๐๏ธ tryashtar ยท 2 points ยท Posted at 23:09:42 on June 26, 2015 ยท (Permalink)
ImmenseQueasyGalapagoshawk
Evtema3 ยท 4 points ยท Posted at 01:01:51 on June 27, 2015 ยท (Permalink)
This really should be an actual feature. Way to go making it with command blocks, though! How did you make it so that only items from a dispenser come out?
๐๏ธ tryashtar ยท 1 points ยท Posted at 01:21:41 on June 27, 2015 ยท (Permalink)
Items have a lifetime score incremented each tick. If a valid crop has a lifetime of 1 and detects a dispenser next to it, it becomes a plantable item for one second.
It only becomes plantable if the dispenser it detects in each direction has the damage value to make it be facing the correct way.
That is to say, it becomes plantable, for example, if it detects a north-facing dispenser 0.1 blocks to its south.
Evtema3 ยท 2 points ยท Posted at 01:23:26 on June 27, 2015 ยท (Permalink)
Ah, that's pretty smart. But, how did you make it so that "items falling in front of a dispenser will not cause them to become automatically plantable"?
๐๏ธ tryashtar ยท 1 points ยท Posted at 02:16:55 on June 27, 2015 ยท (Permalink)
Theoretically it would if the item popped into existence right next to the dispensing side of a dispenser, but since it only works on items that have only be alive for one tick, this almost never happens in practice.
Evtema3 ยท 2 points ยท Posted at 03:45:59 on June 27, 2015 ยท (Permalink)
Ah, I get it. Pretty smart way of doing things!
๐๏ธ tryashtar ยท 1 points ยท Posted at 23:19:30 on June 26, 2015 ยท (Permalink)
I return with another compact command that allows dispensers to plant crops. Put items in just like normal and power it just like normal.
Wheat, potatoes, carrots, pumpkin seeds, and melon seeds can all be dispensed.
Everything else in the game functions normally. Crop items on the ground or thrown by the player do not get planted -- only ones that dispensers fire. Items falling in front of a dispenser will not cause them to become automatically plantable.
If the item flies out and does not land on farmland after one second, it becomes a normal item again and cannot be automatically planted.
That's it! I'd say it's a pretty cool mechanic. I compressed it into a one-click installation with my command compactor. There are two versions. One places the command blocks above-ground so they are visible, the other places them down at bedrock so they function but can't be interfered with. Both create an additional command block to remove the system.
Evtema3 ยท 4 points ยท Posted at 01:01:51 on June 27, 2015 ยท (Permalink)
This really should be an actual feature. Way to go making it with command blocks, though! How did you make it so that only items from a dispenser come out?
๐๏ธ tryashtar ยท 1 points ยท Posted at 01:21:41 on June 27, 2015 ยท (Permalink)
Items have a lifetime score incremented each tick. If a valid crop has a lifetime of 1 and detects a dispenser next to it, it becomes a plantable item for one second.
It only becomes plantable if the dispenser it detects in each direction has the damage value to make it be facing the correct way.
That is to say, it becomes plantable, for example, if it detects a north-facing dispenser 0.1 blocks to its south.
Evtema3 ยท 2 points ยท Posted at 01:23:26 on June 27, 2015 ยท (Permalink)
Ah, that's pretty smart. But, how did you make it so that "items falling in front of a dispenser will not cause them to become automatically plantable"?
๐๏ธ tryashtar ยท 1 points ยท Posted at 02:16:55 on June 27, 2015 ยท (Permalink)
Theoretically it would if the item popped into existence right next to the dispensing side of a dispenser, but since it only works on items that have only be alive for one tick, this almost never happens in practice.
Evtema3 ยท 2 points ยท Posted at 03:45:59 on June 27, 2015 ยท (Permalink)
Ah, I get it. Pretty smart way of doing things!
๐๏ธ tryashtar ยท 1 points ยท Posted at 23:19:30 on June 26, 2015 ยท (Permalink)
I return with another compact command that allows dispensers to plant crops. Put items in just like normal and power it just like normal.
Wheat, potatoes, carrots, pumpkin seeds, and melon seeds can all be dispensed.
Everything else in the game functions normally. Crop items on the ground or thrown by the player do not get planted -- only ones that dispensers fire. Items falling in front of a dispenser will not cause them to become automatically plantable.
If the item flies out and does not land on farmland after one second, it becomes a normal item again and cannot be automatically planted.
That's it! I'd say it's a pretty cool mechanic. I compressed it into a one-click installation with my command compactor. There are two versions. One places the command blocks above-ground so they are visible, the other places them down at bedrock so they function but can't be interfered with. Both create an additional command block to remove the system.
Above-ground:
http://pastebin.com/jG3C7hTN
Bedrock:
http://pastebin.com/m9KqiVCN