i like this mod, it's like pams harvest craft but it's not really big and heavy, plus you can pick which parts you want so if you just want the trees that's all you have to download, so way cool!
So I installed your mods, and am playing on a server with the mods as well. Everything is there, just....well whenever I try to place the blender or use any items they disappear. Also if I pick some item up while holding the mod items, the mod items disappear. Not too sure what is going on.
Edit: The mods work fine on Single Player, so it is something on the server side. I am unsure if I did something wrong with the server. I put the zip files onto the mod folder on the server.
So I installed your mods, and am playing on a server with the mods as well. Everything is there, just....well whenever I try to place the blender or use any items they disappear. Also if I pick some item up while holding the mod items, the mod items disappear. Not too sure what is going on.
Edit: The mods work fine on Single Player, so it is something on the server side. I am unsure if I did something wrong with the server. I put the zip files onto the mod folder on the server.
I wish I knew more about setting up servers for 1.6.2 but I don't. Does your Open LAN work? Also, what version of Forge are you using?
I'm now using two of your mods and I have two questions:
How do we get withered grass or glass in the farmcraftory mod?
Are cherry samplings more likely to spawn than others? Because I only got 6 of those and 2 grape trees after maybe 10-20 bonemeal uses.
Plant a crop on unwatered farmland. It will eventually turn brown. Break it, and you'll get a withered grass. If you have trouble with unwatered farmland turning back into dirt too quickly, install WateringCraftory. It changes farmland so it won't revert to dirt until nighttime.
(I just noticed spell check is not working. I apologize up front for being a horrible speller.)
Awesome mod! This set is the first mod(s) I installed. I do not have the watering cans, as I have not seen a good reply yet as to whether it completely replaces natural water block irrigation, or works with water blocks. I have "pod farms" spread over my domain, and I cannot spend the day running around them. If irrigation worked, a wooden watering can would be a reat way to get a farm irrigated immediately.
The vegetables are great. I would suggest broccoli and okra as well, but I have quite a nice farm going, and just took a stack of turnips on an expedition. The blender also is a great form of "poor man's potion making". A stack of juices is great in a dungeon. Scattered fruit trees are also good for a quick healing on the go. I'm also waiting to see if ChefCraftory will be updated. It would be nice to have "better" (like the baked potato) cooked versions of some of the vegetables.
Like Shadow 18715, I am also seeign through fruit-leaf blocks. I have fast rendering on, so it really stands out, but I ignore it. It also happens on better rendering. I noticed that when I was borrowing a laptop, I did not see that. My home PC is running Vista and has an ATI video card. The laptop was running Win 7, and had an Intel video chipset. (Both were x64.)
My only quip is the very low saturation values you set. I know FoodCraftory lets you change them, and I have. I respect that you were setting the saturation based on the rarity of the food. However, I think you introduced a poison pill in your mod with that. If you are mining, foods with a saturation of .3 or .4 will have you hungry again very quickly. Another game change that occured independed of your mod is the fact that if you regenerate damage naturally, that deplets your saturation (apparently quite a bit). With food saturation values so low, with combat, you have to eat constantly. How that hurts your mod is that the goal becomes to raise cows, and there is little reward for anyting other than an ornamental garden. Farming becomes cows, trees (for charcoal for cooking cows), wheat (for breading cows and chickens, and apples), and a small carrot patch (for dipping in gold). I changed the saturation of single harvest vegetables to .9 and multi-harvest to .8 (and made some personal tweaks on the vanilla food), and the hunger issue was solved. You might want to consider adjusting your base values given how much regeneration depletes hunger/saturation.
Lastly, with FoodCraftory, I was able to set cookies to heal one health point! At last! The stacks and stacks of cookies I baked, before realizing they are useless, are no longer useless! Thank you!
I look forward to FishCraftory! Thank you for your work!
Like Shadow 18715, I am also seeign through fruit-leaf blocks. I have fast rendering on, so it really stands out, but I ignore it. It also happens on better rendering. I noticed that when I was borrowing a laptop, I did not see that. My home PC is running Vista and has an ATI video card. The laptop was running Win 7, and had an Intel video chipset. (Both were x64.)
Sorry to self quote, but I wanted to pull that out. If rendering is set to fast, it is very visible. If rendering is set to fancy, it is not *as* visible, but the effect is still there. With fancy rendering, items appear through fruit-leaf blocks as if there is only one leaf block. If you move around a fruit tree, the leaf canopy will appear to get thinner and thicker. This seems almost like viewing ice through water; it just vanishes.
And, I know it's rude adding a second issue, but when I was harvesting fruit trees (these odd-looking blocks drop fruit trees when broken, but normal leaves will not) for supplies, I noticed that it was not too unusual for trees to have a leaf block interrupting the trunk. The trunk would continue above the leaf block, and the tree would otherwise produce.
These are minor, though. I'm really enjoying the mod, and thank you for your work.
I do not have the watering cans, as I have not seen a good reply yet as to whether it completely replaces natural water block irrigation, or works with water blocks.
Tilled farmland is changed slightly to accommodate the new watering methods (watered farmland not near a water source dries up in the morning and dry farmland reverts to dirt in the evening), but WateringCraftory does not change anything about normal water block irrigation. It's purely an optional mod that adds an alternative watering method. Watering cans can be useful during the time before you obtain an iron bucket or while in the Nether. Also offers an interesting challenge if you give yourself a rule to not use water irrigation.
Quote from akkamaddi »
Like Shadow 18715, I am also seeign through fruit-leaf blocks. I have fast rendering on, so it really stands out, but I ignore it. It also happens on better rendering. I noticed that when I was borrowing a laptop, I did not see that. My home PC is running Vista and has an ATI video card. The laptop was running Win 7, and had an Intel video chipset. (Both were x64.)
Yeah, I've made a note to fix it in the next round of updates.
Quote from akkamaddi »
My only quip is the very low saturation values you set. I know FoodCraftory lets you change them, and I have. I respect that you were setting the saturation based on the rarity of the food. However, I think you introduced a poison pill in your mod with that. If you are mining, foods with a saturation of .3 or .4 will have you hungry again very quickly. Another game change that occured independed of your mod is the fact that if you regenerate damage naturally, that deplets your saturation (apparently quite a bit). With food saturation values so low, with combat, you have to eat constantly. How that hurts your mod is that the goal becomes to raise cows, and there is little reward for anyting other than an ornamental garden. Farming becomes cows, trees (for charcoal for cooking cows), wheat (for breading cows and chickens, and apples), and a small carrot patch (for dipping in gold). I changed the saturation of single harvest vegetables to .9 and multi-harvest to .8 (and made some personal tweaks on the vanilla food), and the hunger issue was solved. You might want to consider adjusting your base values given how much regeneration depletes hunger/saturation.
I guess I wasn't aware of that change to saturation/health regen/exhaustion. I'll look into re-evaluating base saturation values again. (The original reason the food was set so low was to encourage cooking which I am still working on expanding). It does make be glad to hear that someone is trying different settings with the food configuration though. Feel free to post your own config settings so I can get a better idea what to change them to. This also goes for anyone else changing the food healing/saturation. The more feedback, the better.
Quote from akkamaddi »
And, I know it's rude adding a second issue, but when I was harvesting fruit trees (these odd-looking blocks drop fruit trees when broken, but normal leaves will not) for supplies, I noticed that it was not too unusual for trees to have a leaf block interrupting the trunk. The trunk would continue above the leaf block, and the tree would otherwise produce.
Huh, guess I just never noticed the interrupting leaf block. I'll add it to my notes and will look into it. Thanks.
Support the dinner plate!
http://imgur.com/NUlb7bX
Edit: The mods work fine on Single Player, so it is something on the server side. I am unsure if I did something wrong with the server. I put the zip files onto the mod folder on the server.
I wish I knew more about setting up servers for 1.6.2 but I don't. Does your Open LAN work? Also, what version of Forge are you using?
Working on it. Getting fish to swim and hook on the line is important to get just right.
Hmm, thanks for the heads up. He doesn't have my permission to upload them so flag/report if you can.
Plant a crop on unwatered farmland. It will eventually turn brown. Break it, and you'll get a withered grass. If you have trouble with unwatered farmland turning back into dirt too quickly, install WateringCraftory. It changes farmland so it won't revert to dirt until nighttime.
All saplings have the same spawn rate.
Look up a couple of posts...
(I just noticed spell check is not working. I apologize up front for being a horrible speller.)
Awesome mod! This set is the first mod(s) I installed. I do not have the watering cans, as I have not seen a good reply yet as to whether it completely replaces natural water block irrigation, or works with water blocks. I have "pod farms" spread over my domain, and I cannot spend the day running around them. If irrigation worked, a wooden watering can would be a reat way to get a farm irrigated immediately.
The vegetables are great. I would suggest broccoli and okra as well, but I have quite a nice farm going, and just took a stack of turnips on an expedition. The blender also is a great form of "poor man's potion making". A stack of juices is great in a dungeon. Scattered fruit trees are also good for a quick healing on the go. I'm also waiting to see if ChefCraftory will be updated. It would be nice to have "better" (like the baked potato) cooked versions of some of the vegetables.
Like Shadow 18715, I am also seeign through fruit-leaf blocks. I have fast rendering on, so it really stands out, but I ignore it. It also happens on better rendering. I noticed that when I was borrowing a laptop, I did not see that. My home PC is running Vista and has an ATI video card. The laptop was running Win 7, and had an Intel video chipset. (Both were x64.)
My only quip is the very low saturation values you set. I know FoodCraftory lets you change them, and I have. I respect that you were setting the saturation based on the rarity of the food. However, I think you introduced a poison pill in your mod with that. If you are mining, foods with a saturation of .3 or .4 will have you hungry again very quickly. Another game change that occured independed of your mod is the fact that if you regenerate damage naturally, that deplets your saturation (apparently quite a bit). With food saturation values so low, with combat, you have to eat constantly. How that hurts your mod is that the goal becomes to raise cows, and there is little reward for anyting other than an ornamental garden. Farming becomes cows, trees (for charcoal for cooking cows), wheat (for breading cows and chickens, and apples), and a small carrot patch (for dipping in gold). I changed the saturation of single harvest vegetables to .9 and multi-harvest to .8 (and made some personal tweaks on the vanilla food), and the hunger issue was solved. You might want to consider adjusting your base values given how much regeneration depletes hunger/saturation.
Lastly, with FoodCraftory, I was able to set cookies to heal one health point! At last! The stacks and stacks of cookies I baked, before realizing they are useless, are no longer useless! Thank you!
I look forward to FishCraftory! Thank you for your work!
Sorry to self quote, but I wanted to pull that out. If rendering is set to fast, it is very visible. If rendering is set to fancy, it is not *as* visible, but the effect is still there. With fancy rendering, items appear through fruit-leaf blocks as if there is only one leaf block. If you move around a fruit tree, the leaf canopy will appear to get thinner and thicker. This seems almost like viewing ice through water; it just vanishes.
And, I know it's rude adding a second issue, but when I was harvesting fruit trees (these odd-looking blocks drop fruit trees when broken, but normal leaves will not) for supplies, I noticed that it was not too unusual for trees to have a leaf block interrupting the trunk. The trunk would continue above the leaf block, and the tree would otherwise produce.
These are minor, though. I'm really enjoying the mod, and thank you for your work.
Tilled farmland is changed slightly to accommodate the new watering methods (watered farmland not near a water source dries up in the morning and dry farmland reverts to dirt in the evening), but WateringCraftory does not change anything about normal water block irrigation. It's purely an optional mod that adds an alternative watering method. Watering cans can be useful during the time before you obtain an iron bucket or while in the Nether. Also offers an interesting challenge if you give yourself a rule to not use water irrigation.
Yeah, I've made a note to fix it in the next round of updates.
I guess I wasn't aware of that change to saturation/health regen/exhaustion. I'll look into re-evaluating base saturation values again. (The original reason the food was set so low was to encourage cooking which I am still working on expanding). It does make be glad to hear that someone is trying different settings with the food configuration though. Feel free to post your own config settings so I can get a better idea what to change them to. This also goes for anyone else changing the food healing/saturation. The more feedback, the better.
Huh, guess I just never noticed the interrupting leaf block. I'll add it to my notes and will look into it. Thanks.