MMOItem Shrubs icon

MMOItem Shrubs -----

Create your own Crops for players to farm MMOItems




Shrubs will now correctly link their own armor stand when loading from an unloaded chunk.
----------, Dec 4, 2021

Not much to highlight, fixed a bug that crashed shrubs if they did not have a maximum capacity defined.

Shrubs much more reliably update their armor stand pose.
----------, Oct 17, 2021

Update of Shrubs to the latest versions of MythicLib and MMOItems
----------, Jul 6, 2021

This drops support for MMOlib completely so only use if you are on MMOItems dev builds. This does not add any features and just makes it work with those new versions.
----------, Feb 21, 2021

Updated the main plugin and Im not entirely sure if this other one had any crucial changes to work with it...

Howver, pushing stuff with pistons through a shrub no longer resets Block Data (Stairs losing their orientation and that kind of thing).
----------, Dec 29, 2020

Fixed the issues with MI6.5 compatibility.
----------, Dec 10, 2020

Update for compatibility with MMOItems 6.3+

Remember to update GooP also
----------, Nov 30, 2020

Hey! Its been a minute. This update will make shrubs run 2x better on performance in the addition of the following:

  • RipeDropChance: May cause shrubs to drop their fruit when they succeed on a generation RNG roll (like dropping a ripe apple from a tree).
  • HarvestResetCooldown option that well, when a player harvests a shrub, it makes sure the next fruit doesnt generate instantly.
  • CommandOnShake: Singe command or list of commands to run when a shrub is harvested. Supports PAPI placeholders and has several of its own shrubs-specific placeholders. See the manual for the list :p
  • RandomizeProduce to regenerate RNG values of MMOItems every harvest.
  • HarvestWith, a list of vanilla or MMOitems with which the players must harvest the fruit, or else it wont drop.
  • VaultCost and VaultRevenue, the economic cost of harvesting one unit, and the fraction the owner of the shrub (whoever placed it down) gets every time someone harvest their shrub.

  • If you missed it, Saplings that grow into trees that produce fruit!
  • Also in case you missed it, Seed Packets that you use to transform a block already in the world into a shrub, rather than placing the block as a shrub.
  • Also if you missed it, Fertilizer Efficiency of bone meal.

Also, shrubs now supports automatically writing out all its values into MMOItem lore. See the manual for the recommended/sample stuff you must add to the language folder of MMOItems
----------, Nov 23, 2020

As suggested some time ago by @ChernyyKap , the following features were added:

Trees of Shrubs!
Define a " TreeLeafDensity" in a shrub config to make it tree-compatible:
  • Number between 0 and 1 (1 = 100%, 0.5 = 50%, 0.05 = 5%).
  • Indicates the percentage of leaves of a tree that will produce produce.
  • The sapling itself wont produce anything, but when it grows into a tree, shrubs will scatter across its outermost leaves. (Leaves covered in all sides wont ever produce)
  • Wont do anything special if not assigned to a sapling (oak, birch, etc...).
Seed Packages!
Indicate a " SeedPacket" in a shrub config to make it behave as a seed bag:
  • SeedPackets are a config of their own, in seed-packets.yml
  • Instead of being placed down as a block, it will plant itself on the block it is used on.
  • Can be any item, not just placeable blocks.
  • Because it wont consume itself, may want to do it as a MMOItem of type 'Consumable'.

And as more recently suggested by @koneney , bone meal can now be used as fertilizer:
Bone Meal as Fertilizer:
Give a value of " FertilizerEfficiency" in a shrub config to modify the default of 0.85
  • Everytime bone meal is used on a shrub, the remaining time is multiplied by this number.
  • Suppose 100 seconds are left, using one bone meal will substract 15 seconds , then the next one 13s, then 11s... (by default).
  • Set to 1 to disable for a specific shrub.

Example Configs:
Tree Shrub (with Fertilizer Efficiency)
Code (Text):
MangoSapling:
 
  # As Tree
  TreeLeafDensity: 0.05    # 5%
 
  # VERY high efficiency of bone meal
  FertilizerEfficiency: 0.5
 
  # What MMOItem Should this Shrub Generate?
  Produced_MMOItem_Type: CONSUMABLE
  Produced_MMOItem_ID: MANGO
 
  # Minimum Amount of Seconds between Generations
  Minimum_Generation_Time: 1
 
  # After enough time has elapsed, every second's chance at generating the MMOItem
  Generation_Chance: 100    # 100%
 
  # How many items can this shrub hold?
  Storage_Capacity: 3
 
  # Can pistons make the item drop?
  Piston_Farmable: true
 
  # If the conditions are broken, should the generation timer reset?
  Require_Constant_Conditions: true
 
  # In what environment does this shrub produce?
  Conditions:
  - Uncapped
Seeds Shrub
Code (Text):
TomatoSeeds:
 
  # As Seeds
  SeedPacket: 'Tomatoes'
 
  # What MMOItem Should this Shrub Generate?
  Produced_MMOItem_Type: CONSUMABLE
  Produced_MMOItem_ID: TOMATO
 
  # Minimum Amount of Seconds between Generations
  Minimum_Generation_Time: 1
 
  # After enough time has elapsed, every second's chance at generating the MMOItem
  Generation_Chance: 100    # 100%
 
  # How many items can this shrub hold?
  Storage_Capacity: 3
 
  # Can pistons make the item drop?
  Piston_Farmable: true
 
  # If the conditions are broken, should the generation timer reset?
  Require_Constant_Conditions: true
 
  # In what environment does this shrub produce?
  Conditions:
  - Uncapped
Code (Text):
# This goes in seed-packets.yml; It is a list of what blocks accept the seeds.
Tomatoes:
  - LILY_OF_THE_VALLEY
----------, Sep 24, 2020

To this point, Shrubs where immune to physics allowing flowers to float mid-air, this caused buggy behaviour sometimes so they will now break when the block they are breaks.

  • Will also break with water flow if the block they are breaks normally with water

Also there was a bug in which stair blocks and trapdoors placed in the bottom half would not allow placing of blocks above.
----------, Sep 23, 2020

Also fixed a few bugs:
  • Placing blocks on tall grass or ferns would mess up the shrubs.
  • Interacting with the top half of a double block (again, tall grass) would not collect fruit from the bottom half.

Since the Manual is not done I could mention that all Armor Stands used in MMOItem Shrubs have the tag MMOItem_Shrub so that they can be targetted with @e[tag=MMOItem_Shrub]
----------, Sep 1, 2020

Still not for 1.16.2 im working on that one right now.

This is for MMOItems 5.5, still the latest stable released build.
You'll need to update to GooP 1.4.

Oh also, can now add the following to your config (or regenerate it):
Allows to limit concentration of shrubs farms - When the max number of shrubs in the same area is exceeded, any new ones that are planted will break and drop themselves as items. You specify the size of this area.

Code (Text):
# When placing a new shrub, if there are more than MaxShrubClusterSize amount
# of shrubs within ClusterRadius blocks of it (a cuboid around it), it will
# break next tick (preventing players from overclustering shrubs).
MaxShrubClusterSize: 2    # Basically this option is disabled, as there will never be more than 2 shrubs in 1 block.
ClusterRadius: 0          # A Radius of 0 is a cuboid of 1 block. Radius of 1 is a 3x3x3 cuboid (27 blocks).
----------, Aug 31, 2020

As the title says, it is now officially tested and working in all these versions.

Thanks for all the support so far, it really means a lot to me c:
----------, Aug 5, 2020

This bug basically prevented you from setting the Shrub Stat in MMOItems; So you could create Shrub Types but not actually place them down.

Sorry to those 8 people who already downloaded the version with the bug, I shouldn't have missed that.
----------, Aug 3, 2020

Resource Information
Author:
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Total Downloads: 1,925
First Release: Aug 3, 2020
Last Update: Dec 4, 2021
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All-Time Rating:
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