- 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.












1.3.1
-ADDED: Nitor Wart: a new crop that produces glowstone dust
-CHANGE: Renamed Mushroom Seeds to Spores
-CHANGE: Sprinklers are now less laggy
-FIXED: Various crashes related to analyzed seeds in the journal after removing mods
-FIXED: Unable to plant crops on soul sand
-FIXED: Broken scythes will no longer harvest crops
-FIXED: Blacklisted seeds bypass disabling of Vanilla farming correctly
1.3.0
-ADDED: Hand Rake tool which, when enabled, is the only thing that can remove weeds
-ADDED: A config option to change the maximum stat cap on crops
-ADDED: A config option to divide the stats on a newly mutated crops
-ADDED: A config option to let the cactus crop produce cactus blocks instead of cactus green
-ADDED: Villagers for the greenhouse (Elec332)
-ADDED: MineTweaker3 support for changing growth requirements
-ADDED: Compatibility with Jaquadro's GardenStuff (crops can be planted on them
-ADDED: zh_CH.lang (3TUSK)
-ADDED: Support for psychedelicraft (Will work when the newer version of Psychedelicraft is released)
-ADDED: Other mods can make their seed/fruit compatible by registering the seed as "seed<YourPlantName>" and the fruit as "crop<YourPlantName>" to the ore dictionary
-ADDED: The particle setting will now decrease the number of particles from the sprinkler
-CHANGE: The background of the seed portrait in the journal is now the required soil
-CHANGE: You can now specify any block as a specific soil for custom crops
-CHANGE: Adding cross-crop sticks won't clear weeds anymore
-CHANGE: Overhauled the way mutation requirements work: instead of setting specific requirements for mutations, you now have to set specific requirements for growing.
-CHANGE: The requirement for a mutation to happen is the same as for growing: A plant can only mutate if it can grow there
-CHANGE: NEI will show the needed soil and required base block (if any) for mutations
-CHANGE: Potatoes sometimes drop poisonous potatoes now
-CHANGE: Register seeds and their produce as seed<Name> and crop<Name> in the ore dictionary
-CHANGE: Spreading from only 1 crop will not cause any stat increases (unless toggled in the config)
-CHANGE: Added a difficulty for increasing stats in the config. 1: all surrounding crops will affect stat increase. 2: Only parent/identical crops will affect stat increase. 3: Same as 2, but other crops will affect stat inheritance negatively
-CHANGE: Made the recipe for crops shaped to prevent conflicts with buildcraft wooden gears
-FIXED: Sprinklers no longer hate railcraft hidden blocks
-FIXED: Moved Botania crops to post init to possibly fix the crops not dropping petals
-FIXED: Nether wart not being recognised as a valid seed (Marcin212)
-FIXED: Sprinkler not stopping when water in the channel above ran out
-FIXED: Waila not showing accurate fluid levels for channel, tank and valve
-FIXED: Fixed crop not re-rendering on changes
-FIXED: Stats are now being reduced on mutating instead of spreading
-FIXED: Seeds being able to be planted on unhydrated farmland while farming was disabled
-FIXED: NEI mutation GUI ignoring soil meta value
-FIXED: Infinite loop when specifying BaseBlock of type 2
-FIXED: Moved resource crops to post-init to enable resource crops for mods that register their ore dictionary entries too late
-FIXED: Cactus crop dropping cactus with metadata 2 if the config option was on
-FIXED: Crash with CoFH
-FIXED: (hopefully) Fixed weird ingot to nugget recipes getting registered
-FIXED: Nether wart always yielding one fruit, regardless of gain level
1.2.1
-Changed AgriCraft creative tab logo
-Fixed certain crops rendering crooked
-Fixed crop lighting
-Changed Sprinkler to use a fixed configurable amount of water
-Added channel valves to irrigation systems
-Overhauled irrigation systems: sprinklers will keep consuming water but there are now valves to close channels
-Added configuration GUIs for some config categories
-Fixed water draining bug in irrigation systems
-Added option to clear all registered seed drops
-Added support for Chococraft gysahls
-Added a config to override seed tiers
-Made Magic Fertiliser from Magical Crops work on tier 4 & 5 crops (can be disabled in the config)
-Botania Horn of the Wild will no longer wipe crops away, instead it will clear them
-Added a config option to disable weeds from taking over plants (they will still spread to nearby empty crops)
-Added Minetweaker support for various aspects of AgriCraft. Check the GitHub wiki for documentation.
-Fixed Null Pointer Exception in certain cases when breaking tanks
-Fixed config reading bug
-Custom Plants will now correctly drop their fruit if their fruit is a seed
-Plants rendering in a cross will now render 4 smaller plants again
-PMP & Natura crops now render with the correct icons again
-Moved custom crops registering to post init to allow other mod items (which might register in init) to be used as drops
-Instead of crashing the game, faulty config entries will be pointed out in the log (back up your old configs and enable regenerate defaults in the main config)
-Updated the NEI handler to show required blocks below/near
-Added a config to specify fertile soils for crops
1.1.0
-Rewrote rendering code to improve performance
-Fixed gardening trowel bug
-Changed Hunger Overhaul compatibility (you need to update HO to newest version as well)
1.0.5
-Fixed crash when disabling vanilla farming
-Fixed servers kicking you out when breaking tanks
-Network optimization for irrigation systems (marcin212)
1.0.4
-Fixed shift-clicking crops crash
-Water residue after breaking a tank now flows
-Fixed a spelling error in the en_US.lang file
-Disabling Vanilla farming in the config actually disables Vanilla farming
-sprinkler now uses oak planks as breaking particles instead of missing textures
-tanks will never fill up in deserts (it can rain in deserts apparently, but it doesn't render the particles)
1.0.3
-Waila and magnifying glass only show stats of analyzed plants
-Sprinklers consume less water and irrigate plants much much slower (it was quite op before)
-Changed the way custom wood recipes are handled, they now show up in NEI
-Sprinkler now always drops the right item
-Tanks, channels and sprinklers are no longer destroyed in one hit
-The math behind irrigation systems is now correct
-Made irrigation systems less network intensive
-In the journal, when a fruit is a block, it now loads the texture correctly
-Fixed some crop rendering derps (Marcin212)
-World gen blocks no longer generate in greenhouses
-Added weeds
0.0.12
-Fixed crash if OreDictionary planks weren't blocks
-Underped resource crops in the configs
-Rewrote mutations
-Added special mutations: either require a specific block near or a base block in order to mutate
-Set magical crops seeds to tier 4
-Added Waila integration for crops, tanks and irrigation channels
-Added gardening trowel: can be used to move plants from one corp to another
-Added magnifying glass: use to inspect crops
-Added journal description for plant mega pack seeds
-Fixed Seed Analyzer not dropping its contents when harvested
0.0.11
I have Agricraft and Botania installed but there are no mystycal flower seeds, pls help
I love the mod! Used to use it for 1.7.10, and now 1.12.2, but for some reason, in 1.12.2, the mod's config for the plants keep reverting back to defaults (we were trying to disable the weeds). Any comments about that?
In reply to rowanbol:
In case you didn't solve it yet, there is a config setting to disable it.
I just spent a lot of time frustrated with why Agricraft and Multifarm crops would immediately crash my modpack. Turns out you need the library mod "InfinityLib"
in 1.12.2 the agricraft in mystical agriculture accepts any seed except the inferium seeds. all 6 tiers of them (agraadditions). why is that?
I would assume that it's the same as what it was in 1.1o so they just removed that. What I mean about the 1.10 version was when i played with agricraft and mystical agriculture in 1.10 all tiers of inferium seeds would grow at the same rate and give the same amount of essence (4) at the max stats which if you did the growth accelerators from mystical agriculture then it was better to grow a tier 5 or 6 inferium seed without the crop sticks since 5 or 6 essence per harvest is better than 4
In reply to BasiliskL:
In reply to bobtheman30:
How to I grow water crops, like rice seeds from harvestcraft? I can't put the crop sticks in water or the water/farm land created with the shovel. Is this a bug? or am I missing something?
No idea if it is a bug or not but in JEI and I just tested it with rice and it is just planted on regular farmland
Hi, you forgot to link the InfinityLib dependency.
Not seeing any place where I can add custom crop textures (because not every mod has plants with growth stages)
Are the greenhouses removed from 1.12.2? I searched over 12 villages and can't find one.
Lack of information!!!
Can I use this in a Twitch-Launcher Modpack, if I give Credits to you and link back to this page?
Thank you for this great Mod!
Please finally add Hywla or Wawla integreation. Currently only the one probe is supported but the one probe isn't compatible with some other mods.
Forge is messing up and not showing that infinitylib is a dependency. And thank you for continuing your work. This is one of my favorite mods.
I still use IC2, any compatability issues there? If I decide to add it to my world, will the world gen not disturb the places I have already mined and built with other structures?
Could someone tell me how min-max product numbers in the plant json file interact with a seed's "Gain" stat? I thought that for example a min value of 1 and a max value of 4 would mean a plant would drop 1 product at a Gain stat of 1 and 4 at a Gain stat of 10, roughly. But that doesn't seem to be the case anymore, since I've got 3 potatoes from a Gain 1 crop and 5 Wheat from a Gain 4 crop (both have min 1 and max 4 values in the json file).
In reply to Forge_User_14578270: