PwnPlantGrowth
PwnPlantGrowth
Change the rate at which all plants can grow (and die) per biome and based on natural lighting! Great for roleplaying, territory control, and economy minded servers where food is terribly overabundant and too easy to get.
The basics behind this plugin are designed to slow down or even disable the farming and growth of nearly every plant item in the game along with Biome specific support. Choose which Biomes and light level certain plant types can grow, and at what rates they can grow. You can also configure a chance that some plants will even die! (Replaced by dead bush or vine). This will make tending to massive farms more difficult, balancing your servers food economy and making the game more enjoyable for those who like a bit more realism and challenge.
Carrots, Melons, Wheat, Sugar Cane, Trees and more! The way this plugin works is that it checks for when a plant is about to grow, then based on your configuration settings it gives that growth event a chance to succeed or fail. If it fails, it also has a chance to die!
- Looking to block farming NetherWart entirely or restrict it to the Nether only like it used to be?
- Want to make some things like Melon farms less overpowered?
- Want to force Cocoa to only grow in the Jungle?
- Want to make desert growth rates lower than other areas?
- Want to make buckets pour water like real life buckets?
- Want to make farms be above ground and under natural lighting?
This is the plugin for you!
Features
- Configurable by plant type.
- Enable, disable or set a percentage of default for each plant's growth.
- Configure specific plant types that aren't commonly made available by other farming plugins (such as cactus, sugar cane and specific tree types)
- Whitelist Biomes that a plant can grow in.
- Add a configurable chance of death (plant dies and in some cases turns into a dead shrub).
- Configurable Per Biome for each plant type.
- Adjust the behavior of water source blocks in buckets and dispensers.
- Configurable natural light level.
- Give priority growth rates to certain biomes in outdoor farms while hampering growth rates in poor biomes and underground, great to get players out of their caves and into the world!
Installation
Simply place the PwnPlantGrowth.jar into your plugins folder and run your server! If you are upgrading from a previous version, it is a good idea to copy and delete your config.yml and regenerate a new one in case something has changed. (A future update will check for config file changes and errors)
Configuration
Edit plugins/PwnPlantGrowth/config.yml
- For each plant type, set the percentage from 0 to 100. 0 will disable the plant type from growing at all. 100 will allow plants to grow at their normal rate. The lower you set this number, the less likely the plant will be to grow.
- For each plant type, set a death percentage like above. This is a chance of death only if the above fail chance is successful. For example, if growth percent is 50% and death percent is also 50%, then the overall chance a plant has of dying is 25%.
- For each plant type, set a whitelist of biomes in which it can grow. And empty set means it can grow anywhere. Empty set looks like []
- For each plant type, configure option specific set of biomes, with their own growth and death rates.
Bukkit Biome List - There are a lot!
Links & Info
- PwnFilter - Absolutely the best and most powerful chat and command filtering plugin available. Also does aliases, scripting, sign and anvil text filtering and so much more.
- PwnBuckets - Previously part of PwnPlantGrowth, PwnBuckets grew into it's own plugin that makes liquids (water, lava, ice blocks) behave more naturally when poured from buckets or dispensed from dispensers.
- PwnChickenLay - Configure or block how fast chickens can lay eggs, and change the egg to any possible item.
- ResPwn - Configure useful and fun player respawn options like temporary forcefields, armor and weapons.
- PwnPvpBalance - Balance the tide of uneven game mechanics with options to help players with poor PvP skills be more competitive, and give good players a better challenge.
- Pwn9.com - Visit the Pwn9 Gaming Community, the place we call home. Check out our Minecraft servers, other game servers and fun gaming community.
Plugin Metrics
This plugin utilizes a plugin metrics system, which means that some information is collected and sent to bstats.org.
If you wish to disable this feature, you can do so by opting out, which you can do in the config file under /plugins/PluginMetrics/
is this plugins newest CB1.7.2 version backwards compatible with CB1.6.4?
@rayblon
Well said :-) You are absolutely right :-)
@pilvimaa
I know it stands for ultraviolet, but visual light (like magenta and purple) and ultraviolet light ARE on different spectrums. Visible light, particularly red and blue, have an effect on plants that is different from UV light. Without true UV light, abnormal plant growth would be observed. However, light works differently in minecraft. The possibility of different effective spectrums involved in Minecraftian plant growth can't be overlooked. After all, you can grow crops with light from fires(Which emit NO UV radiation).
@Typical_Name Some good ideas there, I'll work on implementing as I can. first I need to re-do the video and update the install and configure info, 2.0 is already a big jump from what everyone is used to. So, documentation first, then I'll start getting at the new features.
Would it be possible for you to add some of the features that Arable (http://dev.bukkit.org/bukkit-plugins/arable/) used to support? It appears that the author of Arable is long gone, and the plugin isn't open source.
PwnPlantGrowth has some of this plugin's features, but it lacks the following:
Growth based on wetness, humidity, and temperature
Growth based on elevation
Growth based on weather, time of day, and light level
Growth based on specific ranges of light levels (with the ability to separate sunlight from other lights)
Variability for growth rates
Chance for crops to grow instantly
Chance for crops to lose growth stages
Chance for crops to break and drop their items
Chance for crops to die and disappear
Chance for crops to spontaneously burst into flames (I LOVE this feature)
Chance for crops to freeze to death and get buried under snow
Chance for crops to catch a contagious disease that kills plants (turning them into dead bushes) and spreads to other plants if not dealt with (probably one of the more important features)
If you could implement these features in your plugin, many farmers will be very happy :D.
@rayblon
You probably meant to say magenta or purple. I've never seen orange UV lamps. You do know the V stands for "Violet", right? :-)
@rayblon Good idea, I'll add that to the to-do list.
Would you be able to add a "UV light" block that makes underground growth more efficient? Like if orange stained glass is nearby or glowstone lamps?
@pilvimaa You are absolutely correct, my next focus will be documentation and config examples. The way I designed it, is a bit confusing perhaps but I did it that way using a hierarchy model that is very flexible, making the config quite dynamic. The goal was to be able to write a simple config where everything has defaults.. then as you implement deeper values, they override the defaults, allowing you to really micromanage each plant for each biome for specific results.
The grow in dark list is an overriding whitelist, the more i think about it though I'm thinking I might just deprecate that, in favor of the new settings, it's redundant configuration and might confuse people.
Also sorry about the screwup on the 2.0 filename, hopefully bukkit approves the fix quickly. Thanks for the feedback, how do you suggest documentation, here on DBO or maybe I should include some extra exampleconfig.yml's in the plugin folder?
I think the next thing you should focus on is making some quality documentation. At the moment this otherwise wonderful plugin is suffering greatly from lack of adequate documentation with clearly explained examples.
Also not altogether unrelated to this. In light of these new developments (pun intended) what is the role of the "grow_in_dark" list in all this?
If I add a plant to grow in dark it will use the normal death and growth settings configured to that plant/area?
And if a plant is not on that list ... ?
Or is it just a global ignore for all XinDark settings ?
@Gametista
Oh damn.. it should not be, that is a different plugin I'm working on, I must have accidentally used the wrong name.. just rename the jar file.. I'll fix ASAP!
Here is the correct link - PwnPlantGrowth.jar - Going to have to get approved by bukkit again so it may take a day.. that's what I get for working too late at night and being lazy.
Any particular reason why this is named "PwnCombatLoggers.jar" in the latest release?
Waiting on bukkit for final approval on PPG 2.0 - check the config page CONFIG.YML
Made a major change, added in GrowthDark and DeathDark to any portion of the config (per plant AND per biome) these values can be used to set rates of the plant based on whether it has SUNLIGHT or not..
Don't be confused by my use of the term "dark" this has nothing to do with actual lighting and whether or not it's day/night. A "dark" area is underground, or indoors.. meaning, lit only by block light source like lava, torch or lightstone... if you do NOT set a GrowthDark value for a plant, it will use the normal Growth value.
I may still need to tweak this feature, but I think it adds a whole lot of value to the plugin rather than globally disabling underground growth..
@pilvimaa
Ya, I have them set to disabled by default. And they are configurable so you could use blocks like "sponge" and make them purchasable or something.
I'm still thinking about how the whitelisting biome vs. [] should work. I might add something like this "blocked", tell me what you think. It might be handy for cases where you want all biomes with default rate, some special biomes, and then a small number of blocked biomes.. here is example.. i'll do this if you like it.
That is very interesting news! Looking forward to it. As long as you can disable the Weedkiller and Fertilizer blocks in the config ;-)
Coming Soon: PwnPlantGrowth 2.0!
Changes will require a new config.yml, changes and features include
And some other stuff, expected release date will be after New Years!
@pilvimaa I think what I did was, if you don't configure a plant at all, it grows by the natural order of the game. My reasoning behind this was that there are a lot of "plant grow" events and I was thinking about keeping the plugin efficient, that being, if they weren't configured i'd "pass" on doing anything. Thinking about it now maybe I could put a default setting to allow it either way, since to be honest.. this plugin isn't doing nearly as much as block logging and nocheat stuff would do, so I doubt it would have a huge impact on performance. I'll add that to my to-do list. Going to be a few weeks before I hit the code-pad again with holidays and all.
About the white list.
If I make a setup like this (below) then what happens with the white listed biomes is that they are allowed to grow - right. But... what happens to those biomes that are NOT on the white list? Will I have...
A) Crops at desert biome that will always eternally stay at first growth stage?
B) Crops at desert biome that will stay at first growth stage for a while and then die?
I did some testing couple of months ago and I think option "A" happened which kind of sucks in my opinion. I think the plants should definitely die if they are not on the white listed biomes.
It would make configuring biome specific growth much easier especially now that we have... what, 61 biomes with 1.7.2?
Or is it set up like this to prevent config errors annihilating the whole world of it's plant life or what is the reason?
@Azekial07
That would work. You would have Growth 65, death 10 for all the biomes except the ones you defined one by one in your list.
So, with this config you could grow carrots in Nether and Ice Plains Spikes biomes pretty nicely (65/10 since you haven't defined them separately).
Tremor77,
If I were to configs carrots like this
Would it work? Even though, I haven't specified any biome to be whitelisted just that certain biomes will affect the growth/death rate of the carrots.