Finished up the last batch of bugfixes and smaller coding things for the next release. Given there are only a few changes, the testing phase probably shouldn’t take longer then a day, given the testers do their job. Release should be scheduled this weekend.
On a second Note, i’ve started designing the concept for my next IC-PC Project (IC stuff i will work on while not at my laptop (on which i’m developing the CPUs seperately)):
>INSERT NAME HERE<
Je, couldn’t yet decide on a fitting name, but it’s about agriculture, farming and loads of new funny plants. Don’t worry, the whole project is designed to take up exactly one single block ID :3 According to my current calculations, it should be possible to store 64 different plant types with 3 attributes each within a single block&item (of course i could store theoretically infinite blocks into a TE block, but items can only store 32000 varying metavalues).
Players can start off with using common seeds to creae basic plants, like Wheat or Grass and can start modifying / crossbreeding them for various results. Each plant has 5 Attributes:
-Type, determing what sort of plant it actually is (f.e. one dropping wheat, or one dropping redstone or industrial gunpowder or whatever i decide to implement)
-Growth, higher growth attribute means the plant grows faster. Given the fact these plants will tend to grow REEEEALLY slow (since harvesting them can actually give viable ressources)
-Gain, the higher this attribute, the more stuff is dropped by a plant. For valuable drops, this actually raises the chance of something dropping at all
-Resistance, higher resistance is essential if you don’t want your plant to fall victim to weed, bugs or animals walking across your farm.
That’s a rough overview, i’m still working out details, f.e. how the crossbreeding will work and what requirements will be possible for plants (casual hydration, special hydration, fertilizer, specific growth requirements).
Ah je, and you will get an Electric Hoe :3