I have a quick concern--since all my recipes use the cooking tools in them, will that mean the food will gain like wood or metal aspects? If so, that's not good!
I have a quick concern--since all my recipes use the cooking tools in them, will that mean the food will gain like wood or metal aspects? If so, that's not good!
Yes, I don't know if whether or not you are revamping a better (more indepth) mechanics, but for now, that would happen sadly :c. But if you are specially integrating thaumcraft aspects, your can configurated it
I'd asked earlier, but I didn't find that you've answered. I used Thirst mod, since then I've started to use EnviroMine, but the problem is still. Is there a way to eat juices and other liquids without hunger? Because those could give back some thirst, but couldn't if Steve isn't hungry. Thanks!
I have a quick concern--since all my recipes use the cooking tools in them, will that mean the food will gain like wood or metal aspects? If so, that's not good!
Don't worry, nope, this is not a problem! Currently, your saucepan gives metal aspects because it is made with iron. But items made with the saucepan do not--that it because forge is currently smart enough to know whether something is used up in a recipe, or just required for a recipe. For example, taffy gives herba, air, and water essence from the water and sugar used up, but no metal from the bucket or saucepan. (:
I have a quick concern--since all my recipes use the cooking tools in them, will that mean the food will gain like wood or metal aspects? If so, that's not good!
I remember back in 1.4 when Hunger Overhaul had TC3 integration, and TC3 wasn't smart enough to tell the difference between used in and required for recipes. I'm surprised I didn't turn into an iron golem or get heavy metal poisoning, I was eating so much metallum! Spaghetti and meatballs had something to the tune of 41 metallum, if I remember correctly. XD
Don't worry, nope, this is not a problem! Currently, your saucepan gives metal aspects because it is made with iron. But items made with the saucepan do not--that it because forge is currently smart enough to know whether something is used up in a recipe, or just required for a recipe. For example, taffy gives herba, air, and water essence from the water and sugar used up, but no metal from the bucket or saucepan. (:
peace
Awesome! This is good to know. =)
I've been spending the last few days sick as a dog with the flu and a UTI (-.-), but I've been playing Thaumcraft and figuring out what aspects everything should have.
Well, I got golems to harvest re-growth crops. Sadly this method makes the golems constantly wander the crops instead of waiting till they're grown. They also ignore normal HarvestCraft crops because they have no metadata and if I had them harvest them, they're break them as soon as they're planted.
This mod makes all the seeds in the game in addition to wheat drop from tall grass. Use the config file to turn off seeds dropping or change their frequency.
Well, I got golems to harvest re-growth crops. Sadly this method makes the golems constantly wander the crops instead of waiting till they're grown. They also ignore normal HarvestCraft crops because they have no metadata and if I had them harvest them, they're break them as soon as they're planted.
I'll keep working on this.
Is it possible to have them break the last growth stage of all crops, including the re-growth ones? Because, to be honest, if you're automating your farms with golems, you aren't gonna be popping back in often enough to see the difference between completely harvesting the crop and just taking a little off the top.
Is there maybe a 'can_harvest' tag you could add to the final growth stage of crops that the golems could read to know that a crop is ready to harvest? Or would that cause problems with existing world crops, like the tree fruits update did back in 1.4?
I remember back in 1.4 when Hunger Overhaul had TC3 integration,
Well TC4 or Forge or Pam has improved, because now it knows the difference.
For instance, a cutting board has metal essense and a mixing bowl has wood essence, but when I craft fruit salad from apples (2 messis, 1 fames) and a cutting board (1 metallus) and a mixing bowl (1 arbor), it has the same aspect of its food ingredients (2 messis, 1 fames), but not the cutting board/mixing bowl.
Does anyone know how to turn [get all the seeds] off in the config?
If you don't want get all the seeds, then don't install the mod. If you are asking how to change the config: in your minecraft folder, there is a /config/ folder with a text file that you can change.
Is it possible to have them break the last growth stage of all crops, including the re-growth ones? Because, to be honest, if you're automating your farms with golems, you aren't gonna be popping back in often enough to see the difference between completely harvesting the crop and just taking a little off the top.
Is there maybe a 'can_harvest' tag you could add to the final growth stage of crops that the golems could read to know that a crop is ready to harvest? Or would that cause problems with existing world crops, like the tree fruits update did back in 1.4?
Right now the main issue is that my crops don't have metadata, they have tile entity NBT data. I think I can tell the crop block that if NBT data = X, then metadata should also = X to make the golems understand. I'll have to test this tomorrow.
If you don't want get all the seeds, then don't install the mod.
I am told that THAT Get all the seeds mod was not installed, but Harvestcraft is and it is spawning all of the seeds from tall grass.
My server wants to make it harder to get all of the plants and it seems that Get all the seeds mod is now a standard part of the main mod. Or am I being told that Get all the seeds mod is not installed when it definitely is?
If you are asking how to change the config: in your minecraft folder, there is a /config/ folder with a text file that you can change.
I am told that THAT Get all the seeds mod was not installed, but Harvestcraft is and it is spawning all of the seeds from tall grass.
My server wants to make it harder to get all of the plants and it seems that Get all the seeds mod is now a standard part of the main mod. Or am I being told that Get all the seeds mod is not installed when it definitely is?
Do I just... set to false each individual plant seed dropfromgrass?
Get all the Seeds only adds pumpkin and melon seeds along with carrots and potatoes to the tall grass loot table. If you don't want HarvestCraft seeds to drop, you need to go into the HarvestCraft config and set all the drops to false.
Get all the Seeds only adds pumpkin and melon seeds along with carrots and potatoes to the tall grass loot table. If you don't want HarvestCraft seeds to drop, you need to go into the HarvestCraft config and set all the drops to false.
Ah that makes sense, anyways It seems too easy to get special plants as it is but now my server is getting worried that by disabling your tall grass seed spawn they will never be able to get certain plants...
All of your plants spawn naturally in the wild, right?
Ah that makes sense, anyways It seems too easy to get special plants as it is but now my server is getting worried that by disabling your tall grass seed spawn they will never be able to get certain plants...
All of your plants spawn naturally in the wild, right?
No, only plants like strawberries, blueberries, bamboo shoots, or cotton. Tomatoes, cucumbers, etc are all found as seeds.
No, only plants like strawberries, blueberries, bamboo shoots, or cotton. Tomatoes, cucumbers, etc are all found as seeds.
... really? :/
Hmmm... would you mind if someone were to make a minimod that adjusts that? One that makes all of your plants spawn in the wild?
...also are you open source?
I'd honestly like to make some suggestions, but they would be more for a "scarcity" version for HarvestCraft. Someone previously asked about removing seeds from grass drops cause he thought you could find them in the world in general.(speaking of, hes right above me :P) But it kinda gave me an idea for some suggestions. Maybe have a Scarce version, where all seeds/raw foods that cant be found naturally growing, can be found by trading with villagers, or found in dungeon/mineshaft chests. I'm not positively sure if items can be added to villager trade systems but i just thought this would be a cool idea to try to throw out there. I feel its better than just mowing a field and having all the seeds.
Also, I wanted to know if there was a way to change the hunger-fill amount and saturation of some of the foods in your mod in a config or something? I just feel its out of place when an apple fills 2 hunger bars and all the other fruits only fill half a bar and lasts only 5 seconds. I wouldn't mind being able to bump up the rest of the tree fruits to better fit
I'd honestly like to make some suggestions, but they would be more for a "scarcity" version for HarvestCraft. Someone previously asked about removing seeds from grass drops cause he thought you could find them in the world in general.(speaking of, hes right above me ) But it kinda gave me an idea for some suggestions. Maybe have a Scarce version, where all seeds/raw foods that cant be found naturally growing, can be found by trading with villagers, or found in dungeon/mineshaft chests. I'm not positively sure if items can be added to villager trade systems but i just thought this would be a cool idea to try to throw out there. I feel its better than just mowing a field and having all the seeds.
Also, I wanted to know if there was a way to change the hunger-fill amount and saturation of some of the foods in your mod in a config or something? I just feel its out of place when an apple fills 2 hunger bars and all the other fruits only fill half a bar and lasts only 5 seconds. I wouldn't mind being able to bump up the rest of the tree fruits to better fit
Or what about in the scarce version, you have to domesticate the stuff that isn't growing wild from wild versions of the crops? But that would require a bunch of new items and blocks for these wild crops.
Perhaps when you find a crop you have to domesticate, it will drop a useable item (perhaps it won't be as filling or useful as the domesticated version, or maybe its toxic), and some seeds. The seeds could be planted to grow more of the wild crops, but, growing the wild crops could have a chance of dropping the seeds of the domesticated version, with the chance increasing over time. Some crops will domesticate easier than others. However, the wild versions of these crops should be fairly rare, but, some are more common than others. Perhaps some will be biome specific.
Perhaps some wild plants could domesticate into multiple forms, such as for Wild Cabbage, it could domesticate into Kohlrabi, Brussel Sprouts, Kale, Cauliflower, Cabbage, and Broccoli.
I have a quick concern--since all my recipes use the cooking tools in them, will that mean the food will gain like wood or metal aspects? If so, that's not good!
Yes, I don't know if whether or not you are revamping a better (more indepth) mechanics, but for now, that would happen sadly :c. But if you are specially integrating thaumcraft aspects, your can configurated it
Don't worry, nope, this is not a problem! Currently, your saucepan gives metal aspects because it is made with iron. But items made with the saucepan do not--that it because forge is currently smart enough to know whether something is used up in a recipe, or just required for a recipe. For example, taffy gives herba, air, and water essence from the water and sugar used up, but no metal from the bucket or saucepan. (:
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
I remember back in 1.4 when Hunger Overhaul had TC3 integration, and TC3 wasn't smart enough to tell the difference between used in and required for recipes. I'm surprised I didn't turn into an iron golem or get heavy metal poisoning, I was eating so much metallum! Spaghetti and meatballs had something to the tune of 41 metallum, if I remember correctly. XD
Awesome! This is good to know. =)
I've been spending the last few days sick as a dog with the flu and a UTI (-.-), but I've been playing Thaumcraft and figuring out what aspects everything should have.
I'll keep working on this.
player.me/felinoel
Is it possible to have them break the last growth stage of all crops, including the re-growth ones? Because, to be honest, if you're automating your farms with golems, you aren't gonna be popping back in often enough to see the difference between completely harvesting the crop and just taking a little off the top.
Is there maybe a 'can_harvest' tag you could add to the final growth stage of crops that the golems could read to know that a crop is ready to harvest? Or would that cause problems with existing world crops, like the tree fruits update did back in 1.4?
Well TC4 or Forge or Pam has improved, because now it knows the difference.
For instance, a cutting board has metal essense and a mixing bowl has wood essence, but when I craft fruit salad from apples (2 messis, 1 fames) and a cutting board (1 metallus) and a mixing bowl (1 arbor), it has the same aspect of its food ingredients (2 messis, 1 fames), but not the cutting board/mixing bowl.
If you don't want get all the seeds, then don't install the mod. If you are asking how to change the config: in your minecraft folder, there is a /config/ folder with a text file that you can change.
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
Right now the main issue is that my crops don't have metadata, they have tile entity NBT data. I think I can tell the crop block that if NBT data = X, then metadata should also = X to make the golems understand. I'll have to test this tomorrow.
I am told that THAT Get all the seeds mod was not installed, but Harvestcraft is and it is spawning all of the seeds from tall grass.
My server wants to make it harder to get all of the plants and it seems that Get all the seeds mod is now a standard part of the main mod. Or am I being told that Get all the seeds mod is not installed when it definitely is?
general {
B:appletreegeneration=true
B:artichokeseeddropfromgrass=true
B:asparagusseeddropfromgrass=true
B:avocadotreegeneration=true
B:bambooshootseeddropfromgrass=false
B:bambooshootwildbushgeneration=true
B:bananatreegeneration=true
B:barleyseeddropfromgrass=true
B:beanseeddropfromgrass=true
I:beehiverarity=80
B:beetseeddropfromgrass=true
B:bellpepperseeddropfromgrass=true
B:blackberryseeddropfromgrass=false
B:blackberrywildbushgeneration=true
B:blueberryseeddropfromgrass=false
B:blueberrywildbushgeneration=true
B:broccoliseeddropfromgrass=true
B:brusselsproutseeddropfromgrass=true
I:bushfoodrestore=1
D:bushfoodsaturation=0.6000000238418579
B:cabbageseeddropfromgrass=true
B:cactusfruitseeddropfromgrass=false
B:cactusfruitwildbushgeneration=true
B:candleberryseeddropfromgrass=false
B:candleberrywildbushgeneration=true
B:cantaloupeseeddropfromgrass=true
B:cauliflowerseeddropfromgrass=true
B:celeryseeddropfromgrass=true
B:cherrytreegeneration=true
B:chilipepperseeddropfromgrass=true
B:cinnamontreegeneration=true
B:coconuttreegeneration=true
B:coffeeseeddropfromgrass=true
B:cornseeddropfromgrass=true
B:cottonseeddropfromgrass=false
B:cottonwildbushgeneration=true
B:cranberryseeddropfromgrass=false
B:cranberrywildbushgeneration=true
I:cropfoodrestore=1
D:cropfoodsaturation=0.6000000238418579
B:cucumberseeddropfromgrass=true
B:dragonfruittreegeneration=true
B:eggplantseeddropfromgrass=true
B:enablebeehivegeneration=true
B:enableclothslabs=true
B:enableclothstairs=true
B:enablecoloredcandles=true
B:enableglassbakewarerecipe=false
B:enablesaltfromwaterbucketrecipe=true
B:enablesaltgeneration=true
B:enablesinks=true
I:freshmilkfrombucket=4
I:freshwaterfrombucket=4
B:garlicseeddropfromgrass=true
B:gingerseeddropfromgrass=true
B:grapeseeddropfromgrass=false
B:grapewildbushgeneration=true
B:kiwiseeddropfromgrass=false
B:kiwiwildbushgeneration=true
B:leekseeddropfromgrass=true
B:lemontreegeneration=true
B:lettuceseeddropfromgrass=true
B:limetreegeneration=true
B:mangotreegeneration=true
D:mealsaturation=1.2000000476837158
D:meatymealsaturation=1.600000023841858
B:mustardseeddropfromgrass=true
B:nutmegtreegeneration=true
B:oatsseeddropfromgrass=true
B:okraseeddropfromgrass=true
B:olivetreegeneration=true
B:onionseeddropfromgrass=true
B:orangetreegeneration=true
B:papayatreegeneration=true
B:parsnipseeddropfromgrass=true
B:peachtreegeneration=true
B:peanutseeddropfromgrass=true
B:peartreegeneration=true
B:peasseeddropfromgrass=true
B:peppercorntreegeneration=true
B:pineappleseeddropfromgrass=true
B:plumtreegeneration=true
B:pomegranatetreegeneration=true
B:radishseeddropfromgrass=true
B:raspberryseeddropfromgrass=false
B:raspberrywildbushgeneration=true
B:rhubarbseeddropfromgrass=false
B:rhubarbwildbushgeneration=true
B:riceseeddropfromgrass=true
B:rutabagaseeddropfromgrass=true
B:rutabagawildbushgeneration=true
B:ryeseeddropfromgrass=true
I:saltrarity=10
B:scallionseeddropfromgrass=true
B:seaweedseeddropfromgrass=false
B:seaweedwildbushgeneration=true
I:seedrarity=1
B:seedsdropfromcrop=false
B:sheepdropmutton=true
D:snacksaturation=0.6000000238418579
B:soybeanseeddropfromgrass=true
B:spiceleafseeddropfromgrass=false
B:spiceleafwildbushgeneration=true
B:squiddropcalamari=true
B:starfruittreegeneration=true
B:strawberryseeddropfromgrass=false
B:strawberrywildbushgeneration=true
B:sunflowerseeddropfromgrass=false
B:sunflowerwildbushgeneration=true
B:sweetpotatoseeddropfromgrass=true
B:teaseeddropfromgrass=true
B:tomatoseeddropfromgrass=true
I:treefoodrestore=1
D:treefoodsaturation=0.6000000238418579
I:treerarity=2
B:turnipseeddropfromgrass=true
B:vanillabeantreegeneration=true
B:walnuttreegeneration=true
B:whitemushroomseeddropfromgrass=false
B:whitemushroomwildbushgeneration=true
I:wildbushdropamount=3
I:wildbushrarity=2
B:wintersquashseeddropfromgrass=true
B:zucchiniseeddropfromgrass=true
}
player.me/felinoel
Get all the Seeds only adds pumpkin and melon seeds along with carrots and potatoes to the tall grass loot table. If you don't want HarvestCraft seeds to drop, you need to go into the HarvestCraft config and set all the drops to false.
All of your plants spawn naturally in the wild, right?
player.me/felinoel
No, only plants like strawberries, blueberries, bamboo shoots, or cotton. Tomatoes, cucumbers, etc are all found as seeds.
Hmmm... would you mind if someone were to make a minimod that adjusts that? One that makes all of your plants spawn in the wild?
...also are you open source?
player.me/felinoel
Also, I wanted to know if there was a way to change the hunger-fill amount and saturation of some of the foods in your mod in a config or something? I just feel its out of place when an apple fills 2 hunger bars and all the other fruits only fill half a bar and lasts only 5 seconds. I wouldn't mind being able to bump up the rest of the tree fruits to better fit
Or what about in the scarce version, you have to domesticate the stuff that isn't growing wild from wild versions of the crops? But that would require a bunch of new items and blocks for these wild crops.
Perhaps when you find a crop you have to domesticate, it will drop a useable item (perhaps it won't be as filling or useful as the domesticated version, or maybe its toxic), and some seeds. The seeds could be planted to grow more of the wild crops, but, growing the wild crops could have a chance of dropping the seeds of the domesticated version, with the chance increasing over time. Some crops will domesticate easier than others. However, the wild versions of these crops should be fairly rare, but, some are more common than others. Perhaps some will be biome specific.
Perhaps some wild plants could domesticate into multiple forms, such as for Wild Cabbage, it could domesticate into Kohlrabi, Brussel Sprouts, Kale, Cauliflower, Cabbage, and Broccoli.