plis if is not much asking can u change mortar and pestle item id i have some conflicts with some other mods i would apresiate it a lot and im sure some other people will too
I wish there was a way to tell what kinds of medicine you make weather it has a description under the medicine or a new name but herbal medicine is not so descriptive if your like me and go on a survival play and pick as many herbs you can see. also a herb guide that tells you possible mixtures would be nice as well ;p
I tried the mod out, love it! I will check back though, as it has item ids that conflict with an already set up mod I have, and that one is more of a pain to change ( a LOT more ids.) Will try it again when this mod generates an config to change the ids.
A minor suggestion, but if you made the herbs drop seeds, not just their herb, would be great for an herb garden (we love plants!) I don't really mind how rare or common they are on world gen, but we hate exploring more and more just to get plants. Would be more helpful if they were a renewable resource. If they are already, nemind lol. But please post in the OP how to make seeds?
plis if is not much asking can u change mortar and pestle item id i have some conflicts with some other mods i would apresiate it a lot and im sure some other people will too
You can change the item IDs yourself. To figure out which ones are taken or not, remove Herbology, run the game and load a new world, then have NEI (if it's installed) do an Item ID Map Dump (or something similarly named). This will tell you what is what, minus the Herbology's numbers. Go to your mod folder, then go up one folder, then go down into the config folder. Look for Herbology's config file. Open it in notepad. Change the item ID numbers to ones that aren't taken on the item dump. Voila, it should work. Only change the IDs that you need to. I promise it's not as complicated as it sounds.
I wish there was a way to tell what kinds of medicine you make weather it has a description under the medicine or a new name but herbal medicine is not so descriptive if your like me and go on a survival play and pick as many herbs you can see. also a herb guide that tells you possible mixtures would be nice as well ;p
You could simply write down the effects of each ingredient.
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You can change the item IDs yourself. To figure out which ones are taken or not, remove Herbology, run the game and load a new world, then have NEI (if it's installed) do an Item ID Map Dump (or something similarly named). This will tell you what is what, minus the Herbology's numbers. Go to your mod folder, then go up one folder, then go down into the config folder. Look for Herbology's config file. Open it in notepad. Change the item ID numbers to ones that aren't taken on the item dump. Voila, it should work. Only change the IDs that you need to. I promise it's not as complicated as it sounds.
I do this with other mods. Unfortunately, this one didn't generate a config file.
You can change the item IDs yourself. To figure out which ones are taken or not, remove Herbology, run the game and load a new world, then have NEI (if it's installed) do an Item ID Map Dump (or something similarly named). This will tell you what is what, minus the Herbology's numbers. Go to your mod folder, then go up one folder, then go down into the config folder. Look for Herbology's config file. Open it in notepad. Change the item ID numbers to ones that aren't taken on the item dump. Voila, it should work. Only change the IDs that you need to. I promise it's not as complicated as it sounds.
That sounds good ill try thanks for taking the time to give me a solution i really apreciate it
I don't think your config file works properly. I attempted to adjust the block ID for ginseng from 4000 to 3685. However the mod still tries to use 4000 for the block ID.
This is a really neat mod. However the configs are really annoying. The mod doesn't actually use the id's in the config. Which means I have to hunt for id conflicts in the console and go change all the other mods. Any chance you could fix that?
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ok, sorry to come running all the time with nothing but complaints, but... yeah sorry. One thing was fixed: I get different potion effects now, not all Strength 2. But the morar and pestle still disappears after one use. I have a fresh jar minus optifine c4 ultra and minecraft forge .656 for minecraft 1.5.1. Help?
ok, sorry to come running all the time with nothing but complaints, but... yeah sorry. One thing was fixed: I get different potion effects now, not all Strength 2. But the morar and pestle still disappears after one use. I have a fresh jar minus optifine c4 ultra and minecraft forge .656 for minecraft 1.5.1. Help?
I'd recommend, if at all possible, that you try to introduce a whole new set of effects for the potions made from the ingredients. Granted, that might be a lot of work, but I think it'd be very rewarding and be a good way to keep the old ingredients relevant while also keeping these ingredients interesting.
Just another short update for you guys. 1.0.3 is out and with it, some fixes that have been continually delayed for one reason for another. I apologize in my slowness for getting this out, but other tasks have been demanding my attention for a little bit, so new updates have been slow.
This update fixes two issues, the first and chief one being the Mortar & Pestle being used up in one recipe. That should no longer happen. The second is a lot of behind-the-scenes coding, but the result is a config file that *gasp!* actually works! I appreciate you guys bearing with me as I solve problems, coding is not my strong suit, but I can solve most problems eventually, so thanks for being patient.
Version 1.1 is slowly getting through the grinder that is development. Much of my time is spent doing artwork and getting it to look right; that also includes tinkering with the Field Guide GUI. But it's also on seeds and new sprites for each herb to be grown, and it's just taking up time. I'm still working on it, I promise. Sorry to be so slow and thanks for understanding.
A minor suggestion, but if you made the herbs drop seeds, not just their herb, would be great for an herb garden (we love plants!) I don't really mind how rare or common they are on world gen, but we hate exploring more and more just to get plants. Would be more helpful if they were a renewable resource. If they are already, nemind lol. But please post in the OP how to make seeds?
You can change the item IDs yourself. To figure out which ones are taken or not, remove Herbology, run the game and load a new world, then have NEI (if it's installed) do an Item ID Map Dump (or something similarly named). This will tell you what is what, minus the Herbology's numbers. Go to your mod folder, then go up one folder, then go down into the config folder. Look for Herbology's config file. Open it in notepad. Change the item ID numbers to ones that aren't taken on the item dump. Voila, it should work. Only change the IDs that you need to. I promise it's not as complicated as it sounds.
I do this with other mods. Unfortunately, this one didn't generate a config file.
That sounds good ill try thanks for taking the time to give me a solution i really apreciate it
Version 1.0.2 should have this fixed~
I have not tested other blocks in your config.
Install the Latest Build of Forge. Link: http://www.minecraftforge.net/forum/index.php/topic,5.0.html
This update fixes two issues, the first and chief one being the Mortar & Pestle being used up in one recipe. That should no longer happen. The second is a lot of behind-the-scenes coding, but the result is a config file that *gasp!* actually works! I appreciate you guys bearing with me as I solve problems, coding is not my strong suit, but I can solve most problems eventually, so thanks for being patient.
Version 1.1 is slowly getting through the grinder that is development. Much of my time is spent doing artwork and getting it to look right; that also includes tinkering with the Field Guide GUI. But it's also on seeds and new sprites for each herb to be grown, and it's just taking up time. I'm still working on it, I promise. Sorry to be so slow and thanks for understanding.
Keep crafting, everyone!