I find myself returning to this forum after seven years as Reddit's Feed The Beast channel has proven to be as much use as a chocolate teapot. I can't say I'm totally shocked.
I am relatively new to mods, having only ever considered trying one after watching Jamez28's playthrough of Reclamation (started in August 2025). However, that requires version 1.21, and I do not use any version beyond 1.19. Hence, as 1.18.2 has the highest number of mods that were included with Reclamation that were compatible with that version, that's what I've stuck with.
After playing my way through AgriCraft (v3.1.6), Mystical Agriculture (v5.1.5), Enchanted (v1.1.6), Botania (v435) and Croptopia (v2.1.0) up to day 1550 in a test world, I conclude that AgriCraft needs some fixing - but the mod author is busy with his PhD (I know from experience what that's like, and it was 20 years ago...), and it is very unlikely that a version designed for 1.18.2 would be fixed anyway at this point.
My suspicions were raised when AgriCraft's melon plants yielded rather more melon blocks than I'd been expecting - far more than the equivalent pumpkin plants. I assume that it should have dropped melon slices. Only now that I've added Croptopia in the mix do I find that there are two more such problems. Coffee and tea plants, when AgriCrafted, will drop steaming hot mugs of coffee and tea, rather than coffee beans and tea leaves respectively.
Looking into the required JSON files in the .JAR package, it looked like an easy fix. These three lines are all under the header "products".
In json/defaults/minecraft/plants/melon_plant.json
Line 53: "object": "minecraft:melon" was changed to "minecraft:melon_slice"
In json/defaults/mod_croptopia/plants/coffee_plant.json
Line 54: "object": "croptopia:coffee" was changed to "croptopia:coffee_beans"
In json/defaults/mod_croptopia/plants/tea_plant.json
Line 54: "object": "croptopia:tea" was changed to "croptopia:tea_leaves"
All three updated JSON files were put back into the .JAR package, and I dropped this into the mods folder.
In my main test world, the AgriCrafted coffee and tea plants were *still* dropping their respective drinks, not the raw materials, despite the update.
I made a whole new (Creative) test world, edited in some (basement-level 1-1 genes) coffee, tea and melon plants, and even at the low level, they are still harvestable. They yielded cups of coffee, cups of tea, and melon blocks. Hence, it can't be a problem specific to my test world.
I made a second (Creative) test world after *removing* AgriCraft, and edited in the Croptopia-only versions of the tea and coffee seeds, as well as some ordinary Minecraft seeds. The Croptopia crops dropped coffee beans and tea leaves. I then reinstalled the edited version of AgriCraft, tried the AgriCraft versions of the coffee, tea and melon plants in this world... and they dropped cups of coffee, cups of tea, and melon blocks.
So clearly, it's not just AgriCraft that I need to update. The old code is still hiding somewhere in the installation. Is it in Forge? Is it possible that I have to delete that and reinstall all the mods from scratch to force them to update?
Or is there a completely different problem that I'm missing?
Well mown! You've earned yourself a corned beef sandwich. Sure enough, there were the OLD files, in the config folder, which I'd not known about before. Deleting those was what it took to make my changes work. Now, if I find any more bugs, I can fix them (hopefully) easily. And I have a few spelling errors to correct on Croptopia's en_gb language file, so I can get on with that as well and see if that throws up any unforeseen issues.
I asked this exact question (as above) on the Reddit r/feedthebeast section, and rather than getting any useful information, a bot deleted the post within a few minutes. And then, it deleted my other post about why the AgriCraft × Botania mystical flowers weren't growing (that had been there for five days), when I'd seemingly tried everything, and looked in the JSON to see if I could find any clues. All that was there was something about a mana cost of 100... but no clues on how to apply it. By pure serendipity I found out earlier today that there had to be a mana pool nearby, set to dump mana into a tablet - if it's the other way round, which the pools are by default, the flowers won't grow. There was nothing whatsoever I could find, anywhere on t'interwebnet, that told me this - certainly not any of the AgriCraft documentation, which is very sparse.
And now, for the reward of another corned beef sandwich, which I would add to Croptopia if I could edit Java...
Something that has annoyed me about AgriCraft once I'd further added Mystical Agriculture to it was the texture of one of the mob crops. I could live with it if it was something fairly useless, such as the rabbit plant. But oh no. It had to be the blaze plant, which is the only one of any MystAg crops that doesn't render properly, and is not just useful on its own - being a danger-free source of blaze rods - but becomes very, very useful in conjunction with Botania, where blaze blocks are added that burn for even longer than coal blocks and are superb fuel for Endoflames.
Furthermore, this is a known issue with AgriCraft, not with MystAg, and it's been raised on Reddit's Feed The Beast sector (which I've previously joined, only to find it even less use than a chocolate teapot and as welcoming as the gates of Mordor).
I will demonstrate:
The blaze plant isn't just the only MystAg plant that's headless; it's also the only one that doesn't display as a four-copies-of-itself version. At some stage, this must have been removed, because while I was watching Jamez28's playthrough of Reclamation (which only runs on a more modern version of MC than I'm prepared to use), by the time he gets to MystAg plants, they're all AgriCrafted versions planted on crop sticks, but all show up as single-stem plants rather than these four-stem versions. And as far as I remember, the MystAg mob seeds were not part of Reclamation (they didn't show up on the map that shows the progression of the modpack) so I couldn't check to see if the blaze plants had been fixed by this point.
Am I right in thinking that this is another mistake hard-coded into the Java that I will be unable to fix?
I don't know the specific limitations on AgriCraft's rendering code, but it sounds like it's basing its render type on a very specific value - since carrots are rendered the same as vanilla.
You might be able to trick it into thinking it's the "same" as other plants via the JSON model, but I seriously doubt it. But I don't think editing the JSON model will solve the glaringly obvious issue of headless plants.
That one would probably need to be fixed in code, lest they messed something up in either the JSON model or rendering code (doubt it.)
I find myself returning to this forum after seven years as Reddit's Feed The Beast channel has proven to be as much use as a chocolate teapot. I can't say I'm totally shocked.
I am relatively new to mods, having only ever considered trying one after watching Jamez28's playthrough of Reclamation (started in August 2025). However, that requires version 1.21, and I do not use any version beyond 1.19. Hence, as 1.18.2 has the highest number of mods that were included with Reclamation that were compatible with that version, that's what I've stuck with.
After playing my way through AgriCraft (v3.1.6), Mystical Agriculture (v5.1.5), Enchanted (v1.1.6), Botania (v435) and Croptopia (v2.1.0) up to day 1550 in a test world, I conclude that AgriCraft needs some fixing - but the mod author is busy with his PhD (I know from experience what that's like, and it was 20 years ago...), and it is very unlikely that a version designed for 1.18.2 would be fixed anyway at this point.
My suspicions were raised when AgriCraft's melon plants yielded rather more melon blocks than I'd been expecting - far more than the equivalent pumpkin plants. I assume that it should have dropped melon slices. Only now that I've added Croptopia in the mix do I find that there are two more such problems. Coffee and tea plants, when AgriCrafted, will drop steaming hot mugs of coffee and tea, rather than coffee beans and tea leaves respectively.
Looking into the required JSON files in the .JAR package, it looked like an easy fix. These three lines are all under the header "products".
In json/defaults/minecraft/plants/melon_plant.json
Line 53: "object": "minecraft:melon" was changed to "minecraft:melon_slice"
In json/defaults/mod_croptopia/plants/coffee_plant.json
Line 54: "object": "croptopia:coffee" was changed to "croptopia:coffee_beans"
In json/defaults/mod_croptopia/plants/tea_plant.json
Line 54: "object": "croptopia:tea" was changed to "croptopia:tea_leaves"
All three updated JSON files were put back into the .JAR package, and I dropped this into the mods folder.
In my main test world, the AgriCrafted coffee and tea plants were *still* dropping their respective drinks, not the raw materials, despite the update.
I made a whole new (Creative) test world, edited in some (basement-level 1-1 genes) coffee, tea and melon plants, and even at the low level, they are still harvestable. They yielded cups of coffee, cups of tea, and melon blocks. Hence, it can't be a problem specific to my test world.
I made a second (Creative) test world after *removing* AgriCraft, and edited in the Croptopia-only versions of the tea and coffee seeds, as well as some ordinary Minecraft seeds. The Croptopia crops dropped coffee beans and tea leaves. I then reinstalled the edited version of AgriCraft, tried the AgriCraft versions of the coffee, tea and melon plants in this world... and they dropped cups of coffee, cups of tea, and melon blocks.
So clearly, it's not just AgriCraft that I need to update. The old code is still hiding somewhere in the installation. Is it in Forge? Is it possible that I have to delete that and reinstall all the mods from scratch to force them to update?
Or is there a completely different problem that I'm missing?
9,000 Minecraft days, 884 screenshots at the start of 2016. These are the worlds I built.
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ModeratorCheck the config folder for any config files generated by AgriCraft.
iirc AgriCraft allows custom (overriding) configs, which might be your problem.
Well mown! You've earned yourself a corned beef sandwich. Sure enough, there were the OLD files, in the config folder, which I'd not known about before. Deleting those was what it took to make my changes work. Now, if I find any more bugs, I can fix them (hopefully) easily. And I have a few spelling errors to correct on Croptopia's en_gb language file, so I can get on with that as well and see if that throws up any unforeseen issues.
I asked this exact question (as above) on the Reddit r/feedthebeast section, and rather than getting any useful information, a bot deleted the post within a few minutes. And then, it deleted my other post about why the AgriCraft × Botania mystical flowers weren't growing (that had been there for five days), when I'd seemingly tried everything, and looked in the JSON to see if I could find any clues. All that was there was something about a mana cost of 100... but no clues on how to apply it. By pure serendipity I found out earlier today that there had to be a mana pool nearby, set to dump mana into a tablet - if it's the other way round, which the pools are by default, the flowers won't grow. There was nothing whatsoever I could find, anywhere on t'interwebnet, that told me this - certainly not any of the AgriCraft documentation, which is very sparse.
9,000 Minecraft days, 884 screenshots at the start of 2016. These are the worlds I built.
And now, for the reward of another corned beef sandwich, which I would add to Croptopia if I could edit Java...
Something that has annoyed me about AgriCraft once I'd further added Mystical Agriculture to it was the texture of one of the mob crops. I could live with it if it was something fairly useless, such as the rabbit plant. But oh no. It had to be the blaze plant, which is the only one of any MystAg crops that doesn't render properly, and is not just useful on its own - being a danger-free source of blaze rods - but becomes very, very useful in conjunction with Botania, where blaze blocks are added that burn for even longer than coal blocks and are superb fuel for Endoflames.
Furthermore, this is a known issue with AgriCraft, not with MystAg, and it's been raised on Reddit's Feed The Beast sector (which I've previously joined, only to find it even less use than a chocolate teapot and as welcoming as the gates of Mordor).
I will demonstrate:
The blaze plant isn't just the only MystAg plant that's headless; it's also the only one that doesn't display as a four-copies-of-itself version. At some stage, this must have been removed, because while I was watching Jamez28's playthrough of Reclamation (which only runs on a more modern version of MC than I'm prepared to use), by the time he gets to MystAg plants, they're all AgriCrafted versions planted on crop sticks, but all show up as single-stem plants rather than these four-stem versions. And as far as I remember, the MystAg mob seeds were not part of Reclamation (they didn't show up on the map that shows the progression of the modpack) so I couldn't check to see if the blaze plants had been fixed by this point.
Am I right in thinking that this is another mistake hard-coded into the Java that I will be unable to fix?
9,000 Minecraft days, 884 screenshots at the start of 2016. These are the worlds I built.
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ModeratorI don't know the specific limitations on AgriCraft's rendering code, but it sounds like it's basing its render type on a very specific value - since carrots are rendered the same as vanilla.
You might be able to trick it into thinking it's the "same" as other plants via the JSON model, but I seriously doubt it. But I don't think editing the JSON model will solve the glaringly obvious issue of headless plants.
That one would probably need to be fixed in code, lest they messed something up in either the JSON model or rendering code (doubt it.)