've configured with Terrain Control?
@Firebastard
You are correct, I don't have any reasonable means to determine ownership of a farm plot. Additionally, any code put into the "check if the block should grow" hook will be called on _all_ growable blocks, including natural ones, so it needs to stay efficient. Benchmarking suggests my current approach is pretty fast.
@slimedog007
That sounds like it is probably not very easy to do. It's highly unlikely that this plugin tracks who places specific blocks in the first place.
Would it be possible to make a permission node to negate all of the effects of this plugin? I want to give my farming class a bigger advantage over anyone who isn't. :)
That was quick !! Thank you so much
All tested and works like a dream.
Would you be adding cocoa beans to farmcontrol ? My cocoa beans plantation grows like its on steroids and I need to slow it down inline with the other crops.
Did you consider the designation of areas for the cultivation of not using biomes but directly on the temperature and humidity? Configuration would be more elegant and versatile.