I've personally not yet tried them in MFR machines.
Well my crops and seed are implemented in the most standardised ways possible. If they don't work with MFR machines, it's an MFR bug and I don't think I want to change my code because of them.
Well my crops and seed are implemented in the most standardised ways possible. If they don't work with MFR machines, it's an MFR bug and I don't think I want to change my code because of them.
Can anyone test it out please?
Okay, I've checked it out (in creative) and it looks like it doesn't work. My understanding is MFR has an API freely available for registering mod-added plants to its machines. I know it changed between 1.5.x and 1.6.x, but if you didn't have it before that won't be a problem. The API is available on the first post of the thread I linked. I think they do it this way because some people don't WANT their crops automatically farmed by a machine, which is fine.
For reference, the planter is designed to auto-till soil to plant seeds that require it. I don't know if that will play well with netherrack or not, but if it won't it may be that it could work if one manually tills the first batch (which may be preferred given the diamond hoe requirement). The Harvester is supposed to leave the last piece of reeds/cactus and leave the vine portion of melons/pumpkins alone. The Bioreactor is supposed to turn various seeds or other organics into biofuel usable in the biogenerator to produce MJ power, and is unifiable/interchangeable with ethanol from Forestry.
Okay, I've checked it out (in creative) and it looks like it doesn't work. My understanding is MFR has an API freely available for registering mod-added plants to its machines. I know it changed between 1.5.x and 1.6.x, but if you didn't have it before that won't be a problem. The API is available on the first post of the thread I linked. I think they do it this way because some people don't WANT their crops automatically farmed by a machine, which is fine.
For reference, the planter is designed to auto-till soil to plant seeds that require it. I don't know if that will play well with netherrack or not, but if it won't it may be that it could work if one manually tills the first batch (which may be preferred given the diamond hoe requirement). The Harvester is supposed to leave the last piece of reeds/cactus and leave the vine portion of melons/pumpkins alone. The Bioreactor is supposed to turn various seeds or other organics into biofuel usable in the biogenerator to produce MJ power, and is unifiable/interchangeable with ethanol from Forestry.
Still don't like the way they've done it. They want me to add a bunch of methods to my classes just to make their machines work.
My suggestion is: Find another mod that allows you to automate planting/harvesting. Thaumcraft is a good one. Which is clever enough to not force everyone to use a gigantic and dodgy API just to plant and harvest a crop.
Gany's Surface also will allow automating any crops on its next version.
MFR could've done it better. I'm not going down to their level. (Not to mention they take months to update it which would end up delaying updates on my end as well)
I know that =P.
But I still don't like their code and I don't want to adapt mine to theirs as I see that as a downgrade.
Like I said in the previous post... use a mod that was better implemented to do your automatic harvesting.
Any mod that will require me to add a new class and implement a dodgy API filled with useless methods that the mod could easily resolve on its own will never be supported natively by me.
I know that =P.
But I still don't like their code and I don't want to adapt mine to theirs as I see that as a downgrade.
Like I said in the previous post... use a mod that was better implemented to do your automatic harvesting.
Any mod that will require me to add a new class and implement a dodgy API filled with useless methods that the mod could easily resolve on its own will never be supported natively by me.
Is it okay if they adapt their code to yours? Or more generally, how do you feel about other mods interfacing with your blocks/items?
Is it okay if they adapt their code to yours? Or more generally, how do you feel about other mods interfacing with your blocks/items?
I really don't mind other mods interacting with mine. I'd actually enjoy seeing mods doing that. I even have a small API coming soon (which won't even be necessary after all but will just facilitate the interactions).
That's exactly why I made my crops in a way that ANY mod would be able to manipulate without any sort of adaptation.
All my seeds and crops implement IPlantable, and the max growth state is at metadata 7.
If any mod is coded taking those conditions into account (which are the same for the vanilla crops) my crops will work without any problem whatsoever.
MFR shouldn't adapt their code to mine. They should adapt their code to every other mod's code, instead of forcing everyone to adapt to theirs. But I don't think that's how they think (hence why they got banned from BuildCraft support after trying to hack into their power system). So my advice is... drop MFR and go use a mod that's more community friendly.
Ya, I know, just trying to make a joke(And failed miserably! )
In other news, I got the gold wagon! Finnaly. :3 I think I'll be back to the normal activety on the forum.
MFR shouldn't adapt their code to mine. They should adapt their code to every other mod's code, instead of forcing everyone to adapt to theirs. But I don't think that's how they think (hence why they got banned from BuildCraft support after trying to hack into their power system). So my advice is... drop MFR and go use a mod that's more community friendly.
Looking at MFR code, you're right. I'll probably submit a PR to skyboy to get MFR working more like Thaumcraft golems.
Looking at MFR code, you're right. I'll probably submit a PR to skyboy to get MFR working more like Thaumcraft golems.
This is how it should work if it was to be programmed in a community friendly way:
Make it plant and harvest any IPlantable stuff.
Add an API method that would allow you to black list your crops (in case you don't want them automated)
And keep the method they have at the moment, in case someone has a crop that isn't an IPlantable instance
If done that way you keep everyone happy and ensure max compatibility between mods.
Is MFR available for 1.6.4?
Have you tried to use them on the mfr machines? If whoever coded MFR is only a tiny bit smart my crops should work without any problems.
It is available:
http://www.minecraftforum.net/topic/2016680-162164-powercrystals-mods-minefactoryreloaded-powercrystalscore-and-netherores-updated/
I've personally not yet tried them in MFR machines.
Are you playing Sleepless Horrors? Let me know what you think!
http://forum.feed-the-beast.com/threads/1-6-4-sleepless-horrors.39181/
Well my crops and seed are implemented in the most standardised ways possible. If they don't work with MFR machines, it's an MFR bug and I don't think I want to change my code because of them.
Can anyone test it out please?
Okay, I've checked it out (in creative) and it looks like it doesn't work. My understanding is MFR has an API freely available for registering mod-added plants to its machines. I know it changed between 1.5.x and 1.6.x, but if you didn't have it before that won't be a problem. The API is available on the first post of the thread I linked. I think they do it this way because some people don't WANT their crops automatically farmed by a machine, which is fine.
For reference, the planter is designed to auto-till soil to plant seeds that require it. I don't know if that will play well with netherrack or not, but if it won't it may be that it could work if one manually tills the first batch (which may be preferred given the diamond hoe requirement). The Harvester is supposed to leave the last piece of reeds/cactus and leave the vine portion of melons/pumpkins alone. The Bioreactor is supposed to turn various seeds or other organics into biofuel usable in the biogenerator to produce MJ power, and is unifiable/interchangeable with ethanol from Forestry.
Are you playing Sleepless Horrors? Let me know what you think!
http://forum.feed-the-beast.com/threads/1-6-4-sleepless-horrors.39181/
Still don't like the way they've done it. They want me to add a bunch of methods to my classes just to make their machines work.
My suggestion is: Find another mod that allows you to automate planting/harvesting. Thaumcraft is a good one. Which is clever enough to not force everyone to use a gigantic and dodgy API just to plant and harvest a crop.
Gany's Surface also will allow automating any crops on its next version.
MFR could've done it better. I'm not going down to their level. (Not to mention they take months to update it which would end up delaying updates on my end as well)
You don't need to add a interfaces to your classes, you can create wrapper classes: https://github.com/skyboy/MineFactoryReloaded/blob/master/src/powercrystals/minefactoryreloaded/modhelpers/pam/HarvestablePams.java
Then add it to the registry via: https://github.com/skyboy/MineFactoryReloaded/blob/master/src/powercrystals/minefactoryreloaded/modhelpers/pam/Pam.java#L174
I know that =P.
But I still don't like their code and I don't want to adapt mine to theirs as I see that as a downgrade.
Like I said in the previous post... use a mod that was better implemented to do your automatic harvesting.
Any mod that will require me to add a new class and implement a dodgy API filled with useless methods that the mod could easily resolve on its own will never be supported natively by me.
Is it okay if they adapt their code to yours? Or more generally, how do you feel about other mods interfacing with your blocks/items?
Are you playing Sleepless Horrors? Let me know what you think!
http://forum.feed-the-beast.com/threads/1-6-4-sleepless-horrors.39181/
I really don't mind other mods interacting with mine. I'd actually enjoy seeing mods doing that. I even have a small API coming soon (which won't even be necessary after all but will just facilitate the interactions).
That's exactly why I made my crops in a way that ANY mod would be able to manipulate without any sort of adaptation.
All my seeds and crops implement IPlantable, and the max growth state is at metadata 7.
If any mod is coded taking those conditions into account (which are the same for the vanilla crops) my crops will work without any problem whatsoever.
MFR shouldn't adapt their code to mine. They should adapt their code to every other mod's code, instead of forcing everyone to adapt to theirs. But I don't think that's how they think (hence why they got banned from BuildCraft support after trying to hack into their power system). So my advice is... drop MFR and go use a mod that's more community friendly.
Don't blame yourself. I never get jokes =P
And welcome back to the forums
This is how it should work if it was to be programmed in a community friendly way:
Make it plant and harvest any IPlantable stuff.
Add an API method that would allow you to black list your crops (in case you don't want them automated)
And keep the method they have at the moment, in case someone has a crop that isn't an IPlantable instance
If done that way you keep everyone happy and ensure max compatibility between mods.
I can think of a use for Silverfish Scales.
What if you can use them to make the silverfish stones? The recipe could be like this:
Or you can replace the Stone with the different Stone Bricks.
I like it :3
Added
But I used only the block surrounded by scales, I don't think the spawn egg is really necessary :3
That should have been fixed on the latest version
If not, then it will definitely be fixed on the next one
Thanks for the report
New plant, new block, and an API. nothing much
Yup
That's its special skill!