When config settings are added for outputs, please add sane defaults for apple trees and especially fish traps. This would be around 10% of the current output. Fish traps are so OP that they break anything associated with them, particularly enchanted bows and books.
Hello, I really wanted to use a few of these in my modpack. To see my modpack, please click my signature. Full credit will be given. Please PM me your answer. Thank you
Gwafu, Im also making a modpack of my own and would like permission. I cant post links just yet, so send me a PM when you can and I'll try to post the link there.
Gwafu, could you add meta rotations to cut bamboo, so that it can be placed sideways like logs?
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
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Join Date:
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Posts:
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Member Details
I love your mod, but the problem is the Cellar Mod crashes upon Mo Villages, Better Villages, and Village Taverns Mod! It's related to world generating issues.
Back. Been busy with stuff regarding the end of a school-year.
I don't have anymore work left regarding academics so I might work on Growthcraft full-time now.
Done in the last update:
Fixed lag issues on Cellar blocks. Brew Kettle might still affect fps because of the need for it to update the server and client at the same time all the time (for rendering the liquid).
Bamboo Charcoal
Bamboo Scaffold
Bamboo Slab -> Bamboo Block crafting
Bamboo stuff as furnace fuels
Bamboo Fence Gates
Changed Bamboo Wall behavior. It will now only attach to other bamboo walls, bamboo fence, bamboo fence gates, bamboo stalks, and bamboo doors.
Bamboo Shoots can now be eaten.
Fixed lighting bug with hop vines.
Fixed grape vines attempting to grow into invalid ropes.
Re-added config settings for various crop growth rates/speeds/etc.
Done in the past 24 hours:
Brew Kettle's move button (blue arrow) is now changed to a switch button (green arrows). It will switch the two liquid bars as opposed to just moving the output liquid bar to the input liquid bar.
Changed the way paddies are created. You use a shovel now (right-click) on a farmland/tilled soil.
Vineyards added to villages (Grapes and Hops). Rice fields will not be added.
Moved rice paddy blocks from Core to Rice.
Flower spreading on bee boxes (Only Roses and Dandelions for now).
Grapes are now three-block tall (just like way before; 1.5.x). Don't worry, you can still make two-block tall vineyards by having the rope immediately after the first vine.
Fixed Cooper Extraction misleading description. (Thank you LordEric!)
Added "liquid alternatives" for various boozes. As of now, only Forestry Short Mead can be used as an alternative for Mead (Young).
Fixed bee box production rate algorithm (a not-that-noticeable bug though).
What will be done next:
Release the last version for 1.6.x.
Work on compiling the mods into one .jar. (Only for 1.7.x)
Work-then-release a 1.7.x version.
Growthcraft Mushroom. Cancelled. I have problems on how it will work around with other mods' mushrooms (I don't want to use tile entities for the mushroom 'crops' because of various reasons).
Growthcraft Vegetables Crops. Will be worked on after 1.7.x version and will be released alongside Growthcraft Kitchen.
Growthcraft Kitchen. Finally perfected its concept. It will serve as an end-game crafting station for foods (can be read as "OP-foods" :D).
hi there! I'm TerasHD, a youtuber with over 45 thousand subscribers and I am making a modpack called "After Ragnarok"
I am interested in using your mod in this pack but I would like permission from you first! I will be giving credit to you for your mod and linking to your post as well.
Please respond asap as I wish to get the pack up in the following week
Hello, I really wanted to use a few of these in my modpack. To see my modpack, please click my signature. Full credit will be given. Please PM me your answer. Thank you
Gwafu, Im also making a modpack of my own and would like permission. I cant post links just yet, so send me a PM when you can and I'll try to post the link there.
Eh, go on. But please just send me a private message next time regarding modpack additions. Thank you very much!
When config settings are added for outputs, please add sane defaults for apple trees and especially fish traps. This would be around 10% of the current output. Fish traps are so OP that they break anything associated with them, particularly enchanted bows and books.
Hmmm.
Here's the outline for the algorithm for the fishtrap catch rate:
- 'Base' growth chance: 25.00 (change-able now via config.)
- Count the number of water blocks present in a 3x3x3 cube centered at the fishtrap.
- Each water block adds 0.75 to a variable.
- That means, with a maximum of 26 water blocks around the fishtrap and a 19.5 maximum value to the said variable.
- Solve for the actual growth chance: (Base / Variable) + 1
- With a base growth chance of 25.0 and a maximum 19.5 variable, the fishtrap will have a 50/100 (if my math is right) chance of catching something for every random tick.
- There will be another random generator to determine whether the catch is a normal fish (85%), junk (10%), or a treasure (5%).
- The type of item picked is derived from vanilla fishing rod chances.
Now that I'm thinking of it, 50/100 might be a big chance. I'll tone the default base chance up to 75.0 to get a 25/100 maximum chance.
Just FYI, the "Cooper Extraction" achievement has wrong information It says 6 planks and 3 ingots, but it should be the other way round.
Also, bamboo planks don't seem to work in any recipes besides their own partial blocks.
Thank you very much!
The bamboo stuff are intended to not work with crafting recipes which utilizes normal wood stuff because of limitations with the current way of OreDictionary and vanilla crafting.
If I were to register Bamboo (Block/Planks) as a wood plank, you wont be able to craft a Bamboo Door because everytime you do, it will always yield a normal wooden door.
I love your mod, but the problem is the Cellar Mod crashes upon Mo Villages, Better Villages, and Village Taverns Mod! It's related to world generating issues.
I'm sorry but I can't help you much with this since the crash log is not stating that Growtcraft Cellar is responsible for the crash. Try removing GrowthCraft and recreate your world and test if it still crashes. Tell me if it stopped crashing.
- They're dirt-cheap with easy access to string. This could be from mods like TiC and BoP (Silkglades), but finding a spider spawner or abandoned mineshaft presents the same problem.
- They trivialize content by providing lots of nice enchanted bows and books. The problem here isn't that it makes the game easier; it's that there's no incentive to build a proper enchanting room and exp farm.
- They don't require the player to sit around and fish.
My suggestion:
- The recipe makes multiple traps by default, but this number is configurable and it's recommended that you change it to 1 if using string mods.
- Reduce the number of inventory slots to 3. This will let a trap hold plenty of fish but a hopper setup will be required to get lots of bows and books.
- Traps get clogged over time, shown by opaque gunk in the block texture. Right-click several times to clean a trap, shift-right-click to open the GUI. Clogged traps reduce catch rate, as an alternative to just nerfing trap output. This way, traps require players to fuss with them occasionally even if they're automated.
- Traps should work best in an ocean or river biome. For max output, require a 5x5x5 cube of blocks that are either water or are in an ocean/river biome (not beach) and adjacent to water.
Back. Been busy with stuff regarding the end of a school-year.
I don't have anymore work left regarding academics so I might work on Growthcraft full-time now.
Done in the last update:
Fixed lag issues on Cellar blocks. Brew Kettle might still affect fps because of the need for it to update the server and client at the same time all the time (for rendering the liquid).
Bamboo Charcoal
Bamboo Scaffold
Bamboo Slab -> Bamboo Block crafting
Bamboo stuff as furnace fuels
Bamboo Fence Gates
Changed Bamboo Wall behavior. It will now only attach to other bamboo walls, bamboo fence, bamboo fence gates, bamboo stalks, and bamboo doors.
Bamboo Shoots can now be eaten.
Fixed lighting bug with hop vines.
Fixed grape vines attempting to grow into invalid ropes.
Re-added config settings for various crop growth rates/speeds/etc.
Done in the past 24 hours:
Brew Kettle's move button (blue arrow) is now changed to a switch button (green arrows). It will switch the two liquid bars as opposed to just moving the output liquid bar to the input liquid bar.
Changed the way paddies are created. You use a shovel now (right-click) on a farmland/tilled soil.
Vineyards added to villages (Grapes and Hops). Rice fields will not be added.
Moved rice paddy blocks from Core to Rice.
Flower spreading on bee boxes (Only Roses and Dandelions for now).
Grapes are now three-block tall (just like way before; 1.5.x). Don't worry, you can still make two-block tall vineyards by having the rope immediately after the first vine.
Fixed Cooper Extraction misleading description. (Thank you LordEric!)
Added "liquid alternatives" for various boozes. As of now, only Forestry Short Mead can be used as an alternative for Mead (Young).
Fixed bee box production rate algorithm (a not-that-noticeable bug though).
What will be done next:
Release the last version for 1.6.x.
Work on compiling the mods into one .jar. (Only for 1.7.x)
Work-then-release a 1.7.x version.
Growthcraft Mushroom. Cancelled. I have problems on how it will work around with other mods' mushrooms (I don't want to use tile entities for the mushroom 'crops' because of various reasons).
Growthcraft Vegetables Crops. Will be worked on after 1.7.x version and will be released alongside Growthcraft Kitchen.
Growthcraft Kitchen. Finally perfected its concept. It will serve as an end-game crafting station for foods (can be read as "OP-foods" ).
Eh, go on. But please just send me a private message next time regarding modpack additions. Thank you very much!
Done!
Hmmm.
Here's the outline for the algorithm for the fishtrap catch rate:
- 'Base' growth chance: 25.00 (change-able now via config.)
- Count the number of water blocks present in a 3x3x3 cube centered at the fishtrap.
- Each water block adds 0.75 to a variable.
- That means, with a maximum of 26 water blocks around the fishtrap and a 19.5 maximum value to the said variable.
- Solve for the actual growth chance: (Base / Variable) + 1
- With a base growth chance of 25.0 and a maximum 19.5 variable, the fishtrap will have a 50/100 (if my math is right) chance of catching something for every random tick.
- There will be another random generator to determine whether the catch is a normal fish (85%), junk (10%), or a treasure (5%).
- The type of item picked is derived from vanilla fishing rod chances.
Now that I'm thinking of it, 50/100 might be a big chance. I'll tone the default base chance up to 75.0 to get a 25/100 maximum chance.
Thank you very much!
The bamboo stuff are intended to not work with crafting recipes which utilizes normal wood stuff because of limitations with the current way of OreDictionary and vanilla crafting.
If I were to register Bamboo (Block/Planks) as a wood plank, you wont be able to craft a Bamboo Door because everytime you do, it will always yield a normal wooden door.
I can't think of how it will work since the bamboo stalk is not a full block and the benefits of adding one.
I'm sorry but I can't help you much with this since the crash log is not stating that Growtcraft Cellar is responsible for the crash. Try removing GrowthCraft and recreate your world and test if it still crashes. Tell me if it stopped crashing.
Thanks. lel. It's the Better Villages mod conflicting at times with Mo Villages.
- They're dirt-cheap with easy access to string. This could be from mods like TiC and BoP (Silkglades), but finding a spider spawner or abandoned mineshaft presents the same problem.
- They trivialize content by providing lots of nice enchanted bows and books. The problem here isn't that it makes the game easier; it's that there's no incentive to build a proper enchanting room and exp farm.
- They don't require the player to sit around and fish.
My suggestion:
- The recipe makes multiple traps by default, but this number is configurable and it's recommended that you change it to 1 if using string mods.
- Reduce the number of inventory slots to 3. This will let a trap hold plenty of fish but a hopper setup will be required to get lots of bows and books.
- Traps get clogged over time, shown by opaque gunk in the block texture. Right-click several times to clean a trap, shift-right-click to open the GUI. Clogged traps reduce catch rate, as an alternative to just nerfing trap output. This way, traps require players to fuss with them occasionally even if they're automated.
- Traps should work best in an ocean or river biome. For max output, require a 5x5x5 cube of blocks that are either water or are in an ocean/river biome (not beach) and adjacent to water.
- Do you think replacing the Strings with Leads can, in some way, improve the fishtrap?
- Vanilla fishing rod also poses the same problem.
- That is the main purpose of the mod/block, to have a somewhat constant supply of fish (and stuff).
- Wont that just make the fishtrap more OP?
- Ehhh, nope. The five slots will stay.
- I'm not sure about this.
- Good idea! This will be added (fishtraps' productivity will increase by 25% at Rivers/Oceans/etc.)
You can get enchanted stuff with vanilla fishing rods, but it requires you to sit around and fish. That's time better spent working towards a proper enchanting setup.
Getting multiple traps from the recipe is meant to offset the reduction in output from traps getting clogged. You'd have to set up more traps to get the current output, and those would all need to be checked and maintained. This is a compromise between not being able to do anything else while fishing, and building a one-shot enchantment factory that requires no further intervention.
I'd like to be able to set up fish traps, an apple orchard, and all the other fun things in your mod, and have them all contribute to the experience in a meaningful way.
You can get enchanted stuff with vanilla fishing rods, but it requires you to sit around and fish. That's time better spent working towards a proper enchanting setup.
Getting multiple traps from the recipe is meant to offset the reduction in output from traps getting clogged. You'd have to set up more traps to get the current output, and those would all need to be checked and maintained. This is a compromise between not being able to do anything else while fishing, and building a one-shot enchantment factory that requires no further intervention.
I'd like to be able to set up fish traps, an apple orchard, and all the other fun things in your mod, and have them all contribute to the experience in a meaningful way.
I see your point. Instead of clogging, i'm thinking of making string as some sort of 'ammo' for it? So for every catch the fishtrap makes, one string is subtracted to its stack (max. 64). The fishtrap would only be able to catch 64 items unless the string is constantly supplied.
The crafting recipe will be changed from strings and sticks into leads and planks. It will still yield one fishtrap.
How about you make the fish-traps behave like Anvils; the more it is used the weaker it becomes - but unlike an anvil provide a recipe where the user can put it and string into a crafting grid to heal/repair it.
- Crafting Recipe will be four Planks, four Strings, one Lead
- Fishtraps will have four stages (represented by four strings). It represents the 'life' of the fishtrap (like the vanilla Anvil).
- Every 16th catch, the fishtrap will be damaged. After the fourth damage, the fishtrap will stop catching.
- Right-clicking a fishtrap with a string will repair it by one. Four strings will be needed to repair a fishrap.
The fishtrap is severely nerfed (from 50/100 maximum chance to 25/100 maximum chance or 33/100 at rivers/oceans). I'm not sure if it is alright or not to decrease the chance the more it is damaged (-3 percent chance every damage).
That sounds reasonable. I like the idea of decreasing catch chance. I'm not sure about having a gradual decrease followed by catastrophic failure at the fourth stage, as opposed to a steady drop to 0 catch chance, though.
Hmmm... Well, might as well throw in my thoughts on the topics at hand.
I feel like, lots of other mods have been able to get around the issue of adding their planks to the ore dictionary; like Natura. They have lots of doors and crafting tables and etc made from just their planks, but still function as oredictionary wood. I'm not sure if this was some complicated bodging or something, but it does seem as though there may be a solution out there. Can you like, tell the game to give your recipes priority over the vanilla recipes? I have no idea.
On the topic of the fish farms... I feel as though one of the reasons that the fish trap feels so overpowered is because, well, the fish stacks and the bows / books don't; so any inventory you get will seem much more laden with fish than with loot. It might be beneficial to reduce the rate at which we get "treasures" to like, 1% or 2%, and expanding either fish or junk to cover the balance. My vote is on junk, as you could then add more things to the junk list to simulate a clogging effect, as you keep fishing up sticks and seeds and other detritus to fill up the inventory with reletively useless materials instead of fish and shots at treasure, requiring lots of maintance or an effective hopper system to remain functional. Other ideas for things to add to the lists: Gold nuggets. We're going to be adding it to river biomes more frequently now, it'll be like accidently panning for gold. Also string, for there to be a chance to have the ability to repair your fishtrap right there! just not nessecerially a good chance.
Will the "fishtraps take damage" thing be toggleable in the config file? I feel like that might get tiresome and would just turn into one of the chores I never do around my farm, like harvest my wheat feild or chop down the slimetrees. On the topic of configs, could we also add our own options to the fishing chances? Particularly if you have other fishing mods installed and want a chance to get their fish as well. I don't even have anything I'd want to add right now, but having the option might inspire me!
Fish trap degradation (along with repairing it) will not be implemented. Fish traps will only receive decrease in its chances/production rates as a nerf.
The reason is at the last paragraph of estradus' post (look above this post). Having the fish trap degrade will make its purpose ("afk-fishing-rod") redundant.
Anyway, any more last suggestions/fixes you want for the mod before I start compiling it and releasing the update?
Hmmm... Well, might as well throw in my thoughts on the topics at hand.
I feel like, lots of other mods have been able to get around the issue of adding their planks to the ore dictionary; like Natura. They have lots of doors and crafting tables and etc made from just their planks, but still function as oredictionary wood. I'm not sure if this was some complicated bodging or something, but it does seem as though there may be a solution out there. Can you like, tell the game to give your recipes priority over the vanilla recipes? I have no idea.
On the topic of the fish farms... I feel as though one of the reasons that the fish trap feels so overpowered is because, well, the fish stacks and the bows / books don't; so any inventory you get will seem much more laden with fish than with loot. It might be beneficial to reduce the rate at which we get "treasures" to like, 1% or 2%, and expanding either fish or junk to cover the balance. My vote is on junk, as you could then add more things to the junk list to simulate a clogging effect, as you keep fishing up sticks and seeds and other detritus to fill up the inventory with reletively useless materials instead of fish and shots at treasure, requiring lots of maintance or an effective hopper system to remain functional. Other ideas for things to add to the lists: Gold nuggets. We're going to be adding it to river biomes more frequently now, it'll be like accidently panning for gold. Also string, for there to be a chance to have the ability to repair your fishtrap right there! just not nessecerially a good chance.
Will the "fishtraps take damage" thing be toggleable in the config file? I feel like that might get tiresome and would just turn into one of the chores I never do around my farm, like harvest my wheat feild or chop down the slimetrees. On the topic of configs, could we also add our own options to the fishing chances? Particularly if you have other fishing mods installed and want a chance to get their fish as well. I don't even have anything I'd want to add right now, but having the option might inspire me!
Had another idea while I was reading your response though, a sort of "optional upkeep" to the fisheries. Just kind of a theory, see what you think. First, you significantly nerf the fishing rate, but then add a "fuel" or "bait" slot of some sort. When you supply it with bait, it increases the catch rate to current rates (maybe higher?) for an amount of time based on the material. Bait materials could be like, string, or craft string into nets (8 in a circle?) for effeciency, it could be worth like 10 times string despite 8 strings? Could make "meat nuggets" out of rotten flesh or other meat. Could an ability to sometimes dig up bonus nightcrawlers while digging / tilling dirt, and make worm-farms, like a mud paddy that slowly generates worms in its inventory so you could automate supplying the fish farms if desired.
This, plus the increased chances of "junk" cloggage, seems like an appreciable balance in fisheries possibly. Though, I would be happy with just junk. I dont know why, but I love sorting out all the junk from my fisheries and figuring out what to do with all the spare fishing rods or boots or whatever. Wooden tools in the junk might be good as well, due to their low stacking capabilities, but should be a fairly low probability if added. If half the inventory just gets filled with wooden shovels and hoes then it may be just as frusterating as the bows, just less overpowered.
Sorry for my post density, I started following the thread to know for sure when the rice patty issue would be resolved and then I started overthinking everything. Take what sounds good, leave what doesnt, I dont know.
Pastebin [Crash Log]:
================
http://pastebin.com/yzLHJNaX
I had the same problem. You need to shift the achievements in the cellar config up a few. I started them around 2510 and it loads up fine.
I don't have anymore work left regarding academics so I might work on Growthcraft full-time now.
Done in the last update:
Done in the past 24 hours:
What will be done next:
Growthcraft Mushroom.Cancelled. I have problems on how it will work around with other mods' mushrooms (I don't want to use tile entities for the mushroom 'crops' because of various reasons).VegetablesCrops. Will be worked on after 1.7.x version and will be released alongside Growthcraft Kitchen.===========================================================
Eh, go on. But please just send me a private message next time regarding modpack additions. Thank you very much!
Done!
Hmmm.
Here's the outline for the algorithm for the fishtrap catch rate:
- 'Base' growth chance: 25.00 (change-able now via config.)
- Count the number of water blocks present in a 3x3x3 cube centered at the fishtrap.
- Each water block adds 0.75 to a variable.
- That means, with a maximum of 26 water blocks around the fishtrap and a 19.5 maximum value to the said variable.
- Solve for the actual growth chance: (Base / Variable) + 1
- With a base growth chance of 25.0 and a maximum 19.5 variable, the fishtrap will have a 50/100 (if my math is right) chance of catching something for every random tick.
- There will be another random generator to determine whether the catch is a normal fish (85%), junk (10%), or a treasure (5%).
- The type of item picked is derived from vanilla fishing rod chances.
Now that I'm thinking of it, 50/100 might be a big chance. I'll tone the default base chance up to 75.0 to get a 25/100 maximum chance.
Thank you very much!
The bamboo stuff are intended to not work with crafting recipes which utilizes normal wood stuff because of limitations with the current way of OreDictionary and vanilla crafting.
If I were to register Bamboo (Block/Planks) as a wood plank, you wont be able to craft a Bamboo Door because everytime you do, it will always yield a normal wooden door.
I can't think of how it will work since the bamboo stalk is not a full block and the benefits of adding one.
I'm sorry but I can't help you much with this since the crash log is not stating that Growtcraft Cellar is responsible for the crash. Try removing GrowthCraft and recreate your world and test if it still crashes. Tell me if it stopped crashing.
Check out my mods! :-)
- They're dirt-cheap with easy access to string. This could be from mods like TiC and BoP (Silkglades), but finding a spider spawner or abandoned mineshaft presents the same problem.
- They trivialize content by providing lots of nice enchanted bows and books. The problem here isn't that it makes the game easier; it's that there's no incentive to build a proper enchanting room and exp farm.
- They don't require the player to sit around and fish.
My suggestion:
- The recipe makes multiple traps by default, but this number is configurable and it's recommended that you change it to 1 if using string mods.
- Reduce the number of inventory slots to 3. This will let a trap hold plenty of fish but a hopper setup will be required to get lots of bows and books.
- Traps get clogged over time, shown by opaque gunk in the block texture. Right-click several times to clean a trap, shift-right-click to open the GUI. Clogged traps reduce catch rate, as an alternative to just nerfing trap output. This way, traps require players to fuss with them occasionally even if they're automated.
- Traps should work best in an ocean or river biome. For max output, require a 5x5x5 cube of blocks that are either water or are in an ocean/river biome (not beach) and adjacent to water.
Thanks. lel. It's the Better Villages mod conflicting at times with Mo Villages.
- Do you think replacing the Strings with Leads can, in some way, improve the fishtrap?
- Vanilla fishing rod also poses the same problem.
- That is the main purpose of the mod/block, to have a somewhat constant supply of fish (and stuff).
- Wont that just make the fishtrap more OP?
- Ehhh, nope. The five slots will stay.
- I'm not sure about this.
- Good idea! This will be added (fishtraps' productivity will increase by 25% at Rivers/Oceans/etc.)
Check out my mods! :-)
Getting multiple traps from the recipe is meant to offset the reduction in output from traps getting clogged. You'd have to set up more traps to get the current output, and those would all need to be checked and maintained. This is a compromise between not being able to do anything else while fishing, and building a one-shot enchantment factory that requires no further intervention.
I'd like to be able to set up fish traps, an apple orchard, and all the other fun things in your mod, and have them all contribute to the experience in a meaningful way.
I see your point. Instead of clogging, i'm thinking of making string as some sort of 'ammo' for it? So for every catch the fishtrap makes, one string is subtracted to its stack (max. 64). The fishtrap would only be able to catch 64 items unless the string is constantly supplied.
The crafting recipe will be changed from strings and sticks into leads and planks. It will still yield one fishtrap.
What do you think?
Check out my mods! :-)
- Crafting Recipe will be four Planks, four Strings, one Lead
- Fishtraps will have four stages (represented by four strings). It represents the 'life' of the fishtrap (like the vanilla Anvil).
- Every 16th catch, the fishtrap will be damaged. After the fourth damage, the fishtrap will stop catching.
- Right-clicking a fishtrap with a string will repair it by one. Four strings will be needed to repair a fishrap.
The fishtrap is severely nerfed (from 50/100 maximum chance to 25/100 maximum chance or 33/100 at rivers/oceans). I'm not sure if it is alright or not to decrease the chance the more it is damaged (-3 percent chance every damage).
Thoughts?
Check out my mods! :-)
I feel like, lots of other mods have been able to get around the issue of adding their planks to the ore dictionary; like Natura. They have lots of doors and crafting tables and etc made from just their planks, but still function as oredictionary wood. I'm not sure if this was some complicated bodging or something, but it does seem as though there may be a solution out there. Can you like, tell the game to give your recipes priority over the vanilla recipes? I have no idea.
On the topic of the fish farms... I feel as though one of the reasons that the fish trap feels so overpowered is because, well, the fish stacks and the bows / books don't; so any inventory you get will seem much more laden with fish than with loot. It might be beneficial to reduce the rate at which we get "treasures" to like, 1% or 2%, and expanding either fish or junk to cover the balance. My vote is on junk, as you could then add more things to the junk list to simulate a clogging effect, as you keep fishing up sticks and seeds and other detritus to fill up the inventory with reletively useless materials instead of fish and shots at treasure, requiring lots of maintance or an effective hopper system to remain functional. Other ideas for things to add to the lists: Gold nuggets. We're going to be adding it to river biomes more frequently now, it'll be like accidently panning for gold. Also string, for there to be a chance to have the ability to repair your fishtrap right there! just not nessecerially a good chance.
Will the "fishtraps take damage" thing be toggleable in the config file? I feel like that might get tiresome and would just turn into one of the chores I never do around my farm, like harvest my wheat feild or chop down the slimetrees. On the topic of configs, could we also add our own options to the fishing chances? Particularly if you have other fishing mods installed and want a chance to get their fish as well. I don't even have anything I'd want to add right now, but having the option might inspire me!
Fish trap degradation (along with repairing it) will not be implemented. Fish traps will only receive decrease in its chances/production rates as a nerf.
The reason is at the last paragraph of estradus' post (look above this post). Having the fish trap degrade will make its purpose ("afk-fishing-rod") redundant.
Anyway, any more last suggestions/fixes you want for the mod before I start compiling it and releasing the update?
==========================================================================
Thank you very much for the input!
Check out my mods! :-)
Had another idea while I was reading your response though, a sort of "optional upkeep" to the fisheries. Just kind of a theory, see what you think. First, you significantly nerf the fishing rate, but then add a "fuel" or "bait" slot of some sort. When you supply it with bait, it increases the catch rate to current rates (maybe higher?) for an amount of time based on the material. Bait materials could be like, string, or craft string into nets (8 in a circle?) for effeciency, it could be worth like 10 times string despite 8 strings? Could make "meat nuggets" out of rotten flesh or other meat. Could an ability to sometimes dig up bonus nightcrawlers while digging / tilling dirt, and make worm-farms, like a mud paddy that slowly generates worms in its inventory so you could automate supplying the fish farms if desired.
This, plus the increased chances of "junk" cloggage, seems like an appreciable balance in fisheries possibly. Though, I would be happy with just junk. I dont know why, but I love sorting out all the junk from my fisheries and figuring out what to do with all the spare fishing rods or boots or whatever. Wooden tools in the junk might be good as well, due to their low stacking capabilities, but should be a fairly low probability if added. If half the inventory just gets filled with wooden shovels and hoes then it may be just as frusterating as the bows, just less overpowered.
Sorry for my post density, I started following the thread to know for sure when the rice patty issue would be resolved and then I started overthinking everything. Take what sounds good, leave what doesnt, I dont know.