Is there an issue reporting place of this mod ? (eg. Github)
If not, I am gonna report my issue here then.
So my problem is that the mcmod.info files for MagicalCropsDecoration and Armour are Malformed files, so those are not gonna load into game. The normal MagicalCrops (BETA 5) is fine. (I am talking about the Magical Crops: Core)
And could you please add back in the Ultimate Diamond, Ultimate Emerald and Emerald Apples to the BETA 4b - or 5 I don't know - so the newest version I mean ? I really loved those.
And 2 other bugs that I found:
One of them is a simple recipe bug, the Inscriber Silicon Press from AE2 cannot be crafted, because one of the ingredients are an AE2 item, which name is This Item Is Disabled. And it has a missing texture texture. Screenshots are below.
BTW, I am using Applied Energistics 2 - rv2 stable 10.
The other bug is that the rendering for the Furnace Flowers is a little bit glitchy. Screenshots below.
Exactly how much? Also while I am here please make a 1.7.10 version.
Rollback Post to RevisionRollBack
"Every galaxy I've traveled, all you species are the same, you all think you're the center of the universe, you havenoideahowwrongyouare." - Lockdown, Transformers Age of Extinction
"Every galaxy I've traveled, all you species are the same, you all think you're the center of the universe, you havenoideahowwrongyouare." - Lockdown, Transformers Age of Extinction
Lots of inter-mod love given here, but if we could please have crops for stuff from Ars Magica 2, Moonstone, Sunstone, Blue Topaz, and a bunch of other crap I can't remember how to spell right now. I can provide a list of entity names if that will help, not sure about texturing and what not, there's a style to these that I really like, but I'm about as far away from being an artist as one can imagine.
Actually, just read the OP for the mod and realized that it says Vinteum, Moonstone, Sunstone, Blue Topaz and the others are supported, yet they don't seem to be in BETA4.. at least, I don't see them nor do I see them in the config files? This going to be fixed or is support going away or?
I don't know why people are disabling the crop damage when stepped on. You're walking on a crop that could be growing metal leaves (or berries or fruit or whatever it is), or creeper souls, or FIRE. It makes sense that it would be painful to step on that.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
From a realism perspective, absolutely, it would make sense that you'd take damage when walking on "some" of the crops. Also, in reality, walking on almost all of the game's crops, this mod or otherwise, would destroy them. Also, in reality, we wouldn't be able to make metal seeds, you wouldn't have to hoe dirt, you'd have to spend a lot of time weeding, and it would take a lot longer to build fences. Swords can't really effectively be made out of diamond, getting close enough to lava where stepping in it might be a real concern would mean you were already dead... I think disabling this feature is probably fine.
If I'm adding this to an existing world that hasn't had it before, do I still need to worry about losing existing seeds, or is that just an issue when changing versions?
I dont know if this has been answered before or not( Im honestly not going to go through 180 pages find out. >.> ) But basically my question is this since I cant find any information elsewhere regarding it
Im wondering if in this latest version of Magical crops (v4) if light infused blocks are still in existence. Ill be honest, that feature was one of my most favourite aspects of the mod. I had recently gotten back into a skyblock-esque pack on Technic, and realized in that modpack, there was no recipe for Light-infused blocks...and this discovery made me very disappointed.
Do the blocks exist in this version? or are they gone?
I don't know why people are disabling the crop damage when stepped on. You're walking on a crop that could be growing metal leaves (or berries or fruit or whatever it is), or creeper souls, or FIRE. It makes sense that it would be painful to step on that.
Not sure if this is a Magical Crops issue, or an Ender IO issue.
Is Magical Crops 'broken' with the Ender IO Farming Station? I'm using a custom modpack on a server, and testing it out, the Farming Station does harvest, but doesn't seem to pick up the seeds, so the farm eventually runs out of seeds to replant. I've seen videos where this is working (as of last month at the latest).
Mods used (among others - it's a lightweight modpack...)
Ender IO v2.2.8.381
Magical Crops v4.0.0 Public Beta 3
EDIT: And to be sure, I created a new instance in MultiMC -
Ender IO v2.2.8.381
Magical Crops v4.0.0 Public Beta 3
ChickenChunks-1.7.10-1.3.4.19-universal
CodeChickenCore-1.7.10-1.0.7.47-universal
CoFHCore-[1.7.10]3.0.3-303
NotEnoughItems-1.7.10-1.0.5.118-universal
ThermalDynamics-[1.7.10]1.1.0-161
ThermalExpansion-[1.7.10]4.0.3B1-218
ThermalFoundation-[1.7.10]1.2.0-102
Same problem still occurs (using default configs).
EDIT2: Nevermind, I see it was a config issue. For others that run into this problem - re-plant needs to be changed to false.
Under MagicalCropsMain.cfg
# Configuration file
"crop options" {
B:"Magical Crops deal Magic damage when walked on, default true"=true
B:"Magical crops display particle effects, default true"=true B:"Magical crops when broke/harvested re-plant themselves, default true"=false
}
Is there an issue reporting place of this mod ? (eg. Github)
If not, I am gonna report my issue here then.
So my problem is that the mcmod.info files for MagicalCropsDecoration and Armour are Malformed files, so those are not gonna load into game. The normal MagicalCrops (BETA 5) is fine. (I am talking about the Magical Crops: Core)
Error in the console
Screenshots are below.
And I also wanted to make a feature request: I would love to see these seeds in the mod:
Elementium Seeds (from Botania), Basalz Seeds and Blitz Seeds (from Thermal Foundation)
And could you please add back in the Ultimate Diamond, Ultimate Emerald and Emerald Apples to the BETA 4b - or 5 I don't know - so the newest version I mean ? I really loved those.
And 2 other bugs that I found:
One of them is a simple recipe bug, the Inscriber Silicon Press from AE2 cannot be crafted, because one of the ingredients are an AE2 item, which name is This Item Is Disabled. And it has a missing texture texture. Screenshots are below.
BTW, I am using Applied Energistics 2 - rv2 stable 10.
The other bug is that the rendering for the Furnace Flowers is a little bit glitchy. Screenshots below.
does the 1.7.2 function for 1.7.10?
running through the night
i am the knife in the gunfight
evil left its mark, so tell me
......................................
are you afraid of the dark?
No, it does not. Why not just use the 1.7.10 version?
and where's that? all i see is 1.7.2!
and where's that? all i see is 1.7.2!
running through the night
i am the knife in the gunfight
evil left its mark, so tell me
......................................
are you afraid of the dark?
Hope 4 releases soon!
Beter than Diamond!
Exactly how much? Also while I am here please make a 1.7.10 version.
There already is one?
Well I don't see one.
http://minecraft.curseforge.com/projects/magical-crops-core?gameCategorySlug=mc-mods&projectID=232150
Core Version
http://minecraft.curseforge.com/projects/magical-crops-decorative?gameCategorySlug=mc-mods&projectID=232182
Decorative Blocks
http://minecraft.curseforge.com/projects/magical-crops-armoury?gameCategorySlug=mc-mods&projectID=232149
Armour
Lots of inter-mod love given here, but if we could please have crops for stuff from Ars Magica 2, Moonstone, Sunstone, Blue Topaz, and a bunch of other crap I can't remember how to spell right now. I can provide a list of entity names if that will help, not sure about texturing and what not, there's a style to these that I really like, but I'm about as far away from being an artist as one can imagine.Actually, just read the OP for the mod and realized that it says Vinteum, Moonstone, Sunstone, Blue Topaz and the others are supported, yet they don't seem to be in BETA4.. at least, I don't see them nor do I see them in the config files? This going to be fixed or is support going away or?
I don't know why people are disabling the crop damage when stepped on. You're walking on a crop that could be growing metal leaves (or berries or fruit or whatever it is), or creeper souls, or FIRE. It makes sense that it would be painful to step on that.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
From a realism perspective, absolutely, it would make sense that you'd take damage when walking on "some" of the crops. Also, in reality, walking on almost all of the game's crops, this mod or otherwise, would destroy them. Also, in reality, we wouldn't be able to make metal seeds, you wouldn't have to hoe dirt, you'd have to spend a lot of time weeding, and it would take a lot longer to build fences. Swords can't really effectively be made out of diamond, getting close enough to lava where stepping in it might be a real concern would mean you were already dead... I think disabling this feature is probably fine.
What happened to the minicio, crucio, and so? I really liked that feature...
If I'm adding this to an existing world that hasn't had it before, do I still need to worry about losing existing seeds, or is that just an issue when changing versions?
I dont know if this has been answered before or not( Im honestly not going to go through 180 pages find out. >.> ) But basically my question is this since I cant find any information elsewhere regarding it
Im wondering if in this latest version of Magical crops (v4) if light infused blocks are still in existence. Ill be honest, that feature was one of my most favourite aspects of the mod. I had recently gotten back into a skyblock-esque pack on Technic, and realized in that modpack, there was no recipe for Light-infused blocks...and this discovery made me very disappointed.
Do the blocks exist in this version? or are they gone?
Thank you for your time and insight,
~V
Because it is an inconvenience?
player.me/felinoel
Not sure if this is a Magical Crops issue, or an Ender IO issue.
Is Magical Crops 'broken' with the Ender IO Farming Station? I'm using a custom modpack on a server, and testing it out, the Farming Station does harvest, but doesn't seem to pick up the seeds, so the farm eventually runs out of seeds to replant. I've seen videos where this is working (as of last month at the latest).
Mods used (among others - it's a lightweight modpack...)
Ender IO v2.2.8.381
Magical Crops v4.0.0 Public Beta 3
EDIT: And to be sure, I created a new instance in MultiMC -
Ender IO v2.2.8.381
Magical Crops v4.0.0 Public Beta 3
ChickenChunks-1.7.10-1.3.4.19-universal
CodeChickenCore-1.7.10-1.0.7.47-universal
CoFHCore-[1.7.10]3.0.3-303
NotEnoughItems-1.7.10-1.0.5.118-universal
ThermalDynamics-[1.7.10]1.1.0-161
ThermalExpansion-[1.7.10]4.0.3B1-218
ThermalFoundation-[1.7.10]1.2.0-102
Same problem still occurs (using default configs).
EDIT2: Nevermind, I see it was a config issue. For others that run into this problem - re-plant needs to be changed to false.
Under MagicalCropsMain.cfg
# Configuration file
"crop options" {
B:"Magical Crops deal Magic damage when walked on, default true"=true
B:"Magical crops display particle effects, default true"=true
B:"Magical crops when broke/harvested re-plant themselves, default true"=false
}
Is it possible to add Project Red's Electrotine to the seed list?
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.