WAIT. YOU MEAN TooManyItems detects wheather there are new items are not?
Yep. TooManyItems reads from non-null item and block IDs, so any new blocks or items are automatically accounted for.
And it even includes items with itemlist metadata, so you can spawn in variants of blocks (for instance, wool that's already dyed).
WAIT. YOU MEAN TooManyItems detects wheather there are new items are not?
Yep. TooManyItems reads from non-null item and block IDs, so any new blocks or items are automatically accounted for.
And it even includes items with itemlist metadata, so you can spawn in variants of blocks (for instance, wool that's already dyed).
*twitch*
I've got TooManyItems installed when it first came out, and I never knew about this. Most of the time I don't install mods because I'm too lazy to craft them. *TWITCH*
Got Stained Glass to work and tried the SDK ID change thing,but sadly FP didn't work :sad.gif: Oh well I'll figure it out.Good job on the stained glass :biggrin.gif:
Oh cool, I really like the whole stained glass thing. Bookmarking. Oh, and a quick question. Is expanded farming incompatable with shocka's minerals? Im thinking the new tree's in his mod could be the cause.
Oh cool, I really like the whole stained glass thing. Bookmarking. Oh, and a quick question. Is expanded farming incompatable with shocka's minerals? Im thinking the new tree's in his mod could be the cause.
I'm pretty sure Shockah's mineral mod now only uses blockIDs over 127 (which is only possible due to his More Block IDs mod), so no, there shouldn't be an overlap there.
Quote from dylstew »
You should also make sandstone chairs and tables! :biggrin.gif:
Actually this is a good idea. We have one more slot for furniture types available, and were wondering what to use it for. We considered birch furniture, cake furniture (as a joke), etc. I think Sandstone's a good choice.
Quote from Fusnax »
Can you make a mod, but that just includes bone lanterns and paper lanterns?
I dont want to install the whole furniture
Sorry, we've already broken down this mod as much as we're going to. Shockah's expressed an interest in breaking it down into modules but it's not like installing the furniture takes more work anyway.
It might sound stupid..But can we tell when things have 100% grown (like pumpkins)
Fully grown mushrooms will look like regular mushrooms.
Fully grown flowers are actually in-bloom and look like flowers.
Fully grown pumpkins are orange. If they're not orange, they're not fully grown.
but, would it be possible to make it compatible with wild grass
when I install them together (fancy pack first then wild grass)they dont crash minecraft, but all the furniture is invisible when placed.
If I install wild grass first and then fancy pack none of the grass blocks will render and I get and 'xray" map
Just when I thought FancyPack couldn't get any awesomer.. BOOM!
How does Expanded Farming work with FarmCraft? I want EF because I don't like FC's farming but I like the ability to tame animals. (I imagine I could do something like install FC first and EF would overwrite the plant growing aspects?)
Irandael: Among other probable blockid conflicts (plastic craft, for a start, and likely others), you might be having a problem with the core files of fancy pack and xie farming coexisting. The fancy pack expanded farming mod works with the latest fix of xie farming (at least, if you install the whole pack - I had problems still with the individual components) but NOTHING seemed to make it work for me with the core files, even after I'd ruled out block id conflicts and class overwriting conflicts.
The best I was able to manage was running ONLY modloader, xie and fancypack, but every time a melon or pumpkin reached full growth minecraft would hang. It was even more unstable with fancy farming and the core files and xie farming together. If anybody else has had this issue and found a way around it, let me know - I'm being forced to choose between watermelon farms and iron chains at the moment.
WAIT. YOU MEAN TooManyItems detects wheather there are new items are not?
Yep. TooManyItems reads from non-null item and block IDs, so any new blocks or items are automatically accounted for.
And it even includes items with itemlist metadata, so you can spawn in variants of blocks (for instance, wool that's already dyed).
*twitch*
I've got TooManyItems installed when it first came out, and I never knew about this. Most of the time I don't install mods because I'm too lazy to craft them. *TWITCH*
Minecraft advanced+Minerals!+Syrups mods+TooManyItems-FTW
+ to you :biggrin.gif:
I dont want to install the whole furniture
I'm pretty sure Shockah's mineral mod now only uses blockIDs over 127 (which is only possible due to his More Block IDs mod), so no, there shouldn't be an overlap there.
Actually this is a good idea. We have one more slot for furniture types available, and were wondering what to use it for. We considered birch furniture, cake furniture (as a joke), etc. I think Sandstone's a good choice.
Sorry, we've already broken down this mod as much as we're going to. Shockah's expressed an interest in breaking it down into modules but it's not like installing the furniture takes more work anyway.
Fully grown mushrooms will look like regular mushrooms.
Fully grown flowers are actually in-bloom and look like flowers.
Fully grown pumpkins are orange. If they're not orange, they're not fully grown.
Yes. The latest update for Expanded Farming includes an optional bonemeal fix which lets you grow them instantly.
ok! :biggrin.gif:
Farmcraft is now obsolete again lol but both can be used together
Try again, i just installed it and it works
but, would it be possible to make it compatible with wild grass
when I install them together (fancy pack first then wild grass)they dont crash minecraft, but all the furniture is invisible when placed.
If I install wild grass first and then fancy pack none of the grass blocks will render and I get and 'xray" map
How does Expanded Farming work with FarmCraft? I want EF because I don't like FC's farming but I like the ability to tame animals. (I imagine I could do something like install FC first and EF would overwrite the plant growing aspects?)
▲~▲ I am a homie of Slyfox, and a Champ in PBat's army. If you are too, post this on your signature!!
The best I was able to manage was running ONLY modloader, xie and fancypack, but every time a melon or pumpkin reached full growth minecraft would hang. It was even more unstable with fancy farming and the core files and xie farming together. If anybody else has had this issue and found a way around it, let me know - I'm being forced to choose between watermelon farms and iron chains at the moment.
Xie's Farming (and others);
Syrup's Fancypack, Expanded Farming and Stained Glass;
Seronis's Mods;
303's Arrows and Prefix Skeletons;
This has been an unpaid, unscripted presentation.
to dye glass, the glass and dye need to be one crafting block away from each other (will need crafting table to dye them)