Personally, it seems like very few packs do not include WAILA or similar at this point, but I wouldn't consider this to be too big of an issue. The overgrown ores are visually distinct; the only place where it is potentially problematic is the Kanekiumplant and similar, as there is no visual distinction between them until they have grown. Even this is a minor hassle, as I am currently just planting whatever seeds I have. In terms of some issue trackers, I'd class this as a "low priority" "enhancement".
this should just be a short work, when there is time for that, i can make these changes.
I take it that this is intended as a balance point then? I guess that my experience is slightly altered, as the "Gentle Harvest" mod leaves the crops (overgrown ores, overgrown shells and gears) in place, resetting the growth progress. I'm not sure if there's any way around that interaction, though.
overgrown ores dropping seeds would definatly dupes the belonging ingots, diamonds etc..
shells and gears would be unlogical, in my opinion.
kanekium, lenthurium, dancium and kinnoium should be harder to get, thats the reason they don´t drop the seed.
I may interrupt this by change the highest AGE(the plants are handled with this). Normally the "END"-AGE is 7, there is no other way I know identificate the "End"-stage of the plants. I don´t know if this work, but it could make be in a short time.
At first, I was confused what you meant about the seed; then I realized that the blocks are basically crops using a full-block render. I'm not sure that I was clear about the behavior that I was experiencing, but I pulled the mod into a development environment and could not reproduce the issue. I suspect that another mod was interfering with the player's point of view or the right click actions. I will let you know if I determine the cause.
I know what you mean and they act a bit strange, but I just call this a feature, may fix the problem
Depending on how long you expect the JEI integration to take, adding 'Lore' to the items may be a reasonable temporary measure. I don't know the actual Java code, but an example using the MineTweaker syntax would be:
<planttech:biomass>.addTooltip("Made by putting plant matter in the Compost Bin");
I thougt of your suggestium of an ingame start, and now are my plans the following:
The first point the player getting in contact with planttech is dropping the seeds by breaking grass.
I think of adding a "invitation" to join the club of the planttechian, just a item with a guiscreen explaining the how to get the guideblock, where everything is explained well(this will be reworked too).
These "invitation" will be obtained by craft a paper with a kanekium-, lenthurium-, dancium- or kinnoiumseed.
And to finish this way into planttech, I will add the description to the seeds.
How do you think of it?
To the JEI integration, it is was such a long way, almost 2 weeks, but I would say 65% done, so it will definatly be in the next update.
And if you are currious, here is a code example how I added the tooltip of the armor
@Override
public void addInformation(ItemStack stack, EntityPlayer playerIn, List<String> tooltip, boolean advanced) {
tooltip.add("Full set:");
tooltip.add("jumpboost II, speed II,");
tooltip.add("haste I and strength II");
}
That's fine; I saw earlier in the thread that this is just a hobby for you, which is pretty impressive. Another possibility would be checking an Ore Dictionary entry; I don't know how common "list" oreDict entries are, but something to the effect of "listCompostable" makes sense, and it would allow players to add items using MineTweaker.
Sounds cool, but a lot new stuff to lern, it is low priority, but someday it seems to be interesstríng for me.
I looked into this a bit, and it appears that Forge is now using a "Capability" system to handle inventory sidedness. I'm not familiar with it myself, but I did find a couple places that might help:
I might have a look of it later, but this is again a low priority thing, everything work, and often the users use modpacks, where is something like sortingpipes which make this not a gamechanging thing.
That's understandable; there are licenses that allow you to retain all rights, but that may not be your only reason. For instance, I've poked at making mods a few times, but I don't want to post anything to GitHub until I feel it's in a decent state. Combine that with easily getting sidetracked, and... yeah, I get where you're coming from. I would recommend setting up Git or another version control on your own machine, though; being able to check what changed when tracking down a bug is incredibly useful.
Thanks for the suggestions and the understandment, but atm tracking down a bug with eclipe or with the good description of the users.
A new 'bug': While testing the mod, I noticed some errors regarding "Unknown recipe class!", for each of the classes under the net.kaneka.planttech.recipes.crafting5x5 package. The messages go on to say "Modder please refer to net.minecraftforge.oredict.RecipeSorter".
A new suggestion: IMC and recipe tweaker support. This isn't really an issue right now, but the mod has a lot of potential. If it starts being used more widely, players, pack makers, and mod developers may want ways of interacting with the mod. IMC (Inter-Mod Communication, I believe) would allow other mods to send messages to Planttech, such as registering items that can be composted. Recipe tweakers, such as CraftTweaker (the 1.8/1.9 fork of MineTweaker), might be used to take advantage of various mod mechanics, such as the 5x5 crafting grid. Again, this is very low priority at present; I would tag it as a "feature request".
Not a problem at all, and thanks for the reply.
I know these lines, I see them too, but I will learn how to fix this sometime and then I fix this, as you mentioned it is low priority.
I thank you a lot, these feedbacks are definatly better for the progress of the mod than "Good Mod". Not that I dont like to hear it, but it dont help me gooing on. So thanks a lot and feel free to make any more suggestions/discussions. And atm I dont even thouht of Api or something like this, but I hope that this mod somedays need this cause of the popularity I hope for the best
The Meaning of Life, the Universe, and Everything.
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You just place it like a plant and let it grow till it is fully overgrown. Best soil is farmland. Break it and it will drop 2-4 iron, but it will not drop the seed.
With the new version 1.4.1 there seems to be a problem with the overgrown gold ore or plantalyzed gold ore as it is called now. I did not manage to get more than one gold ingot per ore block. WAILA says the correct tool is an axe but this does not help. Is this a bug or do I need fortune on the axe?
With version 1.4.0 I could break the ore blocks with hands and got 2-4 ingots per block.
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Upgrade to Version 1.4.2
Changelog in the mainthread
Just a few bugfixes like the one dhalek mentioned
WAILA will not show the growth status propably, but this is necessary for balancing this mod when simple harvest, gentle harvest or equal are installed.
Kaneka, I'm experiencing problems on my server. The Infuser machine does not work when you put a metal block and vines in it. The machine has energy in the storage but nothing happens. The same occurs in single player as well.
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I will not reduce this, I am actually working on a energy System with cable and more types of getting energy. May need some time, but then it is completly different and making a balancing atm wouldnt make sence.
And the energyextractor just support 24 plants, but for every field you need just 24 Iron ore, plantalyse it and get enought to make another suncollector field.
Great Mod. And I have been using it since you posted it the very first time. But the cost of running the powderizer and other machines is extremely high!!!!!
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I think all of this will be solved when the next update comes where I add cable and such stuff, then the machines will feed themself with energy with a good setup. After this it makes sence to make a energy balancing and everyone is welcome to discuss with me for the right balancing. And thanks for the compliments.
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Hello.
I've been having issues with the Enchanted Books Plantalyzer: I don't understand how to use it. I filled the machine full with solar energy blocks and put a level 1 enchanted book in it, but nothing happens.
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I explain it with an example:
When you have a efficiency 1 book.
You place it in the enchanted books plantalyser(short: ebp) and with enought energy it will be slowly plantalyed to a "enchanted book plant efficiency 1"
This is possible with almost every enchanted book, that has a higher level than the current(also you can have a look in the creative tab which plants are implemented)
These plants can be planted and grown to the last age.
When they are finished, you harvest them and from this point, there are 3 ways:
With the highest chance you will get back the book you used for this( in my example: efiiciency 1).
With a small chance you will get the same book with level +1 (in my example: efficiency 2)
BUT with the same chance you can get the book with level - 1, when this level exists(with efficiency 1 you cant get efficiency 0, but with efficiency 2 you could get efficiency 1)
It is just a small chance, but think of how easy it is to get the level 1 books and without more experience you can possibly grow them to the max level!
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Thanks for your explanation! I'm currently writing an article about your mod on a Minecraft website, and I've been tweaking with it for a while, there's so much to it.
If I may suggest one thing, I think you should consider adding ways to speed up the processes of the mod. As I've been working on it for a couple days now on creative mod, I noticed how slow everything is. Way too slow.
The Energy Extractor, the special trees, the plants growth,... it's all way too slow to make the experience smooth.
While at the beginning that speed would be fine, I think you should consider adding items that make the process faster later in the game.
Now if you'll excuse me, I have to write. 4 pages down so far and I barely touched the ore trees...
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I try to help where I can, and if you want to, you can send me the link to the article. I will read throught it.
About you suggestion: This mod is planned to cost a lot of time, cause I hate it, when I finish a mod that quickly, and therefore the users need to play strategically. There are so much ways to speed things up, like
Compost bin is to slow -> build more of them
Crossbreeding needs that much time -> start doing the other things you can go on with(you will need both later)
And a lot of other things that works well.
And as you see, I add "Speed up" things later, first you have to collect all the seeds one by one.
Later you have the motherplants.
Same will be with the creation of plantmetal, there will be a machine that converts the mixed metal block to a plantmetal block.
And as you hopefully see to, the mod grow like a flower -> not that fast but continuous, and the farer I get the more will be add, like the next update:
I hopefully add a energy system and with this, I get other options, like speed things up for higher energycost as an example.
this should just be a short work, when there is time for that, i can make these changes.
overgrown ores dropping seeds would definatly dupes the belonging ingots, diamonds etc..
shells and gears would be unlogical, in my opinion.
kanekium, lenthurium, dancium and kinnoium should be harder to get, thats the reason they don´t drop the seed.
I may interrupt this by change the highest AGE(the plants are handled with this). Normally the "END"-AGE is 7, there is no other way I know identificate the "End"-stage of the plants. I don´t know if this work, but it could make be in a short time.
I know what you mean and they act a bit strange, but I just call this a feature, may fix the problem
I thougt of your suggestium of an ingame start, and now are my plans the following:
The first point the player getting in contact with planttech is dropping the seeds by breaking grass.
I think of adding a "invitation" to join the club of the planttechian, just a item with a guiscreen explaining the how to get the guideblock, where everything is explained well(this will be reworked too).
These "invitation" will be obtained by craft a paper with a kanekium-, lenthurium-, dancium- or kinnoiumseed.
And to finish this way into planttech, I will add the description to the seeds.
How do you think of it?
To the JEI integration, it is was such a long way, almost 2 weeks, but I would say 65% done, so it will definatly be in the next update.
And if you are currious, here is a code example how I added the tooltip of the armor
Sounds cool, but a lot new stuff to lern, it is low priority, but someday it seems to be interesstríng for me.
I might have a look of it later, but this is again a low priority thing, everything work, and often the users use modpacks, where is something like sortingpipes which make this not a gamechanging thing.
Thanks for the suggestions and the understandment, but atm tracking down a bug with eclipe or with the good description of the users.
I know these lines, I see them too, but I will learn how to fix this sometime and then I fix this, as you mentioned it is low priority.
I thank you a lot, these feedbacks are definatly better for the progress of the mod than "Good Mod". Not that I dont like to hear it, but it dont help me gooing on. So thanks a lot and feel free to make any more suggestions/discussions. And atm I dont even thouht of Api or something like this, but I hope that this mod somedays need this cause of the popularity I hope for the best
You just place it like a plant and let it grow till it is fully overgrown. Best soil is farmland. Break it and it will drop 2-4 iron, but it will not drop the seed.
place it on a biometalmass block and wait till the planthead spawn and then get the planthead(plant will break down, no seed will be dropped).
Then pulverize the planthead in the powderizer, filter the metal out of the powder in the metalextractor and so on...
But every question you ask could be answered when you look it all up in the Guideblock, how to get these is written on the front page
With the new version 1.4.1 there seems to be a problem with the overgrown gold ore or plantalyzed gold ore as it is called now. I did not manage to get more than one gold ingot per ore block. WAILA says the correct tool is an axe but this does not help. Is this a bug or do I need fortune on the axe?
With version 1.4.0 I could break the ore blocks with hands and got 2-4 ingots per block.
Love the mod. But there's just one problem. When the infected ore reachs 100% growth it crashes the game.
With 1.4.1 or 1.4.2 ? 1.4.2 should fix this
Kaneka, I'm experiencing problems on my server. The Infuser machine does not work when you put a metal block and vines in it. The machine has energy in the storage but nothing happens. The same occurs in single player as well.
Would you consider reducing the energy usage for the metal extractor and the powderizer?
I currently have two of each plant seed and they grow faster than my two energy extractors can produce the energy to powderize and extract the plants.
Or do I have too few sun collectors arount the energy extractors? Currently I have 24 for each. Would they support another ring of collectors?
I will not reduce this, I am actually working on a energy System with cable and more types of getting energy. May need some time, but then it is completly different and making a balancing atm wouldnt make sence.
And the energyextractor just support 24 plants, but for every field you need just 24 Iron ore, plantalyse it and get enought to make another suncollector field.
Hi,
Great Mod. And I have been using it since you posted it the very first time. But the cost of running the powderizer and other machines is extremely high!!!!!
Then tell me what is the right amount. When everyone think this way I will lower the costs in a small update.
I just think that the charge should last longer. but again "BRAVO" Great Mod
I think all of this will be solved when the next update comes where I add cable and such stuff, then the machines will feed themself with energy with a good setup. After this it makes sence to make a energy balancing and everyone is welcome to discuss with me for the right balancing. And thanks for the compliments.
Hello.
I've been having issues with the Enchanted Books Plantalyzer: I don't understand how to use it. I filled the machine full with solar energy blocks and put a level 1 enchanted book in it, but nothing happens.
How are we supposed to use this block, exactly?
I explain it with an example:
When you have a efficiency 1 book.
You place it in the enchanted books plantalyser(short: ebp) and with enought energy it will be slowly plantalyed to a "enchanted book plant efficiency 1"
This is possible with almost every enchanted book, that has a higher level than the current(also you can have a look in the creative tab which plants are implemented)
These plants can be planted and grown to the last age.
When they are finished, you harvest them and from this point, there are 3 ways:
With the highest chance you will get back the book you used for this( in my example: efiiciency 1).
With a small chance you will get the same book with level +1 (in my example: efficiency 2)
BUT with the same chance you can get the book with level - 1, when this level exists(with efficiency 1 you cant get efficiency 0, but with efficiency 2 you could get efficiency 1)
It is just a small chance, but think of how easy it is to get the level 1 books and without more experience you can possibly grow them to the max level!
Hope that helps you. And thanks for playing.
Thanks for your explanation! I'm currently writing an article about your mod on a Minecraft website, and I've been tweaking with it for a while, there's so much to it.
If I may suggest one thing, I think you should consider adding ways to speed up the processes of the mod. As I've been working on it for a couple days now on creative mod, I noticed how slow everything is. Way too slow.
The Energy Extractor, the special trees, the plants growth,... it's all way too slow to make the experience smooth.
While at the beginning that speed would be fine, I think you should consider adding items that make the process faster later in the game.
Now if you'll excuse me, I have to write. 4 pages down so far and I barely touched the ore trees...
I try to help where I can, and if you want to, you can send me the link to the article. I will read throught it.
About you suggestion: This mod is planned to cost a lot of time, cause I hate it, when I finish a mod that quickly, and therefore the users need to play strategically. There are so much ways to speed things up, like
Compost bin is to slow -> build more of them
Crossbreeding needs that much time -> start doing the other things you can go on with(you will need both later)
And a lot of other things that works well.
And as you see, I add "Speed up" things later, first you have to collect all the seeds one by one.
Later you have the motherplants.
Same will be with the creation of plantmetal, there will be a machine that converts the mixed metal block to a plantmetal block.
And as you hopefully see to, the mod grow like a flower -> not that fast but continuous, and the farer I get the more will be add, like the next update:
I hopefully add a energy system and with this, I get other options, like speed things up for higher energycost as an example.
So stay tuned for cool and exciting updates