Too bad most big mods are only updated to 1.7.10 or 1.8.9
I just thought of something, what if you added GMOs? Not as bad thing, real life GMOs have very little downsides, if any. Just as a little late game version of the normal crops that grow faster. Maybe they increase the amount that the crops drop.
I've got something similar in mind that i'll be working on, involving happy harvests bots with science labs working with uranium and seeds.
We've got a playability problem with Agricultural Revolution on our server.
The mod was added recently, very late into the server's run. A massive amount of world has been explored and generated. But AR has so many things that can only be found in the three generated structures and which can't be crafted. This appears as a huge problem for us, since for everyone on the server to progress in the mod, they all have to start exploring like mad out beyond the bounds of the world.
I can see this exploration-based progression limiter working in most cases—where the mod has been there from day one and abandoned farmhouses are everywhere—but it doesn't work all the time. It would be beneficial to those servers that would be harmed (low TPS while generating land, excessive world save sizes, etc) by the additional exploration of its members to have crafting recipe options (config-enabled perhaps) for all the items. And for items where a recipe doesn't make sense, some alternate method of acquisition... like getting the mod's seeds from breaking tall grass.
The mod seems like a fun and engaging one, but the whole server-full of players here is shackled by server performance before they can even get started.
We've got a playability problem with Agricultural Revolution on our server.
The mod was added recently, very late into the server's run. A massive amount of world has been explored and generated. But AR has so many things that can only be found in the three generated structures and which can't be crafted. This appears as a huge problem for us, since for everyone on the server to progress in the mod, they all have to start exploring like mad out beyond the bounds of the world.
I can see this exploration-based progression limiter working in most cases—where the mod has been there from day one and abandoned farmhouses are everywhere—but it doesn't work all the time. It would be beneficial to those servers that would be harmed (low TPS while generating land, excessive world save sizes, etc) by the additional exploration of its members to have crafting recipe options (config-enabled perhaps) for all the items. And for items where a recipe doesn't make sense, some alternate method of acquisition... like getting the mod's seeds from breaking tall grass.
The mod seems like a fun and engaging one, but the whole server-full of players here is shackled by server performance before they can even get started.
Howdy, other than pottery schematics and seeds are there any other items you're having trouble getting?
There is an option in the config for the latest version (0.8.7) to turn on seeds dropping from tall grass.
I do plan on adding an option to make pottery schematics craftable, currently if you're all struggling to get enough, you can work together and copy each others guides, by crafting a guide with a book, you'll get two in return.
If you're struggling with obtaining silicon dust, it is a rare drop from using a fishing net, so you don't have to only explore to find it.
What recipes do you consider not to make sense? i'd like to make sure all the recipes make sense.
We've got a playability problem with Agricultural Revolution on our server.
The mod was added recently, very late into the server's run. A massive amount of world has been explored and generated. But AR has so many things that can only be found in the three generated structures and which can't be crafted. This appears as a huge problem for us, since for everyone on the server to progress in the mod, they all have to start exploring like mad out beyond the bounds of the world.
I can see this exploration-based progression limiter working in most cases—where the mod has been there from day one and abandoned farmhouses are everywhere—but it doesn't work all the time. It would be beneficial to those servers that would be harmed (low TPS while generating land, excessive world save sizes, etc) by the additional exploration of its members to have crafting recipe options (config-enabled perhaps) for all the items. And for items where a recipe doesn't make sense, some alternate method of acquisition... like getting the mod's seeds from breaking tall grass.
The mod seems like a fun and engaging one, but the whole server-full of players here is shackled by server performance before they can even get started.
I would really enjoy this, as this is also the case with my modpack (and server)
Not only are there very little structures that spawn (even fewer that actually have recipes in them), but I have found no ocean, so even if I want to do stuff with the adorable Happy-Harvest-Bot, I can't, because no silicon.
I would fully support this config option.
Rollback Post to RevisionRollBack
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?!
Howdy, other than pottery schematics and seeds are there any other items you're having trouble getting?
There is an option in the config for the latest version (0.8.7) to turn on seeds dropping from tall grass.
I do plan on adding an option to make pottery schematics craftable, currently if you're all struggling to get enough, you can work together and copy each others guides, by crafting a guide with a book, you'll get two in return.
If you're struggling with obtaining silicon dust, it is a rare drop from using a fishing net, so you don't have to only explore to find it.
What recipes do you consider not to make sense? i'd like to make sure all the recipes make sense.
I would think stuff like seeds and natural resources would be uncraftable, like seeds and silicon.
Here is an idea: You can craft stuff molds without needing the recipe, but the mold with slowly loose durability. This may not be that bad when it comes to a pot or juicer mold, but the plate or wiring-circuit mold would be better with the recipe, because you will be using it that mold a lot.
Rollback Post to RevisionRollBack
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?!
You can actually get silicon from other biomes, i can't remember when i added it. But there's a small chance that an underground vent (same thing as an underwater vent) with spawn in biomes other than the deep reef biome. Any that do spawn outside of a deep reef, are guaranteed to contain hydrothermal veins to mine, although they aren't as big as the ones that spawn in the deep reef, you should normally be able to get almost 2 stacks worth of silicon dust from each.
I find the best way to find them is dig around the very bottom of the map since they spawn on block layer 1 and grow upwards. Here's an example. I should probably put all this down on the wiki, since it still states you can only get it from the deep reef biome.
I would think stuff like seeds and natural resources would be uncraftable, like seeds and silicon.
Here is an idea: You can craft stuff molds without needing the recipe, but the mold with slowly loose durability. This may not be that bad when it comes to a pot or juicer mold, but the plate or wiring-circuit mold would be better with the recipe, because you will be using it that mold a lot.
In the next update, there should be two new ways of getting silicon dust from some new end gamey type stuff.
Adding durability for molds is something i've considered, but with how the molds work right now, i've thought it kind of pointless, since most people will only use each mold once, unless they have decided to set up some sort of massively complicated bread and cake making machine. At some point i'll be reworking everything to do with the pottery guides and pottery in general to make it more interactive and fun. However, in the time being i'll be adding craftable basic schematics (probably from some recipe including paper and ink), to help servers with lots of people.
Please, did someone ever do a mod spotlight, this mod seems awesome, but I don't feel like reading the whole wikia to find how it works, checked youtube and its something really lacking for this mod is a good tutorial or mod spotlight, in english or french at least.
Please, did someone ever do a mod spotlight, this mod seems awesome, but I don't feel like reading the whole wikia to find how it works, checked youtube and its something really lacking for this mod is a good tutorial or mod spotlight, in english or french at least.
Yeah, sadly i haven't seen any mod reviews or tutorial videos yet. So far the most helpful video i've found in english is this:
He's goes from nothing to setting up a basic happy harvest bot setup in the video. It might be somewhat helpful for people.
Come the next big release when i'll be implementing an energy system, myself and my artist will probably make a how to/getting started video for the mod.
Yeah, sadly i haven't seen any mod reviews or tutorial videos yet. So far the most helpful video i've found in english is this:
He's goes from nothing to setting up a basic happy harvest bot setup in the video. It might be somewhat helpful for people.
Come the next big release when i'll be implementing an energy system, myself and my artist will probably make a how to/getting started video for the mod.
Speaking of energy system, please don't do another separate energy system like so many did, there's already so many different ones in 1.10.2, just use one of the energy available, I have a preference for RF, easy to produce and easy to use.
For the mod itself, I'll need to find better videos before I dive seriously into it, it really looks awesome, but I'm totally lost with what is available into it.
Speaking of energy system, please don't do another separate energy system like so many did, there's already so many different ones in 1.10.2, just use one of the energy available, I have a preference for RF, easy to produce and easy to use.
For the mod itself, I'll need to find better videos before I dive seriously into it, it really looks awesome, but I'm totally lost with what is available into it.
I've already finished work on the energy system, and its not RF i'm afraid, i'm using my own system which is more magitech than tech.
If i made a how to for the next version, it will be quite in depth.
We've had a number of requests to add support for AR's biomes in RTG worlds, and I recently did the work necessary to implement this (the PR for which is here).
Everything's working great, except for AR's oceanic biomes (Coral Reef, Deep Reef, Kelp Forest), all of which crash when they try to generate:
I've tried adding a try/catch to RTG's call to the original biome's decorate() method (which can sometimes be problematic for RTG when adding support for other mods' biomes), but... the crash is happening before then, during chunk population.
All other world gen from AR (including world gen that spawns in vanilla Ocean and Deep Ocean) is generating fine, so I think it must be crashing when trying to generate structures in AR's oceanic biomes... but I can't figure out why.
I managed to inspect some of AR's code but didn't spot anything that would be causing the crash. However, there's a lot of code, and without a global search function, it was difficult to see how everything fits together.
Any ideas as to why those structures would be crashing in RTG worlds? Have you ever experienced similar crashes while you were developing the structures?
Any insight you could give would be immensely appreciated, as I just can't see what the problem could be, and I know it would make a lot of our shared users extremely happy if they could use AR in RTG worlds.
Thanks for your time,
Pink
Howdy, Thanks for taking the time to try and add compatibility for my mod.
Its strange that all 3 biomes are causing a crash. I have some ideas why the two reef biomes may be causing a crash. But The kelp forest biome doesn't really add too much. Can you make sure the kelp forest is crashing as well by disabling the other two oceanic biomes? As some of the structures i generate in the coral reefs are quite large to need to extend into adjacent chunks so when the structure generates it also forces adjacent chunks to generate so this could be causing the crash since it seems like its being stuck in an infinite loop of generating Coral Rock Patches which is how i cover the biomes in a layer of it.
Does RTG changes how minecraft handles chunk generation? As the crash seems to me that the program is either forcefully exiting after getting stuck in a loop or running out of memory while generating structures when they request adjacent chunks to be generated. I'm guessing vanilla minecraft simply refuses to generate too many chunks at once which could be why the problem doesn't occur when in vanilla generation.
If the Kelp Forest biomes isn't causing any crashes, then i think i know how to fix it.
I've never had any similiar crashes while developing the structures.
so like an angler fish for glowstone or an electric eel for redstone?
Sort of, but the fish breeding is more for "Organic" materials, so stuff you would normally get as mob drops. For example, one of the fish is the "Occulus Fish" which you can get spider's eyes from.
When adding biome support for other mods, I use the Lonely Biome mod to generate a single-biome world to save me having to fly around looking for specific biomes, so in the case of the AR oceanic biomes, I was trying to generate a world that only consisted of Kelp Forest, for example. And if AR is forcing other chunks to load in order to cover the floor with decorations, it'll keep going forever because the entire world is fair game.
So I removed Lonely Biome and tried finding one of AR's oceanic biomes 'in the wild' but... I haven't been able to find any. I've even increased the gen weight of all the oceanic biomes to 1000, but still haven't come across one. I've flown around various oceanic seeds for close to an hour, but they have managed to elude me.
Do you have any seeds that you might be able to share? RTG uses whatever biome layout it's given, so if you have any seeds that you used during testing, they should also work in RTG worlds.
In theory, since Lonely Biome was indirectly causing the crash, the oceanic biomes should generate fine in RTG worlds... I just haven't been able to find one to confirm
.
Howdy, no worries for taking your time to reply.
That would certainly explain why its crashing. I've found a seed with a coral reef biome right by spawn for you to use. Its:
-9058643870702805860
This seed should work on the latest version (0.8.8)
That seed was the best seed you could've possibly given me... it has all 3 oceanic biomes very close to spawn, which made testing sooooo much easier. Thank you!
I'm very happy to announce that all biomes in Agricultural Revolution are now generating fine in RTG worlds, and full support for AR will be available in the final 4.1.1.2 version, which is being released on Sunday night.
mr_moeman... thanks for your feedback and assistance - it's been very much appreciated.
.
This is an amazing plant mod, i very much plan to use it. I love mods that increase the biodiversity of the world. I especially like how you are doing bamboo, alot of mods that add bamboo make bamboo like sugar canes and saplings and not solid blocks, i've always found the more solid block version more attractive. In fact one of the main reasons i've been waiting to play 1.10 is for a mod that adds beautiful bamboo like this mod does, so keep up the good work.
This may seem a bit off topic but do you have plans to add different kinds of farm animals?
I've got something similar in mind that i'll be working on, involving happy harvests bots with science labs working with uranium and seeds.
We've got a playability problem with Agricultural Revolution on our server.
The mod was added recently, very late into the server's run. A massive amount of world has been explored and generated. But AR has so many things that can only be found in the three generated structures and which can't be crafted. This appears as a huge problem for us, since for everyone on the server to progress in the mod, they all have to start exploring like mad out beyond the bounds of the world.
I can see this exploration-based progression limiter working in most cases—where the mod has been there from day one and abandoned farmhouses are everywhere—but it doesn't work all the time. It would be beneficial to those servers that would be harmed (low TPS while generating land, excessive world save sizes, etc) by the additional exploration of its members to have crafting recipe options (config-enabled perhaps) for all the items. And for items where a recipe doesn't make sense, some alternate method of acquisition... like getting the mod's seeds from breaking tall grass.
The mod seems like a fun and engaging one, but the whole server-full of players here is shackled by server performance before they can even get started.
Howdy, other than pottery schematics and seeds are there any other items you're having trouble getting?
There is an option in the config for the latest version (0.8.7) to turn on seeds dropping from tall grass.
I do plan on adding an option to make pottery schematics craftable, currently if you're all struggling to get enough, you can work together and copy each others guides, by crafting a guide with a book, you'll get two in return.
If you're struggling with obtaining silicon dust, it is a rare drop from using a fishing net, so you don't have to only explore to find it.
What recipes do you consider not to make sense? i'd like to make sure all the recipes make sense.
Quote from Nonsanity >>
We've got a playability problem with Agricultural Revolution on our server.
The mod was added recently, very late into the server's run. A massive amount of world has been explored and generated. But AR has so many things that can only be found in the three generated structures and which can't be crafted. This appears as a huge problem for us, since for everyone on the server to progress in the mod, they all have to start exploring like mad out beyond the bounds of the world.
I can see this exploration-based progression limiter working in most cases—where the mod has been there from day one and abandoned farmhouses are everywhere—but it doesn't work all the time. It would be beneficial to those servers that would be harmed (low TPS while generating land, excessive world save sizes, etc) by the additional exploration of its members to have crafting recipe options (config-enabled perhaps) for all the items. And for items where a recipe doesn't make sense, some alternate method of acquisition... like getting the mod's seeds from breaking tall grass.
The mod seems like a fun and engaging one, but the whole server-full of players here is shackled by server performance before they can even get started.
I would really enjoy this, as this is also the case with my modpack (and server)
Not only are there very little structures that spawn (even fewer that actually have recipes in them), but I have found no ocean, so even if I want to do stuff with the adorable Happy-Harvest-Bot, I can't, because no silicon.
I would fully support this config option.
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
I would think stuff like seeds and natural resources would be uncraftable, like seeds and silicon.
Here is an idea: You can craft stuff molds without needing the recipe, but the mold with slowly loose durability. This may not be that bad when it comes to a pot or juicer mold, but the plate or wiring-circuit mold would be better with the recipe, because you will be using it that mold a lot.
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
You can actually get silicon from other biomes, i can't remember when i added it. But there's a small chance that an underground vent (same thing as an underwater vent) with spawn in biomes other than the deep reef biome. Any that do spawn outside of a deep reef, are guaranteed to contain hydrothermal veins to mine, although they aren't as big as the ones that spawn in the deep reef, you should normally be able to get almost 2 stacks worth of silicon dust from each.
I find the best way to find them is dig around the very bottom of the map since they spawn on block layer 1 and grow upwards. Here's an example. I should probably put all this down on the wiki, since it still states you can only get it from the deep reef biome.
In the next update, there should be two new ways of getting silicon dust from some new end gamey type stuff.
Adding durability for molds is something i've considered, but with how the molds work right now, i've thought it kind of pointless, since most people will only use each mold once, unless they have decided to set up some sort of massively complicated bread and cake making machine. At some point i'll be reworking everything to do with the pottery guides and pottery in general to make it more interactive and fun. However, in the time being i'll be adding craftable basic schematics (probably from some recipe including paper and ink), to help servers with lots of people.
Please, did someone ever do a mod spotlight, this mod seems awesome, but I don't feel like reading the whole wikia to find how it works, checked youtube and its something really lacking for this mod is a good tutorial or mod spotlight, in english or french at least.
Yeah, sadly i haven't seen any mod reviews or tutorial videos yet. So far the most helpful video i've found in english is this:
He's goes from nothing to setting up a basic happy harvest bot setup in the video. It might be somewhat helpful for people.
Come the next big release when i'll be implementing an energy system, myself and my artist will probably make a how to/getting started video for the mod.
Speaking of energy system, please don't do another separate energy system like so many did, there's already so many different ones in 1.10.2, just use one of the energy available, I have a preference for RF, easy to produce and easy to use.
For the mod itself, I'll need to find better videos before I dive seriously into it, it really looks awesome, but I'm totally lost with what is available into it.
I've already finished work on the energy system, and its not RF i'm afraid, i'm using my own system which is more magitech than tech.
If i made a how to for the next version, it will be quite in depth.
This mod would be so helpful
10 Facts in the world that people don't know FOR PEOPLE WHO DO NOT KNOW THIS
1. Ya can't wash your eyes with soap
2. Ya can't count ya beautiful hair
3. Ya can't breathe with your tongue out
4. Ya tried no.3
6. Ya realised that ya could do no.3 but ya look like a doggie
7. Ya probably smiling/mad right now because I fooled ya BUDDY
8. Ya skipped number 5 bro/sis
9. Ya checked to see if there's a friggin no.5
10 copy and paste to fool somebody
I'm glad you think so.
Howdy, Thanks for taking the time to try and add compatibility for my mod.
Its strange that all 3 biomes are causing a crash. I have some ideas why the two reef biomes may be causing a crash. But The kelp forest biome doesn't really add too much. Can you make sure the kelp forest is crashing as well by disabling the other two oceanic biomes? As some of the structures i generate in the coral reefs are quite large to need to extend into adjacent chunks so when the structure generates it also forces adjacent chunks to generate so this could be causing the crash since it seems like its being stuck in an infinite loop of generating Coral Rock Patches which is how i cover the biomes in a layer of it.
Does RTG changes how minecraft handles chunk generation? As the crash seems to me that the program is either forcefully exiting after getting stuck in a loop or running out of memory while generating structures when they request adjacent chunks to be generated. I'm guessing vanilla minecraft simply refuses to generate too many chunks at once which could be why the problem doesn't occur when in vanilla generation.
If the Kelp Forest biomes isn't causing any crashes, then i think i know how to fix it.
I've never had any similiar crashes while developing the structures.
Here's a preview of one of the things being added for version 0.9.
Fish breeding to obtain a variety of materials. Right now, there are 14 different fish that can be breed.
so like an angler fish for glowstone or an electric eel for redstone?
Sort of, but the fish breeding is more for "Organic" materials, so stuff you would normally get as mob drops. For example, one of the fish is the "Occulus Fish" which you can get spider's eyes from.
Howdy, no worries for taking your time to reply.
That would certainly explain why its crashing. I've found a seed with a coral reef biome right by spawn for you to use. Its:
-9058643870702805860
This seed should work on the latest version (0.8.8)
Awesome, that's great.
Glad i could provide some help.
This is an amazing plant mod, i very much plan to use it. I love mods that increase the biodiversity of the world. I especially like how you are doing bamboo, alot of mods that add bamboo make bamboo like sugar canes and saplings and not solid blocks, i've always found the more solid block version more attractive. In fact one of the main reasons i've been waiting to play 1.10 is for a mod that adds beautiful bamboo like this mod does, so keep up the good work.
This may seem a bit off topic but do you have plans to add different kinds of farm animals?