We can use something similar to ChristmasCraft where you can put essences then any item, and the crop would look like wheat, then be that block/item sprite when mature. A whole 3x3 of any essence would be essence seeds
Well... I use Magic Launcher and its do not see any mods in your file. Maybe there is an error in the code? To now ML always show me what is wrong with files (for example: "no forge" or "no modloader" etc) but with yours its only "no mods found".
We can use something similar to ChristmasCraft where you can put essences then any item, and the crop would look like wheat, then be that block/item sprite when mature. A whole 3x3 of any essence would be essence seeds
Not quite understanding what you mean fully can you please explain a bit more, sorry I'm useless :L
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
Well... I use Magic Launcher and its do not see any mods in your file. Maybe there is an error in the code? To now ML always show me what is wrong with files (for example: "no forge" or "no modloader" etc) but with yours its only "no mods found".
I just tried the mod with magic launcher and it launched fine, no errors, it did say no mods found but when I launched it, it worked fine. Maybe update forge to the latest version. Let me know how you get on.
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
In order to figure out the in-game ID of items you'll have to add 256 to whatever you've set the ID to in the config. This is actually a very common thing for mods to do so I doubt you've done anything wrong, Mark.
now I wouldn't say this is common or at all but I know how Forge handles id conflicts seeing as it wouldn't allow a mod to override another mod's block id (or entire entity as a whole for the matter) and then take it's droppable form out of the game entirely (seeing as I can't even fine the Blue Orchids AND the Desert Nova's in nei, even still I don't even want to now what they drop when I break 'em). All the same both of our assumptions can and probably will be wrong (at least mine will knowing my luck), at anyrate I hope things get fixed or news of what truly is occurring comes light, till then.
I really enjoy what you are doing so far with this mod but I think some balancing is definitely in order soon. So far just on the iron seeds alone I am getting the feeling that 8 ore may be too much. I'd say wait to get more feedback before balancing though since that's just my feeling so far. (I don't have any ore processing mods installed by the way. Running a full magic setup with this TC3, EE3, Ars Magica)
I do have a suggestion that I think would be pretty cool though. Have you considered forge ore dictionary integration for the ore seeds? Do something like TC3 does for the transmutations available. If the ore generates you could have it generate an appropriate recipe for the ore. Mainly just to fill the gap in when your mod is used in conjunction with others that use copper, tin, silver, and lead.
I just tried the mod with magic launcher and it launched fine, no errors, it did say no mods found but when I launched it, it worked fine. Maybe update forge to the latest version. Let me know how you get on.
I don't use forge. Its taking to much memory. Only Modloader.
I really enjoy what you are doing so far with this mod but I think some balancing is definitely in order soon. So far just on the iron seeds alone I am getting the feeling that 8 ore may be too much. I'd say wait to get more feedback before balancing though since that's just my feeling so far. (I don't have any ore processing mods installed by the way. Running a full magic setup with this TC3, EE3, Ars Magica)
I do have a suggestion that I think would be pretty cool though. Have you considered forge ore dictionary integration for the ore seeds? Do something like TC3 does for the transmutations available. If the ore generates you could have it generate an appropriate recipe for the ore. Mainly just to fill the gap in when your mod is used in conjunction with others that use copper, tin, silver, and lead.
Yeah I am considering some balancing myself, not sure what yet but will be looking into it next update. Also that is a great idea for copper tin silver and lead will look into that. thank you.
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
Just for people that would like to know, in the next release this mod will support SMP as well as SSP, sorry it didn't at the start, silly coding error on my behalf.
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
Not mine. Its author problem. Less people use forge than Modloader but more and more ppl starting to make mod on y forge than ml.
BTW. It's not even working with forge. Just getting "no mods found" message even forge is "no mods found". Ppl really should stop using forge insetad of ml. But it they do they should make both, forge and ml versions.
Not mine. Its author problem. Less people use forge than Modloader but more and more ppl starting to make mod on y forge than ml.
BTW. It's not even working with forge. Just getting "no mods found" message even forge is "no mods found". Ppl really should stop using forge insetad of ml. But it they do they should make both, forge and ml versions.
Even if it says no mods found with forge what happens when you load up minecraft once you have but the mod in? Since I tried Magic Launcher and it said no mods found when I added the mod, but then I started up the game and it was installed and working still.
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I take in all suggestions and comments on my mods, even if I don't reply I have logged it somewhere.
Love the mod. I think with a few tweaks this mod would be perfect. I do believe that the garden plants look better as an X block not a # block. Just my opinion. I am working on a 128x version for my personal textures and I do think the plants look better in an X block style.
Since each plant only drops one essence it would look better as one plant or an X block. The # block makes it look like there is too many plants in the same block.
I have some recommendations for you to do to this mod.
1. Remove the Poll because if you make bonemeal work on ore plants, the mod would be too Overpowered and ruin the game.
2. Maybe you could make some food crops spawn naturally as a wild version of them.
3. Add more crops like Blueberries, Cabbage/Lettuce(Is there a difference?), Broccoli, Radishes, Squash, Beans, Nuts(whatever ones you want to add), Peas, Peppers, and so on.
4. Remove Melons because there are already melons in Minecraft or rename them as cantaloupe.
5. You misspelled one of the names. Tomatoe is actually spelled Tomato.
6. Make foods that you can craft with the new foods.
7. Add to the OP so that It gives a better and more indef description of this mod and what it adds.
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Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Sorry not in this release but hopefully in the next update I will get it working, don't think it's a very hard thing to change hopefully.
Not quite understanding what you mean fully can you please explain a bit more, sorry I'm useless :L
I just tried the mod with magic launcher and it launched fine, no errors, it did say no mods found but when I launched it, it worked fine. Maybe update forge to the latest version. Let me know how you get on.
now I wouldn't say this is common or at all but I know how Forge handles id conflicts seeing as it wouldn't allow a mod to override another mod's block id (or entire entity as a whole for the matter) and then take it's droppable form out of the game entirely (seeing as I can't even fine the Blue Orchids AND the Desert Nova's in nei, even still I don't even want to now what they drop when I break 'em). All the same both of our assumptions can and probably will be wrong (at least mine will knowing my luck), at anyrate I hope things get fixed or news of what truly is occurring comes light, till then.
I do have a suggestion that I think would be pretty cool though. Have you considered forge ore dictionary integration for the ore seeds? Do something like TC3 does for the transmutations available. If the ore generates you could have it generate an appropriate recipe for the ore. Mainly just to fill the gap in when your mod is used in conjunction with others that use copper, tin, silver, and lead.
I don't use forge. Its taking to much memory. Only Modloader.
Thanks and yeah will be updated asap when 1.5 comes out.
Thank you I am glad you like it, and I don't see why it wont be compatible, might just need to change a few ID's that's all.
Yeah I am considering some balancing myself, not sure what yet but will be looking into it next update. Also that is a great idea for copper tin silver and lead will look into that. thank you.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.
Thank you
Not mine. Its author problem. Less people use forge than Modloader but more and more ppl starting to make mod on y forge than ml.
BTW. It's not even working with forge. Just getting "no mods found" message even forge is "no mods found". Ppl really should stop using forge insetad of ml. But it they do they should make both, forge and ml versions.
Even if it says no mods found with forge what happens when you load up minecraft once you have but the mod in? Since I tried Magic Launcher and it said no mods found when I added the mod, but then I started up the game and it was installed and working still.
Since each plant only drops one essence it would look better as one plant or an X block. The # block makes it look like there is too many plants in the same block.
1. Remove the Poll because if you make bonemeal work on ore plants, the mod would be too Overpowered and ruin the game.
2. Maybe you could make some food crops spawn naturally as a wild version of them.
3. Add more crops like Blueberries, Cabbage/Lettuce(Is there a difference?), Broccoli, Radishes, Squash, Beans, Nuts(whatever ones you want to add), Peas, Peppers, and so on.
4. Remove Melons because there are already melons in Minecraft or rename them as cantaloupe.
5. You misspelled one of the names. Tomatoe is actually spelled Tomato.
6. Make foods that you can craft with the new foods.
7. Add to the OP so that It gives a better and more indef description of this mod and what it adds.
Forever protecting Hyrule with the power of the Master Sword, DragonMaster16.