PlantFailure
What it does
PlantFailure gives plants a chance to not grow depending on the biome.
The idea is for this to make farming more challenging and more interesting.
Plugin Effects
- Carrots
- Melons stems and blocks
- Potatoes
- Pumpkins stems and blocks
- Wheat
Installation
Just drop into plugins folder.
Optional - Customize config file.
Customization options
Fail Rates are a natural number between 1-100
- Two modes
1 = Break Mode calculates if it drops on break
2 = Growth Mode calculates if it grows on growth.
- Dessication
Gives plants a chance to turn into a dead bush if they fail
0 = Disabled
1 = Enabled
Source Code
As of the version 1.7 its included in the jar.
@Xaanos
is this still being rewritten?
I doubt many people still use this, however I am rewriting the plugin from scratch to include more features and severally reduce the length of code overall.
What can you expect from the rewrite already the plugin is very easy to update on my side for new biomes. However I am going to make it even easier, all you will need to do is add 1 line to the config file and the plugin will support a new biome or even a new type of plant.
Estimate on release date I am not sure I had a HardDrive fail and I lost a good chunk of my code I planned to release it today or tomorrow. So it might be 2 weeks or more depending on how much time I get to put into the plugin.
@ajaxrayder
First of all I apologize for the late reply for whatever reason I am not getting alerts like I should when someone posts on this page.
You are correct I have no idea why its broken at this time as to my knowledge bukkit has not changed any API that effects the areas that I use.
Edit: Well I built it with the newest version and it is working for me now.
I think this plugin is broken for 1.4.7 unfortunately, I could be wrong but I haven't seen any plant failure yet.
@user_126711
Probably not the bukkit plugin is not really on my priority with Spout/Vannila and Minecraft API coming out soon.
@Xaanos
Is Multi-world support going to be implemented in the future?
@The_Bias_P11
desiccation: 1
Change that to 0. 1 = on 0 = off.
The melon block/ pumpkin block can also fail it is just not effect by desiccation. The physical stalk is where all the nutrients moisture and things are being extracted from the soil so to me at least it does not make sense to have them desiccate.
I thought about this earlier with the plugin but I decided to let bonemeal not fail to give people in bad biomes a chance to counter the poor growing soil with a fertilizer. I would expect anyone who uses my plugin wants more difficulty on the server so I would expect them to disable auto mob farming with another plugin.
I believe in the philosophy of a lot of small plugins doing one specific job well I hate suite plguins that do a large amount of things. There are other plugins that do mobdrop modification please use them.
@Ajaxan
Thank you for alerting me to this bug this might have gone unnoticed for a while had you not reported it.
Thanks for the new version it's working great as far as I can tell!
@Ajaxan
I did some minor testing with this version and it seemed to be fixed. Unfortunately I have a fairly lengthy college research paper due tomorrow so I will not be able to get back to you until tomorrow once I have it done.
look at the console you should only see numbers being printed that are below the failchance you set take a look and make sure they are all below it.
Ok fixed it.
https://docs.google.com/open?id=0B3nAe3-zoHthRnpOVlk0eVY3dGc
I tested it again and it still doesn't seem to be working i tried 10% with about 30 crops and about half are dead now. Same conditions as before just with the new file. Are you experiencing the same problem still?
@Ajaxan
https://docs.google.com/open?id=0B3nAe3-zoHtheUMtaG4zeW90Vjg
Use this I screwed up when I attempted to add seasons in the 1.9 update and then removed it.
@Xaanos
I was testing it in a swampland biome and a river biome. Your config says just "Swamp" but I assume that is swampland. I am using a World Generator plugin but it doesn't have any new biomes. In both places crops failed more than they should have.
I haven't tested it for any other crops just wheat.
@Ajaxan
What biome did you set it for and what biome were you in?
Edit: testing it my self it seems you are correct wheat seems to be failing more then it should.
Edit Edit:
Ok found the issue when adding seasons and then removing it due to issues I screwed up the formatting of my file and broke stuff.
Because it takes curse a bit to approve files here is a temp link for a fixed version. https://docs.google.com/open?id=0B3nAe3-zoHtheUMtaG4zeW90Vjg
Hey! I am testing your plugin by watching wheat grow (this is incredibly boring to do). Although crops grow fin with 0% chance of failure, when i set it to 10% chance my crops were failing very often (definitely more than 10% of the time). Is this normal? I also noticed that dead crops always have desiccation. I just tried 1% as the chance of failing and so far over half of my about 20 crops have died and turned to sand. Does the older version work with 1.4.5?
@Flutterwry
Well its less TC does it but more of its how does bukkit return it when I get the Biome of the plant. This is not hard to test and I already have a good guess how it works.
Also update on the update I am adding a feature I am calling desiccation. It will turn the dirt below the plant into sand and the plant into a dead bush. This might be released in a day or two. I will also add support for saplings.
I am also working on implementing hooking into seasons to allow you to set growing seasons.
I actually considered implementing something like this to craft and animals but I lost the will to put a lot of work into a plugin on bukkit when Mojang had been telling us the API is like a month away.
Once I get PF updated, I might start working and creating an AnimalFailure plugin.
@Xaanos
Terrain Control does custom biomes, but its far more complex as its a generator of its own. Basically it just take the name of another biome and changes it "internally" and generates it differently "terrain" as well colors such as sky and fog and water and perhaps grass and tree leaves. Other then that the biome is the same. Meaning a Desert biome replaced by Oasis, just looks different but is still a vanilla Desert Biome. You could look at the source code for it and see how it manages doing this.
Also my subjects of plant growth times, I use Spigot now which has that built in so no longer have to worry about that.
Wonder if its possible to expand this to animals, its kinda to easy to reproduce animals. Perhaps add some farming tatics. Such as if animals outside in the rain or snow can get sick, in which they have a harmless Poison potion effect on them, does not damage, but after a certain amount of time they die. Just a example I guess, but something that would be interesting. I have not heard or seen "that i have seen" suggestions for such plugin.
Course such would not match the name, but FarmFail would be interesting name.
However bye for now, Seawry
@BeenCarl
It will as long as there is no custom biomes I am not sure how bukkit handles custom biomes. On my to do list is adding a way to add more biomes by a text file so all you will have to do is plug names in.
Does this work with Terrain Control plugin?