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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    An increase by 50% is the same as 1.5x, so soul frames and soul sand in a mutator are the same
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from notfood

    1.5.0.2 still crashing when opening the portable apiarist databank. Doesn't crash when using the block apiarist databank.

    java.lang.IndexOutOfBoundsException: Index: 8, Size: 0
    at java.util.ArrayList.rangeCheck(ArrayList.java:604)
    at java.util.ArrayList.get(ArrayList.java:382)
    at rq.a(SourceFile:88)
    at rq.a(SourceFile:272)
    at ayh.a(NetClientHandler.java:1106)
    at dh.a(SourceFile:27)
    at cg.b(TcpConnection.java:458)
    at ayh.d(NetClientHandler.java:240)
    at ayp.b(WorldClient.java:92)
    at net.minecraft.client.Minecraft.l(Minecraft.java:1872)
    at net.minecraft.client.Minecraft.J(Minecraft.java:846)
    at net.minecraft.client.Minecraft.run(Minecraft.java:771)
    at java.lang.Thread.run(Thread.java:722)


    Try making a creative world and opening an apiarist database, I can't replicate this
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Well in 1.5.0.1 I seemed to have caused some pretty bad stuff, so here's a way to fix it:
    Extra Bees 1.5.0.2 http://adf.ly/IYEMf
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from Scaffolding

    Thanks for the quick fix on the Frame Housing bug.


    That's okay, it's been bugging me for ages, and I finally pinned it down to a typo
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from caramba2654

    Bump for this. And I also want to pull a question: what's the crafting recipe for the new alveary blocks?

    Also, can you rename the mutator and the frame housing so that they have "alveary" in their names?


    The recipes should just show up in NEI, and they are roughly similar to the recipes for Sengir's alveary blocks. I may rename them in the future, I do agree they would look better like that
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from vp79

    You should add a bee that produces apaite combs! Please it will be reall helpful.


    It's an accepted fact that apatite is non renewable. Sengir intends that to be the way and I'm not going to disagree with him =P

    Quote from Fraste_

    I have a problem with this mod... if anyone can help me this is the error:
    http://pastebin.com/VHxyBu0g
    Thank's to all reply to me =)


    Fixed in 1.5.0.1, out soon =)
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Well I am half way through redesigning woodworker blocks so it'll be a while before you will see anything related to that. If anything the thing you have seen on forgecraft is a 'proof of concept' I made in a few days, it needs a lot of work.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    I've added the option to change the ID for 1.5.0.1. I'll also fix the genepool eating bees when it is full. The inoculator has 0 chance of side effects if you use an excellent/perfect serum
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    As said above, another reasoning behind the isolator mechanic is so that you don't go 'I got a new species, I'm going to isolate it'. You have to breed a large number of them in order to stand a good chance of getting the species serum
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from JSquared

    What?! That is intended?!? No offence but that’s just crazy.

    Between the Isolator eating hard earned bees before I can even get the species (because it is so random) and the Inoculator randomly changing stats (again on hard earned bees) it turns an already time/labor intensive chore into something near on impossible.


    You’re asking me to put a bee into an inoculator to change one stat at a time and have a random chance to have other stats changed in the process and check them to make sure nothing changed we didn't plan on.. Then put it back in the inoculator to take that stat off further increasing the chance of changing yet another unwanted stat.


    This is bad enough on bees that take hours to manipulate into what I want. Forget any kind of lab automation with any bee machines and what’s going to happen when I finally find that steadfast bee? After months of searching dungeons it sure as heck isn't going into one of these random killing machines.


    If that’s the way it’s going to be going forward then my extra bees version just froze at 1.4.9.17 until I’ve played out the content in that version. So far I’ve been having a great time with extra bees. Easily the best mod I’ve ever played in minecraft and we have played over 60 of them. This is despite the bugs, beta versions and zero documentation and lately no change logs. But these latest two “balance” changes are deal killers for the legit player.

    I’ve been playing for months with your Mod 100% legit with no cheating. Most days I play with content only from your mod. Sometimes you guys are putting things in these mods that has me wonder if you’re actually playing the content and playing it legit. Gregtech is another one like this that comes to mind.

    Suggestions:

    1) If you want the Serum quality changes to mean something then increase the chance that the stat actually changes on each pass. Sometimes it can take 4 tries or more to change a stat from an excellent quality serum. That should not be the case. Make excellent quality give a 90% chance for change, good quality 50% chance to change and awful 20% change to change.

    2) OR/AND you can make it so that awful quality serum has a chance to break/vanish while using it in an inoculator. This would also make the replicator more useful.

    3) If you’re absolutely hell bent on making the isolator destroy bees then at least let us pick the stat we are trying to isolate rather than some random one. I would at least have something to show for it when my bee vaporizes rather than 3 useless serums that I got on the last pass. But even this would probably not be enough for me to continue upgrading past 1.4.9.17

    4) Reduce the inoculator bee queuing slots from 6 to 3. (or increase the number of charges a serum can hold) With 16 charges per serum you can almost never get more than 4 bees processed before the serum runs out. It would be more useful to have 6 slots on the serum side so that you could give a bee multiple stat changes rather than babysit the machine for hours changing out one serum at a time. (and I’m not exaggerating when I say hours)

    Allow the alveary bee houses to hold more than one set of bees. This is a 3x3x3 structure that takes up a huge amount of space and doesn’t give enough (any) benefit to justify said space. Yes I know it makes the bees produce faster. However, it is WAY more efficient to just make more, smaller bee boxes in the same amount of space. 3, 6, 9 or even 12 of the smaller boxes can fit in the same space, produce more comb, items and have more versatility then even one Alveary.

    I hear you asking.. But what about the heater, cooler, rain shield, lighting etc that they bring to the table. No offence but all of these things are USELESS. Some of the first 5 stats I isolated 2 months ago was cave, nocturnal, flyer and Both +-3 for temp and humidity. These go on every bee I genetically breed and thus to every bee I put in a box. All 60+ of the bees I have bread and producing need none of that stuff that comes from an Alveary. IMHO (that I’m sure isn’t worth anything to you guys, Alvearys should be able to house at least 12 sets of bees inside the GUI, all of them independent of each other but able to all use the benefits from whatever frame/perk are given to that particular Alveary. Otherwise, anyone should just be building 12 normal bee boxes in the same space for a lot less trouble and resources/supplies.


    Thanks for reading and, yes I made an account to just say this today, yet I’ve read every single post in this thread over the last few months. Usually someone has already said what I wanted to say.. but not so in this case.




    The isolator now kills bees with a random chance because without it, someone could isolate an infinite number of serums from a single bee. Extracting the DNA from a bee involves physically removing stem cells and analyzing them, thus posing a threat to the bees mortality. I will add a config option to change the chance of the inoculator killing bees, if you feel that it is too severe.

    The inoculator may change in the future, as it 'should' give 100% success rate with excellent/perfect serums. The bad effects that come with awful and poor serums is to encourage the player to use the purifier, as genetic engineering is a dangerous venture without the purest DNA.

    Also, remember all my machines do not supplement or override bee breeding. Anything you can achieve using the splicer, sequencer, isolator, inoculator, replicator, purifier, synthesizer and acclimatiser can be achieved by breeding bees, which is what apiculture is about at the end of the day.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Yeah, I forgot to mention, the quality of serums now affects their performance in the inoculator. These effects range from reduced fertility and production to making them artificial and poisonous ;)
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from caramba2654

    Wow! That's awesome work with alvearies. But now that intrigued me to ask something in the Forestry thread.

    Also, does that mean that you can put soul frames inside frame housings, essentially making it a mutator? Actually, how much does a soul frame increase the mutation frame?


    Well the different is that soul frames need replenishing whilst mutators don't. Soul frames also wear down slowly during the bees lifespan, and mutators just use up one item at the end of the mutation. Overall the mutator is a better source of mutations
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    To coincide with the release of Forestry 2.0, I give you:

    Extra Bees 1.5.0.0
    There have been a lot of bug fixes and enhancements in the last few weeks, and I've accumulated an awful lot of prerelease builds. This marks the first official release of Extra Bees for several months, but there *may* still be bugs.

    1.5.0.0 brings with it four new alveary blocks, the Mutator, Frame Housing, Rain Shield and Lighting



    The Mutator is used to increase the mutation chance of bees that you are producing. It can contain soul sand, which will give a mutation multiplier of 1.5x, uranium, which will give a multiplier of 10x, or a nether star which will give a 100x higher mutation rate! The resource is used up 1 at a time at the end of each bee cycle.

    The Frame Housing is simply a block that holds apiary frames in an alveary, allowing them to be used in conjunction. Each frame housing only holds one frame.

    The Rain Shield protects the bees from the rain, allowing them to work in the rain.

    The Alveary Lighting allows bees to work at night, regardless of if they are nocturnal.



    This should also fix the issue due to API changes related to frames

    Download
    http://adf.ly/I0olT




    Quote from Ramal

    Hey Binnie, just wanted to let you know that so far the only crash I have experienced with Forestry 2.0 has been when damage is applied to the apiary frames. If i find anything else I'll edit this post.

    Edit: Derped when I forgot to add a pastebin for the crash report. http://pastebin.com/rj2G1F1P


    Fixed in Extra Bees 1.5
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from Leaf7

    Is your current (1.4.9.30) version of extra bees compatible with the beta of forestry? I think I am going to try the beta of forestry and I would hate to lose BEES


    Not currently, but I will be publishing a forestry beta compatible build in the near future :)

    Quote from thephoenixlodge

    Your Lumbermill sounds exactly like a better version of the idea I had (a way to get the bark from the logs). And I guess I'll continue working on the wiki then


    Yeah, I need bark because of a few things
    * It can be used for mulch
    * Some tree barks can be used as dyes
    * Some tree barks can be used as spices

    And if you could do that, I'd appreciate it :)
    Posted in: Minecraft Mods
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    posted a message on [1.7.10/1.6.4][Forestry] Binnie's Mods 1.8.0 / 2.0-dev - Extra Bees, Extra Trees, Botany and Genetics
    Quote from thephoenixlodge

    No, extra trees is not yet released and is heavily WIP

    And speaking of extra trees, how many machines do you have planned/have concepts for already for it? I did have an interesting idea but I was wondering whether something similar had already been thought of

    Edit: Also, if you get a chance, could you have a look at the apiarist machine page that I just added on the wiki? I'd like to make sure it's fine before I go making pages for more of the machines

    Edit2: And I bow to the superiority of your sequencer page...


    Currently planned/implemented are the woodworker, which creates wooden tiles out of two different types of wood, and the lumbermill, which will be similar to the Thermal Expansion sawmill, but will be water cooled and have multiple output slots (planks, sawdust, bark).

    The wiki pages look great, although don't worry about images, I can/will easily make them as you add the pages :)




    P.s. the white textures are fixed in 1.4.9.30 - http://adf.ly/HpEC3
    Posted in: Minecraft Mods
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