I'm really enjoying this mod, but I have a quick question.
(I've tried searching for an answer but I'm not seeing it. I apologize if I just missed it)
When creating gene samples, I have a few duplicates. With serums, you can shift-click them in the air and get an empty vial again, but I can't find something like that in this one. As of right now, I just have a stock pile of duplicates. Or, is that intended since the samples are single use until you make templates?
but I started thinking for a bit... will the ejection cover recognize inventories it can eject to? so let's say you've an industrial apiary with 2 ejection covers on the left and right, and on one side you've a DNA Extractor, and on the other side you've a centrifuge. will the ejection covers properly send the combs to the centrifuge and the drones to the DNA Extractor? or will they try to just dump everything in the first available slot? or perhaps you could add an option to filter the covers, so you can configure which items will get ejected with each cover.
The covers just try to push anything they can and the target inventory can accept or reject items. Machines from gendustry are smart enough to only accept valid inputs but i'm not sure about forestry or other mods.
You can also output to pipes or itemducts and use that for sorting.
Filtered covers are planned when i get around to implementing them.
When creating gene samples, I have a few duplicates. With serums, you can shift-click them in the air and get an empty vial again, but I can't find something like that in this one. As of right now, I just have a stock pile of duplicates. Or, is that intended since the samples are single use until you make templates?
You can put them in a furnace to erase and get a blank one back, or put them in a squeezer to get a bit of liquid dna (and most of the time a blank sample too)
Thanks!
I forgot that you had to bake the serums....`
Also, I can't seem to drain the liquid out of the Advanced Mutatron.
I was able to pipe out the excess liquid from the Producer, but no matter what I did I couldn't get it out of the Mutatron.
So I just had to eat the loss when I moved my bee room.
back again, hope you don't mind
I don't know if you've already seen it, but Ex Nihilo adds a way for players to create artifical hives. it's done through putting combining a block of hay with string, and putting that in a barrel with seed oil, which will produce an artificial hive. you can then place this hive in the world and if the conditions are met, the artificial hive will get turned into an actual hive that you'd normally find in the world generation
would it be possible to add a similar system to Gendustry? the player would have to create an artifical hive through a certain process, place that hive in the world, and put honey in the hive to attract bees. if the right conditions are met, the artificial hive gets turned into a normal hive. there could be an extra process of creating the artificial hive, giving a higher chance for the player to find pristine bees in an artificial hive, perhaps combining the artificial hive with liquid DNA (giving another use for liquid DNA)
the artificial hive could be a carpenter recipe, where you would combine seed oil with a block of hay and perhaps string, or silky wisp, and the same for the enhanced artificial hive, combining the artificial hive with liquid DNA.
the conditions for the hives would depend on the bees that you're trying to get, which you need to follow to properly turn the artificial hive into a real hive. for example let's take the rocky bee. it needs flowers as a rock, which means the hive needs to be near stone. the pollination is slowest, so it'll take some time for the aritificial hive to change. the bee has a temp/humi tolerance of 2, so the hive can be in pretty much all biomes. the bee is cave dwelling, so the hive doesn't need to see the sky. the bee is also nocturnal, so it needs to be in darkness. lastly the bee is also rain tolerant, so it doesn't mind if the hive gets wet.
perhaps with this you could also give players the option to add their own custom hives. it'd be similar to how custom bees are added, where the player mentions what the traits of the bees are. the generation of the custom hive would depend on the traits of the bee. perhaps the color of the hives could also be automatically taken from the bees you're trying to create a hive for.
I've really been wanting a method like this for a mod centered around bees, this would be really useful on multiplayer servers, where getting hives is usually quite a pain to do
Looks cool, but, and i don't mean this in a mean way, why would i use this, it seems like extra bees without any extra bees, just the genetic machines. Maybe you could add some cool multiblocks to seperate this from extra bees and make it so having both doesnt feel useless.
Unless your a server admin and realize this gives you a way to let players automate bee's nicely without having to have 50 Alveary's lagging your server down.
To be honest, i'm sure RF is going to end up being this
That being said, adding support for it is definitely on my todo list, but i might wait for 1.7 for that. The new api interface stripping thing will make it possible to support multiple power systems without having hard dependencies on the mods that provide them or having to bundle in the api (and face version hell on every update).
The last forge versions for 1.6 as well do have that but most people don't use them, and some mods are probably incompatible with them.
Yes the Mutatron gives you a guaranteed mutation. It does cost a lot of power to run though, but for early-game you have other alternatives...
In an apiary they work like in forestry, the Mutatron completely ignores any extra requirements (biomes, moon phase, date, blocks, whatever), if a mutation exists between 2 species - you will get it. (I might change it a bit in the future, i like how it worked out but currently it can lead to unexpected results, like forest+meadows giving leporine half the time)
I'm looking for a way to control how the mutator works a bit more. Right now I, and even the "slower" players can get all the bee's in a day or less. The mutator, if we added this mod, would have to be put in ban item. I really like the mod and it has great potential but can we find a way to allow changes in the config to the mutator(s).
I'm looking for a way to control how the mutator works a bit more. Right now I, and even the "slower" players can get all the bee's in a day or less. The mutator, if we added this mod, would have to be put in ban item. I really like the mod and it has great potential but can we find a way to allow changes in the config to the mutator(s).
You already can! (and i need to document this >.>)
Make a file /minecraft/config/gendustry/<whatever>.cfg
cfg Machines {
cfg Mutatron {
Enabled = Yes
MaxReceivedEnergy = 500
PowerUseRate = 0.001
MjPerItem = 20000
MaxStoredEnergy = 100000
ActivationEnergy = 10
TankSize = 10000 // Output tank size in milibuckets
MutagenPerItem = 1000 // Mutagen use per run, in milibuckets
LabwareConsumeChance = 100 // Chance that the Genetic Labware will be consumed, 0-100
DegradeChanceNatural = 0 // Chance of natural princesses to become artificial when mutating, 0-100
DeathChanceArtificial = 10 // Chance of artificial princesses to be killed when mutating, 0-100
SecretMutationChance = 10 // Chance that secret mutation will be selected over a normal one, 0-100
// Has no effect if only secret mutations are present
}
cfg MutatronAdv {
Enabled = Yes
MaxReceivedEnergy = 500
PowerUseRate = 0.00125
MjPerItem = 20000
MaxStoredEnergy = 160000
ActivationEnergy = 20
TankSize = 10000 // Output tank size in milibuckets
MutagenPerItem = 1000 // Mutagen use per run, in milibuckets
LabwareConsumeChance = 100 // Chance that the Genetic Labware will be consumed, 0-100
// Uses DeathChanceArtificial and DegradeChanceNatural settings from the normal mutatron section
}
}
You can tweak the energy/mutagen cost or add chance of death or becoming artificial.
You could also tweak recipes for labware or the machines but that's a bit more complicated....
TBH i'm not convinced that this is needed. You can already produce infinite ignoble queens once you get your first full template and have them live forever at the cost of some energy and an upgrade slot.
The way it's done in EN is cool for a skyblock setting, but i don't feel like duplicating functionality from other mods just for the sake of it.
Adding custom worldgen hives is somewhere in my todo list, but i'll probably won't get there in the immediate future.
TBH i'm not convinced that this is needed. You can already produce infinite ignoble queens once you get your first full template and have them live forever at the cost of some energy and an upgrade slot.
The way it's done in EN is cool for a skyblock setting, but i don't feel like duplicating functionality from other mods just for the sake of it.
Adding custom worldgen hives is somewhere in my todo list, but i'll probably won't get there in the immediate future.
my problem sometimes is that I'm not able to find a specific bee that I need to be able to continue breeding new species, through this method the player would be able to get that bee that they need without having to keep roaming the world trying to find the bees they need
the pristine/ignoble was just an addition to this whole process, though it's not really needed.
to be honest in my opinion all hives gotten through this process should produce ignoble bees, meaning you'll have to repeat this process a few times before you're able to get all the traits from the bees that you need
I really like your custom bees system. Is there any documentation how to edit the machine recipes? So that I can determine what happens with my combs in a centrifuge or with my honeydrops in a squeezer? I only found the example bees configs at your github.
Oh and I talk about your MC 1.7.2 version
Ah ok, I overlooked the centrifuge part in the example_bees.cfg. But is there a deeper documentation anywhere for the whole bees stuff? Like how do I add an effect or how do I determine how to breed the bee. For example the bee comes from forest bees and one of my other custom bees? How to edit the Fertility value etc.
And is there a way to add "worldgen" bees with their own hives?
I don't have any real documentation for now, i do plan to write something when i have the time.
To determine how your bee is bred you need to create a mutation entry, something like
With whatever and somethingelse being the names you used for your bees.
Effects and fertility are traits, you need to add something like that in your bee section
cfg Traits {
Base = "forestry.speciesForest" // Whatever it uses as base template
Fertility = "forestry.fertilityHigh"
Effect = "forestry.effectAggressive"
}
I'll add a command /dumpalleles that will make a nice list of all valud values for those.
I don't currently have any way to add worldgen bees. Might add it in the future but it's not a priority right now.
------------
In other news i have merged all the recent changes from 1.6.4 to 1.7.2. Grab the latest version on jenkins.
I've also re-enabled RF support in 1.7.2 but it will work only if some other mod provides the API correctly... And most mods don't do that. It should work with next EnderIO release.
I also plan to switch MJ to the new API which means that at some point in the near future BC 5.0.x will not be supported anymore.
I managed to solve the problem with the missing Bee Receptacle texture, apparently there was an item ID conflict with another mod, and Gendustry was overwriting it, but apparently not grabbing its textures correctly, I changed the offending item ID in the other mod, and now I have my texture.
Hey Bdew, I have a few GREAT suggestions that I think you will really enjoy.
These things are so long I will just stick them in spoilers to save your eye's:
The first suggestion is probably one that you get a lot, an advanced genetic sampler. Both Extra-Bees AND Gendustry add similar blocks, the isolator, and the genetic sampler. Both machines perform [i]the exact same function[/i], the exact same way, except with different recipes. The isolator uses serum vials, and the sampler uses genetic samples. While the serum vials are a little bit more expensive, (requiring the user to have already completed the bee line through imperial bee's to acquire the royal jelly), both machines, with there two different items, do the exact same thing. Each takes a random trait, and uses it as the repetitive basis for the serum/sample. While the progression from this point is very different, both methods, both machines, are identical, (with regards to the sampler being arguably more expensive). This method of acquiring bee dna for replication and placement in other bees can be extremely time intensive. For example, I play the Agrarian Skies modpack, and I had just bred my way all the way up to Endearing bees. The Endearing bees were the first bees that I had bred that had the fastest productivity trait, and I wanted to write it over the fast productivity trait on my current genetic template. I spent a full 6 hours attempting to acquire that trait through the random system of gene acquisition. While not [i]every[/i] experience in trying to acquire traits is as bad this, and some even get the trait they want on the first try, I am sure many great apiarists would welcome, wholeheartedly, an advanced genetic sampler.
The basis of the advanced genetic sampler is simple, and piggy-backs on the principles of your already existing, advanced mutatron. Instead of cycling through a half-stack of bees attempting to get one gene trait, the advanced sampler would give you the choice of trait to sample from. For players who want a little more challenge, a config option that varies the chance of giving the players their pick, or even a corrupted sample.
A totally different method, make a game out of it! There are more people than I can count on my hand that enjoy the minigames for research introduced by Thaumcraft. Forestry tried adding a similar minigame method for bee's, but I probably could fit on my hand how many people enjoyed doing that for more than 5 minutes straight...
My second suggestion is something that you may already(!) be working on, the idea is so incredible. Industrial alvearies[/i]. The possible utilities of an industrial alveary extend beyond the reaches of my imagination! In the midst of this ideas' take-off in my mind, a few pieces of shrapnel remained for my to grasp on to however, so instead, I will leave you with the big stuff, and just give you my two cents. The standard alveary is 3x3x3 with a slab finish. Instead of just going straight for a large structure, from something so small and convenient as a single block industrial apiary, to a huge, (early-game) resource intensive structure, allow to play to make variable size alvearies. Cubic sizes between 2x2x2, for starting alvearies, up to 5x5x5, for the largest structure, you can fool around with optimizations with sizes of course. Just like with a regular alveary, with the industrial [i]alveary[/i], the player can replace any block below the top layer with different optimizing blocks. Since most upgrades in Gendustry come in the forms of upgrades, the standard "Alveary Lighting" blocks and the such, will not have a parallel in Gendustry, instead, the focus will remain with the upgrades. Going from an apiary to an alveary, an alveary has no frame slots, and thus to be given "Frame Housing" blocks to store frames, allowing for an optimal 6 frame alveary. When upgrading from an industrial apiary to an industrial alveary, the internal upgrade slots will be removed, and upgrades must be applied through upgrade slots provided by seperate blocks in the alveary housing. Each upgrade housing block may have one upgrade slot, where the maximum number of a specific upgrade, can exist in that slot, however, that rule does not apply for the rest of the block. Just to give you an idea of the ramifications of such a suggestion, if a man were crazy enough to do replace all of the lower blocks of a 3x3x3 industrial alveary with upgrade slots full oif production upgrades, the resulting production multiplier would be 2980% !! A possible balance of this may be that all of the power costs per upgrade are doubled in industrial alvearies, where under this rule, and the situation provided before, the power intake of said alveary (assuming the base power is equivalent to the industrial apiary (20 rf/t)) would be 115,200 RF/T, which in its own right is a crazy idea to even comprehend.
An alternative method to "upgrade housing" blocks to the alveary, would be upgrade blocks, where each upgrade is literally crafted into an industrial alveary block that can be replaced into the lower levels of the alveary. However, this feels a little bit too much like just copying the standard Forestry Alveary method of just replacing blocks with just an an alveary heated block for example.
I hope my suggestions are welcome, and I really look forward to seeing how many people actually read through the entire suggestion!
First of all i wanted to announce that i'm freezing new feature development on this mod until forestry is actually actively maintained and developed by somebody or relicensed as open source (While the current license allows viewing the source, it still limits the rights to modify and redistribute, and requires contributors to give up their rights).
I have a lot of (possibly) interesting ideas and somewhat limited time to work on them, and at this time i don't want to spend that time developing an addon to a 3rd party project that can be at best called half-dead.
This doesn't mean i'm abandoning Gendustry. I will update to future versions and do any bug fixes needed.
An official release for 1.7.2 will be made when/if forestry has an official 1.7.2 release. And once forestry is updated to work on 1.7.10 i will support that as well.
------------------
@positivePXL - I don't want to add multiblocks, one of the reasons I've started Gendusty was disliking them for bee breeding
I like the idea of having a minigame to get a specific gene. I will consider something like that when/if i decide to actively work on Gendustry.
Added: Also productivity is limited by the forestry API. Even with current upgrade limits it's pretty easy to reach a level when you get a product on every "bee tick" and increasing the multiplier further does nothing.
@positivePXL - I don't want to add multiblocks, one of the reasons I've started Gendusty was disliking them for bee breeding
I like the idea of having a minigame to get a specific gene. I will consider something like that when/if i decide to actively work on Gendustry.
Added: Also productivity is limited by the forestry API. Even with current upgrade limits it's pretty easy to reach a level when you get a product on every "bee tick" and increasing the multiplier further does nothing.
Thank you for considering my suggestions, and I am sure they will remain on the board waiting to be looked at later, perhaps in a few weeks, (being optimistic here). If at all possible, instead of a bee producing a single product per tick, should someone even have the power necessary to run something as big as I was crazy enough to mention, the bee would begin to produce more product per bee tick, (per your description, this would have to be coded on your end of the bee's).
positivePXL
[+PXL]
Edit: As a form of balancing, if a user tries to make bees produce more than product per tick, the mod should choose have an exponentially growing chance (multiplied by extra bee products), that the offspring of the bee will either be ignoble or just die off all together from being overworked.
I'm really enjoying this mod, but I have a quick question.
(I've tried searching for an answer but I'm not seeing it. I apologize if I just missed it)
When creating gene samples, I have a few duplicates. With serums, you can shift-click them in the air and get an empty vial again, but I can't find something like that in this one. As of right now, I just have a stock pile of duplicates. Or, is that intended since the samples are single use until you make templates?
Thanks!
The covers just try to push anything they can and the target inventory can accept or reject items. Machines from gendustry are smart enough to only accept valid inputs but i'm not sure about forestry or other mods.
You can also output to pipes or itemducts and use that for sorting.
Filtered covers are planned when i get around to implementing them.
You can put them in a furnace to erase and get a blank one back, or put them in a squeezer to get a bit of liquid dna (and most of the time a blank sample too)
There are some wikis (eg extra bees wiki) with information about bees, every genetic trait is a possible sample.
I'd imagine keeping that information up to date for every bee from every mod is a royal PITA tho, so it's probably not always up to date
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I forgot that you had to bake the serums....`
Also, I can't seem to drain the liquid out of the Advanced Mutatron.
I was able to pipe out the excess liquid from the Producer, but no matter what I did I couldn't get it out of the Mutatron.
So I just had to eat the loss when I moved my bee room.
Downloads on my website
This is how almost every machine that consumes liquids works in other mods, they don't normally allow draining out...
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I don't know if you've already seen it, but Ex Nihilo adds a way for players to create artifical hives. it's done through putting combining a block of hay with string, and putting that in a barrel with seed oil, which will produce an artificial hive. you can then place this hive in the world and if the conditions are met, the artificial hive will get turned into an actual hive that you'd normally find in the world generation
would it be possible to add a similar system to Gendustry? the player would have to create an artifical hive through a certain process, place that hive in the world, and put honey in the hive to attract bees. if the right conditions are met, the artificial hive gets turned into a normal hive. there could be an extra process of creating the artificial hive, giving a higher chance for the player to find pristine bees in an artificial hive, perhaps combining the artificial hive with liquid DNA (giving another use for liquid DNA)
the artificial hive could be a carpenter recipe, where you would combine seed oil with a block of hay and perhaps string, or silky wisp, and the same for the enhanced artificial hive, combining the artificial hive with liquid DNA.
the conditions for the hives would depend on the bees that you're trying to get, which you need to follow to properly turn the artificial hive into a real hive. for example let's take the rocky bee. it needs flowers as a rock, which means the hive needs to be near stone. the pollination is slowest, so it'll take some time for the aritificial hive to change. the bee has a temp/humi tolerance of 2, so the hive can be in pretty much all biomes. the bee is cave dwelling, so the hive doesn't need to see the sky. the bee is also nocturnal, so it needs to be in darkness. lastly the bee is also rain tolerant, so it doesn't mind if the hive gets wet.
perhaps with this you could also give players the option to add their own custom hives. it'd be similar to how custom bees are added, where the player mentions what the traits of the bees are. the generation of the custom hive would depend on the traits of the bee. perhaps the color of the hives could also be automatically taken from the bees you're trying to create a hive for.
I've really been wanting a method like this for a mod centered around bees, this would be really useful on multiplayer servers, where getting hives is usually quite a pain to do
Unless your a server admin and realize this gives you a way to let players automate bee's nicely without having to have 50 Alveary's lagging your server down.
I'm looking for a way to control how the mutator works a bit more. Right now I, and even the "slower" players can get all the bee's in a day or less. The mutator, if we added this mod, would have to be put in ban item. I really like the mod and it has great potential but can we find a way to allow changes in the config to the mutator(s).
You already can! (and i need to document this >.>)
Make a file /minecraft/config/gendustry/<whatever>.cfg
You can tweak the energy/mutagen cost or add chance of death or becoming artificial.
You could also tweak recipes for labware or the machines but that's a bit more complicated....
TBH i'm not convinced that this is needed. You can already produce infinite ignoble queens once you get your first full template and have them live forever at the cost of some energy and an upgrade slot.
The way it's done in EN is cool for a skyblock setting, but i don't feel like duplicating functionality from other mods just for the sake of it.
Adding custom worldgen hives is somewhere in my todo list, but i'll probably won't get there in the immediate future.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
my problem sometimes is that I'm not able to find a specific bee that I need to be able to continue breeding new species, through this method the player would be able to get that bee that they need without having to keep roaming the world trying to find the bees they need
the pristine/ignoble was just an addition to this whole process, though it's not really needed.
to be honest in my opinion all hives gotten through this process should produce ignoble bees, meaning you'll have to repeat this process a few times before you're able to get all the traits from the bees that you need
Thats odd. Can you post your log?
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I don't have any real documentation for now, i do plan to write something when i have the time.
To determine how your bee is bred you need to create a mutation entry, something like
With whatever and somethingelse being the names you used for your bees.
Effects and fertility are traits, you need to add something like that in your bee section
I'll add a command /dumpalleles that will make a nice list of all valud values for those.
I don't currently have any way to add worldgen bees. Might add it in the future but it's not a priority right now.
------------
In other news i have merged all the recent changes from 1.6.4 to 1.7.2. Grab the latest version on jenkins.
I've also re-enabled RF support in 1.7.2 but it will work only if some other mod provides the API correctly... And most mods don't do that. It should work with next EnderIO release.
I also plan to switch MJ to the new API which means that at some point in the near future BC 5.0.x will not be supported anymore.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
do you know of a handy place to upload it? my client log is way to big to upload to pastebin
These things are so long I will just stick them in spoilers to save your eye's:
The basis of the advanced genetic sampler is simple, and piggy-backs on the principles of your already existing, advanced mutatron. Instead of cycling through a half-stack of bees attempting to get one gene trait, the advanced sampler would give you the choice of trait to sample from. For players who want a little more challenge, a config option that varies the chance of giving the players their pick, or even a corrupted sample.
A totally different method, make a game out of it! There are more people than I can count on my hand that enjoy the minigames for research introduced by Thaumcraft. Forestry tried adding a similar minigame method for bee's, but I probably could fit on my hand how many people enjoyed doing that for more than 5 minutes straight...
My second suggestion is something that you may already(!) be working on, the idea is so incredible. Industrial alvearies[/i]. The possible utilities of an industrial alveary extend beyond the reaches of my imagination! In the midst of this ideas' take-off in my mind, a few pieces of shrapnel remained for my to grasp on to however, so instead, I will leave you with the big stuff, and just give you my two cents. The standard alveary is 3x3x3 with a slab finish. Instead of just going straight for a large structure, from something so small and convenient as a single block industrial apiary, to a huge, (early-game) resource intensive structure, allow to play to make variable size alvearies. Cubic sizes between 2x2x2, for starting alvearies, up to 5x5x5, for the largest structure, you can fool around with optimizations with sizes of course. Just like with a regular alveary, with the industrial [i]alveary[/i], the player can replace any block below the top layer with different optimizing blocks. Since most upgrades in Gendustry come in the forms of upgrades, the standard "Alveary Lighting" blocks and the such, will not have a parallel in Gendustry, instead, the focus will remain with the upgrades. Going from an apiary to an alveary, an alveary has no frame slots, and thus to be given "Frame Housing" blocks to store frames, allowing for an optimal 6 frame alveary. When upgrading from an industrial apiary to an industrial alveary, the internal upgrade slots will be removed, and upgrades must be applied through upgrade slots provided by seperate blocks in the alveary housing. Each upgrade housing block may have one upgrade slot, where the maximum number of a specific upgrade, can exist in that slot, however, that rule does not apply for the rest of the block. Just to give you an idea of the ramifications of such a suggestion, if a man were crazy enough to do replace all of the lower blocks of a 3x3x3 industrial alveary with upgrade slots full oif production upgrades, the resulting production multiplier would be 2980% !! A possible balance of this may be that all of the power costs per upgrade are doubled in industrial alvearies, where under this rule, and the situation provided before, the power intake of said alveary (assuming the base power is equivalent to the industrial apiary (20 rf/t)) would be 115,200 RF/T, which in its own right is a crazy idea to even comprehend.
An alternative method to "upgrade housing" blocks to the alveary, would be upgrade blocks, where each upgrade is literally crafted into an industrial alveary block that can be replaced into the lower levels of the alveary. However, this feels a little bit too much like just copying the standard Forestry Alveary method of just replacing blocks with just an an alveary heated block for example.
positivePXL
[+PXL]
I have a lot of (possibly) interesting ideas and somewhat limited time to work on them, and at this time i don't want to spend that time developing an addon to a 3rd party project that can be at best called half-dead.
This doesn't mean i'm abandoning Gendustry. I will update to future versions and do any bug fixes needed.
An official release for 1.7.2 will be made when/if forestry has an official 1.7.2 release. And once forestry is updated to work on 1.7.10 i will support that as well.
------------------
@positivePXL - I don't want to add multiblocks, one of the reasons I've started Gendusty was disliking them for bee breeding
I like the idea of having a minigame to get a specific gene. I will consider something like that when/if i decide to actively work on Gendustry.
Added: Also productivity is limited by the forestry API. Even with current upgrade limits it's pretty easy to reach a level when you get a product on every "bee tick" and increasing the multiplier further does nothing.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Thank you for considering my suggestions, and I am sure they will remain on the board waiting to be looked at later, perhaps in a few weeks, (being optimistic here). If at all possible, instead of a bee producing a single product per tick, should someone even have the power necessary to run something as big as I was crazy enough to mention, the bee would begin to produce more product per bee tick, (per your description, this would have to be coded on your end of the bee's).
positivePXL
[+PXL]
Edit: As a form of balancing, if a user tries to make bees produce more than product per tick, the mod should choose have an exponentially growing chance (multiplied by extra bee products), that the offspring of the bee will either be ignoble or just die off all together from being overworked.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Also your Advanced Mutatron is absolutely fabulous and has helped me speed up breeding to go on my guide. Many kudos to you.
Yeah, sure
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!