You have a dart board? I just use a crossbow and some apples on my fence. On a even more serious note, when you mix ash with propolis you should get IC2 sticky resin.
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
Additional Buildcraft Objects "Insertion Pipe" will do exactly what you're looking for. The pipe obeys Forestry rules on what side things go in, and if it can't put something in the apiary following the rules it sends the bee onward down the pipe.
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[color=#282828][font=Verdana, Geneva, Tahoma, sans-serif][size=small]I will try to figure out something. If I can't come up with a good idea I'll just put labels on my dart board with different uses and take thing I get nearest to hitting! (kidding, or am I?)[/size][/font][/color]
Changelog:
Core:
Liquid Vacuum added. (see first post for info)
All plugins now generate their own config file in config/denoflionsx.
Plugins will now properly yield to other plugins that have a higher priority. (Think MFR milk vs BC milk)
All Liquids from all plugins now have a Capsule and Can form.
pluginBetterFarming:
Orange, Lemon, and Apple trees can now be automated by Forestry's tree farm. (Humus is required as usual)
Mint can now be automated by Forestry's wheat farm.
Oranges and Lemons can be squeezed into Citrus Juice.
Citrus Juice can replace water in a Fermenter for bonus Biomass.
All values related to Citrus Juice are now configurable.
pluginBuildcraft:
Now enables milk to be placed in a tank if you don't have MFR installed.
Now behaves properly with BC3.
All milk values are now configurable.
All values related to fuel in biogas engines are now configurable.
All values related to oil in biogas engines are now configurable.
pluginForestry:
Option to make Still conversion values for Biomass -> Biofuel configurable added.
Option to change the speed of the Still added.
Option to make BC's Refinery do Biomass -> Biofuel instead of Oil -> Fuel added. (BC2 only).
Liquid Peat default values have changed. (see config file)
All values related to Liquid Peat are now configurable.
Biofuel is now a valid fuel for the Biogas engine.
Made values for Biofuel in biogas engines configurable.
pluginAdvancedPowerSystems:
Added.
Known Bugs:
pluginAdvancedPowerSystems:
Heavy Water Capsules and Cans suffer from the same bug as Forestry Biofuel Capsules and Cans. (spontaneous bucket).
Any update on the other vanilla trees in the arboretum?
That is next on my to-tackle list. Now that I've figured out the quirks with BetterFarming's tree generator I think I can adapt the same sort of method to the vanilla saplings.
I just mean being able to make sticky resin with out the need for a centrifuge. Also the capsules for the heavy water rock! My fusion reactor is outputting the power of 100 combustions and is self sustaining with the aid of your new capsules. A really nice idea that would be more for testing than actual in-game use would be giving capsules a EMC value. I mean filled capsules, cause you can generate the tin for the capsules using EMC, but filling them yourself can be a pain.
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
This occurs on Macintosh computers. It is caused because pluginBuildcraft.fuel is null as BC wasn't loaded at the time your mod was loaded.
Mac directories are not necessarily loaded in alphabetical order.
Please utilize the BaseMod.getPriorities() function, ie:
public String getPriorities()
{
return "after:mod_IC2";
}
java.lang.NullPointerException
at denoflionsx.plugins.pluginBuildcraft.recipes(pluginBuildcraft.java:58)
at denoflionsx.plugins.pluginBuildcraft.register(pluginBuildcraft.java:43)
at denoflionsx.plugins.pluginBuildcraft.<init>(pluginBuildcraft.java:30)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at denoflionsx.plugins.pluginCore.registerEarlyPlugins(pluginCore.java:68)
at denoflionsx.core.core.registerEarlyPlugins(core.java:32)
at mod_PluginsforForestry.modsLoaded(mod_PluginsforForestry.java:34)
at ModLoader.init(ModLoader.java:899)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
This occurs on Macintosh computers. It is caused because pluginBuildcraft.fuel is null as BC wasn't loaded at the time your mod was loaded.
Mac directories are not necessarily loaded in alphabetical order.
Please utilize the BaseMod.getPriorities() function, ie:
public String getPriorities()
{
return "after:mod_IC2";
}
java.lang.NullPointerException
at denoflionsx.plugins.pluginBuildcraft.recipes(pluginBuildcraft.java:58)
at denoflionsx.plugins.pluginBuildcraft.register(pluginBuildcraft.java:43)
at denoflionsx.plugins.pluginBuildcraft.<init>(pluginBuildcraft.java:30)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27)
at java.lang.reflect.Constructor.newInstance(Constructor.java:513)
at java.lang.Class.newInstance0(Class.java:355)
at java.lang.Class.newInstance(Class.java:308)
at denoflionsx.plugins.pluginCore.registerEarlyPlugins(pluginCore.java:68)
at denoflionsx.core.core.registerEarlyPlugins(core.java:32)
at mod_PluginsforForestry.modsLoaded(mod_PluginsforForestry.java:34)
at ModLoader.init(ModLoader.java:899)
at ModLoader.addAllRenderers(ModLoader.java:189)
at ahu.<init>(RenderManager.java:86)
at ahu.<clinit>(RenderManager.java:14)
at net.minecraft.client.Minecraft.a(Minecraft.java:394)
at net.minecraft.client.Minecraft.run(Minecraft.java:732)
at java.lang.Thread.run(Thread.java:680)
Changelog:
Fixed load order crash on Macs. (... maybe. Don't have a mac to test.)
Ported to Bukkit
Fixed BC class crash on Bukkit
Fixed Cows getting beat to death with the Vacuum on Bukkit.
Fixed pluginForestry's config file not working in rare cases.
Big thanks to sadris for sending me the source code of his port and telling me what was wrong with it. I've picked his port apart and figured out how it works, and I've modified my build script for future releases to automatically make a Bukkit port. (some issues may still arise from this process, but I don't play on Bukkit so you'll have to report them. I will test core features on Bukkit from now on.)
I'll also get an official port of customMachineRecipes done after I add some requested features.
Now that I've gotten 1.1 out and bukkit ported, its time to talk features for 1.2.
I've already got the vanilla sapling thing on the list, but we need more! I'm currently thinking something with bees...
Perhaps a bee infuser that takes a resource and time to make crappy bees better, or maybe a machine that breaks down bees into DNA points based on their stats, and you can play build-a-bee with different stats requiring more points. Another idea I had was a bee cloner that takes ic2 power.
I have a quick question... Does this plugin require betterfarming to be installed server side? Cause from what i have seen, better farming does not have a bukkit port. Im a lil confused so some clairity would be much appreciated as i desire to have all of these up and working!! thanks
I'd like a 'sinbin' for my bees with poor genetics, I hate just destroying them. Maybe a Apiariec Bin, takes bees of any type and has a 0.01% chance of making a comb of each bee added to the stockpile every min. I'm guessing with some sort of dieoff for balance maybe.
I like the idea of a bee cloner, maybe right clicking an apieary with the relevent comb in hand to 'clone' the current queen. It was mentioned in the Forestry thread about the RL ability of taking a comb containing a princess with queen potential from an active hive and using it to initialise another.
How about an IC2 machine that you can put a queen in and 'lock' a property/gene/ability then add a princess to process and the princess would have that property/gene/ability. As an alternative use 2 drones (or more) to make a single princess as if bread princess and drone (consumes both drones).
I like the idea of a terraformer style 'suggester' that lets you pick a single item in a bee's makeup and 'terraform' an area containing apiaries that significanty increases the odds of that particular item being present in the next generation.
Edit1:refined ideas and typos
Edit2:more typo fixing... I bet I've still missed a few.
I was thinking the cloner being more of a machine. Maybe a GUI where you insert a princess/queen, its comb type, some other resource perhaps (propolis?) and some energy. I like the 2 drone idea. Gene manipulation sounds fun too.
I have a quick question... Does this plugin require betterfarming to be installed server side? Cause from what i have seen, better farming does not have a bukkit port. Im a lil confused so some clairity would be much appreciated as i desire to have all of these up and working!! thanks
Plugins For Forestry is modular.
What it can do is entirely based on what mods you run. If you don't have BetterFarming that part just won't enable itself. Nothing is required except Forge and Forestry. Also if you find you don't like part of a plugin, or maybe a whole plugin, you can turn individual pieces or whole plugins off in the config.
Edit for Clarity: The bukkit version REQUIRES Forestry, the vanilla version does not. Also do not confuse the word 'plugin' in the context of this mod. This IS NOT a bukkit plugin. This is a mod and goes in the mods folder. 'plugin' is simply referring to the modules in this mod that are based on the mods they extend.
No, it dosn't 'require' anything (erm... apart form MC, ML and Forge), it enables parts of itself if it finds other mods that it can work with.
Edit: Please indicate current version number at the download link in OP (I know it's a pain to keep editing the thing but it lets us server admins see if we have anything to update at a glance). Thankyou
Did I forget to write the version number? Whoops. I'll just get that fixed...
Edit: version number is in the first post and in the thread title now.
I like the idea of cloning with IC2 machine, just insert 1 piece of UU - Matter and the bee you want and provide power. I think at least 10eu/t so that it is a bit harder to get working.
Rollback Post to RevisionRollBack
Used to run game servers. Makes textures. AMA about running game servers.
LCTrees++ is Trees++. Do we need mod duplicates? We already have a chunk of them with Better Farming. Making it all work together will be ... fun for denoflions .
Are they the exact same, or like branches of one original? I haven't looked at it yet. That is why it is an investigate list I suppose.
36 trees... this might take a while... challenge accepted.
I also have a die that has a different color on each face. The gf and I use this to settle dinner disputes. Assign something to each color and roll.
This is doable.
I'll try that. I always run Additional Buildcraft Objects, just obviously never used it in that way before. Thanks.
Like the resin idea too!
Then, there's the mulch.....oh the humanity, the mulch...
Downloads:
Client
Server
I'll have the first post updated shortly.
That is next on my to-tackle list. Now that I've figured out the quirks with BetterFarming's tree generator I think I can adapt the same sort of method to the vanilla saplings.
if pluginForestry is enabled:
otherwise:
Mac directories are not necessarily loaded in alphabetical order.
Please utilize the BaseMod.getPriorities() function, ie:
I'll get with you in PMs to fix specific issues and such.
I will get this fixed asap.
Downloads:
Client
Server
Bukkit
Big thanks to sadris for sending me the source code of his port and telling me what was wrong with it. I've picked his port apart and figured out how it works, and I've modified my build script for future releases to automatically make a Bukkit port. (some issues may still arise from this process, but I don't play on Bukkit so you'll have to report them. I will test core features on Bukkit from now on.)
I'll also get an official port of customMachineRecipes done after I add some requested features.
I've already got the vanilla sapling thing on the list, but we need more! I'm currently thinking something with bees...
Perhaps a bee infuser that takes a resource and time to make crappy bees better, or maybe a machine that breaks down bees into DNA points based on their stats, and you can play build-a-bee with different stats requiring more points. Another idea I had was a bee cloner that takes ic2 power.
I was thinking the cloner being more of a machine. Maybe a GUI where you insert a princess/queen, its comb type, some other resource perhaps (propolis?) and some energy. I like the 2 drone idea. Gene manipulation sounds fun too.
Plugins For Forestry is modular.
What it can do is entirely based on what mods you run. If you don't have BetterFarming that part just won't enable itself. Nothing is required except Forge and Forestry. Also if you find you don't like part of a plugin, or maybe a whole plugin, you can turn individual pieces or whole plugins off in the config.
Edit for Clarity: The bukkit version REQUIRES Forestry, the vanilla version does not. Also do not confuse the word 'plugin' in the context of this mod. This IS NOT a bukkit plugin. This is a mod and goes in the mods folder. 'plugin' is simply referring to the modules in this mod that are based on the mods they extend.
Did I forget to write the version number? Whoops. I'll just get that fixed...
Edit: version number is in the first post and in the thread title now.
1) Oranges, bananas, cherries, etc can produce apple juice in Squeezer (or change all Squeezer results to be just "Fruit Juice")
2) Walnuts produce Seed Oil in squeezer.
2) Add LCTrees++ saplings/bushlings as inputs for Fermenter.
Link:
http://www.minecraftforum.net/topic/1028159-125trees-v1335-forgesmpbukkit36-trees7-biomes/
Added to the to-investigate list.
Added to the to-investigate list.
Are they the exact same, or like branches of one original? I haven't looked at it yet. That is why it is an investigate list I suppose.
36 trees... this might take a while... challenge accepted.