no the ids are (or at least should be) sorted automatically by ShaRose's ID Resolver so the mod must be incompatible with another mod like Mithion's Ars Magica (which is incompatible with optifine)
Ok sorry about this, I will have a look into it, I want this mod to be as compatible as possible with most mods.
Gunna spend some fun time on my server now with all the glorious crops!
Thought I'd say as well to anyone installing this mod.
If ur client crashes or your server crashes. Don't assume its incompatable. Its most likely an ID conflict.
My server uses about 80 unique mods and I have had to edit ever single ID in ever mod to get the server and client to not just explode in a ball of flames! Also I don't recommend using the ID resolver. Doing it manually will ensure the ID's all work and that they don't ever change when your not expecting it.
Thanks again Mark719
I am glad it's working and hope you enjoy playing with the mod, anymore questions just ask.
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
Ok sorry about this, I will have a look into it, I want this mod to be as compatible as possible with most mods.
ok good luck
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~prince of the skies, lord of his kingdom,NikolasMMDLXXI (come see what makes me tick on my profile I've got nothing (about myself) to hide or be ashamed of!That's why I have it all out where everyone can see)
no the ids are (or at least should be) sorted automatically by ShaRose's ID Resolver so the mod must be incompatible with another mod like Mithion's Ars Magica (which is incompatible with optifine)
I use this mod alongside Ars Magica, Thaumcraft, RedPower2, and a slew of others. There's no compatibility issues with them as I can configure the IDs just fine. I don't know about ID Resolver because it depends on how the mod stores its internal information and that could cause a few problems. I believe on ID Resolver's page it mentions what mod authors can do to ensure their mod is compatible with it.
Wow, this mod looks really cool. I've got some questions/comments for ya though:
1: Do these crops work with thaumcraft's straw golems / redpower's sickle+seed bags or other similar automatic farming tools? Right now this is on my "maybe" list of mods but I would definetly use it if it had some cross-mod support.
2: On the topic of bonemeal, I remember another mod where bonemeal made the crops grow a little bit but it took many uses for it to fully grow. Perhaps this could be an option?
Wow, this mod looks really cool. I've got some questions/comments for ya though:
1: Do these crops work with thaumcraft's straw golems / redpower's sickle+seed bags or other similar automatic farming tools? Right now this is on my "maybe" list of mods but I would definetly use it if it had some cross-mod support.
2: On the topic of bonemeal, I remember another mod where bonemeal made the crops grow a little bit but it took many uses for it to fully grow. Perhaps this could be an option?
I have heard but not tried myself, that the golems work with the mod fine. Redpower I haven't heard much about but I don't see why it wouldn't work fine together, I'm sure it will be ok.
That is a good idea, I have a few ideas for this side of things, what you said, no way of instantly growing the crops, or change the bone meal to something else more expensive.
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
Sickles and seed bags work perfectly Estradus, TC golems work perfectly as well with the Straw golems (including the brainy ones that replant). The only thing I haven't gotten to work is Forestry farms and combines.
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As others are saying reduce the amount of ore you getting with each craft, I do not agree. As with technical mods they require a lot of those resources and even though we have quarries and the like its still a pain to get it in mass amounts without holing up your world and ruining your landscape. At least with mines personally dug you don't need to worry all too much about that. They can be made to look nice as well. I think the mod is balanced well enough as it is. Perhaps however you can make a config that would allow for setting how much ore each essence recipe gives you and leave that up to the user to decide what is fair. Same with bonemeal on plants. Perhaps make a true false option to allow the user to decide that as well.
This is more of an afterthought. But perhaps make a more expensive variation of the plants that allow you to grow them as canes instead of normal plants. Just a thought.
Sickles and seed bags work perfectly Estradus, TC golems work perfectly as well with the Straw golems (including the brainy ones that replant). The only thing I haven't gotten to work is Forestry farms and combines.
I am happy to hear that this mod and others are working together, but with forestry you need to code it slightly differently I think for the API to pick it up, unlike thaumcraft and redpower which reads the normal code and just works.
As others are saying reduce the amount of ore you getting with each craft, I do not agree. As with technical mods they require a lot of those resources and even though we have quarries and the like its still a pain to get it in mass amounts without holing up your world and ruining your landscape. At least with mines personally dug you don't need to worry all too much about that. They can be made to look nice as well. I think the mod is balanced well enough as it is. Perhaps however you can make a config that would allow for setting how much ore each essence recipe gives you and leave that up to the user to decide what is fair. Same with bonemeal on plants. Perhaps make a true false option to allow the user to decide that as well.
This is more of an afterthought. But perhaps make a more expensive variation of the plants that allow you to grow them as canes instead of normal plants. Just a thought.
I like the config file idea for amounts and bone meal, will defiantly look into that. Thank you.
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
Sickles and seed bags work perfectly Estradus, TC golems work perfectly as well with the Straw golems (including the brainy ones that replant). The only thing I haven't gotten to work is Forestry farms and combines.
Ah, that's good then! I wasn't sure if those two needed some kind of special api; I cant get them to work with everything in my world at the moment. I will try this mod out then!
Ah, that's good then! I wasn't sure if those two needed some kind of special api; I cant get them to work with everything in my world at the moment. I will try this mod out then!
Ok hopefully it works fine, let me know how it works with Thaumcraft and Redpower if you can, and HOPEFULLY forestry integration will be in next update.
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
i do like this mod but growable ores puts me off a bit
It isn't as overpowered as you might think, if that is what is putting you off. Once the crop is grown it's not as simple as breaking the plant and you get a diamond, getting good seeds is hard and takes a while, also the plants don't drop ores they drop essence which then can be crafted into ores, takes from 4-7 essence per ore/power.
Hopefully that explained it a little better, but if you was generally put of because you get ores either if it's hard or not then sorry, maybe just use the food crop side of things?
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
I use this mod alongside Ars Magica, Thaumcraft, RedPower2, and a slew of others. There's no compatibility issues with them as I can configure the IDs just fine. I don't know about ID Resolver because it depends on how the mod stores its internal information and that could cause a few problems. I believe on ID Resolver's page it mentions what mod authors can do to ensure their mod is compatible with it.
do you use treeapitator pet bat mod nether ores factorization thermal expansion omnitools buildcraft ic2 (with add ons) xycraft or forestry
cause i do and one of these could be my problem
~prince of the skies, lord of his kingdom,NikolasMMDLXXI (come see what makes me tick on my profile I've got nothing (about myself) to hide or be ashamed of!That's why I have it all out where everyone can see)
I come bearing a single image one that has annoyed me for far too long; I finally preseant....... The NEI Bug!!
whether or not it still stands is beyond me at this point in time, either way something to look into. also note the was nei page 16 at that point in time
Ok sorry about this, I will have a look into it, I want this mod to be as compatible as possible with most mods.
Good, no problem, enjoy
Gdgd, hope you enjoy it.
I am glad it's working and hope you enjoy playing with the mod, anymore questions just ask.
ok good luck
Did you add what I recommended to you in the next update or are you going to possibly add them in a later update?
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
I use this mod alongside Ars Magica, Thaumcraft, RedPower2, and a slew of others. There's no compatibility issues with them as I can configure the IDs just fine. I don't know about ID Resolver because it depends on how the mod stores its internal information and that could cause a few problems. I believe on ID Resolver's page it mentions what mod authors can do to ensure their mod is compatible with it.
1: Do these crops work with thaumcraft's straw golems / redpower's sickle+seed bags or other similar automatic farming tools? Right now this is on my "maybe" list of mods but I would definetly use it if it had some cross-mod support.
2: On the topic of bonemeal, I remember another mod where bonemeal made the crops grow a little bit but it took many uses for it to fully grow. Perhaps this could be an option?
I have heard but not tried myself, that the golems work with the mod fine. Redpower I haven't heard much about but I don't see why it wouldn't work fine together, I'm sure it will be ok.
That is a good idea, I have a few ideas for this side of things, what you said, no way of instantly growing the crops, or change the bone meal to something else more expensive.
This is more of an afterthought. But perhaps make a more expensive variation of the plants that allow you to grow them as canes instead of normal plants. Just a thought.
I am happy to hear that this mod and others are working together, but with forestry you need to code it slightly differently I think for the API to pick it up, unlike thaumcraft and redpower which reads the normal code and just works.
I like the config file idea for amounts and bone meal, will defiantly look into that. Thank you.
Ah, that's good then! I wasn't sure if those two needed some kind of special api; I cant get them to work with everything in my world at the moment. I will try this mod out then!
I am glad you like it, and not sure on the sugar cane type plant, will have a think.
Ok hopefully it works fine, let me know how it works with Thaumcraft and Redpower if you can, and HOPEFULLY forestry integration will be in next update.
It isn't as overpowered as you might think, if that is what is putting you off. Once the crop is grown it's not as simple as breaking the plant and you get a diamond, getting good seeds is hard and takes a while, also the plants don't drop ores they drop essence which then can be crafted into ores, takes from 4-7 essence per ore/power.
Hopefully that explained it a little better, but if you was generally put of because you get ores either if it's hard or not then sorry, maybe just use the food crop side of things?
any chance on adding cooking with the new plants ?
do you use treeapitator pet bat mod nether ores factorization thermal expansion omnitools buildcraft ic2 (with add ons) xycraft or forestry
cause i do and one of these could be my problem
whether or not it still stands is beyond me at this point in time, either way something to look into. also note the was nei page 16 at that point in time