Is that going to be in the village, or as an independent structure elsewhere in the world? I think it could be pretty cool as an independent structure; just stumbling on a lone fisherman's hut while trekking through a swamp or something, and making the most of it.
If that is the case, then perhaps more interesting wood could be used, like spruce for the roof and birch for the walls and logs or something?
Is that going to be in the village, or as an independent structure elsewhere in the world? I think it could be pretty cool as an independent structure; just stumbling on a lone fisherman's hut while trekking through a swamp or something, and making the most of it.
If that is the case, then perhaps more interesting wood could be used, like spruce for the roof and birch for the walls and logs or something?
Good call. I'll see with our responsible for putting it into the mod (I just make the models) if we can make it spawn randomly, maybe as an upgraded witch hut on the swamps?
looks good maybe you could add 'boats' in the water are you guys just wanting fishtrap structure ideas or general ideas for the module?
We háven't been thinking about any other ideas for this specific module. Boats are on my plans, as I said this were only a sketch, but I don't know if I can make something so large. But wait for more features, and if you want to know more check out our wiki.
I agree that those bushes looked cool, but the module would be functionally redundant if we brought it back now. Aside from water lilies, the flower-propagation function has been taken over by Bees.
Oh I meant to reply to this too; I can see why it was abandoned now, but it'd be great if at least the bushes could be brought back. Perhaps as just an aesthetic part of the bee module, or even maybe a whole new aesthetic garden module perhaps?
Good call. I'll see with our responsible for putting it into the mod (I just make the models) if we can make it spawn randomly, maybe as an upgraded witch hut on the swamps?
I agree that those bushes looked cool, but the module would be functionally redundant if we brought it back now. Aside from water lilies, the flower-propagation function has been taken over by Bees.
And how exactly it works? Manual is kinda outdated
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!!!
Is it possible in the current configs to completely remove grapes and hops from jungle vines all together and just have them only spawn in villages?
I’m not entirely sure whats going on with it, but I don’t think the “vine drop rarity” config is working quite right. I started at the default of 10, tried some conservative numbers higher and lower, (1, 2, 5, 25, 50,100 etc, then when that didn’t work, went to some extreme numbers, but there seemed to be no difference in the rates they were dropping and things just feel really inconsistent.
Usually the block drop removing feature in a mod like Loot++ could take care of this in a snap, but it can't seem to override Growthcraft's defaults on this one. We're building a very carefully balanced modded survival server with a jungle island spawn and the rate grapes are dropping is just too easy of a food source early game with the amount of vines in the jungle compared to everything else.
My testing was using Forge 1.7.10, 1448, and no other mods installed and the configs were saved and game reloaded every time, just to get that stuff out of the way. Thanks in advance for any ideas/solutions!
Is it possible in the current configs to completely remove grapes and hops from jungle vines all together and just have them only spawn in villages?
I’m not entirely sure whats going on with it, but I don’t think the “vine drop rarity” config is working quite right. I started at the default of 10, tried some conservative numbers higher and lower, (1, 2, 5, 25, 50,100 etc, then when that didn’t work, went to some extreme numbers, but there seemed to be no difference in the rates they were dropping and things just feel really inconsistent.
Usually the block drop removing feature in a mod like Loot++ could take care of this in a snap, but it can't seem to override Growthcraft's defaults on this one. We're building a very carefully balanced modded survival server with a jungle island spawn and the rate grapes are dropping is just too easy of a food source early game with the amount of vines in the jungle compared to everything else.
My testing was using Forge 1.7.10, 1448, and no other mods installed and the configs were saved and game reloaded every time, just to get that stuff out of the way. Thanks in advance for any ideas/solutions!
That's one thing we're aware of, I think it is already solved and the solution will probably be on the next release, which will be out soon, keep an eye for it.
Flower multiplying using Bees stuff. 'cause that's what I got from one of your posts. That there is ability to grow more flowers using Bees.
You need to place a bee box(es) with bees and some flowers around and then it'll start to replicate the flowers you have until certain range, I think 2 blocks radius but I'm not so sure.
You need to place a bee box(es) with bees and some flowers around and then it'll start to replicate the flowers you have until certain range, I think 2 blocks radius but I'm not so sure.
Ha! That is somewhat funny, as I've planted a bunch of flowers around beehouse to "maximise" honey production (like in forestry 'n stuff)
The Meaning of Life, the Universe, and Everything.
Join Date:
9/16/2011
Posts:
63
Minecraft:
Soul_Lighter
Member Details
Hello, I'm glad to see this mod is getting some love again. I actually decided to revive a old fan based wikia page, dedicated to this mod, myself to better inform people how the Growthcraft mods work. It been awhile since I updated it, but seeing how i'm not alone in bringing this mod to life, i feel revitalized to continue. I been slowly editing and expanding GrowthCraft Wikia. I would appreciate any help or info to help improve it.
Hello, I'm glad to see this mod is getting some love again. I actually decided to revive a old fan based wikia page, dedicated to this mod, myself to better inform people how the Growthcraft mods work. It been awhile since I updated it, but seeing how i'm not alone in bringing this mod to life, i feel revitalized to continue. I been slowly editing and expanding GrowthCraft Wikia. I would appreciate any help or info to help improve it.
Great! Thanks for the support, this wiki will help us a lot. We were already thinking about a new wiki, and we were doing it on GitHub itself, but Wikia sounds way more pleasant. You can count on us to improve it!
The Meaning of Life, the Universe, and Everything.
Join Date:
9/16/2011
Posts:
63
Minecraft:
Soul_Lighter
Member Details
I really appreciate any help. I want to style it after the Tinker's Construct wikia, in the way they uses GUI images for crafting recipes to best represent certain crafts and processes on their pages. Here is an example of one of their pages.
By any chance, is Growthcraft Flowers gonna make a return to the scenes? I never actually got to experience it before it was discontinued. What was that mod ment for anyway?
I really appreciate any help. I want to style it after the Tinker's Construct wikia, in the way they uses GUI images for crafting recipes to best represent certain crafts and processes on their pages. Here is an example of one of their pages.
By any chance, is Growthcraft Flowers gonna make a return to the scenes? I never actually got to experience it before it was discontinued. What was that mod ment for anyway?
We are discussing the way we'll help you with. We were talking about Flowers module, but we aren't so sure about reviving it. The functionality provided by it was the spreading/replication of flowers, but since the Bees module already does that, I don't see why we would need a GC Flowers revival.
Glad to see the mod back in action and alive'n'wellm and Thanks VERY much Ar97x for your time on this, its really appreciated.
I did want to pitch a suggestion to exchange Netherwart for a new Overworld item. Namely Yeast.
Yeast pretty much exists in all manner of fruits and vegetables and the majority of its life cycle is spent eating sugar and pooping alcohol, I often make my own homebrews and rely on different strengths of yeast to get the desired amount of alcohol from my brews.
Afterall too much alcohol actually kills off yeast. Its pretty much like fish in a fishtank, if you keep feeding them and dont change the water every so often, they end up swimming around in their own poo... And its a stagnant environment for them. Much like Yeast swimming around in its own alcoholic "leavings".
It might be something worth looking into, and might make the mod more accessible right off the bat instead of having to explore a Nether Fortress to get Netherwart which a player would likely use to make more powerful potions/brews anyway.
As for how to get yeast as an in-game mechanic? Dump a few potatoes in a vat and feed it sugar, once the yeast begins breeding, drain the water and dry out the yeast residue, or maybe have a yeast output for simplicity's sake.
You could also have different types of yeast, ones that are more alcohol tolerant and can survive in a very alcoholic environment, thus producing more booze.
Just a few ideas from a fellow homebrewer.
Again, its just an idea. If it turns out to be too much work to code and too mind-numbingly frustrating to put together, then dont bother. The mod is fine as is, I just thought it would be nice to make it more accessible on newer worlds.
Is that going to be in the village, or as an independent structure elsewhere in the world? I think it could be pretty cool as an independent structure; just stumbling on a lone fisherman's hut while trekking through a swamp or something, and making the most of it.
If that is the case, then perhaps more interesting wood could be used, like spruce for the roof and birch for the walls and logs or something?
Good call. I'll see with our responsible for putting it into the mod (I just make the models) if we can make it spawn randomly, maybe as an upgraded witch hut on the swamps?
We háven't been thinking about any other ideas for this specific module. Boats are on my plans, as I said this were only a sketch, but I don't know if I can make something so large. But wait for more features, and if you want to know more check out our wiki.
Oh I meant to reply to this too; I can see why it was abandoned now, but it'd be great if at least the bushes could be brought back. Perhaps as just an aesthetic part of the bee module, or even maybe a whole new aesthetic garden module perhaps?
That sounds great; exactly what I was thinking
And how exactly it works? Manual is kinda outdated
How does which work, Flowers or Bees?
Is it possible in the current configs to completely remove grapes and hops from jungle vines all together and just have them only spawn in villages?
I’m not entirely sure whats going on with it, but I don’t think the “vine drop rarity” config is working quite right. I started at the default of 10, tried some conservative numbers higher and lower, (1, 2, 5, 25, 50,100 etc, then when that didn’t work, went to some extreme numbers, but there seemed to be no difference in the rates they were dropping and things just feel really inconsistent.
Usually the block drop removing feature in a mod like Loot++ could take care of this in a snap, but it can't seem to override Growthcraft's defaults on this one. We're building a very carefully balanced modded survival server with a jungle island spawn and the rate grapes are dropping is just too easy of a food source early game with the amount of vines in the jungle compared to everything else.
My testing was using Forge 1.7.10, 1448, and no other mods installed and the configs were saved and game reloaded every time, just to get that stuff out of the way. Thanks in advance for any ideas/solutions!
That's one thing we're aware of, I think it is already solved and the solution will probably be on the next release, which will be out soon, keep an eye for it.
Flower multiplying using Bees stuff. 'cause that's what I got from one of your posts. That there is ability to grow more flowers using Bees.
You need to place a bee box(es) with bees and some flowers around and then it'll start to replicate the flowers you have until certain range, I think 2 blocks radius but I'm not so sure.
Great! Thanks for the info, will be looking forward to the next release, and future developments!
Ha! That is somewhat funny, as I've planted a bunch of flowers around beehouse to "maximise" honey production (like in forestry 'n stuff)
I've done that many ways before I learnt it. I haven't been playing with Bees module for a long time, so I need to refresh my knowledge about it.
Hello, I'm glad to see this mod is getting some love again. I actually decided to revive a old fan based wikia page, dedicated to this mod, myself to better inform people how the Growthcraft mods work. It been awhile since I updated it, but seeing how i'm not alone in bringing this mod to life, i feel revitalized to continue. I been slowly editing and expanding GrowthCraft Wikia. I would appreciate any help or info to help improve it.
Great! Thanks for the support, this wiki will help us a lot. We were already thinking about a new wiki, and we were doing it on GitHub itself, but Wikia sounds way more pleasant. You can count on us to improve it!
I really appreciate any help. I want to style it after the Tinker's Construct wikia, in the way they uses GUI images for crafting recipes to best represent certain crafts and processes on their pages. Here is an example of one of their pages.
By any chance, is Growthcraft Flowers gonna make a return to the scenes? I never actually got to experience it before it was discontinued. What was that mod ment for anyway?
We are discussing the way we'll help you with. We were talking about Flowers module, but we aren't so sure about reviving it. The functionality provided by it was the spreading/replication of flowers, but since the Bees module already does that, I don't see why we would need a GC Flowers revival.
Well I kinda managed to figured out how to use the Crafting GUI through Template tutorials. I mostly need Images to upload for each item.
I'll see if I can get you the icons.
Hi guys,
Glad to see the mod back in action and alive'n'wellm and Thanks VERY much Ar97x for your time on this, its really appreciated.
I did want to pitch a suggestion to exchange Netherwart for a new Overworld item. Namely Yeast.
Yeast pretty much exists in all manner of fruits and vegetables and the majority of its life cycle is spent eating sugar and pooping alcohol, I often make my own homebrews and rely on different strengths of yeast to get the desired amount of alcohol from my brews.
Afterall too much alcohol actually kills off yeast. Its pretty much like fish in a fishtank, if you keep feeding them and dont change the water every so often, they end up swimming around in their own poo... And its a stagnant environment for them. Much like Yeast swimming around in its own alcoholic "leavings".
It might be something worth looking into, and might make the mod more accessible right off the bat instead of having to explore a Nether Fortress to get Netherwart which a player would likely use to make more powerful potions/brews anyway.
As for how to get yeast as an in-game mechanic? Dump a few potatoes in a vat and feed it sugar, once the yeast begins breeding, drain the water and dry out the yeast residue, or maybe have a yeast output for simplicity's sake.
You could also have different types of yeast, ones that are more alcohol tolerant and can survive in a very alcoholic environment, thus producing more booze.
Just a few ideas from a fellow homebrewer.
Again, its just an idea. If it turns out to be too much work to code and too mind-numbingly frustrating to put together, then dont bother. The mod is fine as is, I just thought it would be nice to make it more accessible on newer worlds.
That idea is great! I suggested similar thing, but you did it better