Could the fact I'm doing it in SMP have anything to do with it? I am also using forge 1033, because MCPC has not been updated to use later versions of forge.
Also, I was spawning in the ores to test this.
And for non bush crops spawning in the world, why not add the wild counterparts of each crop, but, they will drop some edible part, seeds of the wild counterpart, and sometimes, seeds of the domestic version. Perhaps some wild crops could be toxic, and brewable into some potions?
Alright, I've looked into this, and I think it's for the best that I convert my crops back to a block basis instead of tile entities. Not only are Block (and Item?) IDs disappearing in 1.8 but doing this should make my crops more compatible with things like Thaumcraft 4, Mine Factory, etc right off the bat.
Also, I thought of a way to make non-bush crops in HarvestCraft be gatherable in the wild instead of crowding the grass with seeds and without adding a ton of new bushes into the world--natural garden 'bushes'. Maybe have a few like, 'natural grain garden' that could drop wheat, rye, barley, corn, etc. A 'natural root garden' for things like carrots, potatoes, turnips, sweet potatoes, onions, etc.
Still working on the last idea.
I shall rouse the golems!
Also, for your last idea, can you make it a block with a % drop chance table when broken? For example, the wild grain garden would be a 20% chance to drop two wheat, 20% chance to drop two rice, 20% chance to drop two rye, 10% chance to drop two corn, etc? Or does Forge not have support for blocks to have drop tables like monsters do?
OR, you could make the wild gardens 'monsters' that have a low natural spawn rate on grass only, with one hp and don't move once spawned or burn in daylight. That makes them renewable bushes that can 'crop up' where ever, and lets you add a drop table to them!
So, while messing around, it turns out the bugged bones are capable of stacking with the wild caves bones, which are working fine. It might not be a compatibility issue then.
The bug happens with generated ores as well. I am testing this out in singleplayer.
Is there a way to turn off your fossil ore until it is fixed? The wild caves bone pile works fine for me.
So, while messing around, it turns out the bugged bones are capable of stacking with the wild caves bones, which are working fine. It might not be a compatibility issue then.
The bug happens with generated ores as well. I am testing this out in singleplayer.
Is there a way to turn off your fossil ore until it is fixed? The wild caves bone pile works fine for me.
I can't replicate the issue you're having. In any case, you can turn the fossilrarity to 0 in the bonecraft.cfg file and they'll stop spawning in new chunks.
It's great to see all these still being worked on. HarvestCraft and WeeFlowers have always been a part of my must need mods for any modpack I play.
Can't wait to see all the new content, keep up the awesome work!
Today I'll be working on Weee! Flowers and converting my crops back to being blocks. Hopefully this makes them more compatible with harvesting mods right off the bat. It'll certainly make them easier to use with Thaumcraft.
...Also, I thought of a way to make non-bush crops in HarvestCraft be gatherable in the wild instead of crowding the grass with seeds and without adding a ton of new bushes into the world--natural garden 'bushes'. Maybe have a few like, 'natural grain garden' that could drop wheat, rye, barley, corn, etc. A 'natural root garden' for things like carrots, potatoes, turnips, sweet potatoes, onions, etc.
...
Have you ever played Dwarf Fortress? This is how DF handles it. There are many wild bushes in the world, but looking at them tells you nothing. It's not until you harvest them do you find out what they are. Then, of course, you can plant anything for crop certainty. Cool idea!
Have you ever played Dwarf Fortress? This is how DF handles it. There are many wild bushes in the world, but looking at them tells you nothing. It's not until you harvest them do you find out what they are. Then, of course, you can plant anything for crop certainty. Cool idea!
peace
Yep! I love Dwarf Fortress even if it has gotten to in-depth and complicated for me to play now. =)
Took a break from Minecraft because I got wrapped up in a couple of Korean Historical Dramas. Almost 200 hours of subtitles. I also want to finish my Decorated Ziggurat in 1.6.4. before going into the updates. Thank God for Spring Break!
Hey, when you get all the bugs worked out and are just down to tweaking the pretties, how cool would it be to find flowering vines grow wild in swamps and jungles? Not every vine on every tree, but a string of color here and there to add interest. Think about the mushrooms found growing in trees or beehives.
Also, sorry to hear about your illness, glad to see you proved the doctor wrong, and overjoyed to see you up and nearly normal. Hope the year gets better as the weather gets warmer.
Is there any way to add different block textures to bonecraft so that fossil 'ores' can generate in a more varied way? So, instead of every fossil ore using a single texture it can choose between 1 - 3 other textures to make the generation a lot prettier.
OR, you could make the wild gardens 'monsters' that have a low natural spawn rate on grass only, with one hp and don't move once spawned or burn in daylight. That makes them renewable bushes that can 'crop up' where ever, and lets you add a drop table to them!
Still working on Weee! Flowers and trying to get everything right and workable in a way that will also work with HarvestCraft's three billion crops. =)
I also had an interview on Friday, so I've been busy with possible job stuffs.
I love all the plants, i have been using the temperate plants for awhile now, exited to see the random plants :o, thanks for your hard work on this, much appreciated +1 like for you!
Still working on Weee! Flowers and trying to get everything right and workable in a way that will also work with HarvestCraft's three billion crops. =)
I also had an interview on Friday, so I've been busy with possible job stuffs.
Man, I thought the waiting game was awful. Sounds like you've got your hands more than full, Pam!
I can't wait for the flowers mod. I mean, I can... But I'm excited out of my freaking mind. :DDDDD *waves arms around*
Good luck with your updates. I know 1.7.x is an absolute pain in the butt to work with.
I wish I could help you, but I'm a musician, not a coder... and I don't think music would help in this situation. XD
I double checked and my fossil ore is dropping the correct bones now. Maybe ask in their thread if they're having an issue.
Also, I was spawning in the ores to test this.
And for non bush crops spawning in the world, why not add the wild counterparts of each crop, but, they will drop some edible part, seeds of the wild counterpart, and sometimes, seeds of the domestic version. Perhaps some wild crops could be toxic, and brewable into some potions?
I shall rouse the golems!
Also, for your last idea, can you make it a block with a % drop chance table when broken? For example, the wild grain garden would be a 20% chance to drop two wheat, 20% chance to drop two rice, 20% chance to drop two rye, 10% chance to drop two corn, etc? Or does Forge not have support for blocks to have drop tables like monsters do?
OR, you could make the wild gardens 'monsters' that have a low natural spawn rate on grass only, with one hp and don't move once spawned or burn in daylight. That makes them renewable bushes that can 'crop up' where ever, and lets you add a drop table to them!
The bug happens with generated ores as well. I am testing this out in singleplayer.
Is there a way to turn off your fossil ore until it is fixed? The wild caves bone pile works fine for me.
I can't replicate the issue you're having. In any case, you can turn the fossilrarity to 0 in the bonecraft.cfg file and they'll stop spawning in new chunks.
Can't wait to see all the new content, keep up the awesome work!
Anyway, it's possible that old fossil blocks in a world might still drop the old bones, I'm not sure.
Have you ever played Dwarf Fortress? This is how DF handles it. There are many wild bushes in the world, but looking at them tells you nothing. It's not until you harvest them do you find out what they are. Then, of course, you can plant anything for crop certainty. Cool idea!
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
Yep! I love Dwarf Fortress even if it has gotten to in-depth and complicated for me to play now. =)
Hey, when you get all the bugs worked out and are just down to tweaking the pretties, how cool would it be to find flowering vines grow wild in swamps and jungles? Not every vine on every tree, but a string of color here and there to add interest. Think about the mushrooms found growing in trees or beehives.
Also, sorry to hear about your illness, glad to see you proved the doctor wrong, and overjoyed to see you up and nearly normal. Hope the year gets better as the weather gets warmer.
I love this idea!
I also had an interview on Friday, so I've been busy with possible job stuffs.
Good luck!
I can't wait for the flowers mod. I mean, I can... But I'm excited out of my freaking mind. :DDDDD *waves arms around*
Good luck with your updates. I know 1.7.x is an absolute pain in the butt to work with.
I wish I could help you, but I'm a musician, not a coder... and I don't think music would help in this situation. XD