I feel like people often forget that your lava+water cobblestone generator gives you cobblestone in place that you can hammer directly. In fact, because of a subtle difference between hammers and picks, there's even less risk of the gravel popping into the lava with a simple setup than there is with cobblestone.
This step is as easy with a book on the mouse button as the others. Hammering gravel down to sand and dust would require some more ingenuity though.
So who wants to write the weak automation addon mod? It seems like there's definitely a desire for it in the mod landscape right now.
Actually, if you're hammering at a standard cobblegen, the gravel will almost never go into the lava. It's some special magic that ex nihilo does that makes drops go to a nearby player. And for holding down the mouse button, I use joytokey with a wired xbox 360 controller. Works great. Press right, it will simulate hold right click. press left, it will simulate hold left click. Very convenient.
So who wants to write the weak automation addon mod? It seems like there's definitely a desire for it in the mod landscape right now.
What I'd like from a mod like that would be
1. block placer: places blocks when powered by redstone.
2. Block breaker: has one slot for a tool, breaks block in front when powered by redstone. has a delay and uses up double durability.
3.Sluice: feed a sieveable block and have running water over it to make it slowly 'sieve' the blocks. extremely slow, and has a lower rate of goods then sieves (items that can be always gotton via sieve is common in sluices, on the same note, common are uncommon, uncommon are rare, rare are rareer, etc)
Actually, if you're hammering at a standard cobblegen, the gravel will almost never go into the lava. It's some special magic that ex nihilo does that makes drops go to a nearby player.
Actually, if you're hammering at a standard cobblegen, the gravel will almost never go into the lava. It's some special magic that ex nihilo does that makes drops go to a nearby player. And for holding down the mouse button, I use joytokey with a wired xbox 360 controller. Works great. Press right, it will simulate hold right click. press left, it will simulate hold left click. Very convenient.
We should drop the idea on the autor of Automated Dispenser. His mod does "almost" what we want, the difference is that the breaker doesn't use a tool.
But the cobblegen as a way to hammer cobble (nice idea, by the way; I was thinking pick on the cobble, and later putting it back down to hammer) doesn't let you auto-hammer the later items (gravel, sand), nor sieve the sand nor dust, nor turn dust into clay or sand into glass.
So hammering away at the cobblegen solves part of the AFK automation (hammer to get all the gravel you need; later sift the gravel for all the first-order resources you need), it doesn't give you the later stuff.
===
Automation: AFK automation has a maximum speed. Independent automation can increase speed arbitrarily. This seems to be the big sticking point / contention towards full automation of the hammer/sieves.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I don't understand why there has to be a penalty to a sluice. The sieves are already kinda slow and the drop rate is pretty good balanced.
try getting one automated.
even if you only get like a click per second, it's the fact that you don't have to do anything and it keeps on pumping out the drops that makes it pretty op, and since you can make gravel, sand, dust, and dirt pretty easily, and even soulsand and such are easy when you build up, it's pretty much a endless stream of free items with no interaction ever.
Sieves are well-balanced when you do it by hand, but as balanced when you automate it.
Besides, if sluices where exactly the same as sieves and could be automated, that would make sieves redundant and useless.
You're giving up a bit of speed and a higher drop rate in exchange for automation and the freedom to do other things while you convert your blocks to resources. I'd call it a fare trade
You're giving up a bit of speed and a higher drop rate in exchange for automation and the freedom to do other things while you convert your blocks to resources. I'd call it a fare trade
So much this. Even if it were fixed to a slower speed than the holding right mouse button speed of a sieve and you were somehow limited to only being able to have one, an automated sieve would be incredibly good just because it allows you to attend to other things while it produces.
I suppose another way to go which would mirror Minecraft's core progression would be to have an upgraded sieve which gives out multiples of items affected by the Fortune enchant. Sort of like you still have to mine but you can use Fortune to make it more effective. I'm not personally a fan because while I find exploring caves rewarding in its own right even when it's no longer challenging but I need resources, I don't really feel the same way about standing around the sieve. It's an option, though.
try getting one automated.
even if you only get like a click per second, it's the fact that you don't have to do anything and it keeps on pumping out the drops that makes it pretty op, and since you can make gravel, sand, dust, and dirt pretty easily, and even soulsand and such are easy when you build up, it's pretty much a endless stream of free items with no interaction ever.
Sieves are well-balanced when you do it by hand, but as balanced when you automate it.
Besides, if sluices where exactly the same as sieves and could be automated, that would make sieves redundant and useless.
You're giving up a bit of speed and a higher drop rate in exchange for automation and the freedom to do other things while you convert your blocks to resources. I'd call it a fare trade
One thing about the sluices: They should be a pain in the ass to setup. Whether it be expensive or having a really annoying part in the setup process. This would discourage people making massive amounts of sluices, and encourage alternative resource generation.
Speaking of resource gen, what options are there? I know there's the laser drill, bees, the botania orechid, blood magic meteors, oreberries, and I think something from ars magica (wow that's actually quite a lot of things), but what else could you use?
I feel like the rate for emeralds and diamond while sifting is slightly big. Maybe have in the config an option, where you could lower the rate of all valuable items from sieves.
I also think that there is an unnecessary amount of flint that comes from sifting gravel in sieves, maybe you could lower the rate of getting flint in the config, too?
I feel like the rate for emeralds and diamond while sifting is slightly big. Maybe have in the config an option, where you could lower the rate of all valuable items from sieves.
I also think that there is an unnecessary amount of flint that comes from sifting gravel in sieves, maybe you could lower the rate of getting flint in the config, too?
I can understand being a little miffed at diamonds and emeralds. I will say this about the flint, though. It can be turned back in to gravel to be sifted again.
I can understand being a little miffed at diamonds and emeralds. I will say this about the flint, though. It can be turned back in to gravel to be sifted again.
I'm not completely sure, since it works across both Agrarian Skies and Skyfactory. I'll look in to it at least, since its been useful to get extra ores and the like.
The infested leaves follow take the following steps when trying to spread.
1) Find a nearby leaf.
2) Take note of the information required to mimic the appearance of that leaf.
3) Change that leaf into an infected leaf, which on normal servers also INSTANTLY creates a tileentity for it.
4) Tell the tileentity of the newly infected leaf what the old leaf looked like so that the new infected leaf looks like the old one.
Wait a sec ...
You mean that stage 1 of infested leaves looks like normal ones?
I can see 4 visually distinct shades of white on oak leaves. Plus the "unchanged" looking, that's 5. At least.
...
So how many shades of grey does this infestation take? The Waila add-on for this gave a screenshot listing 78%, which implies ... 9? 11% * 2?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
You mean that stage 1 of infested leaves looks like normal ones?
Technically, yes. But stage 1 only happens server-side for about 1/100000 of a second. You never actually see it.
EDIT: Well. Thats not completely correct. If something happens that interupts the spreading process, infected leaves default to using the Oak leaf texture I believe. So all infested leaves start out as oak leaves until they are told to mimic something else.
So how many shades of grey does this infestation take? The Waila add-on for this gave a screenshot listing 78%, which implies ... 9? 11% * 2?
The infested leaves are recolored dynamically on the client side based on how close to done they are. 0% = their normal color, sort of, I didn't account for some minor shading stuff, which is why there is that first slight color 'leap' when you use a silk worm... 100% = as close to pure white as that particular texture will get. The color is calculated. There aren't set 'stages' of color. In fact, the vast majority of my fade effects are dynamic.
Did you change the Sieve drops for Gravel. Other than new textures (btw, Broken iron looks like Broken Aluminum now) is the drop on Broken Gold way lower?
And also, out of 2 Sand Iron Ore, I got 20 Powdered Iron Ore (most likely soemthing is broke there)
Will keep testing and report as it goes
Thanks on the amazing job on this mod.
Added: Sugar Canes Seed not working when planting on sand next to water. (Haven't tried on dirt or grass)
Just as a FYI, I am in the process of building a HQM map/modpack using this mod and I am trying to get it added as a public pack on the FTB launcher. For those interested check here
I'm not completely sure, since it works across both Agrarian Skies and Skyfactory. I'll look in to it at least, since its been useful to get extra ores and the like.
also curious here.
how many flint does it take to make 1 gravel with that unknown mod?
I'm not completely sure, since it works across both Agrarian Skies and Skyfactory. I'll look in to it at least, since its been useful to get extra ores and the like.
I don't have anything that does that in either skyfactory or AS.
https://discord.gg/0kvhqyfryyjfO7qY
What I'd like from a mod like that would be
1. block placer: places blocks when powered by redstone.
2. Block breaker: has one slot for a tool, breaks block in front when powered by redstone. has a delay and uses up double durability.
3.Sluice: feed a sieveable block and have running water over it to make it slowly 'sieve' the blocks. extremely slow, and has a lower rate of goods then sieves (items that can be always gotton via sieve is common in sluices, on the same note, common are uncommon, uncommon are rare, rare are rareer, etc)
those three would be all I want
Yup, that's what I was saying.
We should drop the idea on the autor of Automated Dispenser. His mod does "almost" what we want, the difference is that the breaker doesn't use a tool.
So hammering away at the cobblegen solves part of the AFK automation (hammer to get all the gravel you need; later sift the gravel for all the first-order resources you need), it doesn't give you the later stuff.
===
Automation: AFK automation has a maximum speed. Independent automation can increase speed arbitrarily. This seems to be the big sticking point / contention towards full automation of the hammer/sieves.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
try getting one automated.
even if you only get like a click per second, it's the fact that you don't have to do anything and it keeps on pumping out the drops that makes it pretty op, and since you can make gravel, sand, dust, and dirt pretty easily, and even soulsand and such are easy when you build up, it's pretty much a endless stream of free items with no interaction ever.
Sieves are well-balanced when you do it by hand, but as balanced when you automate it.
Besides, if sluices where exactly the same as sieves and could be automated, that would make sieves redundant and useless.
You're giving up a bit of speed and a higher drop rate in exchange for automation and the freedom to do other things while you convert your blocks to resources. I'd call it a fare trade
So much this. Even if it were fixed to a slower speed than the holding right mouse button speed of a sieve and you were somehow limited to only being able to have one, an automated sieve would be incredibly good just because it allows you to attend to other things while it produces.
I suppose another way to go which would mirror Minecraft's core progression would be to have an upgraded sieve which gives out multiples of items affected by the Fortune enchant. Sort of like you still have to mine but you can use Fortune to make it more effective. I'm not personally a fan because while I find exploring caves rewarding in its own right even when it's no longer challenging but I need resources, I don't really feel the same way about standing around the sieve. It's an option, though.
One thing about the sluices: They should be a pain in the ass to setup. Whether it be expensive or having a really annoying part in the setup process. This would discourage people making massive amounts of sluices, and encourage alternative resource generation.
Speaking of resource gen, what options are there? I know there's the laser drill, bees, the botania orechid, blood magic meteors, oreberries, and I think something from ars magica (wow that's actually quite a lot of things), but what else could you use?
https://discord.gg/0kvhqyfryyjfO7qY
I also think that there is an unnecessary amount of flint that comes from sifting gravel in sieves, maybe you could lower the rate of getting flint in the config, too?
I can understand being a little miffed at diamonds and emeralds. I will say this about the flint, though. It can be turned back in to gravel to be sifted again.
Just my two cents.
https://discord.gg/0kvhqyfryyjfO7qY
I'm not completely sure, since it works across both Agrarian Skies and Skyfactory. I'll look in to it at least, since its been useful to get extra ores and the like.
Wait a sec ...
You mean that stage 1 of infested leaves looks like normal ones?
I can see 4 visually distinct shades of white on oak leaves. Plus the "unchanged" looking, that's 5. At least.
...
So how many shades of grey does this infestation take? The Waila add-on for this gave a screenshot listing 78%, which implies ... 9? 11% * 2?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Technically, yes. But stage 1 only happens server-side for about 1/100000 of a second. You never actually see it.
EDIT: Well. Thats not completely correct. If something happens that interupts the spreading process, infected leaves default to using the Oak leaf texture I believe. So all infested leaves start out as oak leaves until they are told to mimic something else.
The infested leaves are recolored dynamically on the client side based on how close to done they are. 0% = their normal color, sort of, I didn't account for some minor shading stuff, which is why there is that first slight color 'leap' when you use a silk worm... 100% = as close to pure white as that particular texture will get. The color is calculated. There aren't set 'stages' of color. In fact, the vast majority of my fade effects are dynamic.
Did you change the Sieve drops for Gravel. Other than new textures (btw, Broken iron looks like Broken Aluminum now) is the drop on Broken Gold way lower?
And also, out of 2 Sand Iron Ore, I got 20 Powdered Iron Ore (most likely soemthing is broke there)
Will keep testing and report as it goes
Thanks on the amazing job on this mod.
Added: Sugar Canes Seed not working when planting on sand next to water. (Haven't tried on dirt or grass)
Here's the link to the error (too big for pastebin): https://www.dropbox.com/s/fdekz9d5jesyrli/ForgeModLoader-client-0.zip
also curious here.
how many flint does it take to make 1 gravel with that unknown mod?
I don't have anything that does that in either skyfactory or AS.
https://discord.gg/0kvhqyfryyjfO7qY
4.
Very strange. I know I've seen the recipe in NEI. I'm not completely insane ... And it just comes up as "Vanilla" in the tooltips....