- Forge Version 486
- CJB Item Spawner (because i cant find the Harvester in the Item menu in creative Mode) (with "Too many Items", it will also crash)
- Mine Factory Reloaded
The only Thing i can find in the Item Menu is the Rubber Wood. Any other Item that the Mod includes wont be listet there.
---- Minecraft Crash Report ----
// I feel sad now
java.lang.NullPointerException
at powercrystals.minefactoryreloaded.animals.ItemSafariNet.a(ItemSafariNet.java:69)
at bce.a(RenderItem.java:357)
at CJB_ButtonItem.drawScreen(CJB_ButtonItem.java:86)
at CJB_GuiItemSpawner.drawBackground(CJB_GuiItemSpawner.java:655)
at CJB_GuiMain.a(CJB_GuiMain.java:223)
at ban.b(EntityRenderer.java:1004)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at powercrystals.minefactoryreloaded.animals.ItemSafariNet.a(ItemSafariNet.java:69)
at bce.a(RenderItem.java:357)
at CJB_ButtonItem.drawScreen(CJB_ButtonItem.java:86)
at CJB_GuiItemSpawner.drawBackground(CJB_GuiItemSpawner.java:655)
at CJB_GuiMain.a(CJB_GuiMain.java:223)
I just punch the entire plant and replant the seeds, usually.
Also, would it be possible to add a config file for the planter and harvester for mod plants and tree? Some modder might not add their plants using the api.
Well, my best guess is that he looks at Forge's hooks for crops and works wth that.
All of the plants (and animals, etc) in MFR are programmed specifically. I looked at making a config file at one point, and even had a basic spec for it, but there are too many bizarre corner cases I couldn't cover, like needing to rotate cocoa after planting or leaves needing special code to drop apples or what I'm going to have to add to Pam's crops to force the metadata to 7 if it's higher before harvesting. The short answer is that I could not make the mod the quality I want if I did that, but trust me, I did look into it.
That said, if there's a popular plant mod that doesn't support me, I can support it - that's how Pam's/IC2/RP/XBXL works right now. I can't guarantee I'll get to quickly if at all, but you can always ask me to support these things myself.
The RP2 flax does indeed regrow, it is just very very slow and irregular.
Like days slow. I will go through several clearings of the other crops nearby and maybe 1 or 2 flax have regrown out of that time (small starter farm of like 9 each type of crop). This is normal farming (havent had a chance to build new planters yet).
Serious question, does flax regrow faster if you break it entirely? I never really tried that.
Are machines still supposed to be able to take power directly from engine or do they need pipes?
I had a fisher in place before the upgrade, with a stirling sitting directly next to it, when I upgraded to the new version the power wasnt going to the fisher. I slapped conductive pipes down and it started working.
Also the power consumption seems much higher now. Not complaining, just noting (I hate fishing so much if I needed a nuclear reactor to power it it would still be worth it to me...I do miss my tesla coil on a stick)
Power draw is actually far higher than I intended on every machine because I apparently failed basic algebra and they're all about 5x too expensive to run. This will be corrected at some point.
I got Rubber Wood. But when i put it in my crafting Table, nothing happens.
I got a clean Installation.
And if iam in Creative Mode, i cant find any of your Items. Only the Rubber Wood. What am i doing wrong?
Sry for my English
Rubber: MFR rubber trees drop both wood block and rubber items. It's the latter you want.
Creative mode isn't supported yet. I'll get that in once the bugs calm down.
java.lang.NullPointerException
at powercrystals.minefactoryreloaded.animals.ItemSafariNet.a(ItemSafariNet.java:69)
at bce.a(RenderItem.java:357)
at CJB_ButtonItem.drawScreen(CJB_ButtonItem.java:86)
at CJB_GuiItemSpawner.drawBackground(CJB_GuiItemSpawner.java:655)
at CJB_GuiMain.a(CJB_GuiMain.java:223)
at ban.b(EntityRenderer.java:1121)
at net.minecraft.client.Minecraft.J(Minecraft.java:882)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at powercrystals.minefactoryreloaded.animals.ItemSafariNet.a(ItemSafariNet.java:69)
at bce.a(RenderItem.java:357)
at CJB_ButtonItem.drawScreen(CJB_ButtonItem.java:86)
at CJB_GuiItemSpawner.drawBackground(CJB_GuiItemSpawner.java:655)
at CJB_GuiMain.a(CJB_GuiMain.java:223)
Both of your logs are the same problem. I'm not sure how placing a Harvester is doing it, but the safari net is blowing up because you've got a mob with no "egg info" (which is how it picks the colors). I'm adding a safeguard against this in the next version which will probably be out tomorrow.
Power draw is actually far higher than I intended on every machine because I apparently failed basic algebra and they're all about 5x too expensive to run. This will be corrected at some point.
LOL. Fairly new world now that I got all my mods stabilized for 1.4.6 and I'm only just getting my logistics pipes setup now so I've been doing limited farming. I've only had the fisher running, which by comparison in the old version a half a stack of scaffolding in a stirling got me over a stack of fish. The same fuel load now got me 4 fish. So if it was working as intended about 20 something? That seems pretty reasonable.
Traded for a bunch of emeralds and just about to put the new MFR to heavy use Really looking forward to the chronotyper.
Does the breeder use wheat for all or seeds for chickens and carrots for pigs? I guess I will find out soon enough.
LOL. Fairly new world now that I got all my mods stabilized for 1.4.6 and I'm only just getting my logistics pipes setup now so I've been doing limited farming. I've only had the fisher running, which by comparison in the old version a half a stack of scaffolding in a stirling got me over a stack of fish. The same fuel load now got me 4 fish. So if it was working as intended about 20 something? That seems pretty reasonable.
Traded for a bunch of emeralds and just about to put the new MFR to heavy use Really looking forward to the chronotyper.
Does the breeder use wheat for all or seeds for chickens and carrots for pigs? I guess I will find out soon enough.
The fisher's rate is correct, one fish per 20 seconds (at max power), it's just drawing way too much power to do it.
And yeah, wheat for everybody. I considered making a 'love potion' item but couldn't come up with something I liked, so it's just wheat. In the future I may change it to have a different item for different animals.
That should have been over 2 stacks with the old one (forgot I cooked and ate a stack) which I always thought was too high.
New rate sounds pretty reasonable.
Well you could always go with Mojang, of course them simultaneously cutting the amount of seeds dropped on wheat harvest and making it chicken feed put it in good balance for vanilla but it screwed everyone on Forestry seed oil lol!
Actually this is pretty convenient with them all using wheat, can breed cows, chickens and pigs all in 1 set of pens (I cant see any point to breeding sheep repeatedly since they dont get killed; Mojang needs to add lambchops)
The old fisher was just silly, yeah. If you need more fish than that you can just put down more than one anyway.
For the animals I will probably eventually add 'special' breeding items, but that's a long way off and fairly low priority. I'm still trying to figure out that crazy energy overflow nonsense Phraeyll reported.
I made a flat bedrock mod for my own use because I didn't see any that didn't need base class edits, so now you can use it too. Grab it from the OP and enjoy no longer being OCD at those 3 blocks of stone you can't reach at Y=2.
I get the same bug as others whenever I place the Harvester I crash, I got two crash logs this time though.
That I find strange as I don't always get two logs.
Heres the Server one.
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 1/4/13 6:17 PM
Description: Ticking tile entity
java.lang.NullPointerException
at powercrystals.minefactoryreloaded.core.TileEntityFactoryPowered.g(TileEntityFactoryPowered.java:83)
at yc.h(World.java:2155)
at in.h(WorldServer.java:514)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:679)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at powercrystals.minefactoryreloaded.core.TileEntityFactoryPowered.g(TileEntityFactoryPowered.java:83)
-- Tile entity being ticked --
Details:
Name: factoryHarvester // powercrystals.minefactoryreloaded.plants.TileEntityHarvester
Block type: ID #0
Block data value: 2 / 0x2 / 0b0010
Block location: World: (-872,4,358), Chunk: (at 8,0,6 in -55,22; contains blocks -880,0,352 to -865,255,367), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Stacktrace:
at yc.h(World.java:2155)
at in.h(WorldServer.java:514)
-- Affected level --
Details:
Level name: Flat World
All players: 1 total; [iq['NeutralZero'/138, l='Flat World', x=-871.82, y=4.00, z=360.55]]
Chunk stats: ServerChunkCache: 508 Drop: 0
Level seed: 1263214332
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-906,4,355), Chunk: (at 6,0,3 in -57,22; contains blocks -912,0,352 to -897,255,367), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Level time: 343214 game time, 272318 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 119231 (now: false), thunder time: 73150 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true
Stacktrace:
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:679)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:598)
at bdz.q(IntegratedServer.java:159)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 399568120 bytes (381 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 2269 (127064 bytes; 0 MB) allocated, 2104 (117824 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_A3 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded [MineFactory Reloaded] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatExtraBiomes [MFR Compat: ExtraBiomes] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatIC2 [MFR Compat: IC2] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatPamsHarvestCraft [MFR Compat: HarvestCraft] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatRP2 [MFR Compat: RP2] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Profiler Position: N/A (disabled)
Vec3 Pool Size: 250 (14000 bytes; 0 MB) allocated, 234 (13104 bytes; 0 MB) used
Player Count: 1 / 8; [iq['NeutralZero'/138, l='Flat World', x=-871.82, y=4.00, z=360.55]]
Type: Integrated Server (map_client.txt)
Is Modded: Definitely; Client brand changed to 'forge,fml'
And here's the client one:
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 1/4/13 6:18 PM
Description: Ticking tile entity
java.lang.NullPointerException
at powercrystals.minefactoryreloaded.core.TileEntityFactoryPowered.g(TileEntityFactoryPowered.java:83)
at yc.h(World.java:2155)
at net.minecraft.client.Minecraft.l(Minecraft.java:1863)
at net.minecraft.client.Minecraft.J(Minecraft.java:846)
at net.minecraft.client.Minecraft.run(Minecraft.java:771)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at powercrystals.minefactoryreloaded.core.TileEntityFactoryPowered.g(TileEntityFactoryPowered.java:83)
-- Tile entity being ticked --
Details:
Name: factoryHarvester // powercrystals.minefactoryreloaded.plants.TileEntityHarvester
Block type: ID #0
Block data value: 2 / 0x2 / 0b0010
Block location: World: (-872,4,358), Chunk: (at 8,0,6 in -55,22; contains blocks -880,0,352 to -865,255,367), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Stacktrace:
at yc.h(World.java:2155)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [ays['NeutralZero'/138, l='MpServer', x=-871.84, y=5.62, z=360.53]]
Chunk stats: MultiplayerChunkCache: 430
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-906,4,355), Chunk: (at 6,0,3 in -57,22; contains blocks -912,0,352 to -897,255,367), Region: (-2,0; contains chunks -64,0 to -33,31, blocks -1024,0,0 to -513,255,511)
Level time: 343211 game time, 272315 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 35 total; [oz['Cow'/137, l='MpServer', x=-799.78, y=4.00, z=357.22], pd['Pig'/131, l='MpServer', x=-818.91, y=4.00, z=341.19], oz['Cow'/133, l='MpServer', x=-831.94, y=4.00, z=403.94], oz['Cow'/132, l='MpServer', x=-814.97, y=4.00, z=349.09], ays['NeutralZero'/138, l='MpServer', x=-871.84, y=5.62, z=360.53], mg['Painting'/104, l='MpServer', x=-880.94, y=8.00, z=348.00], mg['Painting'/92, l='MpServer', x=-910.06, y=12.00, z=374.00], pe['Sheep'/53, l='MpServer', x=-950.84, y=4.00, z=315.22], pe['Sheep'/57, l='MpServer', x=-951.84, y=4.00, z=430.88], oz['Cow'/63, l='MpServer', x=-950.81, y=4.00, z=356.94], pd['Pig'/62, l='MpServer', x=-939.06, y=4.00, z=294.09], oz['Cow'/61, l='MpServer', x=-934.94, y=4.00, z=297.03], pe['Sheep'/71, l='MpServer', x=-923.88, y=4.00, z=420.13], pd['Pig'/64, l='MpServer', x=-935.97, y=4.00, z=356.09], pd['Pig'/85, l='MpServer', x=-892.50, y=10.00, z=345.03], pd['Pig'/84, l='MpServer', x=-900.99, y=10.00, z=345.01], pd['Pig'/87, l='MpServer', x=-899.84, y=10.00, z=348.75], pd['Pig'/86, l='MpServer', x=-892.53, y=10.00, z=350.99], pd['Pig'/83, l='MpServer', x=-901.31, y=4.00, z=308.19], pe['Sheep'/93, l='MpServer', x=-912.81, y=4.00, z=428.38], mg['Painting'/92, l='MpServer', x=-910.06, y=12.00, z=374.00], oz['Cow'/95, l='MpServer', x=-900.28, y=4.00, z=438.38], pd['Pig'/94, l='MpServer', x=-897.47, y=4.00, z=421.75], pd['Pig'/89, l='MpServer', x=-892.44, y=10.00, z=349.15], pd['Pig'/88, l='MpServer', x=-900.03, y=10.00, z=346.22], mc['entity.ItemFrame.name'/91, l='MpServer', x=-907.50, y=5.50, z=371.06], mc['entity.ItemFrame.name'/90, l='MpServer', x=-905.06, y=5.50, z=374.50], oz['Cow'/102, l='MpServer', x=-883.22, y=4.00, z=306.81], pd['Pig'/103, l='MpServer', x=-891.97, y=4.00, z=320.03], oy['Chicken'/96, l='MpServer', x=-910.41, y=4.00, z=432.56], oz['Cow'/97, l='MpServer', x=-889.25, y=4.00, z=436.34], mg['Painting'/104, l='MpServer', x=-880.94, y=8.00, z=348.00], pd['Pig'/105, l='MpServer', x=-905.03, y=4.00, z=369.03], pd['Pig'/119, l='MpServer', x=-871.94, y=4.00, z=296.06], pd['Pig'/120, l='MpServer', x=-864.03, y=4.00, z=418.88]]
Retry entities: 0 total; []
Stacktrace:
at ayp.a(WorldClient.java:440)
at net.minecraft.client.Minecraft.b(Minecraft.java:2401)
at net.minecraft.client.Minecraft.run(Minecraft.java:787)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.4.6
Operating System: Windows XP (x86) version 5.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 400021280 bytes (381 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 538 (30128 bytes; 0 MB) allocated, 511 (28616 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.25 FML v4.6.12.511 Minecraft Forge 6.5.0.467 Optifine OptiFine_1.4.6_HD_A3 9 mods loaded, 9 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded [MineFactory Reloaded] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatExtraBiomes [MFR Compat: ExtraBiomes] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatIC2 [MFR Compat: IC2] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatPamsHarvestCraft [MFR Compat: HarvestCraft] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MFReloaded|CompatRP2 [MFR Compat: RP2] (MineFactoryReloaded_2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6670 GL version 4.2.11762 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Zero Style 7.5
Profiler Position: N/A (disabled)
Vec3 Pool Size: 120 (6720 bytes; 0 MB) allocated, 75 (4200 bytes; 0 MB) used
I guess I will stay away from using the harvester for now.
I get the same bug as others whenever I place the Harvester I crash, I got two crash logs this time though.
That I find strange as I don't always get two logs.
[...]
I guess I will stay away from using the harvester for now.
You don't have BC installed, which is giving me a value I didn't expect. This is now fixed in the next version, so just wait for 2.0.2.
You don't have IC2 either though, and you need either that or BC to power the machines. I don't have a hard dependency on either so you can opt to pick one, but you can't have neither I added a line under the download mentioning this.
While you're at power, you may wanna consider Universal Electricity as well. Because... It's there? Additionally, couple of minor suggestions here... One would be the function to turn off blocks even if they have power stored, or at least change how often they perform what they do, the other would be to make the enchanted items dropped with the grinder more akin to vanilla, in that there's a chance and they're fairly worn. Maybe a config option, I... I dunno.
UE is gonna show up in power converters first, but it will happen. Redstone to disable machines will appear in the next minor release, though.
The grinder is supposed to be better than vanilla, which is why it draws a silly amount of power, but I probably should be damaging them, yeah.
I appreciate the FBL, it's one of my pet peeves and although the one that modifies the jar is forge compatible and hasn't caused me any issues yet it still always makes me nervous.
For breeding I'd keep it simple. Something like 2 wheat, 1 seed, 1 carrot makes 4 generic feed.
I setup a nice compact ranch and thought well might as well try out them fancy new fangled RP2 windmills and BC engines...that is turning out to be more work than I expected.
So, if I'm correct, you'll be reclaiming all your mods from AtomicStryker?
Speaking of:
NetherOres 2 now available! It has a dependency on a new Power Crystals Core mod, which exists because I had too much duplicated code. Everything I release from now on will require that. More of a pain to download, I know, but hey at least I don't use adfly. And update notifications!
(And if it wasn't obvious, yes, I'm reclaiming everything. Work is slow, though; MFR 2.0.2 next, then PowerConverters 2.0.0)
Also alasduh made this taco factory and I have no idea what half of that is doing but it owns so here you go
And finally, source code is now available if you're curious how this crap works. Link in the OP.
You realize you're talking to the man who writes those solutions, right?
Speaking of:
NetherOres 2 now available! It has a dependency on a new Power Crystals Core mod, which exists because I had too much duplicated code. Everything I release from now on will require that. More of a pain to download, I know, but hey at least I don't use adfly. And update notifications!
Also alasduh made this taco factory and I have no idea what half of that is doing but it owns so here you go
(And if it wasn't obvious, yes, I'm reclaiming everything. Work is slow, though; MFR 2.0.2 next, then PowerConverters 2.0.0)
Hahaha. Makes me want to make new random videos with random creations. This is really nice XD. And woot woot! PC2! Will it be too much if I will expect a Blutricity converter too? =p
CJB is clashing with something. Install NEI instead.
All of the plants (and animals, etc) in MFR are programmed specifically. I looked at making a config file at one point, and even had a basic spec for it, but there are too many bizarre corner cases I couldn't cover, like needing to rotate cocoa after planting or leaves needing special code to drop apples or what I'm going to have to add to Pam's crops to force the metadata to 7 if it's higher before harvesting. The short answer is that I could not make the mod the quality I want if I did that, but trust me, I did look into it.
That said, if there's a popular plant mod that doesn't support me, I can support it - that's how Pam's/IC2/RP/XBXL works right now. I can't guarantee I'll get to quickly if at all, but you can always ask me to support these things myself.
Serious question, does flax regrow faster if you break it entirely? I never really tried that.
Power draw is actually far higher than I intended on every machine because I apparently failed basic algebra and they're all about 5x too expensive to run. This will be corrected at some point.
Rubber: MFR rubber trees drop both wood block and rubber items. It's the latter you want.
Creative mode isn't supported yet. I'll get that in once the bugs calm down.
Both of your logs are the same problem. I'm not sure how placing a Harvester is doing it, but the safari net is blowing up because you've got a mob with no "egg info" (which is how it picks the colors). I'm adding a safeguard against this in the next version which will probably be out tomorrow.
INFORMATION WANTS TO BE WRONG
I haven't done any rigorous testing but, it actually does seem to be faster to replant it.
LOL. Fairly new world now that I got all my mods stabilized for 1.4.6 and I'm only just getting my logistics pipes setup now so I've been doing limited farming. I've only had the fisher running, which by comparison in the old version a half a stack of scaffolding in a stirling got me over a stack of fish. The same fuel load now got me 4 fish. So if it was working as intended about 20 something? That seems pretty reasonable.
Traded for a bunch of emeralds and just about to put the new MFR to heavy use
Does the breeder use wheat for all or seeds for chickens and carrots for pigs? I guess I will find out soon enough.
Huh. I may change its behavior at some point in the future then.
The fisher's rate is correct, one fish per 20 seconds (at max power), it's just drawing way too much power to do it.
And yeah, wheat for everybody. I considered making a 'love potion' item but couldn't come up with something I liked, so it's just wheat. In the future I may change it to have a different item for different animals.
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New rate sounds pretty reasonable.
Well you could always go with Mojang, of course them simultaneously cutting the amount of seeds dropped on wheat harvest and making it chicken feed put it in good balance for vanilla but it screwed everyone on Forestry seed oil lol!
Actually this is pretty convenient with them all using wheat, can breed cows, chickens and pigs all in 1 set of pens (I cant see any point to breeding sheep repeatedly since they dont get killed; Mojang needs to add lambchops)
For the animals I will probably eventually add 'special' breeding items, but that's a long way off and fairly low priority. I'm still trying to figure out that crazy energy overflow nonsense Phraeyll reported.
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I made a flat bedrock mod for my own use because I didn't see any that didn't need base class edits, so now you can use it too. Grab it from the OP and enjoy no longer being OCD at those 3 blocks of stone you can't reach at Y=2.
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That I find strange as I don't always get two logs.
Heres the Server one.
And here's the client one:
I guess I will stay away from using the harvester for now.
They don't face you on placement, but you can rotate them with the hammer after placement.
You don't have BC installed, which is giving me a value I didn't expect. This is now fixed in the next version, so just wait for 2.0.2.
You don't have IC2 either though, and you need either that or BC to power the machines. I don't have a hard dependency on either so you can opt to pick one, but you can't have neither
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Which means you can run one with just power, itself, and one pipe.
Running 2.0.1
EDIT: Putting three of them in a row causes this even without the pipe.
UE is gonna show up in power converters first, but it will happen. Redstone to disable machines will appear in the next minor release, though.
The grinder is supposed to be better than vanilla, which is why it draws a silly amount of power, but I probably should be damaging them, yeah.
Hahahaha what the hell. I'll have to look into that one, I haven't the faintest idea how you did that.
.. wait, I think I do, if I'm right I'm an idiot.
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That's basically still BC power though. RP2 power to BC power. The end result is still, BC power.
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I appreciate the FBL, it's one of my pet peeves and although the one that modifies the jar is forge compatible and hasn't caused me any issues yet it still always makes me nervous.
For breeding I'd keep it simple. Something like 2 wheat, 1 seed, 1 carrot makes 4 generic feed.
I setup a nice compact ranch and thought well might as well try out them fancy new fangled RP2 windmills and BC engines...that is turning out to be more work than I expected.
Not going to happen, sorry. There's so many power systems out there that there has to be one you'll like.
Known issue, already fixed for 2.0.2 (I'm an idiot and set the recipe to 1 of meta 16 instead of size 16, go me).
Fewer blocks needed for the user.
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You realize you're talking to the man who writes those solutions, right?
Speaking of:
NetherOres 2 now available! It has a dependency on a new Power Crystals Core mod, which exists because I had too much duplicated code. Everything I release from now on will require that. More of a pain to download, I know, but hey at least I don't use adfly. And update notifications!
(And if it wasn't obvious, yes, I'm reclaiming everything. Work is slow, though; MFR 2.0.2 next, then PowerConverters 2.0.0)
Also alasduh made this taco factory and I have no idea what half of that is doing but it owns so here you go
And finally, source code is now available if you're curious how this crap works. Link in the OP.
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Hahaha. Makes me want to make new random videos with random creations. This is really nice XD. And woot woot! PC2! Will it be too much if I will expect a Blutricity converter too? =p