Forge SMP

[1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)

  • #6737
    random comment with no use
    Last edited by gingerpower26: 4/25/2013 5:37:50 PM
    the biggest fear is fear itself.

    in the end, nobody wins.
  • #6738
    Quote from gingerpower26

    random comment with no use


    Random reply with a smiley face. =)
  • #6739
    If I can find a way to smoosh all of HarvestCraft together into one mod, using a config file with true/false stuff to turn off/on different crops, etc...

    Would that be better than it is now or more annoying?
  • #6740
    Quote from MatrexsVigil

    If I can find a way to smoosh all of HarvestCraft together into one mod, using a config file with true/false stuff to turn off/on different crops, etc...

    Would that be better than it is now or more annoying?


    Honestly if it's one mod with configurable crops that enable/disable completely (e.g. if disabled not even creative gets the crops/materials), then it'd actually be easier to manage than tons of config files. Assuming you're combining even config files of course. Otherwise, it'd just be beneficial as then people wouldn't have to edit the zip manually.
  • #6741
    Quote from MatrexsVigil

    Cool! Thanks. =)

    I was thinking of making various crops more than just Crop 2, Life 2 (sorry can't remember the Thaumcraft names for aspects). Like obviously Chili Peppers should be Crop 2, Life 1, Fire 1 for example (need to play more Thaumcraft to get the balance right).

    EDIT: That mod seems to be for 1.4.7 Do you know if it's being kept up anywhere?


    Praecantatio aspect is the magic aspect, one of the aspects that I've found out that, like water, lacks an easily renewed source despite how common it is in research. I suggested putting magic on beans because you've got a whole bunch of folklore like Jack and the Giant Beanstalk's magic beans to pull from so it makes sense.

    Also, after some poking around, I don't see a 1.5.1 version of Essentia Everything, but on the last page of the thread, underneath someone doing a config for your Weeee Flowers! mod, the author did say something about trying to update to 1.5.1 in his spare time.
  • #6742
    Quote from MatrexsVigil

    If I can find a way to smoosh all of HarvestCraft together into one mod, using a config file with true/false stuff to turn off/on different crops, etc...

    Would that be better than it is now or more annoying?
    It would be preferred, I'm looking into how to set forge mods as child mods at the moment.
    Sup.
  • #6743
    More donation items/mods work today.
  • #6744
    Has anyone found how to plant Rotten Seeds yet? It looks like there's a change to the way it was planted, and now I can't find what to plant it on.

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  • #6745
    What slows you down in the Nether? ;)
  • #6746
    I have a question :) .Is it normal that on my MC from unripe fruits (when I destroy leaves, on which hang, when I want to destroy unripe fruits directly, fruits behave as they should) drops stone? I have (With Pam's HarvestCraft (all addons), Wee! Flowers, Melon Spawn and Get all seeds) over 200 mods, but the problem is without other mods too :/.

    Sorry for my English :) .

    PS: I have this problem on creative, but on survival too :/.
    Last edited by An0nym8us: 4/27/2013 2:44:09 AM
  • #6747
    Quote from MatrexsVigil

    What slows you down in the Nether? ;)


    Haha. I was afraid of that. I need to find myself some diamonds. :P

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  • #6748
    Quote from An0nym8us

    I have a question :) .Is it normal that on my MC from unripe fruits (when I destroy leaves, on which hang, when I want to destroy unripe fruits directly, fruits behave as they should) drops stone? I have (With Pam's HarvestCraft (all addons), Wee! Flowers, Melon Spawn and Get all seeds) over 200 mods, but the problem is without other mods too :/.

    Sorry for my English :) .

    PS: I have this problem on creative, but on survival too :/.


    Do you have the most recent version of the mod? for 1.5.1? Or are you using the one for 1.4.7? This was a problem in the older version, but it's fixed now. Also, even if your version isn't fixed, it really shouldn't affect you that much, since you don't harvest fruit like that.

    BTW, I'm sure this question has been asked before, but is there any way to breed the animals that you can tame? Like turtles, specifically. Edit: Hahaha, sorry. Totally wrong mod. I can't find anything wrong with your mod.

    I'm setting up a restaurant, and getting turtle meat would be much easier if I had a turtle farm.
    Last edited by dontremb: 4/27/2013 7:16:30 AM

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  • #6749
    I have Pam HarvestCraft for 1.4.7, because because a lot of mods (which I use) is not yet updated :/.
  • #6750
    Quote from An0nym8us

    I have Pam HarvestCraft for 1.4.7, because because a lot of mods (which I use) is not yet updated :/.


    Yea, that's the problem. It's a conflict with one of the other mods. When you eventually upgrade to 1.5, you'll be fine, and prior to that, just ignore it. There shouldn't be any reason to break the leaf block of a fruit unless you are trying to destroy the tree, then it doesn't really matter.

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  • #6751
    Quote from MatrexsVigil

    If I can find a way to smoosh all of HarvestCraft together into one mod, using a config file with true/false stuff to turn off/on different crops, etc...

    Would that be better than it is now or more annoying?

    If it's an either/or sort of thing, I'd prefer it the way it is now.

    When I'm putting together a mod build, I strongly prefer to avoid adding stuff I'm not using. I don't well understand how the game is affected by mods, but it feels to me like I'm weighing the game down with baggage it doesn't need. If there are categories of items I don't want to have in my game, then I don't want to see them in the creative menu and I don't want to have them "installed" in the game at all.

    Config files have turned out to be pretty awesome in allowing me to get closer to that goal. There are mods such as the fireplace mod I've used where the designer made it possible to turn off whole categories of materials and of recipes, so while I can't fine-tune each item specifically (e.g. turning on one Brick recipe turns on all Brick recipes), it's pretty much as good as I could have hoped for.

    I do realize that there are people besides me who are using these mods (gasp!) and that the options have to appeal to a broad audience, so I try to be realistic about the sort of controls that the mod designer can reasonably create. And my only real trouble with config files is when I have to re-install mods after an update, and I have to remember what tweaks I made to get them all to work together (e.g. make sure that the item ID's get set to the same area so the game doesn't get all confused).

    Now, if you found it reasonable - somehow - to create and maintain both a set of individual mods (like it is now) and a single mod with configs, then man, would I be all over that. I could add a couple simple crops to my dad's game without having to install a massive mod, and I could add just the cotton and, say, berry bushes to one build, and for another build I might add the entire mod and just deactivate a couple plants I didn't care for and, ideally, run down a list of recipes deactivating all the "modern" ones like yogurt and candy apples.

    But yeah, if it's one or the other, not both, then I think the current style is better. Because I hate the idea of installing a massive mod just for a couple crops.

    Metallurgy got the best of both worlds: It's not dozens of mini-mods, it's four or five and you install and config just the sets you want to deal with. Maybe you could take that route? Stick the trees into one mod, the berry bushes into another, the spice plants (such as mustard and ginger) into a third, etc. etc., and then your mod would show up as 5-10 entries instead of dozens. I could cheerfully install the Core mod and a Trees module, even for just one or two trees, because it doesn't seem like I'm installing too much baggage.
  • #6752
    What if you smooshed them all together into one mod, but then made a gui that you could access in game that allowed you to enable/disable groups and individual recipes? Then a warning after selecting: Save, that it would require a restart of Minecraft, and possibly reminding the player that a new world might have to be created if any world generation was changed.

    None of that really applies to me, however, since I fell in love with this mod the instant I found it two days ago, and will be using all parts of it, as one of my core mods for any minecraft game. I have now found Minecraft virtually unplayable without Pam's Harvest Craft.

    (Also, thank you for making flowers plantable.)

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  • #6753
    Quote from MatrexsVigil

    If I can find a way to smoosh all of HarvestCraft together into one mod, using a config file with true/false stuff to turn off/on different crops, etc...

    Would that be better than it is now or more annoying?

    I think the way it is set up now (pull things out that you don't want) suits my needs quite well, but if it were put into one mod with one config file, I would adapt. They both seem like good ways to organize it.

    peace
  • #6754
    Quote from djchrisblue

    I think the way it is set up now (pull things out that you don't want) suits my needs quite well, but if it were put into one mod with one config file, I would adapt. They both seem like good ways to organize it.

    peace


    I think that if it were under one mod with one config file it would make management much easier. I agree that we would need the true / false ability, but the real advantage would be the ability to see all of the item / block ids in one file. It would make change MUCH easier.
    Quote from MatrexsVigil

    No, all my crops will continue to have seeds (these will drop from tall grass). Some seeds (white mushroom, rice, cranberry, cactus fruit) will also be the items needed to plant them on their 'special' soil, while the crop will plant on tilled soil for more compatibility because getting these mods to plant stuff on wood or water is too annoying and complicated.


    While you are adding Forestry compatability can you get the seeds added to the Forestry Backpacks?
  • #6755
    Quote from MatrexsVigil

    Well, I was thinking of actually writing up a Base Class edit mod (gasp, I know) to change the restoration amounts of vanilla food. I find they're too high most of the time, and I don't think raw meat should restore anything to be honest.

    Also, I am getting very annoyed in my own personal game that bottle and bowl foods don't stack. I've tried fixing this before, but I can't find a way to get these types of 'item return' foods to work properly while stacking.

    Would folks be mad if I took out the actual resource cost of bottles and bowls so everything could stack? Some foods would change restore being as though you no longer need glass or wood to make them but then they'd be more in line with the other foods.

    I dunno, these are some thoughts I've been having laying on the couch while being sick.


    Sorry I am late to this topic.

    I love the abundance of foods, but I too was wondering if it is almost too easy. What would it take (or even would it work) to have a reverse of the growth path of trees / crops. It would be like a decay path instead of a growth path. 4 stages of decay with lesser amounts of health replaced or ultimately a health loss if you eat it. The only way to keep it from decaying would be to cook / smoke / salt meats or to have a new item like a fridge / cooler that might have a slot for ice /snowballs. I KNOW that would be a massive amount of work. Not asking for it, just some random thoughts.
  • #6756
    I was wondering if there might be some faster way to make dough, and other things that require water. To make a stack of pies, for example, it requires a bucket of water.

    Even using an arcane workbench (or any bench that keeps all the other items in it when you leave), I still have to move back and forth for the bucket, many, many times. Maybe an upgrade to the sink, that has a crafting grid in it? And if you have the recipe in that upgraded sink, it counts as having a water bucket in the recipe..


    After typing this post, I remembered your donation drive, and thought that that is an excellent way to get donations and ideas. So I have donated. In the 'extra comments' field, I put in my ideas (which are way too many and complex, and I'm sorry. :P )
    But if you would prefer to have those suggestions in some other format, either here on this board, or emailed, please, just let me know.
    Thanks very much for this wonderful, game-changing mod.
    Last edited by dontremb: 4/27/2013 9:48:46 AM

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