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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released

    What needs to be done when upgrading MC from 1.7.x to 1.9.x, to retain Harvestcraft items?


    I did a fresh install of everything, and when I load the world, it identifies nearly 200 items as being missing.


    Do I need to go through 1.8.x first? Is there something to tweak in the config?

    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Quote from MatrexsVigil

    I did not change any rendering. My fruits have three stages of growth, my crops have four stages of growth like potatoes/carrots with stage 1-2 being the same image.

    Update on this issue, for anyone interested: images must now be of a size that's a multiple of 72. For example, that asparagus image was 700x700. When I changed it to 720x720, it rendered correctly.
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Hey Pam, I'm looking for some clarification on texture rendering.

    In the 1.7.2 releases, some foods went from having three growing stages to having four. For ages, I've replaced some of your final-stage textures with my own to make it easier to tell when they're ready. Replacing the (whatever)crop_3.png file with mine still works, kind of. The same files that render correctly in a pre-1.7 world look multiplied and diagonal in 1.7.

    So you can see what I mean, within the spoiler below are screenshots from both versions of a ready-to-pick apple, and ready-to-pick asparagus. In both cases, I'm using Forge and Optifine. Have you changed something about how the images render?



    Thanks for your time, and all your work on Harvestcraft. :-)
    Posted in: Minecraft Mods
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    When I open a particular world in MCEdit (0.1.7.1 or 0.1.8build799, 64 bit) a specific structure has texture problems. It's a giant mushroom house, and the stalk blocks all render as "Huge Red Mushroom" blocks (as seen with Analyze.) However, Replace doesn't work to fix the problem (maybe because these blocks are identified as just huge red, without a direction?) When I configure the Replace, I can see both textures ghosted on, ready to go, but clicking the button just leaves them as they started.

    I've tried using WorldEdit (in SMP via liteloader and WorldEditWrapper) to select the house, copy, and paste elsewhere, in case the original structure was somehow damaged, or the wrong version, or something, but both structures show the same thing.

    I can select those blocks and fill with stem, but there are so many that doing it this way will be seriously time consuming, since they aren't easily selected in a few large cuboids (or just one, as Replace would allow.)

    The reason this is a problem is that I want to export it as a schematic and use Schematic2Blueprint to help me rebuild it. However, because the blocks are messed up, the schematic is messed up.

    Anyone have ideas on how I can resolve this?
    Posted in: Minecraft Tools
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from rilex407

    When I install this mod and when I load up my minecraft it just crashes.


    What's the crash message?
    Posted in: Minecraft Mods
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    posted a message on Pam's Mods - May 14th, 2018 - 1.12.2u Released
    Thank you so much for all your work on this, Pam. We really appreciate it. :-D
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    I will turn my thaumometer on All The Things. :-D
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from MatrexsVigil

    Would you guys prefer the bush crops in the wild actually re-grow like the fruits on trees (but only drop one fruit at a time)? It seems that's how all the other mods are doing bushes, and I kinda prefer that.


    Can we still get a seed from the one fruit that drops, or would seeds be gotten another way?
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Hey all, I'm looking for some troubleshooting advice.

    My husband created his world back in beta days, and has been playing in it ever since. Recently, we discovered that some of the HarvestCraft recipes don't work in his world (even when it's copied to my computer and tried there) despite others working fine all this time.

    There doesn't seem to be an ID conflict, because we've gotten no errors, and IDFix Minus hasn't corrected the problem.

    A couple of the recipes that don't work are stock and cheese, no matter which ingredient variants we try. He puts the correct ingredients in the workbench (the same ones that work fine for me in my worlds,) but nothing appears in the results area to take.

    I've tried a clean re-install of MC and HC on his machine, but it makes no difference. (I didn't really think it would, since this seems to be world-specific.) I also tried making a schematic of part of his world and dropping into a freshly-created world (with MCEdit) and that allows the recipes to work.

    Anyone have any ideas about what I can do to get the non-functional recipes to work in his world without literally transplanting every explored chunk?
    Posted in: Minecraft Mods
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    posted a message on Galacticraft 4.0.1 [6,400,000+ Downloads!]
    I'm having a very peculiar problem: when I try to place anything, it shows there for a split second, then vanishes.

    First, my versions:
    MC 1.5.1
    Galacticraft 1.5.1-a0.1.34.164
    GuiAPI 0.15.5-1.5.1
    IDResolver 1.5.1.0
    ReiMinimap v3.3_04

    I created a brand new world to test Galacticraft in, so I first noticed this trying to place a crafting bench. When it vanishes, the planks I had used to create it go back to being just wood and go back in my inventory. I tried with a sapling, and it vanished off the ground and appeared back in my inventory as well.

    I tried going back to Galacticraft-1.5.1-a0.1.33.69, but its inventory screen didn't look the same, and I wasn't sure if that was expected.

    Has anyone else seen this, or have troubleshooting recommendations? I'm not getting a crash, so I don't have any pointers from the app on what's going wrong.

    Thanks much.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from romangeneral

    i am not sure if this is a bug or just because i am a complete newby to your mod, but i can't seem to place cranberry seeds, rice seeds or white mushroom seeds, i have tried sand, soul sand, gras and farmland with and without a water blok next to it in different light levels, but it doesn't work for some reason.


    Spoiler alert: everyone trying to figure this out on their own should look away now.

    Cranberries and rice are 'planted' on water, and mushrooms are planted on wood (trunk) blocks. Mushrooms need low light to grow, just like when they're found naturally underground or beneath trees.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from MatrexsVigil

    I need like five suggestions for honey based foods (so like honey is one of the main ingredients). Thanks!


    Guessing at HarvestCraft recipe equivalents:

    Spicy lemon-honey glaze (honey, oil, lemon, garlic, salt, pepper, spice leaf)
    Grilled corn with spiced honey butter (butter, honey, spice leaf, lime, pepper, corn)
    Honey-kiwi-raspberry fruit dip (kiwi, raspberry, honey, yogurt)
    Honey cloud pancakes (egg, milk, flour, salt, honey, vanilla, butter, berries)
    Roasted sweet potato wedges with honey and ginger (sweet potatoes, honey, ginger, oil, spice leaf, black pepper)
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from MohawkyMagoo

    A lot of my players, myself included love farming and gathering, but get a little stuck after awhile once the farms have been established and protected because, apart from eating, there isnt anything really to do with the stuff thats produced, apart from stockpiling.

    Tier $600 - Travelling Merchants - a little guy pulling a two wheeled cart behind him. Turns up at your farm and buys produce from you - something to do with all those crops and food you grow but never eat? Once his double sized chest cart is full he heads to the nearest village and / or despawns once out of sight? He never detaches from the cart, players cannot take from the chest but can open it to see whats in it. Will defend himself if attacked. If killed his chest cart breaks up and scatters contents - but half is lost and rest dissappears quickly?

    Or maybe if the travelling cart guy is too much to do, then spawn a building at a village where he sits behind a desk and buys from you? Or trades other stuff with you? But for that you would need to have a trades structure worked out.


    This is an interesting idea. Coding up a traveling person from scratch is probably really hard. But, the villager idea is worth considering further. What if it went something like this?

    1. You grow and combine one crate's worth of every HarvestCraft food that exists, and the wax, and the cotton. And maybe even one of each cooking tool, for completion and to raise the difficulty.
    2. You combine every crate/tool in a specific sequence, since there isn't room in a crafting table to do it all at once.
    3. The final result is the equivalent of a spawner egg in Creative mode. When you use it, it creates the equivalent of a farmer villager, wherever it breaks. Since villagers roam all over the place, it might be wise to use it in some sort of shop or trading stall that will keep that squidward contained, but still be able to click on him for trading.
    4. He only takes HarvestCraft stuff in trade, though I'm not sure what he gives back. That's probably something for Pam to decide, based on game balance and coding difficulty.

    Anyone have any further ideas or comments on this?
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from Peyelle

    I keep getting crashes, even with all my mods removed besides this one.
    The mods i use are mo' creatures, biomes o plenty, and more explosives. it also crashes when i have them on.
    i just wanted to give this a try. i'll post a crash log in a minute.

    java.lang.IllegalArgumentException: Slot 3992 is already occupied by tdwp_ftw.biomesop.blocks.BlockMediumGrass@7cc71301 when adding mods.PamHarvestCraft.trees.peppercorn.BlockPamPeppercorn@71b0e6a6



    That's the relevant bit. It says that two items are trying to use the same ID. You can change one or the other manually, or you can install ID Resolver and let it handle that for you.
    Posted in: Minecraft Mods
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    posted a message on [1.6.X/1.5.2/Others]Pam's Mods - Feb 9th (I'm Back!)
    Quote from creeperslayer876

    Ok , tried harvestcraft for first time with all the seeds and melon spawn and wee flowers and it did not respond . I will try again and carry on my post when I have tried a 2nd time
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Ok , 2nd time , Tried installing harvest craft with the mods listed b4 and it crashed :( darn. It seems that HARVESTCRAFT is the problem or my computer/laptop is really bad :P Help?


    Please post the crash log within a spoiler tag, so we can see if there's anything in there we recognize.
    Posted in: Minecraft Mods
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