Is there someway to generate magic essences that doesnt involve using the plant that generates one at a time? I'm slowly crawling towards extreme tiers, but 4 extreme essences costs a whopping 1024 essence dusts (16 stacks).
Often when playing with this mod, I often need large areas of farmland, and using water just becomes tricky, and often gets in the way. Would it be possible to add craftable farmland, that stays hydrated without water?
Eventually I start crafting hydroponic farms that you can climb to each floor and there's a field of plants per level. That should give 80 plants per level, if the center block is the only one with water in it. You do need 4 layers per floor though, so it will quickly tower into a skyscraper.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
I run this with both Forestry and Buildcraft (among other things).
For various reasons, we decided to get rid of Buildcraft.
The moment I took it out, Magical Crops started throwing errors involving fluids in the Forestry api.
Without magical crops, it ran fine with both and with either one of the other two alone.
I'm confused... is buildcraft necessary?
(edit to add the error)
java.lang.NullPointerException
at net.minecraftforge.fluids.FluidStack.<init>(FluidStack.java:27)
at magicalcrops.forestryCompat.ForestryAPI(forestryCompat.java:32)
at magicalcrops.mod_mCrops.load(mod_mCrops.java:433)
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 cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
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.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:249)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
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:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Forestry will run without Buildcraft installed, but when you add magic crops to the situation it will crash due to compatibility with forestry seed oil. I to was going to play a pack that had magic crops and forestry with no buildcraft installed, but for this to work we need a config option to turn off forestry compatibility. So Mark when you get some time would you please add in a config option to turn off forestry compatibility. That is the only way that I know it could be done.
As a side note any chance we could get Project Red Marble and Basalt Crops? Thanks for all your hard work
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Loving the mod so far, but there seems to be a huge problem with the sugar cane crop the mod adds. The crop allows for mass duplication of sugar cane, allowing you to continuously place and break sugar cane, getting 2 cane each time. Also, the sugar cane you get in return, can not be crafted into anything, not even sugar, although I can craft with the sugar cane I get from normal sugar cane farming.
Hey I have an idea, is it possible to get essence ore to spawn as nether ores from powercrystals? I would REALLY like this to be possible. It would add an element of danger to mining magical crops :).
Forestry will run without Buildcraft installed, but when you add magic crops to the situation it will crash due to compatibility with forestry seed oil. I to was going to play a pack that had magic crops and forestry with no buildcraft installed, but for this to work we need a config option to turn off forestry compatibility. So Mark when you get some time would you please add in a config option to turn of forestry compatibility. That is the only way that I know it could be done.
As a side note any chance we could get Project Red Marble and Basalt Crops? Thanks for all your hard work
A config option for this would be amazing as I am also stuck with buildcraft on my server to be able to use forestry and magic crops together.
Thanks.
P.S. I wouldn't complain about more Project Red support at some point as well.
A config option for this would be amazing as I am also stuck with buildcraft on my server to be able to use forestry and magic crops together.
Thanks.
P.S. I wouldn't complain about more Project Red support at some point as well.
oh! this!
this kind of config option would be wonderful.
I love magical crops, but essentially nobody on my server uses buildcraft anymore in favor of other tech mods. Buildcarft's pretty big, so being able to get rid of it in a future update would be great.
Since there doesn't seem to be an official request area, just thought I'd pop in with my own here. Anyway, is there a reason why the higher-level infusion stones aren't capable of doing the lower-level infusions? Like, for example, a weak infusion stone is required to make weak magic essence, which is the first level essence. A regular infusion stone is required for regular essence, but for some reason you decided to make it so the regular stones, which are one level up from weak stones, can't make weak essence, which is one level below what it is required to make.
Anyway, my request is to make it so that each new level of infusion stone is capable of doing everything that the previous levels can do. And perhaps it would be good to have the process of making a better infusion stone consume the previous stone?
Oh, yeah, and a slightly higher chance to drop more than one seed when harvesting the magic crops would be nice, too.
Since there doesn't seem to be an official request area, just thought I'd pop in with my own here. Anyway, is there a reason why the higher-level infusion stones aren't capable of doing the lower-level infusions? Like, for example, a weak infusion stone is required to make weak magic essence, which is the first level essence. A regular infusion stone is required for regular essence, but for some reason you decided to make it so the regular stones, which are one level up from weak stones, can't make weak essence, which is one level below what it is required to make.
Anyway, my request is to make it so that each new level of infusion stone is capable of doing everything that the previous levels can do. And perhaps it would be good to have the process of making a better infusion stone consume the previous stone?
Oh, yeah, and a slightly higher chance to drop more than one seed when harvesting the magic crops would be nice, too.
Well there is the master infusion stone that lets you craft all of them with the one stone. Also, I think the drop rate for the seeds to drop more than one is good and almost a little high. We have barrels of extra seeds from our 6 small gardens.
Oh, yeah, and a slightly higher chance to drop more than one seed when harvesting the magic crops would be nice, too.
You can adjust this in the config if the drop rate isn't high enough for you. Change the line under "#general" " I:"Change number between 1-100 for chance of getting second seed drop, 10 = 10%, 20 = 20%(default) and so on."=20" to some number higher than 20. (no higher than 100)
Well there is the master infusion stone that lets you craft all of them with the one stone. Also, I think the drop rate for the seeds to drop more than one is good and almost a little high. We have barrels of extra seeds from our 6 small gardens.
Funny, I have yet to have a single crop drop more than 1 seed, and I've had probably 6 harvests of 16 coal crops, 4 harvests of 4 redstone crops, and I don't know how many of essence crops. And it takes a long time to get up to the master infusion stone, and in the meantime I have to keep all the other stones around until I can make one.
You can adjust this in the config if the drop rate isn't high enough for you. Change the line under "#general" " I:"Change number between 1-100 for chance of getting second seed drop, 10 = 10%, 20 = 20%(default) and so on."=20" to some number higher than 20. (no higher than 100)
Duh, I should have thought to look in the config... Thanks.
EDIT: Oh, heheheh, my chance at second drop defaulted to 0 for some reason. That explains a lot.
Any chance you can add an option to disable/change the id of mutton? I'm playing it along side Lots of Food, and the number of different mutton drops I'm getting is getting to be a bit too much.
I dont know if it possible to do this or not, but could you remove the requirement to have buildcraft installed or at least have a config option to not require it. I love this mod, but am ready to not have buildcraft on my server anymore...haha
Forestry will run without Buildcraft installed, but when you add magic crops to the situation it will crash due to compatibility with forestry seed oil. I to was going to play a pack that had magic crops and forestry with no buildcraft installed, but for this to work we need a config option to turn off forestry compatibility. So Mark when you get some time would you please add in a config option to turn off forestry compatibility. That is the only way that I know it could be done.
As a side note any chance we could get Project Red Marble and Basalt Crops? Thanks for all your hard work
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on my website, supersayanbouncyball.weebly.com
Yes but he wants it to be nether ores essence ore, that way it will explode/attract zombie pigmen when it is mined
A config option for this would be amazing as I am also stuck with buildcraft on my server to be able to use forestry and magic crops together.
Thanks.
P.S. I wouldn't complain about more Project Red support at some point as well.
oh! this!
this kind of config option would be wonderful.
I love magical crops, but essentially nobody on my server uses buildcraft anymore in favor of other tech mods. Buildcarft's pretty big, so being able to get rid of it in a future update would be great.
Anyway, my request is to make it so that each new level of infusion stone is capable of doing everything that the previous levels can do. And perhaps it would be good to have the process of making a better infusion stone consume the previous stone?
Oh, yeah, and a slightly higher chance to drop more than one seed when harvesting the magic crops would be nice, too.
Well there is the master infusion stone that lets you craft all of them with the one stone. Also, I think the drop rate for the seeds to drop more than one is good and almost a little high. We have barrels of extra seeds from our 6 small gardens.
You can adjust this in the config if the drop rate isn't high enough for you. Change the line under "#general" " I:"Change number between 1-100 for chance of getting second seed drop, 10 = 10%, 20 = 20%(default) and so on."=20" to some number higher than 20. (no higher than 100)
Funny, I have yet to have a single crop drop more than 1 seed, and I've had probably 6 harvests of 16 coal crops, 4 harvests of 4 redstone crops, and I don't know how many of essence crops. And it takes a long time to get up to the master infusion stone, and in the meantime I have to keep all the other stones around until I can make one.
Duh, I should have thought to look in the config... Thanks.
EDIT: Oh, heheheh, my chance at second drop defaulted to 0 for some reason. That explains a lot.