{
item_lemonchicken_lemon_chicken {
S:01.ID=harvestcraft:lemonchickenItem
I:02.Damage=-1
# Set blank to rot into nothing
S:"03.Rotten ID"=enviromine:rottenFood
I:"04.Rotten Damage"=0
# Set this to -1 to disable rotting on this item
I:"05.Days To Rot"=2
}
}
I don't get how to make it works. Seriously. Can someone help me?
From what I can tell, the first line is saying what the item is, and what the damage (meta data) is. -1 says to ignore meta data, and only use the item ID. An example would be something along these lines (Its also made up, just so you know):
Raw Lemon Chicken would have a Meta Data of 0, Cooked would be 1, and Burnt would be 2. The config is just looking for the item called "lemonchickenItem" so that would be Ray, Cooked, and Burnt.
The second one has me a bit stumped, but I think its saying "what does this food item turn into when its has rotted". Basically, you can tell it to either turn into evnrivomine rotten food, or you could have it turn into minecraft rotten flesh, or even into something else from another mod. You could have it rot away into diamonds, just change the line "S:03.Rotten ID"=enviromine:rottenFood to something like minecraft:rottenFlesh, or whatever minecraft calls rotten flesh, it would require you to go into the game, press f3 and "H" at the same time, or use a mod that shows that sort of information.
The third line is saying "how long before this becomes rotten, and turns into whatever is said above". By default, all food items Enviromine finds has a "life" of 5 minecraft days. I'm not sure if this is effected by mods that change time cycles, such as Stellar Sky, or To Much Time, or even in Witchery Dimensions. You can change it in that next part, making it either last forever by putting -1 in, or making it last for 100 days, its up to you on how long food lasts for.
I hope that I could help you, like I said, I've got no clue what-so-ever on how to edit the config like this, all I know is if I hold or look at an item, press shift+j (or k, can't remember) I can change things, like water, heat, sanity, and air quality (which i've been doing for most of Pams "drink" items that I make)
This is reminding me, for a while at least there was a minor incompatibility with this mod and the LOTR mod. Basically, if food was set to decay they couldn't be turned in for LOTR's mini-quests, even if they were perfectly fresh. Does anyone know if that's been fixed? Was thinking about attempting to build a hardcore LOTR mod pack, and all challenge packs deserve this mod in them.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
From what I can tell, the first line is saying what the item is, and what the damage (meta data) is. -1 says to ignore meta data, and only use the item ID. An example would be something along these lines (Its also made up, just so you know):
Raw Lemon Chicken would have a Meta Data of 0, Cooked would be 1, and Burnt would be 2. The config is just looking for the item called "lemonchickenItem" so that would be Ray, Cooked, and Burnt.
The second one has me a bit stumped, but I think its saying "what does this food item turn into when its has rotted". Basically, you can tell it to either turn into evnrivomine rotten food, or you could have it turn into minecraft rotten flesh, or even into something else from another mod. You could have it rot away into diamonds, just change the line "S:03.Rotten ID"=enviromine:rottenFood to something like minecraft:rottenFlesh, or whatever minecraft calls rotten flesh, it would require you to go into the game, press f3 and "H" at the same time, or use a mod that shows that sort of information.
The third line is saying "how long before this becomes rotten, and turns into whatever is said above". By default, all food items Enviromine finds has a "life" of 5 minecraft days. I'm not sure if this is effected by mods that change time cycles, such as Stellar Sky, or To Much Time, or even in Witchery Dimensions. You can change it in that next part, making it either last forever by putting -1 in, or making it last for 100 days, its up to you on how long food lasts for.
I hope that I could help you, like I said, I've got no clue what-so-ever on how to edit the config like this, all I know is if I hold or look at an item, press shift+j (or k, can't remember) I can change things, like water, heat, sanity, and air quality (which i've been doing for most of Pams "drink" items that I make)
I don't get what and how to write at this string
Is numeric ID required for that string?
{
item_lemonchicken_lemon_chicken { // this string
S:01.ID=harvestcraft:lemonchickenItem // that string
I:02.Damage=-1
# Set blank to rot into nothing
S:"03.Rotten ID"=enviromine:rottenFood
I:"04.Rotten Damage"=0
# Set this to -1 to disable rotting on this item
I:"05.Days To Rot"=2
}
}
"this string" is what Enviromine writes in the config. If you look at the other configs, they all have something like block_bedrock_bed_rock or something. Just leave that how it is, or if your adding an item that Enviromine didn't pick up, hold it in your hand, and press shift + j (or k, it'll tell you what you need to press to add a new item).
"that string" is the actual name of the item. an example would be as follows:
"S:01.ID=" leave all of that alone, that's default config stuff "minecraft:rottenFlesh" that tells Enviromine to look for a mod called "minecraft" (which is default) and the item inside that mod called "rottenFlesh". I can't think of anything off the top of my head, you will have to go into the game to look for these names, you can find them by pressing f3 + h at the same time, this should show you the "tags" of the item, or what the came see's them as. the white letters your used to seeing is what the game tells you its called.
I hope I could help, I'm not really qualified to be helping like this, as I've never coded a mod, or done intensive config editing. Good luck!
I'm not really sure about how to word my question so I'm just going to do a brief summary then try and phrase my question correctly/hopefully people will understand the question based on the background information. I'm currently playing with earthquakes enabled, there have been several of these earthquakes since finding and establishing a base camp (in an extremehills biome). All these earthquakes have pretty much created an island in the sky for me with rifts all around my camp, luckily it hasn't destroyed my base. So I guess my question(s) are... how are earthquakes generated? Can I predict where they might cut the earth or is it just random? If I leave earthquakes on, will the whole map become just massive rifts in the ground?
"this string" is what Enviromine writes in the config. If you look at the other configs, they all have something like block_bedrock_bed_rock or something. Just leave that how it is, or if your adding an item that Enviromine didn't pick up, hold it in your hand, and press shift + j (or k, it'll tell you what you need to press to add a new item).
"that string" is the actual name of the item. an example would be as follows:
"S:01.ID=" leave all of that alone, that's default config stuff "minecraft:rottenFlesh" that tells Enviromine to look for a mod called "minecraft" (which is default) and the item inside that mod called "rottenFlesh". I can't think of anything off the top of my head, you will have to go into the game to look for these names, you can find them by pressing f3 + h at the same time, this should show you the "tags" of the item, or what the came see's them as. the white letters your used to seeing is what the game tells you its called.
I hope I could help, I'm not really qualified to be helping like this, as I've never coded a mod, or done intensive config editing. Good luck!
I'm not really sure about how to word my question so I'm just going to do a brief summary then try and phrase my question correctly/hopefully people will understand the question based on the background information. I'm currently playing with earthquakes enabled, there have been several of these earthquakes since finding and establishing a base camp (in an extremehills biome). All these earthquakes have pretty much created an island in the sky for me with rifts all around my camp, luckily it hasn't destroyed my base. So I guess my question(s) are... how are earthquakes generated? Can I predict where they might cut the earth or is it just random? If I leave earthquakes on, will the whole map become just massive rifts in the ground?
Please and Thank You!
Sarru~
They are random.. and eventually willl destroy everything, but there is no way to predict it.
Rotting is under a diff category, the alt+shift+key I had forgotten to add in the rotting category.. so you have to do it manually. if your having issues still I will look into the system. but last I looked it should be working.
Code:
##########################################################################################################
# spoiling
#--------------------------------------------------------------------------------------------------------#
# Set the properties of spoliable items
##########################################################################################################
Hey EnviroMine Devs, seems like i got some problem here...
I got my minecraft enviromine, buildcraft, minefactory and Thermal Expansion installed. but some of the items its glitchy
when u pick water from a ocean/beach you'll get a salt water, but if you pick water (from beach/ocean)with bucket then put it on BuildCraft Tank, and then you pick water with glass bottle, you can get a normal water... This also happens with MineFactory Reloaded's Plastic Tank, MineFactory Reloaded's LiquiCrafter, Thermal Expansion's Portable Tank...
there's nothing to help. That would require the devs to go into those other mods code, and add NBT data, or to over-ride the default vanilla water with different kinds. For now, take advantage of it and enjoy your clean water. If you don't like that, then think of it this way: all of those fluid storage tanks have built in filters that clean the water. Or, if you don't like that, take a bucket of water, place it onto the ground, and drink form that and get any biome effects for whatever biome your in. Otherwise, there's nothing that can be done about it.
It does nothing except adding the code above (in my last post).
That's because I said the ingame key doesn't add in rotting/spoiling properties(This wasn't added in).. you have to use a text editor on the config file and add it manually. Look in the minecraft.cfg scroll down till you get to the spoiling category for an example.. or look at the spoiler tag in my last post for an example of what to do..
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Yep, just need to find your profile in either the Enviromine configuration folder or the mod menu and disable sanity, air quality, and temperature.
Also, it's well worth looking through the mod's config files. If there's anything else you decide you dislike, chances are good you can disable it.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
if you go into the config (I don't remember which one, you'll have to look into it yourself) you can turn the physics off (the physics are the falling blocks)
Someone help me!
I have no idea, I can only guess...
From what I can tell, the first line is saying what the item is, and what the damage (meta data) is. -1 says to ignore meta data, and only use the item ID. An example would be something along these lines (Its also made up, just so you know):
Raw Lemon Chicken would have a Meta Data of 0, Cooked would be 1, and Burnt would be 2. The config is just looking for the item called "lemonchickenItem" so that would be Ray, Cooked, and Burnt.
The second one has me a bit stumped, but I think its saying "what does this food item turn into when its has rotted". Basically, you can tell it to either turn into evnrivomine rotten food, or you could have it turn into minecraft rotten flesh, or even into something else from another mod. You could have it rot away into diamonds, just change the line "S:03.Rotten ID"=enviromine:rottenFood to something like minecraft:rottenFlesh, or whatever minecraft calls rotten flesh, it would require you to go into the game, press f3 and "H" at the same time, or use a mod that shows that sort of information.
The third line is saying "how long before this becomes rotten, and turns into whatever is said above". By default, all food items Enviromine finds has a "life" of 5 minecraft days. I'm not sure if this is effected by mods that change time cycles, such as Stellar Sky, or To Much Time, or even in Witchery Dimensions. You can change it in that next part, making it either last forever by putting -1 in, or making it last for 100 days, its up to you on how long food lasts for.
I hope that I could help you, like I said, I've got no clue what-so-ever on how to edit the config like this, all I know is if I hold or look at an item, press shift+j (or k, can't remember) I can change things, like water, heat, sanity, and air quality (which i've been doing for most of Pams "drink" items that I make)
This is reminding me, for a while at least there was a minor incompatibility with this mod and the LOTR mod. Basically, if food was set to decay they couldn't be turned in for LOTR's mini-quests, even if they were perfectly fresh. Does anyone know if that's been fixed? Was thinking about attempting to build a hardcore LOTR mod pack, and all challenge packs deserve this mod in them.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
I don't get what and how to write at this string
Is numeric ID required for that string?
"this string" is what Enviromine writes in the config. If you look at the other configs, they all have something like block_bedrock_bed_rock or something. Just leave that how it is, or if your adding an item that Enviromine didn't pick up, hold it in your hand, and press shift + j (or k, it'll tell you what you need to press to add a new item).
"that string" is the actual name of the item. an example would be as follows:
"S:01.ID=" leave all of that alone, that's default config stuff "minecraft:rottenFlesh" that tells Enviromine to look for a mod called "minecraft" (which is default) and the item inside that mod called "rottenFlesh". I can't think of anything off the top of my head, you will have to go into the game to look for these names, you can find them by pressing f3 + h at the same time, this should show you the "tags" of the item, or what the came see's them as. the white letters your used to seeing is what the game tells you its called.
I hope I could help, I'm not really qualified to be helping like this, as I've never coded a mod, or done intensive config editing. Good luck!
I'm not really sure about how to word my question so I'm just going to do a brief summary then try and phrase my question correctly/hopefully people will understand the question based on the background information. I'm currently playing with earthquakes enabled, there have been several of these earthquakes since finding and establishing a base camp (in an extremehills biome). All these earthquakes have pretty much created an island in the sky for me with rifts all around my camp, luckily it hasn't destroyed my base. So I guess my question(s) are... how are earthquakes generated? Can I predict where they might cut the earth or is it just random? If I leave earthquakes on, will the whole map become just massive rifts in the ground?
Please and Thank You!
Sarru~
After ctrl+shift+J I got this config:
Where are days to rot?
They are random.. and eventually willl destroy everything, but there is no way to predict it.
Rotting is under a diff category, the alt+shift+key I had forgotten to add in the rotting category.. so you have to do it manually. if your having issues still I will look into the system. but last I looked it should be working.
Code:
##########################################################################################################
# spoiling
#--------------------------------------------------------------------------------------------------------#
# Set the properties of spoliable items
##########################################################################################################
spoiling {
item_apple_apple {
S:01.ID=minecraft:apple
I:02.Damage=-1
# Set blank to rot into nothing
S:"03.Rotten ID"=enviromine:rottenFood
I:"04.Rotten Damage"=0
# Set this to -1 to disable rotting on this item
I:"05.Days To Rot"=7
}
}
It does nothing except adding the code above (in my last post).
help me please?
there's nothing to help. That would require the devs to go into those other mods code, and add NBT data, or to over-ride the default vanilla water with different kinds. For now, take advantage of it and enjoy your clean water. If you don't like that, then think of it this way: all of those fluid storage tanks have built in filters that clean the water. Or, if you don't like that, take a bucket of water, place it onto the ground, and drink form that and get any biome effects for whatever biome your in. Otherwise, there's nothing that can be done about it.
That's because I said the ingame key doesn't add in rotting/spoiling properties(This wasn't added in).. you have to use a text editor on the config file and add it manually. Look in the minecraft.cfg scroll down till you get to the spoiling category for an example.. or look at the spoiler tag in my last post for an example of what to do..
Doesn't work.[/p]
Torches should burn upward. Why the why would any standing torch burns the fence what was placed on?
Oh, sorry! I thought it can be fixed by modifying the config...
Thanks anyway.
I love this mod. I just wish it would be updated for 1.8.9
Say I only want thirst, is there a way to get rid of the other bars?
Yep, just need to find your profile in either the Enviromine configuration folder or the mod menu and disable sanity, air quality, and temperature.
Also, it's well worth looking through the mod's config files. If there's anything else you decide you dislike, chances are good you can disable it.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
how do i turn of falling blocks pls
if you go into the config (I don't remember which one, you'll have to look into it yourself) you can turn the physics off (the physics are the falling blocks)