Well, having not done much with it yet, the only thing that comes to mind is turning items on and off. I would like that ability. Also, since you have the cross breading, not sure how you would do it, but setting up custom cross breading so you can add in moded ore would be cool too. But you might already have that feature in for all I know :D. Oooooh, what about the ability to toggle off cross breading fore some ores. In case Server Admins don't want diamonds to be growable or something!
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I think you should play planttech, before you wish for a config file, cause your wish to toggle crossbreeding on and off, thats not a good idea, cause the crossbeeding only gives you new foods and a few plants you need for the later content to go on in the mod, toggle this off would cause toggle off the mod....but when you done playing or far enought to know about the mod, you are welcome to make new suggestions! I will think about all of them! Everyone is wellcome to do so!
I love the concept behind this mod and I think it's pretty cool! I know that the machines in this mod are powered by the sunergy, but do you think it would make sense to be able to power them with electricity too? If so, then I'd like to add compatibility with Power Advantage (for Minecraft 1.9), if that is possible.
Let me know what you think.
EDIT: Also: Kaneka, I give you full permission to pirate my power conduit json models and Power Advantage code if you want to make your plant wires look more like wires.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Just so you are aware, I am planning on adding your mod to my new mod pack "Raid The Fences!". I am working on submitting this pack to feed the beast as an unlisted thirdparty mod pack
I'm kind of confused on how the overgrown ores work, not much documentation on what is needed for them or what they should be put on top of and all that. Do you mind telling me how they work so I can optimally use them?
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Ok, I tell you, and only you the secret: they growth chance is calculated like the wheat, so when wheat can grow on soil and good light, thats how you get the most out of it, but it is just a question of time till they are done
But these tips are not for all plants of this mod, The most have different calculations.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
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Thanks for the information, I will finish the thing i am adding atm and then i wil try to add the support. And I need to talk to you then to understand this system
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I hope you mean the Kanekium-, Lethurium-, Kinnoium- or Danciummotherplants, that are the only one in this mod. To get them, you have to infuse for example a Kanekiumplantseed(in the middle slot) with 4 blocks of kanekium. Same for the other 3 one. That seems a lot, but after this, you dont have to collect these seeds to get the plantmetals. Hope you enjoy and thanks for playing
Is there a way to get the powderizer and the metal extractor work together with hoppers? Currently the hopper also extracts from the input slot so that it cannot be used to automate the extraction process. I worked around that with Neotech pipes and blacklisting the input materials but I think hoppers should also work.
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No atm, therefore I have to change the code, I wrote it ony to do list for the future, but atm I am working on something different. But thanks for the suggestion.
I'm enjoying this mod; you mentioned that programming is just a hobby for you, so the work so far is pretty impressive! I do have a few bug reports and requests, though. I have not ventured too far into the mod, so these issues may not apply to later-game elements.
Planttech plants (metal flowers, such as the Kanekiumplant) break on neighbor block changes; for instance, I placed a dispenser next to one to test if it could automatically plant the seeds, and the plant broke.
Planttech plants (all?) have "tile.null.name" on WAILA with a missing texture
Planttech plants (all?) do not give a seed back when broken; this seems like a bug to me, though it would be reasonable for the overgrown ores to require Silk Touch.
Please register ingots in the Ore Dictionary; even though most of your ingots probably won't have counterparts in other mods, some mods can sort based on the 'ingot' prefix.
Overgrown ores seem to place strangely; if I right click on top of a block, the ore is placed back one and up one from the expected location. If I right click on the side of a block, it places on top of the block. I have only tested this facing South, however.
Provide an in-game indication of how to get started; for example, Blood Magic has JEI integration describing how to get Demonic Will, and other mods sometimes use tooltips to explain how to get items; in your case, indicating how to get the Biomass would be a good start.
Extend the supported items for making Biomass; for instance, wheat, saplings, and seeds make sense. You may also want to add this to your eventual configuration file.
I've not checked the new inventory APIs, but I know that in 1.7.10, mods could specify that a given side of a block could only pull from a specific slot; for instance, the bottom of a block would only be able to access the output.
Have you considered setting up a GitHub for this mod? I would gladly help, and it would provide you with a convenient issue tracker.
To other users, the Overgrown Ores grow like any vanilla crop, albeit with less restrictive 'soil requirements'. This can be evidenced by WAILA's growth percentage. Further, all of the crop-type plants in the mod work with 'Gentle Harvest' type mods; I am currently using one by Domochevsky.
For those having issues automating the 'processor' blocks, the Hopper Ducts mod has a 'Grated Hopper' that lets you add a filter, though any mod's filtered piping should work; alternatively, there are tutorials available for a vanilla sorter that should work.
I'm enjoying this mod; you mentioned that programming is just a hobby for you, so the work so far is pretty impressive! I do have a few bug reports and requests, though. I have not ventured too far into the mod, so these issues may not apply to later-game elements.
First of all thank you for the compliments, it was a big step getting this far. Hope you have fun getting to the later-game elements.
Planttech plants (metal flowers, such as the Kanekiumplant) break on neighbor block changes; for instance, I placed a dispenser next to one to test if it could automatically plant the seeds, and the plant broke.
This will be fixed, I didnt even recognice why I add this feature
Planttech plants (all?) have "tile.null.name" on WAILA with a missing texture
Thats cause the plants aren´t registered like other blocks you can obtain as item, cause there are technicaly no need for that.
And if you don´t use mods like this, there isnt that problem, but if this is a important thing for the users, i could try to change this.
Planttech plants (all?) do not give a seed back when broken; this seems like a bug to me, though it would be reasonable for the overgrown ores to require Silk Touch.
That is not a bug, this is what I expected them to do. And only the overgrown ores and plants like Kanekiumplant do not drop the seed, and i got definatly reasons for that.
Thanks, Just checked the lang file and find out that there was a missing = . In the next update it will be fixed.
Please register ingots in the Ore Dictionary; even though most of your ingots probably won't have counterparts in other mods, some mods can sort based on the 'ingot' prefix.
Never thought about it, Wrote it on my To-Do-List.
Overgrown ores seem to place strangely; if I right click on top of a block, the ore is placed back one and up one from the expected location. If I right click on the side of a block, it places on top of the block. I have only tested this facing South, however.
That is cause you dont have the block in your inventory, you only have the "seed", this causes this "strange" behaviour. If this is a problem for the users, i may try to change this.
Provide an in-game indication of how to get started; for example, Blood Magic has JEI integration describing how to get Demonic Will, and other mods sometimes use tooltips to explain how to get items; in your case, indicating how to get the Biomass would be a good start.
ATM I am working on a JEI Integration, but this seems to be a lot of work. But I will think of a good idea to make an in-game indicator.
Extend the supported items for making Biomass; for instance, wheat, saplings, and seeds make sense. You may also want to add this to your eventual configuration file.
Just told me all items you want to have as a supported item for making biomass, every item is just one line of code
I do not worked with config files, when there is time for that and I cleared my to-do-list, and I got time for that, I will make this, but cause I make this whole thing as a hobby, and I have to use a lot of time for studying and working(yes, I do this beside of studying), there is not that much time to make these things fast.
I've not checked the new inventory APIs, but I know that in 1.7.10, mods could specify that a given side of a block could only pull from a specific slot; for instance, the bottom of a block would only be able to access the output.
I try a few things, that is not that easy to realise. It is on the long to-do-list
Have you considered setting up a GitHub for this mod? I would gladly help, and it would provide you with a convenient issue tracker.
Where should it help? I dont want to make this open source because of a few significant reasons and this thread working fine for me as a issue tracker, when this will be to much to be handled with this thread, i may think of it. But thanks for your offer to help, but then we have to find a better way dooing this.
To other users, the Overgrown Ores grow like any vanilla crop, albeit with less restrictive 'soil requirements'. This can be evidenced by WAILA's growth percentage. Further, all of the crop-type plants in the mod work with 'Gentle Harvest' type mods; I am currently using one by Domochevsky.
For those having issues automating the 'processor' blocks, the Hopper Ducts mod has a 'Grated Hopper' that lets you add a filter, though any mod's filtered piping should work; alternatively, there are tutorials available for a vanilla sorter that should work.
Thanks for the detailed suggestions and bug report:)
I hope the answers helped you and I am willing to talk about my answers:)
Thats cause the plants aren´t registered like other blocks you can obtain as item, cause there are technicaly no need for that.
And if you don´t use mods like this, there isnt that problem, but if this is a important thing for the users, i could try to change this.
Personally, it seems like very few packs do not include WAILA or similar at this point, but I wouldn't consider this to be too big of an issue. The overgrown ores are visually distinct; the only place where it is potentially problematic is the Kanekiumplant and similar, as there is no visual distinction between them until they have grown. Even this is a minor hassle, as I am currently just planting whatever seeds I have. In terms of some issue trackers, I'd class this as a "low priority" "enhancement".
That is not a bug, this is what I expected them to do. And only the overgrown ores and plants like Kanekiumplant do not drop the seed, and i got definatly reasons for that.
I take it that this is intended as a balance point then? I guess that my experience is slightly altered, as the "Gentle Harvest" mod leaves the crops (overgrown ores, overgrown shells and gears) in place, resetting the growth progress. I'm not sure if there's any way around that interaction, though.
That is cause you dont have the block in your inventory, you only have the "seed", this causes this "strange" behaviour. If this is a problem for the users, i may try to change this.
At first, I was confused what you meant about the seed; then I realized that the blocks are basically crops using a full-block render. I'm not sure that I was clear about the behavior that I was experiencing, but I pulled the mod into a development environment and could not reproduce the issue. I suspect that another mod was interfering with the player's point of view or the right click actions. I will let you know if I determine the cause.
ATM I am working on a JEI Integration, but this seems to be a lot of work. But I will think of a good idea to make an in-game indicator.
Depending on how long you expect the JEI integration to take, adding 'Lore' to the items may be a reasonable temporary measure. I don't know the actual Java code, but an example using the MineTweaker syntax would be:
<planttech:biomass>.addTooltip("Made by putting plant matter in the Compost Bin");
Just told me all items you want to have as a supported item for making biomass, every item is just one line of code
I do not worked with config files, when there is time for that and I cleared my to-do-list, and I got time for that, I will make this, but cause I make this whole thing as a hobby, and I have to use a lot of time for studying and working(yes, I do this beside of studying), there is not that much time to make these things fast.
That's fine; I saw earlier in the thread that this is just a hobby for you, which is pretty impressive. Another possibility would be checking an Ore Dictionary entry; I don't know how common "list" oreDict entries are, but something to the effect of "listCompostable" makes sense, and it would allow players to add items using MineTweaker.
I try a few things, that is not that easy to realise. It is on the long to-do-list
I looked into this a bit, and it appears that Forge is now using a "Capability" system to handle inventory sidedness. I'm not familiar with it myself, but I did find a couple places that might help:
Where should it help? I dont want to make this open source because of a few significant reasons and this thread working fine for me as a issue tracker, when this will be to much to be handled with this thread, i may think of it. But thanks for your offer to help, but then we have to find a better way dooing this.
That's understandable; there are licenses that allow you to retain all rights, but that may not be your only reason. For instance, I've poked at making mods a few times, but I don't want to post anything to GitHub until I feel it's in a decent state. Combine that with easily getting sidetracked, and... yeah, I get where you're coming from. I would recommend setting up Git or another version control on your own machine, though; being able to check what changed when tracking down a bug is incredibly useful.
A new 'bug': While testing the mod, I noticed some errors regarding "Unknown recipe class!", for each of the classes under the net.kaneka.planttech.recipes.crafting5x5 package. The messages go on to say "Modder please refer to net.minecraftforge.oredict.RecipeSorter".
A new suggestion: IMC and recipe tweaker support. This isn't really an issue right now, but the mod has a lot of potential. If it starts being used more widely, players, pack makers, and mod developers may want ways of interacting with the mod. IMC (Inter-Mod Communication, I believe) would allow other mods to send messages to Planttech, such as registering items that can be composted. Recipe tweakers, such as CraftTweaker (the 1.8/1.9 fork of MineTweaker), might be used to take advantage of various mod mechanics, such as the 5x5 crafting grid. Again, this is very low priority at present; I would tag it as a "feature request".
Thanks for the detailed suggestions and bug report:)
I hope the answers helped you and I am willing to talk about my answers:)
Well, having not done much with it yet, the only thing that comes to mind is turning items on and off. I would like that ability. Also, since you have the cross breading, not sure how you would do it, but setting up custom cross breading so you can add in moded ore would be cool too. But you might already have that feature in for all I know :D. Oooooh, what about the ability to toggle off cross breading fore some ores. In case Server Admins don't want diamonds to be growable or something!
I think you should play planttech, before you wish for a config file, cause your wish to toggle crossbreeding on and off, thats not a good idea, cause the crossbeeding only gives you new foods and a few plants you need for the later content to go on in the mod, toggle this off would cause toggle off the mod....but when you done playing or far enought to know about the mod, you are welcome to make new suggestions! I will think about all of them! Everyone is wellcome to do so!
Hello!
I love the concept behind this mod and I think it's pretty cool! I know that the machines in this mod are powered by the sunergy, but do you think it would make sense to be able to power them with electricity too? If so, then I'd like to add compatibility with Power Advantage (for Minecraft 1.9), if that is possible.
Let me know what you think.
EDIT: Also: Kaneka, I give you full permission to pirate my power conduit json models and Power Advantage code if you want to make your plant wires look more like wires.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Just so you are aware, I am planning on adding your mod to my new mod pack "Raid The Fences!". I am working on submitting this pack to feed the beast as an unlisted thirdparty mod pack
@DrCyano: I have send you a private message, but I think of your ideas.
@Kalmondo: Thats nice, thank you! I will definatly check this modpack out
I'm kind of confused on how the overgrown ores work, not much documentation on what is needed for them or what they should be put on top of and all that. Do you mind telling me how they work so I can optimally use them?
Ok, I tell you, and only you the secret: they growth chance is calculated like the wheat, so when wheat can grow on soil and good light, thats how you get the most out of it, but it is just a question of time till they are done
But these tips are not for all plants of this mod, The most have different calculations.
P.S.
Here is a small test I do for you:
After 5 min,
After 10 min,
After 15 min
Suggestion: Add JEI (Just Enough Items) support.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
Thanks medsal15, I want to do so, but the JEIADDON is not released for 1.9, just testversions. But if it is official, I will try to do so.
I don't think that JEI has made any changes to their API in the update from 1.8.9 to 1.9.0. I found that simple JEI integration works in 1.9.0 even if you compile against the 1.8.9 version of JEI (that's what I did in Base Metals). Here's my JEI implementation: https://github.com/cyanobacterium/BaseMetals/tree/master/src/main/java/cyano/basemetals/jei
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Thanks for the information, I will finish the thing i am adding atm and then i wil try to add the support. And I need to talk to you then to understand this system
Can you give me a hint what blocks I need to craft a motherplant?
I tried iron blocks, wool and wooden planks but the infuser didn't start. Or is it that slow?
I hope you mean the Kanekium-, Lethurium-, Kinnoium- or Danciummotherplants, that are the only one in this mod. To get them, you have to infuse for example a Kanekiumplantseed(in the middle slot) with 4 blocks of kanekium. Same for the other 3 one. That seems a lot, but after this, you dont have to collect these seeds to get the plantmetals. Hope you enjoy and thanks for playing
Yes I meant these motherplants. Well, then I have to accumulate lots of metal then.
Thank you.
Is there a way to get the powderizer and the metal extractor work together with hoppers? Currently the hopper also extracts from the input slot so that it cannot be used to automate the extraction process. I worked around that with Neotech pipes and blacklisting the input materials but I think hoppers should also work.
No atm, therefore I have to change the code, I wrote it ony to do list for the future, but atm I am working on something different. But thanks for the suggestion.
I'm enjoying this mod; you mentioned that programming is just a hobby for you, so the work so far is pretty impressive! I do have a few bug reports and requests, though. I have not ventured too far into the mod, so these issues may not apply to later-game elements.
Have you considered setting up a GitHub for this mod? I would gladly help, and it would provide you with a convenient issue tracker.
To other users, the Overgrown Ores grow like any vanilla crop, albeit with less restrictive 'soil requirements'. This can be evidenced by WAILA's growth percentage. Further, all of the crop-type plants in the mod work with 'Gentle Harvest' type mods; I am currently using one by Domochevsky.
For those having issues automating the 'processor' blocks, the Hopper Ducts mod has a 'Grated Hopper' that lets you add a filter, though any mod's filtered piping should work; alternatively, there are tutorials available for a vanilla sorter that should work.
First of all thank you for the compliments, it was a big step getting this far. Hope you have fun getting to the later-game elements.
This will be fixed, I didnt even recognice why I add this feature
Thats cause the plants aren´t registered like other blocks you can obtain as item, cause there are technicaly no need for that.
And if you don´t use mods like this, there isnt that problem, but if this is a important thing for the users, i could try to change this.
That is not a bug, this is what I expected them to do. And only the overgrown ores and plants like Kanekiumplant do not drop the seed, and i got definatly reasons for that.
Thanks, Just checked the lang file and find out that there was a missing = . In the next update it will be fixed.
Never thought about it, Wrote it on my To-Do-List.
That is cause you dont have the block in your inventory, you only have the "seed", this causes this "strange" behaviour. If this is a problem for the users, i may try to change this.
ATM I am working on a JEI Integration, but this seems to be a lot of work. But I will think of a good idea to make an in-game indicator.
Just told me all items you want to have as a supported item for making biomass, every item is just one line of code
I do not worked with config files, when there is time for that and I cleared my to-do-list, and I got time for that, I will make this, but cause I make this whole thing as a hobby, and I have to use a lot of time for studying and working(yes, I do this beside of studying), there is not that much time to make these things fast.
I try a few things, that is not that easy to realise. It is on the long to-do-list
Where should it help? I dont want to make this open source because of a few significant reasons and this thread working fine for me as a issue tracker, when this will be to much to be handled with this thread, i may think of it. But thanks for your offer to help, but then we have to find a better way dooing this.
Thanks for the detailed suggestions and bug report:)
I hope the answers helped you and I am willing to talk about my answers:)
Personally, it seems like very few packs do not include WAILA or similar at this point, but I wouldn't consider this to be too big of an issue. The overgrown ores are visually distinct; the only place where it is potentially problematic is the Kanekiumplant and similar, as there is no visual distinction between them until they have grown. Even this is a minor hassle, as I am currently just planting whatever seeds I have. In terms of some issue trackers, I'd class this as a "low priority" "enhancement".
I take it that this is intended as a balance point then? I guess that my experience is slightly altered, as the "Gentle Harvest" mod leaves the crops (overgrown ores, overgrown shells and gears) in place, resetting the growth progress. I'm not sure if there's any way around that interaction, though.
At first, I was confused what you meant about the seed; then I realized that the blocks are basically crops using a full-block render. I'm not sure that I was clear about the behavior that I was experiencing, but I pulled the mod into a development environment and could not reproduce the issue. I suspect that another mod was interfering with the player's point of view or the right click actions. I will let you know if I determine the cause.
Depending on how long you expect the JEI integration to take, adding 'Lore' to the items may be a reasonable temporary measure. I don't know the actual Java code, but an example using the MineTweaker syntax would be:
That's fine; I saw earlier in the thread that this is just a hobby for you, which is pretty impressive. Another possibility would be checking an Ore Dictionary entry; I don't know how common "list" oreDict entries are, but something to the effect of "listCompostable" makes sense, and it would allow players to add items using MineTweaker.
I looked into this a bit, and it appears that Forge is now using a "Capability" system to handle inventory sidedness. I'm not familiar with it myself, but I did find a couple places that might help:
That's understandable; there are licenses that allow you to retain all rights, but that may not be your only reason. For instance, I've poked at making mods a few times, but I don't want to post anything to GitHub until I feel it's in a decent state. Combine that with easily getting sidetracked, and... yeah, I get where you're coming from. I would recommend setting up Git or another version control on your own machine, though; being able to check what changed when tracking down a bug is incredibly useful.
A new 'bug': While testing the mod, I noticed some errors regarding "Unknown recipe class!", for each of the classes under the net.kaneka.planttech.recipes.crafting5x5 package. The messages go on to say "Modder please refer to net.minecraftforge.oredict.RecipeSorter".
A new suggestion: IMC and recipe tweaker support. This isn't really an issue right now, but the mod has a lot of potential. If it starts being used more widely, players, pack makers, and mod developers may want ways of interacting with the mod. IMC (Inter-Mod Communication, I believe) would allow other mods to send messages to Planttech, such as registering items that can be composted. Recipe tweakers, such as CraftTweaker (the 1.8/1.9 fork of MineTweaker), might be used to take advantage of various mod mechanics, such as the 5x5 crafting grid. Again, this is very low priority at present; I would tag it as a "feature request".
Not a problem at all, and thanks for the reply.