i was wondering if the configs in 1.8 (v0.7.2) are currently not working.
I tried to lower the speed of the Auto Fisher and Hydroponics cause they seem a bit fast (fisher spits out something ever 1-2 seconds), but changing the tick values in the blockrates section of the config doesn't seem to change anything.
I'm guessing the HydrophonicGrowthRate is for how long it takes them to grow right? Increasing this would make them take longer to grow? (btw the range for it says 0 ~ 100, default: 200).
For the fisher i even tried a value of 10000 but it didn't seem to change.
Not sure if i'm doing something wrong heh.
Thanks,
SC
Howdy, thanks a lot for pointing this out. Turns out the fisher was using the same value as the picker, dunno how i missed that, but I've fixed it now and re-uploaded a fixed version of 0.7.2 for 1.8 and 1.8.8 and changed the max values for the growth rates that had a max of 100.
The HydrophonicGrowthRate is how many ticks it takes for a plant to grow to its next stage.
If you have any suggestions for other configs you'd like to see, please let me know.
Thanks for the reply Yes those are the id's I changed and as soon as the mod loads it reverts them back to that. Mod version is 1.8.8.0.7.2. I changed them to 151, 152 etc.
---- Minecraft Crash Report ----
// Don't be sad. I'll do better next time, I promise!
Time: 12/01/16 22:17
Description: Initializing game
java.lang.RuntimeException: Unexpected biome Deep Reef for id 55. This is not a bug, please ensure your biome ids are configured to be unique.
at biomesoplenty.common.init.ModChecks.verifyBiomeIds(ModChecks.java:32)
at biomesoplenty.common.init.ModChecks.postInit(ModChecks.java:14)
at biomesoplenty.core.BiomesOPlenty.postInit(BiomesOPlenty.java:85)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:560)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:211)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:189)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:734)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:307)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:495)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:214)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at biomesoplenty.common.init.ModChecks.verifyBiomeIds(ModChecks.java:32)
at biomesoplenty.common.init.ModChecks.postInit(ModChecks.java:14)
at biomesoplenty.core.BiomesOPlenty.postInit(BiomesOPlenty.java:85)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:560)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:211)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:189)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:734)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:307)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:495)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(SourceFile:214)
-- System Details --
Details:
Minecraft Version: 1.8.9
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_60, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 2497935464 bytes (2382 MB) / 3087007744 bytes (2944 MB) up to 3087007744 bytes (2944 MB)
JVM Flags: 3 total; -Xms3072m -Xmx3072m -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.19 Powered by Forge 11.15.0.1688 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJ mcp{9.18} [Minecraft Coder Pack] (minecraft.jar)
UCHIJ FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.9-11.15.0.1688.jar)
UCHIJ Forge{11.15.0.1688} [Minecraft Forge] (forge-1.8.9-11.15.0.1688.jar)
UCHIE BiomesOPlenty{3.0.0} [Biomes O' Plenty] (BiomesOPlenty-1.8.9-3.0.0.1629-universal.jar)
UCHIJ CookingPlus{0.7.2} [The Agricultural Revolution] (The Agricultural Revolution-1.8.8-0.7.2.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 359.06' Renderer: 'GeForce GT 640/PCIe/SSE2'
Launched Version: 1.8.9-forge1.8.9-11.15.0.1688
LWJGL: 2.9.4
OpenGL: GeForce GT 640/PCIe/SSE2 GL version 4.5.0 NVIDIA 359.06, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
I removed all mods except Biomes O Plenty and this mod - crash log is above.
Regards,
Pickety
Howdy,
I've tried to replicate the issues using the same version of Forge, BoP and my mod, but for me the settings in the config don't revert back.
I would suggest deleting the configs for BoP and my mod, and letting them be recreated, then altering the IDs after they have been recreated. If all else fails, i believe BoP also has a config file that you can change the IDs of its biomes, and hopefully, its config file won't revert..
Howdy, thanks a lot for pointing this out. Turns out the fisher was using the same value as the picker, dunno how i missed that, but I've fixed it now and re-uploaded a fixed version of 0.7.2 for 1.8 and 1.8.8 and changed the max values for the growth rates that had a max of 100.
The HydrophonicGrowthRate is how many ticks it takes for a plant to grow to its next stage.
If you have any suggestions for other configs you'd like to see, please let me know.
I was wondering if you have plans of letting some machines farm some other vanilla things like netherward and vines in the future (unless it's possible already and i'm missing something!)
Unfortunately there are several annoying bugs: Blocks randomly reorient themselves (Extremely annoying), the drying rack doesn't show items placed on it, and many textures missing in inventory (just blank squares).
When these are fixed, I will use this. Until then...
Unfortunately there are several annoying bugs: Blocks randomly reorient themselves (Extremely annoying), the drying rack doesn't show items placed on it, and many textures missing in inventory (just blank squares).
When these are fixed, I will use this. Until then...
This is due to a conflict with another mod you're likely using interfering with the tile entity refresh and also using the tile entity special render.
Looks like this mod has a generation conflict with BoP. Chunk cliffs form when an orchard is generated.
Thanks for the feedback, i'm aware of the issues with BoP generation conflict but its hard to pin down exactly where things are going wrong due to BoP rewriting the vanilla world gen, but i am looking into it.
I just realized another idea for the mod when I was dinking around with the fermentor. I had some California rolls in my inventory while making wine. I thought to myself, what the deuce? Wine doesn't go with sushi!
...but sake (rice wine) does.
You could make sake using the rice that's already in the mod, plus you could make whiskey with the corn you said you were planning to add as well!
While we're on the subject of alcohol, maybe villages could have taverns, or more trades/professions based on the mod (like a priest could use wine).
Sorry about all the stuff I'm spouting. I really started thinking about it now that I'll be turning 21 in almost a week. Keep up the great work! I look forward to the next release!
I just realized another idea for the mod when I was dinking around with the fermentor. I had some California rolls in my inventory while making wine. I thought to myself, what the deuce? Wine doesn't go with sushi!
...but sake (rice wine) does.
You could make sake using the rice that's already in the mod, plus you could make whiskey with the corn you said you were planning to add as well!
While we're on the subject of alcohol, maybe villages could have taverns, or more trades/professions based on the mod (like a priest could use wine).
Sorry about all the stuff I'm spouting. I really started thinking about it now that I'll be turning 21 in almost a week. Keep up the great work! I look forward to the next release!
Howdy, thanks for the feedback
Sake is something i've been meaning to add since i added in rice. Whiskey is a nice idea for the corn too.
As for the villager buildings, that's also something i've been meaning to add, but its not so simple to do, so it may be a while.
This was the only mod that had that issue with reorienting blocks. I am now on 1.8.9 and I will look at it again and see if it happens. I am not sure what mod I had would have conflicted, though.
Although with the BoP issues I may wait until those can be figured out, as I like BoP.
Thanks for the feedback, glad you like the mod. I would like to add the option to make the machines require power at some point, however, as far as i'm aware, there isn't a proper version of the redstone flux api out yet for 1.8, if i'm wrong, please do correct me. As for open computers, its not a mod i've ever really played around with or looked at so i wouldn't count on that, at least not any time soon.
Hiya! I was wondering, will 1.8.8 work on 1.8.9 forge? I was meaning to add this to my server so my friends and I can enjoy the joy of the new items that you have! I've used this beauty on 1.8 on singe player before and it was such a joy- I'm just unsure if I can use it on 1.8.9? So before I upload it onto the server and make a mess of myself, can I use it on .9? o: <3
I just loaded the mod up in 1.8.9 and it loaded. I have not tested any of its features though so use at your risk.
Hi, loving the mod! Have been playing 1.8 for a week or so. I can't seem to get the teapot to work and if anyone can help I'd appreciate it. I have it sitting on top of the heater with coal in the heater. I put the following in the teapot: bucket of water, mugs, tea leaves and flower. The water empties from the bucket but nothing happens. Have tried several buckets of water and it just seems to be deleting the water (teapot isn't filling, or doesn't show it). Thanks!
Howdy, thanks a lot for pointing this out. Turns out the fisher was using the same value as the picker, dunno how i missed that, but I've fixed it now and re-uploaded a fixed version of 0.7.2 for 1.8 and 1.8.8 and changed the max values for the growth rates that had a max of 100.
The HydrophonicGrowthRate is how many ticks it takes for a plant to grow to its next stage.
If you have any suggestions for other configs you'd like to see, please let me know.
Could you make it so that we could use it for 1.7.10
Howdy,
I've tried to replicate the issues using the same version of Forge, BoP and my mod, but for me the settings in the config don't revert back.
I would suggest deleting the configs for BoP and my mod, and letting them be recreated, then altering the IDs after they have been recreated. If all else fails, i believe BoP also has a config file that you can change the IDs of its biomes, and hopefully, its config file won't revert..
Howdy,
I'm afraid i don't have time to work on two different versions of the mod simultaneously, so it'll only be for 1.8 and above.
Awesome thanks a lot, i'm gonna go give it a try!
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
New config works great btw!
I was wondering if you have plans of letting some machines farm some other vanilla things like netherward and vines in the future (unless it's possible already and i'm missing something!)
Cheers,
SC
Checkout my Let's Plays! https://www.youtube.com/seriouscreeper
Unfortunately there are several annoying bugs: Blocks randomly reorient themselves (Extremely annoying), the drying rack doesn't show items placed on it, and many textures missing in inventory (just blank squares).
When these are fixed, I will use this. Until then...
Looks like this mod has a generation conflict with BoP. Chunk cliffs form when an orchard is generated.
*yawn* Sorry, I've been-
*looks at the title*
*gasps*
Wow! Really cool name! I wonder where you got it from
I'm back, and am going to start using this mod again, so I can submit more bugs! And uh, maybe just a little bit of boredom involved.
The mod still looks like it's in great shape, what have I missed?
EDIT:
I see HHB can have arms now. Yay! So cute =3
EDITEDIT:
Ooh! You have a Wiki now! Cool!
And now for some things that I'm less proud of:
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
http://minecraftnoobtest.com/test.php
This is due to a conflict with another mod you're likely using interfering with the tile entity refresh and also using the tile entity special render.
Thanks for the feedback, i'm aware of the issues with BoP generation conflict but its hard to pin down exactly where things are going wrong due to BoP rewriting the vanilla world gen, but i am looking into it.
Howdy, welcome back
The happy harvest bots have a lot of improvements on them now, so you can science away happily, and also more evil magic stuff
Hello again!
I just realized another idea for the mod when I was dinking around with the fermentor. I had some California rolls in my inventory while making wine. I thought to myself, what the deuce? Wine doesn't go with sushi!
...but sake (rice wine) does.
You could make sake using the rice that's already in the mod, plus you could make whiskey with the corn you said you were planning to add as well!
While we're on the subject of alcohol, maybe villages could have taverns, or more trades/professions based on the mod (like a priest could use wine).
Sorry about all the stuff I'm spouting. I really started thinking about it now that I'll be turning 21 in almost a week. Keep up the great work! I look forward to the next release!
Howdy, thanks for the feedback
Sake is something i've been meaning to add since i added in rice. Whiskey is a nice idea for the corn too.
As for the villager buildings, that's also something i've been meaning to add, but its not so simple to do, so it may be a while.
This was the only mod that had that issue with reorienting blocks. I am now on 1.8.9 and I will look at it again and see if it happens. I am not sure what mod I had would have conflicted, though.
Although with the BoP issues I may wait until those can be figured out, as I like BoP.
FYI:
https://github.com/CoFH/RedstoneFlux-API/tree/1.8
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
were do i upload the mod?
I just loaded the mod up in 1.8.9 and it loaded. I have not tested any of its features though so use at your risk.
Hi, loving the mod! Have been playing 1.8 for a week or so. I can't seem to get the teapot to work and if anyone can help I'd appreciate it. I have it sitting on top of the heater with coal in the heater. I put the following in the teapot: bucket of water, mugs, tea leaves and flower. The water empties from the bucket but nothing happens. Have tried several buckets of water and it just seems to be deleting the water (teapot isn't filling, or doesn't show it). Thanks!
Nevermind, I was putting in the wrong type of flower. I've gotten it to work. YAY!