Says I'm missing v1.0.5 on my server even though it's in my mods folder in %appdata%\.minecraft\mods.
Should I put it in the MC.jar and see what happens?
Rollback Post to RevisionRollBack
I've got a Farm Survival map, right here..
Check it out.
Well... I can't say I've ever heard of THAT happening before. What other mods do you have installed?
I have...
Pfaeff's mods
Buildcraft: Core,transport,factory,energy and builders
Portal gun mod
Redpower
Minecraft forge
Minefactory (of course)
Rways
Better than wolves
Id resolver Standard edition
The only one I think might be causing problems is minecraft forge...
Pfaeff's mods
Buildcraft: Core,transport,factory,energy and builders
Portal gun mod
Redpower
Minecraft forge
Minefactory (of course)
Rways
Better than wolves
Id resolver Standard edition
The only one I think might be causing problems is minecraft forge...
Thanks in advance :wink.gif:
Fixed!!
I'm using toomanyitems and I have been trying to place the item fertilizer then I checked id resolver's config menu and found the fertilizer is also a block but I hadn't noticed it (Looks like a side of a block) so if I placed it as an item it sets on fire! but as a block it works fine!!!
Fixed!!
I'm using toomanyitems and I have been trying to place the item fertilizer then I checked id resolver's config menu and found the fertilizer is also a block but I hadn't noticed it (Looks like a side of a block) so if I placed it as an item it sets on fire! but as a block it works fine!!!
The item is how it's supposed to work, so that is very odd. At least it works for you. Can you post the IDs Minefactory got assigned?
edit: I'm almost certain I know what happened. ID resolver changed the fertilizer ID but the ferilizer item wasn't aware of the change. I can fix this but it's an edge case so the fix won't be in until the next major release.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/12/2011
Posts:
463
Minecraft:
dorky106
Member Details
This mod + Buildcraft = BADASS!
Just setup a tree farm so all the wood goes to two chests and the saplings go back to the Planter
Thinking of grabbing SpawnerBlock to get a skeleton spawner so I can have the bones run into a pipe for bonemeal to be crafted automaticaly than sent to the Fertilizer so keep this going non-stop but that may be a bit too much.
This mod is great, but it conflicts with my texture pack (BladeCraft), making all animated textures like the conveyors or the animated side of the harvester invisible.
Is there a way to fix this?
Oh dear, that's an HD pack. I was worried sometging like that might happen. Which HD patcher did you use?
You can turn off the conveyor animation in the config file which should fix that but there's no option for the harvester, sadly.
I'll look into it but most of my attempts to change how the animations work have not been as successful as I would like.
I didn't like the look of it at first, since I have enough wheat and sugar cane by simply visiting my o-so-small farms every couple of days (besides my cactus farm, and that's automatic, and using an allocator(from a different mod) all the cactus goes into a chest :3) so I get about 30sugar cane every visit (takes about 8minecraft hours to fully regrow :mellow.gif:) and I get about 15wheat per visit, and I have a peaceful mob farm (also w/ allocator) that I get a basically unlimited amount of leather/pork/eggs/feathers from, also, this is all underground :3
EDIT: I also forgot to say that, after seeing the doggy dance revolution floor, I hit download immediately.
Ok, thanks. Still, though, I'm not sure I'll be able to easily fix this. Would a "don't animate" setting for the harvester (and any future animated textures I add) be a sufficient compromise if I can't make this work for HD textures? (The un-animated conveyor does work, right?)
Ok, thanks. Still, though, I'm not sure I'll be able to easily fix this. Would a "don't animate" setting for the harvester (and any future animated textures I add) be a sufficient compromise if I can't make this work for HD textures? (The un-animated conveyor does work, right?)
I don't really care about the harvesters animation but i do like the conveyor belts animation. And since i don't use any HD textures would it be possible to add it to the properties file so people that don't use HD textures can still have the animated conveyor belt by just changing something in the properties file?
well, deactivating the animated conveyors worked for me. no need for you to change something. thank you for this hint.
but another question: i use the better wolves mod and there are hemp seeds. could you modify the planter in order to make it able to plant these seeds as well? that would be great!
Support for third-party blocks to be harvested is planned, but it's a ways off. Once I do that someone will just have to write an extra "compatibility" meta-mod to make this one aware of whatever you want it to harvest. I have planned out how it will work but actually writing that is going to be a pain in the butt.
Also if the animated harvester needs a non-animated face I'd call that a bug even if the conveyor works :smile.gif:
I don't really care about the harvesters animation but i do like the conveyor belts animation. And since i don't use any HD textures would it be possible to add it to the properties file so people that don't use HD textures can still have the animated conveyor belt by just changing something in the properties file?
Yeah, that's how it is now actually. There's an "AnimateConveyorBelts" setting in mod_Minefactory.cfg (from memory, may not be called exactly that). The only change I'd make is make it also support the harvester animation since right now it doesn't.
edit: and also rename it to "AnimateBlocks" or something I guess since that name would no longer be accurate.
You have just provided me and my team with the final piece of the puzzle of automating our food and rubber production!
We were scratching our heads finding a solution, using quarries with timers and fillers but this is simply epic :laugh.gif:
Compatibly with mineforge would be ideal but we're loving it already.
for your effort.
Adding this thread to bookmarksection.
as it is, this mod is already compatible with Minecraft Forge, because it does not edit any base classes.
Ok so, I haven't talked about updates in a while because Deus Ex happened. But I'm now at work on what will probably be called 1.1. The main feature is that you'll be able to (via making "meta" mods) make the planter, harvester, and fertilizer aware of other mods' plants. Or you could make it take glowstone and plant bricks I guess but I assume anyone doing anything that silly would just use TMI instead. The planter is already done, the other two I'm still working on.
I also made conveyors work downhill in case anybody actually cares about that.
I had plans for new blocks (and still do) but I think I'm not going to bother for this update; the extensibility interface is more important to me. I may sneak some other new features in but probably nothing major.
Oh and apparently the harvester does have a non-animated mode, I just never looked lol. I'm just going to rename the config file option so further people aren't confused.
The Meaning of Life, the Universe, and Everything.
Join Date:
7/12/2011
Posts:
463
Minecraft:
dorky106
Member Details
Anyone know a good way to make a wheat farm?
Looking to have 8 blocks of 3x3 of wheat, but can't figure out a good way to set it up to have them close to each other to take the least amount of room.
Anyone know a good way to make a wheat farm?
Looking to have 8 blocks of 3x3 of wheat, but can't figure out a good way to set it up to have them close to each other to take the least amount of room.
Do you want to use fertilizers? What other mods are you using (allocator, buildcraft, wireless redstone)? There's quite a few different ways to go about it. I'm actually pretty bad at creative layouts; my farm is posted somewhere earlier in the thread (not entirely wheat but you could adapt the pattern if you wanted), but you'd probably be better off if someone else answered that question :smile.gif:
-----
Ok so, I've got the harvester working too now (number of test worlds broken since I started this mod now up to 3), so I'd like to explain how this extensibility API will work. The planter, harvester, and (eventually) fertilizer have lists of things that can be planted, harvested, or fertilized. The mod class exposes public functions you can call to add new plantable, etc types.
To set up things to be planted, the mod does this:
I'll get to why wheat is special later. For now, if all you want to do is take a block or item and put it in the ground, it's really simple. The planter only needs to know what ID it's looking for in its inventory, and what ID it should plant when it finds one.
So let's say you have a mod that adds corn. It has a "corn" block and a "corn" item which functions as the seed you plant. Also, to make this easier, the corn doesn't need farmland, it works in normal grass. You would then call this something like the following:
That's it. The planter can now plant corn. You're done.
Now, onto harvesting. This is a little weirder because there's a couple "types" of things to harvest - normal blocks like wheat that are removed directly, stackable blocks like cactus and sugarcane that leave the bottommost, and trees. The default harvestables (as of 1.1) are:
(Yes, it will now harvest mushrooms, flowers, and tallgrass, that's new in 1.1). Wheat is again special; see below. But again, in the default case, it really is simple. Let's assume our hypothetical corn mod works like wheat; you break the corn plant to get corn cobs back. You would thus do:
Of course, some things (like wheat) are more complex. Wheat can't be harvested until it's fully grown, and can only be planted in tilled farmland but the planter will till fields for you. Neither of these things are supported by default, so you can replace the FactoryPlantableStandard/FactoryHarvestableStandard classes with your own. The wheat classes are shown below:
Plantable:
package net.minecraft.src;
public class FactoryPlantableWheat extends FactoryPlantableStandard implements FactoryPlantable
{
public FactoryPlantableWheat()
{
super(Item.seeds.shiftedIndex, Block.crops.blockID);
}
@Override
public boolean canBePlantedHere(int x, int y, int z, ItemStack stack,
World world)
{
int groundId = world.getBlockId(x, y - 1, z);
return groundId == Block.dirt.blockID || groundId == Block.grass.blockID || groundId == Block.tilledField.blockID;
}
@Override
public void prePlant(int x, int y, int z, ItemStack stack, World world)
{
int groundId = world.getBlockId(x, y - 1, z);
if(groundId != Block.tilledField.blockID)
{
world.setBlockWithNotify(x, y - 1, z, Block.tilledField.blockID);
}
}
}
Harvestable:
package net.minecraft.src;
import java.util.LinkedList;
import java.util.List;
public class FactoryHarvestableWheat extends FactoryHarvestableStandard implements FactoryHarvestable
{
public FactoryHarvestableWheat()
{
super(Block.crops.blockID, FactoryHarvestType.Normal);
}
@Override
public boolean hasAdditionalDrops()
{
return true;
}
@Override
public boolean canBeHarvested(int blockMetadata)
{
return blockMetadata == 7;
}
@Override
public List<ItemStack> getAdditionalDrops(int blockId, int blockMetadata, World world)
{
List<ItemStack> drops = new LinkedList<ItemStack>();
for(int i1 = 0; i1 < 3; i1++)
{
if(world.rand.nextInt(15) <= 7)
{
drops.add(new ItemStack(Item.seeds));
}
}
return drops;
}
}
If you don't want to extend the "Standard" classes, you only need to implement the FactoryPlantable/FactoryHarvestable interfaces, so you could make your own class from scratch if you wanted to.
Now I haven't got the fertilizer working this way yet; I'll make another post explaining how that one works when I do, but it will probably have to be unique for every plant since there's no universal "use bonemeal" method.
Finally, I'm sure those of you who aren't already used to modding things and planning to use this interface yourself are asking "what mods are you going to support, power crystals?". Well hopefully, none. I don't want to be accused of playing favorites if I do someone's preferred mod but not someone else's, but we'll see. I will likely do one as an example other modders can use for making their own interfaces to this mod.
If there's anyone reading this thread who IS interested in using this extensibility API, I'd love to hear your feedback while I'm still in the testing phase.
With the diamond running seeds underneath to the planters. You could duplicate this end to end as often as you wanted; wiring the redstone to all the parts would be the limiting factor in how small it could get. You could probably place them side-by-side as well; I haven't tried, but the redstone wiring should work.
I would love to use the extensibility API, but I am no programmer, however if it could be done with some sort of configuration file, then I could fix any mods I decide to use to work with harvesters and planters.
There is a much easier way with buildcraft, now that harvesters put items into chests.
DDD
DDD
DDD
_HC
that is how it would look above ground, and if you use Eloraams redpower logic mod youcan set a timer on the other side of the harvester to keep it powered.
then under ground have a wooden pipe coming out of the chest with a diamond pipe atached sending sapplings to the planter which sits under the center dirt block, and wood to wherever you need it to go.
Should I put it in the MC.jar and see what happens?
Check it out.
Check it out.
So maybe someone could post a tutorial on how to make and set up everything.
Well... I can't say I've ever heard of THAT happening before. What other mods do you have installed?
INFORMATION WANTS TO BE WRONG
I have...
Pfaeff's mods
Buildcraft: Core,transport,factory,energy and builders
Portal gun mod
Redpower
Minecraft forge
Minefactory (of course)
Rways
Better than wolves
Id resolver Standard edition
The only one I think might be causing problems is minecraft forge...
Thanks in advance :wink.gif:
Fixed!!
I'm using toomanyitems and I have been trying to place the item fertilizer then I checked id resolver's config menu and found the fertilizer is also a block but I hadn't noticed it (Looks like a side of a block) so if I placed it as an item it sets on fire! but as a block it works fine!!!
The item is how it's supposed to work, so that is very odd. At least it works for you. Can you post the IDs Minefactory got assigned?
edit: I'm almost certain I know what happened. ID resolver changed the fertilizer ID but the ferilizer item wasn't aware of the change. I can fix this but it's an edge case so the fix won't be in until the next major release.
INFORMATION WANTS TO BE WRONG
Just setup a tree farm so all the wood goes to two chests and the saplings go back to the Planter
Thinking of grabbing SpawnerBlock to get a skeleton spawner so I can have the bones run into a pipe for bonemeal to be crafted automaticaly than sent to the Fertilizer so keep this going non-stop but that may be a bit too much.
Enjoying this mod though I just got it
Oh dear, that's an HD pack. I was worried sometging like that might happen. Which HD patcher did you use?
You can turn off the conveyor animation in the config file which should fix that but there's no option for the harvester, sadly.
I'll look into it but most of my attempts to change how the animations work have not been as successful as I would like.
INFORMATION WANTS TO BE WRONG
EDIT: I also forgot to say that, after seeing the doggy dance revolution floor, I hit download immediately.
Ok, thanks. Still, though, I'm not sure I'll be able to easily fix this. Would a "don't animate" setting for the harvester (and any future animated textures I add) be a sufficient compromise if I can't make this work for HD textures? (The un-animated conveyor does work, right?)
INFORMATION WANTS TO BE WRONG
I don't really care about the harvesters animation but i do like the conveyor belts animation. And since i don't use any HD textures would it be possible to add it to the properties file so people that don't use HD textures can still have the animated conveyor belt by just changing something in the properties file?
Support for third-party blocks to be harvested is planned, but it's a ways off. Once I do that someone will just have to write an extra "compatibility" meta-mod to make this one aware of whatever you want it to harvest. I have planned out how it will work but actually writing that is going to be a pain in the butt.
Also if the animated harvester needs a non-animated face I'd call that a bug even if the conveyor works :smile.gif:
Yeah, that's how it is now actually. There's an "AnimateConveyorBelts" setting in mod_Minefactory.cfg (from memory, may not be called exactly that). The only change I'd make is make it also support the harvester animation since right now it doesn't.
edit: and also rename it to "AnimateBlocks" or something I guess since that name would no longer be accurate.
INFORMATION WANTS TO BE WRONG
as it is, this mod is already compatible with Minecraft Forge, because it does not edit any base classes.
I also made conveyors work downhill in case anybody actually cares about that.
I had plans for new blocks (and still do) but I think I'm not going to bother for this update; the extensibility interface is more important to me. I may sneak some other new features in but probably nothing major.
Oh and apparently the harvester does have a non-animated mode, I just never looked lol. I'm just going to rename the config file option so further people aren't confused.
INFORMATION WANTS TO BE WRONG
Looking to have 8 blocks of 3x3 of wheat, but can't figure out a good way to set it up to have them close to each other to take the least amount of room.
Do you want to use fertilizers? What other mods are you using (allocator, buildcraft, wireless redstone)? There's quite a few different ways to go about it. I'm actually pretty bad at creative layouts; my farm is posted somewhere earlier in the thread (not entirely wheat but you could adapt the pattern if you wanted), but you'd probably be better off if someone else answered that question :smile.gif:
-----
Ok so, I've got the harvester working too now (number of test worlds broken since I started this mod now up to 3), so I'd like to explain how this extensibility API will work. The planter, harvester, and (eventually) fertilizer have lists of things that can be planted, harvested, or fertilized. The mod class exposes public functions you can call to add new plantable, etc types.
To set up things to be planted, the mod does this:
I'll get to why wheat is special later. For now, if all you want to do is take a block or item and put it in the ground, it's really simple. The planter only needs to know what ID it's looking for in its inventory, and what ID it should plant when it finds one.
So let's say you have a mod that adds corn. It has a "corn" block and a "corn" item which functions as the seed you plant. Also, to make this easier, the corn doesn't need farmland, it works in normal grass. You would then call this something like the following:
That's it. The planter can now plant corn. You're done.
Now, onto harvesting. This is a little weirder because there's a couple "types" of things to harvest - normal blocks like wheat that are removed directly, stackable blocks like cactus and sugarcane that leave the bottommost, and trees. The default harvestables (as of 1.1) are:
(Yes, it will now harvest mushrooms, flowers, and tallgrass, that's new in 1.1). Wheat is again special; see below. But again, in the default case, it really is simple. Let's assume our hypothetical corn mod works like wheat; you break the corn plant to get corn cobs back. You would thus do:
and you're done. You can harvest corn.
Of course, some things (like wheat) are more complex. Wheat can't be harvested until it's fully grown, and can only be planted in tilled farmland but the planter will till fields for you. Neither of these things are supported by default, so you can replace the FactoryPlantableStandard/FactoryHarvestableStandard classes with your own. The wheat classes are shown below:
Plantable:
Harvestable:
If you don't want to extend the "Standard" classes, you only need to implement the FactoryPlantable/FactoryHarvestable interfaces, so you could make your own class from scratch if you wanted to.
Now I haven't got the fertilizer working this way yet; I'll make another post explaining how that one works when I do, but it will probably have to be unique for every plant since there's no universal "use bonemeal" method.
Finally, I'm sure those of you who aren't already used to modding things and planning to use this interface yourself are asking "what mods are you going to support, power crystals?". Well hopefully, none. I don't want to be accused of playing favorites if I do someone's preferred mod but not someone else's, but we'll see. I will likely do one as an example other modders can use for making their own interfaces to this mod.
If there's anyone reading this thread who IS interested in using this extensibility API, I'd love to hear your feedback while I'm still in the testing phase.
INFORMATION WANTS TO BE WRONG
A multi level tower with 8 on each floor would do the trick too.
BTW I am using Buildcraft too, to feed the planters more seeds.
Using Buildcraft and no other MODs that would help this out.
Well using buildcraft the closest I was able to manage was:
[dirt][dirt][dirt][harvester][obsidian pipe][diamond pipe][obsidian pipe][harvester][dirt][dirt][dirt]
With the diamond running seeds underneath to the planters. You could duplicate this end to end as often as you wanted; wiring the redstone to all the parts would be the limiting factor in how small it could get. You could probably place them side-by-side as well; I haven't tried, but the redstone wiring should work.
INFORMATION WANTS TO BE WRONG
I would love to use the extensibility API, but I am no programmer, however if it could be done with some sort of configuration file, then I could fix any mods I decide to use to work with harvesters and planters.
[dirt][dirt][dirt][harvester][obsidian pipe][diamond pipe][obsidian pipe][harvester][dirt][dirt][dirt]
There is a much easier way with buildcraft, now that harvesters put items into chests.
DDD
DDD
DDD
_HC
that is how it would look above ground, and if you use Eloraams redpower logic mod youcan set a timer on the other side of the harvester to keep it powered.
then under ground have a wooden pipe coming out of the chest with a diamond pipe atached sending sapplings to the planter which sits under the center dirt block, and wood to wherever you need it to go.