Added Witchery integration (Trees and plants support)
Allow lanterns to be used as a Thaumcraft Infusion Stabiliser when magic candles are placed inside.
By the way, I don't play with Thaumcraft. I've only done the most basic verification that these things are stabilizers. For all I know, your altar will try to kill you with this.
Hah. I was literally just looking at mods to do an update run for our server, after I was puttering around with setting up a witchery altar indoors, and was messing around with the potted trees. Was initially not going to update this one, but then saw this post and was like ... score! Downloading now!
Edit: On a different note - what's the sort of workload it would take to make your various pots compatible with things like Dyeing Machines / Painting Machines, or other kinds of texturing mods? I love the pots sizes and shapes, but the textures don't quite fit a lot of the building materials people often use when using the larger modpacks. Its helpful that you've got all the colored clay types, but I noticed the window boxes don't use clay, but normal brick types instead - making it difficult to do something like alternating colums where you have a large pot w/ tree, 3 window boxes with flowers, and another large pot w/ tree.
Just curious, mostly. It'd be very useful to simply be able to retexture them. Malisis Doors has a similar thing - a machine to make entirely custom doors from any mod, as long as the texture you want is for a block (and some tile / entities, like fences)
Edit: The dyeing machine only works on items though, not blocks, which I'd forgotten. Though it works on holdable things with models, like Thaumcraft Staves/Wands, and many armors).
Just curious, mostly. It'd be very useful to simply be able to retexture them. Malisis Doors has a similar thing - a machine to make entirely custom doors from any mod, as long as the texture you want is for a block (and some tile / entities, like fences)
Edit: The dyeing machine only works on items though, not blocks, which I'd forgotten. Though it works on holdable things with models, like Thaumcraft Staves/Wands, and many armors).
I'm familiar with the door factory. I have already been considering some kind of crafting station for pots, above and beyond what the pottery table can do, in order to better support more kinds of pots. Very quickly you run out of reasonable recipe shapes and need to move to schematic-based construction (like TiCon parts). This would be a reasonable place to insert a painting/facade system.
A carpenter's blocks style system is also another possibility, though I don't want to use it exactly. Maybe via another kind of tool that can be bound to a texture.
I don't want to get tangled up with EIO machines and systems so I'd rather explore a native solution.
I don't want to get tangled up with EIO machines and systems so I'd rather explore a native solution.
Understandable.
And the system you've described sounds pretty cool, very useful. I'm a big fan of systems where you can build your own stuff out of various parts (I mean hey, thats why we all play minecraft, after all), especially ones that can make use of other mods' stuff. Carpenter's Blocks, Malisis Doors, Facades of various kinds - I love all that stuff and find it very useful.
Of course, there's always the issue of 'Don't overuse it, building with hundreds of entities lag the server and cause client fps drops' But its so darn tempting to build strange angular castles composed entirely of tile entities that do things >.>
Of course, there's always the issue of 'Don't overuse it, building with hundreds of entities lag the server and cause client fps drops' But its so darn tempting to build strange angular castles composed entirely of tile entities that do things >.>
I'm always worried about overusing TileEntities in my builds. That's why I get all excited about including Carpenter's Blocks and then never use them.
I try to optimize out TileEntity overhead wherever I can. Wood posts and fences, for example, need to carry TileEntity data to support a large range of third party wood types. But for the vanilla wood, I actually don't create the backing TileEntity. All the other complex behavior of the block is defined by placement context. Lattice and chain are setup the same way -- TileEntity "ready", but currently carry no overhead.
TileEntities also only affect FPS if they're SpecialRenderer-based (which lots of them are). Garden Stuff doesn't use a single TESR in its rendering. TileEntities still carry more network overhead which is a concern for limited-bandwidth connections. Those chunks can get BIG.
Since you're focused on outdoor stuff, why not go for gutters and downspouts? Would look good on the edges of roofs, and maybe even add rain barrels that could act like ic2 tanks and hold only water(collecting water when it rains)?
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AgriCraft delivers something close to that and is actually functional. Beyond the core plant arrangements and containers, I mainly look for multi-purpose decorative blocks. A good test is "would this also be useful in designing a dungeon?". Wood posts, chains, lattice all fit that. Not everything I add is that versatile, but it's a guiding principle.
AgriCraft delivers something close to that and is actually functional. Beyond the core plant arrangements and containers, I mainly look for multi-purpose decorative blocks. A good test is "would this also be useful in designing a dungeon?". Wood posts, chains, lattice all fit that. Not everything I add is that versatile, but it's a guiding principle.
Yeah, but Jammy's Furniture mod had gutters, but they are not currently in the Release Candidate 1 update that Zuxelus made for 1.7.10. I could even model them for you.
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Yeah, but Jammy's Furniture mod had gutters, but they are not currently in the Release Candidate 1 update that Zuxelus made for 1.7.10. I could even model them for you.
Thanks, but it's not something I want to add to the mod at this time. If I think of a better tie-in in the future, I may reconsider. Perhaps you should ask the current maintainer of Jammy's why it wasn't included in the update.
Modeling isn't an issue, as I already have a connected box renderer capable of that (they look pretty close to window boxes after all).
A carpenter's blocks style system is also another possibility, though I don't want to use it exactly. Maybe via another kind of tool that can be bound to a texture.
Please not much like Carpenter's Blocks. It looks cool, but I wound up not using it because I thought it would feel ultimately fake, like building a movie set rather than a real base made with honest materials.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Please not much like Carpenter's Blocks. It looks cool, but I wound up not using it because I thought it would feel ultimately fake, like building a movie set rather than a real base made with honest materials.
Yeah, but with blocks like Chisel's concrete where it adds a speed bonus to players and mobs walking on it, you can use a carpenter's block covered in concrete to nullify the speed bonus where it isn't wanted.
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Yeah, but with blocks like Chisel's concrete where it adds a speed bonus to players and mobs walking on it, you can use a carpenter's block covered in concrete to nullify the speed bonus where it isn't wanted.
And now you're paving large swathes in TileEntities.
As I mentioned, I don't like the Carpenter's Blocks model for this purpose, though I could envision a handheld tool on a restricted basis. It doesn't solve my crafting problem though, so that makes it less appealing to pursue.
And now you're paving large swathes in TileEntities.
As I mentioned, I don't like the Carpenter's Blocks model for this purpose, though I could envision a handheld tool on a restricted basis. It doesn't solve my crafting problem though, so that makes it less appealing to pursue.
I only used it for a small patio, and I used Jammy Furniture's Roofing Block on it for the roof, and white stained clay and iron on it for the walls. So, only one contained area. Basically, only for a house build. Only way I could get multiple blocks to fit on one. Also, any idea if IC2's crop stakes will go on tilled garden soil?
In the next update, if a lantern is emitting a redstone signal (e.g. if you put a redstone torch in it), and that lantern is suspended by a heavy chain, the chain will propagate the signal upwards for up to 8 blocks, emitting a strong signal into whatever block it's attached to.
Might make for more interesting puzzle or trigger opportunities.
In the next update, if a lantern is emitting a redstone signal (e.g. if you put a redstone torch in it), and that lantern is suspended by a heavy chain, the chain will propagate the signal upwards for up to 8 blocks, emitting a strong signal into whatever block it's attached to.
Might make for more interesting puzzle or trigger opportunities.
Along with that, it may be neat to implement a sort of redstone controlled box that can retract and spit out lengths of chain that are in a sort of buffer inventory.
Like say you have a redstone lantern, and by turning it off, the lantern attached to a chain is pulled up into a block, which activated a circuit
Hah. I was literally just looking at mods to do an update run for our server, after I was puttering around with setting up a witchery altar indoors, and was messing around with the potted trees. Was initially not going to update this one, but then saw this post and was like ... score! Downloading now!
Edit: On a different note - what's the sort of workload it would take to make your various pots compatible with things like Dyeing Machines / Painting Machines, or other kinds of texturing mods? I love the pots sizes and shapes, but the textures don't quite fit a lot of the building materials people often use when using the larger modpacks. Its helpful that you've got all the colored clay types, but I noticed the window boxes don't use clay, but normal brick types instead - making it difficult to do something like alternating colums where you have a large pot w/ tree, 3 window boxes with flowers, and another large pot w/ tree.
I'm not familiar with any of those mods. Give me some links and I'll take a look.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
https://randomthingsminecraftmod.wikispaces.com/Dyeing Machine
and
http://wiki.enderio.com/Painting_Machine
Just curious, mostly. It'd be very useful to simply be able to retexture them. Malisis Doors has a similar thing - a machine to make entirely custom doors from any mod, as long as the texture you want is for a block (and some tile / entities, like fences)
Edit: The dyeing machine only works on items though, not blocks, which I'd forgotten. Though it works on holdable things with models, like Thaumcraft Staves/Wands, and many armors).
I'm familiar with the door factory. I have already been considering some kind of crafting station for pots, above and beyond what the pottery table can do, in order to better support more kinds of pots. Very quickly you run out of reasonable recipe shapes and need to move to schematic-based construction (like TiCon parts). This would be a reasonable place to insert a painting/facade system.
A carpenter's blocks style system is also another possibility, though I don't want to use it exactly. Maybe via another kind of tool that can be bound to a texture.
I don't want to get tangled up with EIO machines and systems so I'd rather explore a native solution.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Understandable.
And the system you've described sounds pretty cool, very useful. I'm a big fan of systems where you can build your own stuff out of various parts (I mean hey, thats why we all play minecraft, after all), especially ones that can make use of other mods' stuff. Carpenter's Blocks, Malisis Doors, Facades of various kinds - I love all that stuff and find it very useful.
Of course, there's always the issue of 'Don't overuse it, building with hundreds of entities lag the server and cause client fps drops' But its so darn tempting to build strange angular castles composed entirely of tile entities that do things >.>
I'm always worried about overusing TileEntities in my builds. That's why I get all excited about including Carpenter's Blocks and then never use them.
I try to optimize out TileEntity overhead wherever I can. Wood posts and fences, for example, need to carry TileEntity data to support a large range of third party wood types. But for the vanilla wood, I actually don't create the backing TileEntity. All the other complex behavior of the block is defined by placement context. Lattice and chain are setup the same way -- TileEntity "ready", but currently carry no overhead.
TileEntities also only affect FPS if they're SpecialRenderer-based (which lots of them are). Garden Stuff doesn't use a single TESR in its rendering. TileEntities still carry more network overhead which is a concern for limited-bandwidth connections. Those chunks can get BIG.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Since you're focused on outdoor stuff, why not go for gutters and downspouts? Would look good on the edges of roofs, and maybe even add rain barrels that could act like ic2 tanks and hold only water(collecting water when it rains)?
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AgriCraft delivers something close to that and is actually functional. Beyond the core plant arrangements and containers, I mainly look for multi-purpose decorative blocks. A good test is "would this also be useful in designing a dungeon?". Wood posts, chains, lattice all fit that. Not everything I add is that versatile, but it's a guiding principle.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Yeah, but Jammy's Furniture mod had gutters, but they are not currently in the Release Candidate 1 update that Zuxelus made for 1.7.10. I could even model them for you.
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Oh my gosh, another mod to add to my personal pack xD
I love adding a little pizazz to my worlds! Thanks!
Digital Artist | GX Fanatic
Thanks, but it's not something I want to add to the mod at this time. If I think of a better tie-in in the future, I may reconsider. Perhaps you should ask the current maintainer of Jammy's why it wasn't included in the update.
Modeling isn't an issue, as I already have a connected box renderer capable of that (they look pretty close to window boxes after all).
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Please not much like Carpenter's Blocks. It looks cool, but I wound up not using it because I thought it would feel ultimately fake, like building a movie set rather than a real base made with honest materials.
Yeah, but with blocks like Chisel's concrete where it adds a speed bonus to players and mobs walking on it, you can use a carpenter's block covered in concrete to nullify the speed bonus where it isn't wanted.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
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And now you're paving large swathes in TileEntities.
As I mentioned, I don't like the Carpenter's Blocks model for this purpose, though I could envision a handheld tool on a restricted basis. It doesn't solve my crafting problem though, so that makes it less appealing to pursue.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
I only used it for a small patio, and I used Jammy Furniture's Roofing Block on it for the roof, and white stained clay and iron on it for the walls. So, only one contained area. Basically, only for a house build. Only way I could get multiple blocks to fit on one. Also, any idea if IC2's crop stakes will go on tilled garden soil?
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No idea. I don't play with IC2. If they don't work, will probably need a change on the IC2 side.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Alrighty, I'll let em know.
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In the next update, if a lantern is emitting a redstone signal (e.g. if you put a redstone torch in it), and that lantern is suspended by a heavy chain, the chain will propagate the signal upwards for up to 8 blocks, emitting a strong signal into whatever block it's attached to.
Might make for more interesting puzzle or trigger opportunities.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
Along with that, it may be neat to implement a sort of redstone controlled box that can retract and spit out lengths of chain that are in a sort of buffer inventory.
Like say you have a redstone lantern, and by turning it off, the lantern attached to a chain is pulled up into a block, which activated a circuit
Will small vanilla-like pots be added, like painters pot used to be? i like having a pot of flowers on top of my kitchen table lol