With Binnie taking a leave, that has left ExtraBees in a state of uncertainty for many months now. Many, many thanks - seriously - for stepping in, stepping up, and making this mod.
I love how you kept the best part of ExtraBees - the mutation, the steep power requirements, the burning of bees to roll the dice on traits - and added some welcome twist of flavor to it.
The Templates, for example, is a nice streamlining the imprinting of traits task that took and still takes many steps through an ExtraBees Inoculator or a bank of Inoculators.
I also like the simplification of the genetic machines. IMHO, the Synthesizer and the Purifier are mostly mechanisms to enforce time and energy sinks, but didn't add any gameplay value. I like how you streamline the traditional ExtraBees 4-kinds-of-genetic-machines process into just 2 machines.
Also, the module-upgraded Industrial Apiary is a great way to get customized production or breeding assistance in a small package.
Do you have any plans to add specific lines of bees ? Between Forestry and MagicBees, most resources and effects are covered, but Certus, for example, has always been a PITA and without Quantum Bees, Certus will be difficult to obtain.
Maybe somewhere after 1.0, i don't have any real plans to add my own species for now.
As for the Mutatron, the most problematic bees are 4 bees in the Aware Branch : Windy, Earthen, Firey, and Watery. All 4 are derived from Ethereal and Supernatural, with the difference being the source block underneath to determine which of the 4 possible specific is selected for mutation.
I want to find a way to do that, but it's problematic. Forestry doesn't give a good way to access those limitations with a block that isn't apiary-like (implements IBeeHousing and co). It can probably be done with reflection but it'll be a mess.
An alternative idea i had is making an upgraded Mutatron machine that would let you select the mutation from the GUI.
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In other news, i think the mod is feature-complete for 1.0 now. I'll wait a day or so and if no new critical bugs surface will move to 1.0 and call it officially released
I have a question, what would it take to be able to use Atomic Science's Uranium (after all of the processing) as a Mutagen source in the Producer? The Uranium from it comes in both 235 & 238 isotope forms.
I'm currently planning a LP and am planning to use Extra Bees & Gendustry in tandem with each other (as I have reason to believe that the 1.6.2 dev build will still work), Gendustry for "genetic management" and EB for the bees and "tweaking" certain traits. But, because I'm not using IC2, I don't have access to it's Uranium resources, so I'm limited to UE's Atomic Science Uranium and would rather not eat through my Red/Glowstone resources on creating Mutagen as I'm fairly sure most of the mods I'll be using are rather heavy on both resources. Not that I'm complaining though (too much).
I have a question, what would it take to be able to use Atomic Science's Uranium (after all of the processing) as a Mutagen source in the Producer? The Uranium from it comes in both 235 & 238 isotope forms.
Make a file called "gendustry-override.cfg" in your config folder (or if you already have one just add to it) with the following lines
1000 and 2000 are the mutagen amounts in MB, tweak to your liking (I haven't played with AS in ages, no idea what's the right balance should be... if someone has a good idea please tell :P)
In Atomic Science config make sure "Allow Uranium Ore Dictionary Compatiblity" is set to "true" (this is the default)
I'll probably add it to the default config in the future.
1000 and 2000 are the mutagen amounts in MB, tweak to your liking (I haven't played with AS in ages, no idea what's the right balance should be... if someone has a good idea please tell )
In Atomic Science config make sure "Allow Uranium Ore Dictionary Compatiblity" is set to "true" (this is the default)
I'll probably add it to the default config in the future.
Wait so I'm confused. Does GenDustry just add in Extra Bee's machines, or will it add in all of the bees too? I loved the mod support with the bees like copper and whatnot.
It looks like on the current version the machines draw max power from the energy cables even if they're (the machines) are not in use and the internal storage is full. This really hurts for things like the mutagen producer which sucks up 500 mj/t even when completely unnecessary.
This was identified using enderio both using an isolated capacitor bank and the MJ reader.
It looks like on the current version the machines draw max power from the energy cables even if they're (the machines) are not in use and the internal storage is full. This really hurts for things like the mutagen producer which sucks up 500 mj/t even when completely unnecessary.
I can't reproduce that. Can you post your exact setup and readings?
If you don't have Thermal Expansion there is a small (5000 MJ with the default settings) buffer that needs to fill up (it's doesn't show in the gui) and after it fills there will be a tiny amount (~0.01 MJ/t) drawn by BC perdition mechanism.
If you do have TE installed and use EnderIO it should switch over to RF and there shouldn't be any idle power use at all and no secondary buffer to fill.
Wait so I'm confused. Does GenDustry just add in Extra Bee's machines, or will it add in all of the bees too? I loved the mod support with the bees like copper and whatnot.
Gendustry is a separate mod, not related to Extra Bees, that adds 5 machines (2 of which have a somewhat similar functionality to EB). Adding bee species isn't planned for now, maybe somewhere after 1.0.
I can't reproduce that. Can you post your exact setup and readings?
If you don't have Thermal Expansion there is a small (5000 MJ with the default settings) buffer that needs to fill up (it's doesn't show in the gui) and after it fills there will be a tiny amount (~0.01 MJ/t) drawn by BC perdition mechanism.
If you do have TE installed and use EnderIO it should switch over to RF and there shouldn't be any idle power use at all and no secondary buffer to fill.
I retested it today and I wasn't able to reproduce it. I must have been imagining things. I apologize for the false report.
Is there any plan to eventually remove the BC dependency from the mod?
So far my server has been loving the new mod. Are you open to new suggestions at this time?
Is there any plan to eventually remove the BC dependency from the mod?
There is no hard dependency on BC, the mod will function correctly without it installed (a couple recipes are changed and you will obviously need some other way to power the machines).
ps. If you do ever add your own bee lines, add them as a separate module. I didn't like the way binnies mods bundled genetic machines AND bees AND trees into a single mod making it impossible to just get the machines without the cruft.
I'd like to have the option for the manual selection of mutation to be more expensive than automatic one. It makes only sense in my opinion. You're bypassing a lot of RNG and stuff by getting what you want. Sure, it already cost a boatload of power, still, it'd be great to have that option in config.
You can configure how much power it takes in the configs, it's a separate section from the basic mutatron machine.
I don't want to increase the power by default because that RNG is introduced by Gendustry in the first place, in normal forestry gameplay you don't really run into it because those mutations have extra limitations (base block, biome, etc) that let you choose which one you might get.
No. Magic Bees has for vanilla, forestry, and TiCon material bees, though.
Profile pic by Cheshirette c:
Thanks for the detailed feedback!
Maybe somewhere after 1.0, i don't have any real plans to add my own species for now.
I want to find a way to do that, but it's problematic. Forestry doesn't give a good way to access those limitations with a block that isn't apiary-like (implements IBeeHousing and co). It can probably be done with reflection but it'll be a mess.
An alternative idea i had is making an upgraded Mutatron machine that would let you select the mutation from the GUI.
----------------------
In other news, i think the mod is feature-complete for 1.0 now. I'll wait a day or so and if no new critical bugs surface will move to 1.0 and call it officially released
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I have a question, what would it take to be able to use Atomic Science's Uranium (after all of the processing) as a Mutagen source in the Producer? The Uranium from it comes in both 235 & 238 isotope forms.
I'm currently planning a LP and am planning to use Extra Bees & Gendustry in tandem with each other (as I have reason to believe that the 1.6.2 dev build will still work), Gendustry for "genetic management" and EB for the bees and "tweaking" certain traits. But, because I'm not using IC2, I don't have access to it's Uranium resources, so I'm limited to UE's Atomic Science Uranium and would rather not eat through my Red/Glowstone resources on creating Mutagen as I'm fairly sure most of the mods I'll be using are rather heavy on both resources. Not that I'm complaining though (too much).
Thanks for listening.
Make a file called "gendustry-override.cfg" in your config folder (or if you already have one just add to it) with the following lines
1000 and 2000 are the mutagen amounts in MB, tweak to your liking (I haven't played with AS in ages, no idea what's the right balance should be... if someone has a good idea please tell :P)
In Atomic Science config make sure "Allow Uranium Ore Dictionary Compatiblity" is set to "true" (this is the default)
I'll probably add it to the default config in the future.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Thanks so much!
Feel free to check out my channel!
My current setup:
http://pcpartpicker.com/p/Q7wqf7
This was identified using enderio both using an isolated capacitor bank and the MJ reader.
I can't reproduce that. Can you post your exact setup and readings?
If you don't have Thermal Expansion there is a small (5000 MJ with the default settings) buffer that needs to fill up (it's doesn't show in the gui) and after it fills there will be a tiny amount (~0.01 MJ/t) drawn by BC perdition mechanism.
If you do have TE installed and use EnderIO it should switch over to RF and there shouldn't be any idle power use at all and no secondary buffer to fill.
Gendustry is a separate mod, not related to Extra Bees, that adds 5 machines (2 of which have a somewhat similar functionality to EB). Adding bee species isn't planned for now, maybe somewhere after 1.0.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I retested it today and I wasn't able to reproduce it. I must have been imagining things. I apologize for the false report.
Is there any plan to eventually remove the BC dependency from the mod?
So far my server has been loving the new mod. Are you open to new suggestions at this time?
Well in all fairness, isn't BC a dependency for Forestry? It wouldn't make sense to use this mod without Forestry.
Profile pic by Cheshirette c:
There is no hard dependency on BC, the mod will function correctly without it installed (a couple recipes are changed and you will obviously need some other way to power the machines).
Sure, no promises about implementing them though
Forestry bundles BC's API, it doesn't depend on the mod itself.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Ah, good to know.
Profile pic by Cheshirette c:
Downloads on my site.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
is
*@#$*ing
brilliant.
ps. If you do ever add your own bee lines, add them as a separate module. I didn't like the way binnies mods bundled genetic machines AND bees AND trees into a single mod making it impossible to just get the machines without the cruft.
You can configure how much power it takes in the configs, it's a separate section from the basic mutatron machine.
I don't want to increase the power by default because that RNG is introduced by Gendustry in the first place, in normal forestry gameplay you don't really run into it because those mutations have extra limitations (base block, biome, etc) that let you choose which one you might get.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Downloads on my site.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
server only
This was fixed a few versions ago, please update
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Fixed Ignoble bees turning into Pristine using the mutatron
Downloads on my site.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!