I'm planning to make Forge 9.11.1.946 the minimum required for future builds, it looks like this is the minimum version that has all the features (@Optional.Method and company) that i need to support multiple power networks "the right way". Also BC will probably be dropped as a hard requirement.
I'll also add support for IC2 (experimental) EU and maybe UE too.
Hello, thank you for your awesome mod!
I've found one small issue though - the Humidifier Upgrade recipe requires Sugar Cane block (ID 83) instead of Sugar Canes item (ID 338) - the block version is not available to user in any way. Can you please fix it in the next version? Thank you.
It seems that there's a problem when two bees have multiple mutations, because the Mutatron will only ever output one of them.
It first became evident with the special holiday bees, because they are bred with the most basic types... but I can imagine it becoming a bigger problem the more you advance in the branches.
Right now it should pick a random mutation when there are multiple possibilities. And yes that gives you 50% leporine when you breed forest + meadows bees and that's problematic.
There aren't actually many cases where there are multiples, in forestry IIRC it's just vindictive and leporine, in magic bees there are none, not sure about extra bees.
Right now i'm thinking to make the random chance weighted, and severely reduce the chance of mutations marked as secret if there are any possible non-secret mutation. This will be solved before 1.0.
The old liquid system in forge is dead, the new stuff called Fluids replaces it in modern versions. Mutagen is registered under that name exactly ("Mutagen") and if some other mod uses it, they should play well together.
If Binnie wont update his bees/trees/etc will you (or anyone) update them?
His mods are closed source, so he will have to give permissions and the sources for anyone to do that. I also have a few other projects in the works and don't think that i'd be able to adopt someone else's mod at this point.
Yes, the species trait can be sampled and imprinted like any other trait. Changing the species via imprinting will not change any of the other traits (except those hardcoded to the species, like preferred temperature/humidity).
What will be better, alveary with 5x proven frame or industrial apiary with max production upgrade?
In theory alveary with frames give a 200% modifier per frame while my upgrades are only 120%, this means frames are more powerfull. In practice there are more considerations going into it:
Industrial apiaries are way easier to spam and automate once you have some half descent power infrastructure going.
My upgrades don't wear out over time (they increase power consumption instead).
Production modifiers in the end are capped at 100%, once the total chance to get an item (that's calculated from the species parameters, traits, upgrades, etc.) go up to the point where you get an item on every bee tick (which happen once in like 10 seconds, don't remember the value off the top of my head, it's hardcoded in forestry) adding more won't allow you to get more stuff.
I am interested in installing this mod in my personal minecraft instance. But I have a question is there is any conflicts between your mod and plugins for forestry? Because while it does not add much to do with bees it does add a few things.
I am interested in installing this mod in my personal minecraft instance. But I have a question is there is any conflicts between your mod and plugins for forestry? Because while it does not add much to do with bees it does add a few things.
I haven't tested it personally but it should work. If it doesn't please submit a bug report
If its not too hard can you add it? i'm sure that there are people who have serums of almost all bee species and it would be nice if they could be transferred to your mod.
There isn't a default one, you just create it in your config folder, using the same format and syntax as the cfg files in the jar. I'll add an example file at some point, but haven't gotten around to it yet.
With Binnie taking a leave, that has left ExtraBees in a state of uncertainty for many months now. Many, many thanks - seriously - for stepping in, stepping up, and making this mod.
I love how you kept the best part of ExtraBees - the mutation, the steep power requirements, the burning of bees to roll the dice on traits - and added some welcome twist of flavor to it.
The Templates, for example, is a nice streamlining the imprinting of traits task that took and still takes many steps through an ExtraBees Inoculator or a bank of Inoculators.
I also like the simplification of the genetic machines. IMHO, the Synthesizer and the Purifier are mostly mechanisms to enforce time and energy sinks, but didn't add any gameplay value. I like how you streamline the traditional ExtraBees 4-kinds-of-genetic-machines process into just 2 machines.
Also, the module-upgraded Industrial Apiary is a great way to get customized production or breeding assistance in a small package.
Do you have any plans to add specific lines of bees ? Between Forestry and MagicBees, most resources and effects are covered, but Certus, for example, has always been a PITA and without Quantum Bees, Certus will be difficult to obtain.
As for the Mutatron, the most problematic bees are 4 bees in the Aware Branch : Windy, Earthen, Firey, and Watery. All 4 are derived from Ethereal and Supernatural, with the difference being the source block underneath to determine which of the 4 possible specific is selected for mutation.
Would you mind keeping that same mechanic and checking under the Mutatron and using that for:
Windy
Earthen
Firey
Watery
Similar to that, the Fleshy Branch has some biome-specific requirements that assist in the species selection when combining Common with Skulking.
I'll also add support for IC2 (experimental) EU and maybe UE too.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Derp! I'll fix it in the next version.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I've ran into some bugs in forgegradle that needed fixing and then got somewhat busy with stuff happening IRL...
I'll try to push a new version in the next few days.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Right now it should pick a random mutation when there are multiple possibilities. And yes that gives you 50% leporine when you breed forest + meadows bees and that's problematic.
There aren't actually many cases where there are multiples, in forestry IIRC it's just vindictive and leporine, in magic bees there are none, not sure about extra bees.
Right now i'm thinking to make the random chance weighted, and severely reduce the chance of mutations marked as secret if there are any possible non-secret mutation. This will be solved before 1.0.
Do you have an old gendustry-tuning.cfg in your config dir? You need to either update it (manually) or delete it.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Here's some alternative downloads for now (from CurseForge)Edit: It's back up
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Might be blocked by your work's firewall or something, no idea, sorry.
Fixed
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Not right now. Might add something like that in the future, but no promises considering the lack of a proper API and unclear future of EB.
The old liquid system in forge is dead, the new stuff called Fluids replaces it in modern versions. Mutagen is registered under that name exactly ("Mutagen") and if some other mod uses it, they should play well together.
His mods are closed source, so he will have to give permissions and the sources for anyone to do that. I also have a few other projects in the works and don't think that i'd be able to adopt someone else's mod at this point.
Yes, the species trait can be sampled and imprinted like any other trait. Changing the species via imprinting will not change any of the other traits (except those hardcoded to the species, like preferred temperature/humidity).
In theory alveary with frames give a 200% modifier per frame while my upgrades are only 120%, this means frames are more powerfull. In practice there are more considerations going into it:
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I haven't tested it personally but it should work. If it doesn't please submit a bug report
I'll look into adding it for the next version.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I was asked to give
said "crash the server"
last forge
last mod
There isn't a default one, you just create it in your config folder, using the same format and syntax as the cfg files in the jar. I'll add an example file at some point, but haven't gotten around to it yet.
Ugh, yeah, my bad. I'll release a fix soon(tm)
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Fixes the crash on dedicated servers.
Don't forget to update bdlib as well.
Downloads on my site.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
With Binnie taking a leave, that has left ExtraBees in a state of uncertainty for many months now. Many, many thanks - seriously - for stepping in, stepping up, and making this mod.
I love how you kept the best part of ExtraBees - the mutation, the steep power requirements, the burning of bees to roll the dice on traits - and added some welcome twist of flavor to it.
The Templates, for example, is a nice streamlining the imprinting of traits task that took and still takes many steps through an ExtraBees Inoculator or a bank of Inoculators.
I also like the simplification of the genetic machines. IMHO, the Synthesizer and the Purifier are mostly mechanisms to enforce time and energy sinks, but didn't add any gameplay value. I like how you streamline the traditional ExtraBees 4-kinds-of-genetic-machines process into just 2 machines.
Also, the module-upgraded Industrial Apiary is a great way to get customized production or breeding assistance in a small package.
Do you have any plans to add specific lines of bees ? Between Forestry and MagicBees, most resources and effects are covered, but Certus, for example, has always been a PITA and without Quantum Bees, Certus will be difficult to obtain.
As for the Mutatron, the most problematic bees are 4 bees in the Aware Branch : Windy, Earthen, Firey, and Watery. All 4 are derived from Ethereal and Supernatural, with the difference being the source block underneath to determine which of the 4 possible specific is selected for mutation.
Would you mind keeping that same mechanic and checking under the Mutatron and using that for:
Windy
Earthen
Firey
Watery
Similar to that, the Fleshy Branch has some biome-specific requirements that assist in the species selection when combining Common with Skulking.
Appreciated,
MigukNamja
Feel free to check out my channel!
My current setup:
http://pcpartpicker.com/p/Q7wqf7