A brief introduction;I was one of those people who actually liked the 的中文翻譯

A brief introduction;I was one of t

A brief introduction;
I was one of those people who actually liked the concept of IC2 crops, however I did not like the way it was implemented (completely Random).
I am also one of those people who completely removed IC2 from his modpack in favor of Mekanism.
I am also one of those people who likes HarvestCraft.

So then this idea appeared; imagine IC2 crops, with a breedling line like Forestry bees/trees but with the HarvestCraft crops. Unfortunatly I had not a single clue how to mod Minecraft, after running around with this idea for some time, I decided to learn how to mod Minecraft using Forge, and Agricraft is the result of that.


The Mod
Agricraft aims to implement IC2 crops mutations for every crop out there, using the configs it should be possible to configure any mutation from any mod you want while also adding some farming equipment.
It should also be possible to plant and harvest any seed from any mod on AgriCraft crops (one known exception is infused seeds from Thaumic Tinkerer).


Mutations
Mutations are the core mechanic of this mod. To mutate plants into other plants you first need to put some crops on farmland. If you apply crops to existing crops it will make it into a crosscrop. The more fully grown plants planted on crops next to a crosscrop the sooner a mutation will occur, mutations are actually crossbreeding of crops.
The mutation happens this way:
If there are at least 2 fully grown crops next to a crosscrop, a mutation can sprout on the crosscrop. This mutation is either one of the surrounding crops or a brand new one. Also the stats of the crop (growth, gain and strength) can increase (the more crops around a crosscrop, the higher the chance of stats increasing).
The mutations follow this algorithm:
Chance to mutate in a new plant (default 20%, can be changed in the config):
Check surrounding crops and find possible mutations (specified in the configs, see later).
At random, one of the found mutations is chosen (if there are no compatible mutations found, nothing happens).
If the resulting mutation cannot grow on this spot, the plant will not sprout (for example, some plants require a base of a certain block, or another block near them).
If the spot is favorable for the plant to grow, the mutation has a certain chance to sprout (depending on it's tier, the higher the tier, the lower the chance).
You will see a new plant growing if the mutation was successful and new stats will be inherited based on the surrounding crops.
Chance to sprout one of the surrounding plants (default 80%)
At random one of the surrounding plants is chosen to sprout on the crosscrop.
Just as with mutations, the spot has to be favorable for the plant to grow, else nothing will happen.
Then the possible new plant has a chance to actually sprout, also depending on the tier. (these chances can be overridden in the configs, for example to balance out certain mods like Magical Crops).
If everything went right you will see a new plant sprouting with new inherited stats.

Adding custom mutations:
in the /config directory you will find an agricraft folder containing a configuration file and a mutations file. The mutations file contains default mutations based upon what mods you enabled integration for in the configuration file (if you enabled mod integration for mods that aren't installed, it will not generate the defaults for those mods).
If you wish to reload the default mutations, there is also a config option for that.
Currently there are default mutations for: Vanilla, AgriCraft, Pam's Harvestcraft, Natura, Plant Mega Pack and Pam's Weee Flowers.

Now if you wish to add/remove/customize mutations, you can do that in the mutations file. If you wish to add mutations for a mod that isn't implemented yet, that's possible, but you have to define the exact name from the itemRegistry for that seed. (you can use NEI to get these names)
When you launch MineCraft, AgriCraft should ouput all registered mutations to the log. If you defined a name wrong you will see "null" in the mutations (example: "harvestcraft:cornseedItem = null + minecraft:seeds_wheat").

This config file also contains instructions on how to specify these mutations or advanced mutations.


The Journal
This mod has support for NEI, meaning NEI can tell you all the mutations, but if you want to explore them yourself, you can disable this in the config. Then the journal will be your best friend, you will also need a seed analyzer, the journal and the seed analyzercan be crafted as follows:



Next, put your journal in the dedicated slot in the seed analyzer. Now every seed you analyze will be written down in your journal. You can read information, the tier, growth stages, fruits and if you have discovered all the seeds required for a mutation (parent seed 1 + parent seed 2 = mutation) the mutations as well.
If you wish to copy your journal, put it in a crafting grid with a blank book and quil. If you analyze a seed, you will also be able to tell what stats this seed has. The interface of the seed analyzer looks like this:



Irrigation Systems:
Irrigation systems consist of 3 components: the tanks for gathering/buffering the water, the channels for transporting the water and the sprinklers for actually irrigating the land.
These components are crafted like this:


The tanks and the channels can be crafted with any wood, however all the planks have to be the same material. The tank and the channel will look like the wood used to craft them.
Tanks are multiblocks and will connect to other tanks placed next to them, tanks and channels only connect to other tanks and channels if they are made of the same material.
Tanks are filled when it is raining, additionally you can also use other mods to pump water in them.
Next an irrigation channel has to built from your tank to the spot you wish to irrigate. If the waterlevel in the tank is higher then the level in the channel, water will flow from the tank to the channel and vice versa.
You can then attach sprinklers on irrigation channels, these will irrigate the farmland (you no longer need a water source nearby) and will speed up the growth of plants.
If you don't like irrigation systems you can disable this in the config.


Other Features:
To maximize the synergy with other mods, there is a config file to blacklist seeds from being planted on crops as well as a config to override spreading chances for seeds (these files contain instructions how to do this).
You can also add in your own crops, first set the option to create custom crops to true in the main config. Next the mod will generate a new file where you can specify your custom crops. This file also has instructions on how to specify the crops.
Next this mod has support for the MineFactory Reloaded harvester and Thaumcraft harvesting golems. Meaning you can automate the harvesting of crops.
AgriCraft also has some world gen: it will generate greenhouses in villages containing random crops (as can be seen in the screenshots).
Finally the mod also provides some resource crops, these generate resources (gold nuggets, redstone dust, ...). In order for these plants to grow, they need a base of the corresponding ore (as seen in the screenshots). When AgriCraft detects other mods that add metals (aluminum, tin, copper, lead, ...) it will also add in crops for that.
Both these features (greenhouses and resource crops) can be disabled in the config.



Screenshots:
Spoiler (click to show)




Download:
All downloads: http://minecraft.curseforge.com/mc-mods/225635-agricraft
(requires Forge 10.13.2.1230 or up)


Source code:
https://github.com/InfinityRaider/AgriCraft

Useful links:
MCF Thread
FTB-Forum Thread
CurseForge Page
Curse Page
GitHub


Changelog:
Spoiler (click to show)




Cheers:
Pam for trusting me with her source code and support
Pahimar for making his code open source and for creating his Let's Mod Reboot Youtube series, I've learned a lot from this (also used some code, credits due where credits due)
NealeGaming for his Minecraft modding tutorials on youtube
VSWE for his "Forging a Minecraft Mod" summer courses
kuenzign for his patience in testing the beta builds and coping with an excessive amount of crash reports
Mazdallier for the French translations
0/5000
原始語言: -
目標語言: -
結果 (中文) 1: [復制]
復制成功!
简要的介绍;我是那些真正喜欢 IC2 的概念的人之一作物,但是我不喜欢它实现的方式 (完全是随机的)。我也是人的那些从他 modpack 支持 Mekanism 完全删除 IC2 之一。我也是人的那些喜欢 HarvestCraft 之一。 那么这种想法出现;想象一下,IC2 作物,像林业的蜜蜂树木 breedling 线,而 HarvestCraft 作物。不幸的是我有不到 mod Minecraft,运行一些的时间,,这一想法后我决定如何学习如何 mod Minecraft 使用伪造和 Agricraft 是一条线索的结果。 国防部Agricraft 旨在实施 IC2 农作物突变为每一种作物在那里,使用的配置它应该能够配置任何突变从任何你想要同时也添加一些的 mod 农业设备。它也应该能够种植和收获任何种子从任何 mod AgriCraft 作物 (一个已知的例外从 Thaumic 匠注入种子)。 突变突变是这个 mod 的核心机制。要入其他植物变异植物首先需要把某些作物的农田上。如果您对现有作物应用作物,它将使它成为 crosscrop。更充分种植的植物种植作物旁边 crosscrop 越突变,将发生突变实际上杂交的作物。这种突变发生这种方式:如果有至少 2 完全种植的作物旁边的 crosscrop,一种突变能萌芽于 crosscrop。这种突变是周围农作物之一或一个全新。此外可以增加作物 (增长、 增益和强度) 的统计 (在 crosscrop 附近更多的庄稼,统计增加的机会就越高)。基因突变请按照这种算法:在一棵新植株变异的机会 (默认 20%,可以在配置文件中更改):检查周边农作物和查找可能突变 (指定中配置,见后)。随意,发现突变之一是选择 (如果有没有兼容的突变发现,什么也没有发生)。如果由此产生的突变不能生长在这个位置上,这种植物就不会发芽 (例如,有些植物需要的某些块或另一个块在他们附近的基地)。如果现场有利于植物生长,这种突变有机会发芽 (取决于它的层,越高的层,机会便愈低)。你会看到基于周边农作物的生长如果突变是成功,新的统计数据将被继承的一个新的植物。发芽周围的植物 (默认为 80%) 之一的机会随意周围的植物之一是选择在 crosscrop 上发芽。正如与突变,现场有以利于植物生长,别的什么都不会发生。然后可能的新植物有机会实际上发芽,也根据的层。(这些机会可以在配置,例如要抵消某些 mods 神奇作物一样重写)。如果一切顺利,你会看到一家新工厂与新发芽继承属性。 添加自定义的突变:/config 目录中,你会发现包含配置文件和一个突变文件 agricraft 文件夹。突变文件包含默认突变基于什么 mods 启用集成在配置文件中的 (如果你启用插件,没有安装 mod 集成,它不会生成这些插件的默认设置)。如果您希望重新加载默认突变,也是为此配置选项。目前有默认突变为: 香草、 AgriCraft、 Pam 的 Harvestcraft、 Natura、 植物大型包和 Pam 的 Weee 花。 现在如果你希望添加/删除/自定义的突变,你可以做到突变文件中。如果你想要添加一个尚未实现的 mod 的突变,这是可能的但您必须定义该种子从 itemRegistry 的确切名称。(你可以使用市内以获得这些名称)当您启动 MineCraft 时,AgriCraft 应该输出到日志中的所有已注册的突变。如果您定义了一个名称错误您将看到"null"中的突变 (示例:"harvestcraft:cornseedItem = null + minecraft:seeds_wheat")。 此配置文件还包含有关如何指定这些突变或先进的突变的说明。 日报 》这个 mod 已对市内的支持,意味着市内可以告诉你的所有基因突变,但如果你想要探索他们自己,你可以在配置中禁用这。然后的日记帐将是你最好的朋友,你也会需要一个种子分析器、 杂志和种子 analyzercan 精心制作,如下所示: 接下来,把你的日记的专用插槽中种子分析仪。现在你分析每一粒种子会在你的日记写下来。你可以读信息、 层、 生长阶段、 水果,如果你发现了一个突变所需的所有种子 (父种子 1 + 父种子 2 = 突变) 以及基因突变。如果你想复制你的日记,把它放在与空白书和奎尔各具特色的网格。如果你分析一粒种子,你也能够告诉这种子有什么统计。种子分析仪的界面看起来像这样: 灌溉系统:灌溉系统由 3 部分组成: 罐的收集/缓冲水,运送水和喷头实际灌溉土地的渠道。这些组件被制作像这样: 然而所有木板都必须是相同的材料,可与任何木材制作坦克和渠道。坦克和通道将看起来像用它们加工的木头。坦克是 multiblocks 和将连接到其他放置在他们的坦克,坦克和渠道只能连接到其他坦克和渠道如果它们由相同的材料。坦克都下雨的时候,此外,您还可以在其中使用其他 mods 泵水。下一步灌溉渠道已从你的坦克建到你希望来灌溉的地方。如果在水箱水位较高然后水平通道中,水会从水槽流到通道,反之亦然。然后可以将附加在灌溉渠道上的洒水器,这些将灌溉的农田 (你不再需要水源附近),并将会加快植物的生长。如果你不喜欢的灌溉系统,您可以禁用这中配置。 其他功能:为了最大化与其他 mods 的协同作用,还有一个配置文件来黑名单种子从种植作物,以及配置重写 (这些文件包含说明如何执行此操作) 的种子的传播机会。您还可以添加你自己的作物,首先设置选项,以便在主要配置中创建自定义的作物为 true。接下来,英国国防部将生成一个新的文件,你可以在那里指定您自定义的作物。此文件也有说明如何指定作物。接下来这个 mod 已支持 MineFactory 重新加载收割机和 Thaumcraft 收割傀儡。意思你可以自动完成收割庄稼。AgriCraft 也有一些世界创: 它将产生温室中村庄包含随机的作物 (如截图所示)。Finally the mod also provides some resource crops, these generate resources (gold nuggets, redstone dust, ...). In order for these plants to grow, they need a base of the corresponding ore (as seen in the screenshots). When AgriCraft detects other mods that add metals (aluminum, tin, copper, lead, ...) it will also add in crops for that.Both these features (greenhouses and resource crops) can be disabled in the config. Screenshots:Spoiler (click to show) Download:All downloads: http://minecraft.curseforge.com/mc-mods/225635-agricraft(requires Forge 10.13.2.1230 or up) Source code:https://github.com/InfinityRaider/AgriCraft Useful links:MCF ThreadFTB-Forum ThreadCurseForge PageCurse PageGitHub Changelog:Spoiler (click to show) Cheers:Pam for trusting me with her source code and supportPahimar for making his code open source and for creating his Let's Mod Reboot Youtube series, I've learned a lot from this (also used some code, credits due where credits due)NealeGaming for his Minecraft modding tutorials on youtubeVSWE for his "Forging a Minecraft Mod" summer courseskuenzign for his patience in testing the beta builds and coping with an excessive amount of crash reportsMazdallier for the French translations
正在翻譯中..
結果 (中文) 3:[復制]
復制成功!
一个简单的介绍;
我是那些人真的喜欢IC2作物的概念,但是我不喜欢实施的方式(完全随机)。
我也是这些人中的一个完全除去IC2从他赞成mekanism modpack。
我也是这些人中的一个喜欢harvestcraft。

那么这个想法出现;想象IC2作物,一种选育线像蜜蜂/树林业但与harvestcraft作物。不幸的是我没有一个线索如何MOD Minecraft,围着这个想法一段时间后,我决定学习MOD Minecraft使用伪造的,和agricraft是结果。


MOD
agricraft旨在实现IC2农作物突变有每个作物,使用可配置的任何MOD要同时加入一些农业设备的任何突变的配置。
应该也可以从植物和农作物收获任何种子agricraft任何MOD(注入种子thaumic工匠是一个已知的例外)。


突变
突变机制的核心这个MOD。变异植株为其他你首先需要把一些作物对农田植物。如果你申请作物现有的农作物会使它变成一个crosscrop。越长大的植物种上庄稼一crosscrop迟早会发生突变,突变实际上是杂交作物。
突变的发生是这样的:
如果至少有2个完全成熟的作物旁边的一个crosscrop,一个基因的突变可以发芽的crosscrop。这种突变是一个周围的作物或一个全新的。同时作物的统计(生长,增益和强度)可以增加(更多的作物在crosscrop,较高的数据增加的机会)。
突变遵循这个算法:
机会在一个新的植物变异(默认为20%,可以在配置更改):
检查周围的庄稼和寻找可能的突变(在指定的配置,后来看到的)。
随机突变的发现,一个选择(如果没有兼容的基因突变的发现,什么都不会发生)。
如果产生的突变不能在这一点上生长,植物会不会发芽(例如,一些植物需要基地某一块,或一块
附近)。如果点有利于植物生长,突变有一定的机会发芽(取决于它的层,更高的层次,较低的机会)。你会看到一个新的植物生长,如果突变是成功的,新的统计将继承的基础上周围的农作物。在随机选择的周围的植物发芽的crosscrop。
就像突变,现场有利于植物的生长,别的什么也不会发生。
然后可能的新厂有机会真正萌芽,还取决于层。(这些机会可以在配置中,例如平衡某些插件的神奇作物
)。如果一切正常,你将看到一个新的植物萌发新的继承属性。

添加自定义的突变:
在/配置目录你会发现包含配置文件和文件夹agricraft突变。突变突变文件包含默认启用集成的基础是什么插件配置文件中(如果启用插件,不安装MOD整合,它将不会生成这些插件的默认值)。
如果你希望重新加载默认的突变,也有一种
目前配置选项。缺省的突变:香草,agricraft,PAM的harvestcraft,自然,植物的巨型包和PAM的WEEE的花。

现在如果你想添加/删除/自定义突变,你可以在文件做突变。如果你希望一个MOD,不执行尚未添加的突变,这是有可能的,但是你必须从种子的itemregistry定义确切的名字。(你可以用内得到这些名字)
当你推出Minecraft,agricraft应该输出所有注册的突变的日志。如果你定义了一个名字错了,你会看到“空”的突变(例如:“harvestcraft:cornseeditem = null Minecraft:seeds_wheat”)。

这个配置文件还包含有关如何指定这些突变或先进的突变。


杂志
这个mod支持内,意义的距离告诉你所有的突变,
正在翻譯中..
 
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