The Meaning of Life, the Universe, and Everything.
Join Date:
12/20/2014
Posts:
196
Member Details
Hey Pam! I just wanted to say I really love your mods! also, I read recently that you are having medical difficulties I hope you are doing well and that your health is improving! You're in my prayers and you have my support! Thanks for giving us such great mods
P.S. (small suggestion whenever you're well enough to mod again): for the Harvestcraft mod, have you considered implementing a recipe "cook book" of sorts? I think it would be a cool touch, kinda like how some other mods have guidebooks that players can obtain (ars magica, botania, tinker's construct, etc)
Hey Pam! I just wanted to say I really love your mods! also, I read recently that you are having medical difficulties I hope you are doing well and that your health is improving! You're in my prayers and you have my support! Thanks for giving us such great mods
P.S. (small suggestion whenever you're well enough to mod again): for the Harvestcraft mod, have you considered implementing a recipe "cook book" of sorts? I think it would be a cool touch, kinda like how some other mods have guidebooks that players can obtain (ars magica, botania, tinker's construct, etc)
Might I suggest a mod called Cooking for Blockheads? It adds this exact thing and works with Harvestcraft!
Might I suggest a mod called Cooking for Blockheads? It adds this exact thing and works with Harvestcraft!
wow, I actually had no idea a mod like this existed! thanks! this does help alot, although it would be even cooler if there was a book that showed recipes for ALL food items, regardless of what's in the inventory.. that way players could see what they like, and go out and search for the materials to craft it. But this is nice too
Shift-Click to place/remove things in machines. Bees, honeycomb, bait for the fish trap and so on would be a more pleasant process with shift-clicking rather than individual drag-and-drop.
Add a second recipe for yogurt that is (yogurt + milk) -> 2 yogurt
Question:
How do I use the vegetable bait? It doesn't go in the fish trap, and it doesn't seem to recipe with a fishing pole.
Oddity: Fish trap bait cost/performance
I spent a bunch of time getting the three fish to make bait, which then caught four random assorted things. It doesn't seem to be self-sustaining. Is there a way I'm not using? Or is the cost of fish bait so unusual that it doesn't produce a net positive result for fishing?
@REZ3R0 No I mean spawn saplings when you bonemeal grass blocks like you used to be able to. just like spawning long grass or flowers.
I second this, I am using a world gen mod and hasn't seen a single of Pam's fruit trees anywhere. I would LOVE for the saplings to be "spawnable" using bonemeal on grass like they used to. I haven't found a config setting for this.
I must be missing something, but how do we plant rice? I realize you can plant the actual crop on a water source, but that doesn't help when harvesting. Harvesting a rice plant gets you a single rice plus seeds. The seeds are apparently useless? I cannot plant them on water, and planting on land doesn't work (unless I cheat and force-grow them immediately.)
I must be missing something, but how do we plant rice? I realize you can plant the actual crop on a water source, but that doesn't help when harvesting. Harvesting a rice plant gets you a single rice plus seeds. The seeds are apparently useless? I cannot plant them on water, and planting on land doesn't work (unless I cheat and force-grow them immediately.)
I have three kinds of rice from various mods.
While oredictionary entries will help the mods work together, if one mod
creates a very distinct way pf growing something, it may/will affect
all the entities that share that oredictionary name.
I had the same problem as you, but when I realized that the
growthcraft rice was overwriting/overiding the rice planting
dynamic for all three... valla!! I can now grow rice... i just have to use the growthcraft method
I always appreciate it when people remind me of mods I haven't thought of in a while. I do remember looking into this one, and will again, but I think the thing was just the complexity -- I'm averse to complex mods and especially ones that feel too modern. HC is about the only complex food mod I put up with (and actually enjoy).
Rollback Post to RevisionRollBack
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Have been tweaking my mod build some more, and realized that in addition to an HC variant of the Biomes o' Plenty Orchards, it'd be nice to have an HC variant of the BoP Barley Field. I considered disabling that biome, but it looks really, really good, and is always neat to find. If it were growing a random choice from HC's grains (barley, rye, oats, maybe wheat or corn, or a rice-paddy field), it'd be perfect.
I don't even know if you know how to work with biomes, Pam. I've brought this up before but I don't think I've ever thought to even ask you. But imagine how neat it would be to come across biomes specific to your plants: a Fruit Tree Grove, a Nut Tree Grove (visually distinct from the former), a Tropical Tree Island or Beach, a Grain Field, and a couple of thorny briar areas that have blackberries or raspberries or wild huckleberries growing there. Maybe a field with wild strawberries.
It's one thing to pick up random crops as I travel, and fill up my pack and go plant them and populate my fields. It's another to run across biomes specifically designed around a particular fruit or grain. It'd feel more natural and I think it'd be more fun. And if I could easily disable certain crops from showing up in the naturally-generated world at all, it'd be one step closer to my ideal mod pack. I mean, now that I have a working recipe-editing GUI, I can swap out the fruit juice recipes myself, but I still can't really do anything about drop rates (or item stats, come to think of it).
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I'd like to report a dupe bug with the Apiary and any item that you have less of 64 in your inventory:
Open up the Apiary GUI
Find an item in your inventory and Shift-rightclick it in your inventory. It will not move into the Apiary inventory and just duplicate in your inventory. If you have a stack of 32 it will duplicate to 64, for example.
Not sure if this has been reported or fixed. This bug works with anything.
I had the same problem as you, but when I realized that the
growthcraft rice was overwriting/overiding the rice planting
dynamic for all three... valla!! I can now grow rice... i just have to use the growthcraft method
Unfortunately, that does not help in the slightest. The FTB Departed pack only has one crop mod -- HarvestCraft. It's true that FTB Departed includes Apple Core and Spice of Life, but even with Vanilla + Forge + HarvestCraft and nothing else, I cannot plant rice seeds.
Hey Pam! I just wanted to say I really love your mods! also, I read recently that you are having medical difficulties I hope you are doing well and that your health is improving! You're in my prayers and you have my support! Thanks for giving us such great mods
P.S. (small suggestion whenever you're well enough to mod again): for the Harvestcraft mod, have you considered implementing a recipe "cook book" of sorts? I think it would be a cool touch, kinda like how some other mods have guidebooks that players can obtain (ars magica, botania, tinker's construct, etc)
Weee! Flowers update in the works
Might I suggest a mod called Cooking for Blockheads? It adds this exact thing and works with Harvestcraft!
wow, I actually had no idea a mod like this existed! thanks! this does help alot, although it would be even cooler if there was a book that showed recipes for ALL food items, regardless of what's in the inventory.. that way players could see what they like, and go out and search for the materials to craft it. But this is nice too
Suggestions
Question:
How do I use the vegetable bait? It doesn't go in the fish trap, and it doesn't seem to recipe with a fishing pole.
Oddity: Fish trap bait cost/performance
I spent a bunch of time getting the three fish to make bait, which then caught four random assorted things. It doesn't seem to be self-sustaining. Is there a way I'm not using? Or is the cost of fish bait so unusual that it doesn't produce a net positive result for fishing?
Obey what is right, ignore what is unreasonable.
I second this, I am using a world gen mod and hasn't seen a single of Pam's fruit trees anywhere. I would LOVE for the saplings to be "spawnable" using bonemeal on grass like they used to. I haven't found a config setting for this.
not all people cry when they chop onions O.o my grandmother doesnt nor my aunt O.o
PAM FEEL BETTER SOON!!! *hugs*
I must be missing something, but how do we plant rice? I realize you can plant the actual crop on a water source, but that doesn't help when harvesting. Harvesting a rice plant gets you a single rice plus seeds. The seeds are apparently useless? I cannot plant them on water, and planting on land doesn't work (unless I cheat and force-grow them immediately.)
Love this mod!
But how do I get Grass Garden and Stalk garden to spread?
All other types of gardens that I found and planted around my bas spreads after a while, but not these two.
Any help?
.
I have three kinds of rice from various mods.
While oredictionary entries will help the mods work together, if one mod
creates a very distinct way pf growing something, it may/will affect
all the entities that share that oredictionary name.
I had the same problem as you, but when I realized that the
growthcraft rice was overwriting/overiding the rice planting
dynamic for all three... valla!! I can now grow rice... i just have to use the growthcraft method
Although I still cant get the barley crop to drop from planted barley plants... only the seeds.
Check out the Apple & Milk & Tea mod
Obey what is right, ignore what is unreasonable.
I always appreciate it when people remind me of mods I haven't thought of in a while. I do remember looking into this one, and will again, but I think the thing was just the complexity -- I'm averse to complex mods and especially ones that feel too modern. HC is about the only complex food mod I put up with (and actually enjoy).
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
If you are using the following mods, please don't report bugs here:
Hunger Overhaul
Spice of Life
Apple Core
Agricraft
These mods modify/re-place my blocks and items sometimes causing issues only they can resolve.
Have been tweaking my mod build some more, and realized that in addition to an HC variant of the Biomes o' Plenty Orchards, it'd be nice to have an HC variant of the BoP Barley Field. I considered disabling that biome, but it looks really, really good, and is always neat to find. If it were growing a random choice from HC's grains (barley, rye, oats, maybe wheat or corn, or a rice-paddy field), it'd be perfect.
I don't even know if you know how to work with biomes, Pam. I've brought this up before but I don't think I've ever thought to even ask you. But imagine how neat it would be to come across biomes specific to your plants: a Fruit Tree Grove, a Nut Tree Grove (visually distinct from the former), a Tropical Tree Island or Beach, a Grain Field, and a couple of thorny briar areas that have blackberries or raspberries or wild huckleberries growing there. Maybe a field with wild strawberries.
It's one thing to pick up random crops as I travel, and fill up my pack and go plant them and populate my fields. It's another to run across biomes specifically designed around a particular fruit or grain. It'd feel more natural and I think it'd be more fun. And if I could easily disable certain crops from showing up in the naturally-generated world at all, it'd be one step closer to my ideal mod pack. I mean, now that I have a working recipe-editing GUI, I can swap out the fruit juice recipes myself, but I still can't really do anything about drop rates (or item stats, come to think of it).
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I'm not sure if this was ever mentioned but it would be great to be able to shift+click items out and in of the presser
I'd like to report a dupe bug with the Apiary and any item that you have less of 64 in your inventory:
Not sure if this has been reported or fixed. This bug works with anything.
Unfortunately, that does not help in the slightest. The FTB Departed pack only has one crop mod -- HarvestCraft. It's true that FTB Departed includes Apple Core and Spice of Life, but even with Vanilla + Forge + HarvestCraft and nothing else, I cannot plant rice seeds.