So I have a question for you talented, educated people out there. I am trying to get a farm automated using Minefactory Reloaded's Planter and Harvester machines. Right away I bumped into the problem that the planter won't plant Harvestcraft food items. I did see that there is a config option that lets Harvestcraft plants drop seeds as well when broken, so I enabled that. Now, when I break plants, I do get seeds and food items. However, the MFR Harvester still only gets food items by the look of it.
I started designing a hilariously overbuilt system of autocrafters and filters to take half the crop drops, craft them into their seeds, and stick them back into the Planter...then I realized that these are two of the most ubiquitous mods in Minecraft. Surely others have had this problem before, and worked out FAR more elegant solutions.
Hence my post here.
Those of you who've done MFR-automated farms with Harvestcraft before, what's your secret?
hey pam if its not any trouble when you update your mod can you please use ItemFood as superclass for all the foods please? its so we can have compatibility with aroma1997's better chest mod. idk if someone already asked you or not (i didnt see it but they could have pmed you) and id really like to see compatibility between these two mods please and thank you pam
Does anybody know if it will screw up an already generated world to add bonecraft? I'm drowning in bones since I have traps going around my base and I just have no need for THAT much bone meal. I figured adding the ability to turn bones into tools and sticks would help (Oh my god, do I go through torches). But I really LIKE the world save I have now and don't wanna ruin it or start over.
The Meaning of Life, the Universe, and Everything.
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TyoAtrosa
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from my experience, MFR Harvesters take a decent bit of config editing on both sides to get them to work properly, especially if your like me and use hunger overhaul alongside it. i don't have access to my configs right now but i'll see if i can upload them later for you. i just remember it was a butt to find the right version of MFR that would work the way i wanted, and some crops still won't automatically harvest for me. TE autonomous activators work perfectly though with the right click harvesting from HO.
edit: oops, this was supposed to be a reply to someone on the previous page.
Autonomous Activators, hm? Still a pain to set up on a large scale.
I didn't see any config options in MFR to fiddle with how harvesters work, unfortunately. The machines just let you customize the power costs and work cycle timing and so on.
Autonomous Activators, hm? Still a pain to set up on a large scale.
I didn't see any config options in MFR to fiddle with how harvesters work, unfortunately. The machines just let you customize the power costs and work cycle timing and so on.
Thanks for the reply though!
I use MFR harvester with plants set on agricraft crops. Works pretty good. And MFR has no problems with fruit harvesting.
I just wish there would be some ways to automatize such things like traps or Presser.
lol...but I hate agricraft so much...it's not in my pack.
Hehe, well, it's something to keep in mind then.
Thanks!
u don't have to use it's other features, just turn off weeds and use crops. But i like it's "seed upgrade", how i call it, feature, makes me need only one seed of each type. And the main thing, u don't need to replant them.
The Meaning of Life, the Universe, and Everything.
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TyoAtrosa
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you could always just disable the gardens if you don't want them and use the Market to get the seeds you want. i think you can even change the currency it accepts if i'm not mistaken, it's been a while since I've played though so my memory might be a little rusty. i think at one point i actually made a pack where gardens wouldn't spawn but would occasionally appear one at a time in dungeon chests as a apocalyptic challenge. can't remember how for the life of me. might be worth looking into.
BTW, someone sould really make a sorting rule for inventory tweaks to sort ingredients by type, that would be SO useful.
Finally, my fridge could be automatically organized.
That seems more of an issue with implementing recipes with Mr. Crayfish's Furniture Mod API or whatever mod you have that is adding a microwave than Pam's.
That seems more of an issue with implementing recipes with Mr. Crayfish's Furniture Mod API or whatever mod you have that is adding a microwave than Pam's.
Yeah I got Mr. Crayfish's Furniture. Who doesn't?
I just wanted to let you guys know.
Thanks.
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Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
I can't get sesame seeds to drop from the sesame plant, any ideas why?
We're using agricraft. Every other crop drops what it's supposed to.
this is a problem in Agricraft's smart mechanisms, it sees a seed item, and a seed seed item and just breaks down, either way I think it has to be addressed on their end.
this is a problem in Agricraft's smart mechanisms, it sees a seed item, and a seed seed item and just breaks down, either way I think it has to be addressed on their end.
So I have a question for you talented, educated people out there. I am trying to get a farm automated using Minefactory Reloaded's Planter and Harvester machines. Right away I bumped into the problem that the planter won't plant Harvestcraft food items. I did see that there is a config option that lets Harvestcraft plants drop seeds as well when broken, so I enabled that. Now, when I break plants, I do get seeds and food items. However, the MFR Harvester still only gets food items by the look of it.
I started designing a hilariously overbuilt system of autocrafters and filters to take half the crop drops, craft them into their seeds, and stick them back into the Planter...then I realized that these are two of the most ubiquitous mods in Minecraft. Surely others have had this problem before, and worked out FAR more elegant solutions.
Hence my post here.
Those of you who've done MFR-automated farms with Harvestcraft before, what's your secret?
hey pam if its not any trouble when you update your mod can you please use ItemFood as superclass for all the foods please? its so we can have compatibility with aroma1997's better chest mod. idk if someone already asked you or not (i didnt see it but they could have pmed you) and id really like to see compatibility between these two mods please and thank you pam
Does anybody know if it will screw up an already generated world to add bonecraft? I'm drowning in bones since I have traps going around my base and I just have no need for THAT much bone meal. I figured adding the ability to turn bones into tools and sticks would help (Oh my god, do I go through torches). But I really LIKE the world save I have now and don't wanna ruin it or start over.
It shouldn't ruin anything unless there's an ID conflict. Fossil "ore" will only generate in new chunks, as usual.
Thank you
from my experience, MFR Harvesters take a decent bit of config editing on both sides to get them to work properly, especially if your like me and use hunger overhaul alongside it. i don't have access to my configs right now but i'll see if i can upload them later for you. i just remember it was a butt to find the right version of MFR that would work the way i wanted, and some crops still won't automatically harvest for me. TE autonomous activators work perfectly though with the right click harvesting from HO.
edit: oops, this was supposed to be a reply to someone on the previous page.
Autonomous Activators, hm? Still a pain to set up on a large scale.
I didn't see any config options in MFR to fiddle with how harvesters work, unfortunately. The machines just let you customize the power costs and work cycle timing and so on.
Thanks for the reply though!
I use MFR harvester with plants set on agricraft crops. Works pretty good. And MFR has no problems with fruit harvesting.
I just wish there would be some ways to automatize such things like traps or Presser.
lol...but I hate agricraft so much...it's not in my pack.
Hehe, well, it's something to keep in mind then.
Thanks!
u don't have to use it's other features, just turn off weeds and use crops. But i like it's "seed upgrade", how i call it, feature, makes me need only one seed of each type. And the main thing, u don't need to replant them.
But why would you want/need to?
You can try "gardenRarity=2" and "gardenspreadRate=100" in the config file.
you could always just disable the gardens if you don't want them and use the Market to get the seeds you want. i think you can even change the currency it accepts if i'm not mistaken, it's been a while since I've played though so my memory might be a little rusty. i think at one point i actually made a pack where gardens wouldn't spawn but would occasionally appear one at a time in dungeon chests as a apocalyptic challenge. can't remember how for the life of me. might be worth looking into.
BTW, someone sould really make a sorting rule for inventory tweaks to sort ingredients by type, that would be SO useful.
Finally, my fridge could be automatically organized.
Hey Pam,
Trying out your mod.
Launching KCaulron 1.7.10 1492.155 server with your 1.7.10k mod I get these errors.
Anything I can do about them? or just disregard them?
http://pastebin.com/TQ70gQ7d
Thanks
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
I can't get sesame seeds to drop from the sesame plant, any ideas why?
We're using agricraft. Every other crop drops what it's supposed to.
Reporting
Bug of texture
It becomes same Texture when put a Sinks
Texture bug of instruments
Quern,Churn,Presser and Oven
Introduction mods
1.7.10k BugFix ver
NotEnoughItems-1.7.10-1.0.5.111-universal
1.7.10-Forge10.13.4.1541-1.7.10
That seems more of an issue with implementing recipes with Mr. Crayfish's Furniture Mod API or whatever mod you have that is adding a microwave than Pam's.
Yeah I got Mr. Crayfish's Furniture. Who doesn't?
I just wanted to let you guys know.
Thanks.
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
this is a problem in Agricraft's smart mechanisms, it sees a seed item, and a seed seed item and just breaks down, either way I think it has to be addressed on their end.
I asked about it on their end, and this was what I got:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2306730-agricraft-agricultural-farming-extended?comment=221
Also what's the quern do?