Or maybe make the amberoguia grass go out a bit into the other biome and make the color a bit duller in non amberoguia biomes. Because I know you can make blocks different depending on the biome.
However, I think that if it's gonna be using a whole different ground type, it's deserving of it's own dimension.
If you did that I would put some amberoguia blocks in the structure
By this point I may as well make my own mod with all of these ideas, but I can't program.
I have more, but I'm done for now
Oh and the amberoguia furnace isn't covered in the first post
And yes, I'm giving your mod another go at it, because I really like your work.
I've posted also to the Animals Plus.
Note: it's really the Animal's Plus guys fault because his mod conflicted with Reptile Mod too. Or is it.
Anyhow, SilverCatcher of Birdmod appears to be working with him and has suggested that the modid be attached to the mobnames to ensure that they are unique, basically what you will be doing to patch up.
Maybe no one is at fault and instead it's just the pain of learning to code in a dynamic id environment such as what 1.8 provides.
And yes, I'm giving your mod another go at it, because I really like your work.
I've posted also to the Animals Plus.
Note: it's really the Animal's Plus guys fault because his mod conflicted with Reptile Mod too. Or is it.
Anyhow, SilverCatcher of Birdmod appears to be working with him and has suggested that the modid be attached to the mobnames to ensure that they are unique, basically what you will be doing to patch up.
Maybe no one is at fault and instead it's just the pain of learning to code in a dynamic id environment such as what 1.8 provides.
Thank you very much!
I fixed it and the new version (1.5.1) is posted with mod-custom id's for all of the mobs so there should never be any more conflicts between mobs.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/26/2015
Posts:
52
Minecraft:
Pyroki
Member Details
I hope you don't mind, but I made a mod review. I don't think it will reach very many people since I don't have any subscribers yet (YET), but I had fun making the review all the same. I saved some reactions from some things in the review, and I am sorry to put it like this, but I was disappointed at the strength (or lack thereof) of the protector. I must also apologize for mispronouncing your name and the word amberoguia repeatedly... I read the bottom of the post almost right when I finished recording and while my editing software was just finished compiling the video. Anyways, here is the review: (If it doesn't appear, it is not processed yet)
I hope you don't mind, but I made a mod review. I don't think it will reach very many people since I don't have any subscribers yet (YET), but I had fun making the review all the same. I saved some reactions from some things in the review, and I am sorry to put it like this, but I was disappointed at the strength (or lack thereof) of the protector. I must also apologize for mispronouncing your name and the word amberoguia repeatedly... I read the bottom of the post almost right when I finished recording and while my editing software was just finished compiling the video. Anyways, here is the review: (If it doesn't appear, it is not processed yet)
is the amberoguia crop meant to drop little to no seed because when i farmed them for a while i ended up with only 1 crop eventually
I've been using the 1.8 version (1.5.2) and noticed that when I farm the crop, I don't get "at least one seed" per crop either. It's less than 50% drop rate.
Rollback Post to RevisionRollBack
"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."
I've been using the 1.8 version (1.5.2) and noticed that when I farm the crop, I don't get "at least one seed" per crop either. It's less than 50% drop rate.
As noticed in my mod review, the first attempt at harvesting the crop, I didn't get a seed to drop either. Just one fruit. The second attempt at harvesting dropped a fruit and a seed, so I am thinking the fruit is what gives the 100% drop rate. If there is supposed to be at least one seed each time on average, I didn't test that far.
Rollback Post to RevisionRollBack
Please check my About Me section to see the maps I have done/plan to finish.
As noticed in my mod review, the first attempt at harvesting the crop, I didn't get a seed to drop either. Just one fruit. The second attempt at harvesting dropped a fruit and a seed, so I am thinking the fruit is what gives the 100% drop rate. If there is supposed to be at least one seed each time on average, I didn't test that far.
I've been using the 1.8 version (1.5.2) and noticed that when I farm the crop, I don't get "at least one seed" per crop either. It's less than 50% drop rate.
It has come to my attention that it may have not been dropping seeds 100% of the time... Version 1.5.3 has been posted in ANOTHER ATTEMPT to fix this!!
Can't you do something similiar to the swamp?
Or maybe make the amberoguia grass go out a bit into the other biome and make the color a bit duller in non amberoguia biomes. Because I know you can make blocks different depending on the biome.
However, I think that if it's gonna be using a whole different ground type, it's deserving of it's own dimension.
If you did that I would put some amberoguia blocks in the structure
By this point I may as well make my own mod with all of these ideas, but I can't program.
I have more, but I'm done for now
Oh and the amberoguia furnace isn't covered in the first post
Cool mod!
My Result: Pro
-= click to take @ NerdTests.com =-
Thank you!!
I'm also using this mod in a modpack for 1.8, called Lost Ages. It's not quite finished yet, but it will be soon.
My Result: Pro
-= click to take @ NerdTests.com =-
Thank you for letting me know Enjoy!
Just to let you know, mod crashes when playing with Animals Plus mod, entity id conflict: Lizard
I appreciate the info...
I'll fix it for the next update just by changing the ID to AmberLizard or something along those lines.
Well this is a duplicate of firewind555 but with actually logs then:
"animals plus server startup failure, id conflict with Amberoguia mod"
server crash report: http://pastebin.com/LC6VmQX9
server fml latest: http://pastebin.com/iUVGj2xz
Client crash report: http://paste.ee/p/fJYKl
And yes, I'm giving your mod another go at it, because I really like your work.
I've posted also to the Animals Plus.
Note: it's really the Animal's Plus guys fault because his mod conflicted with Reptile Mod too. Or is it.
Anyhow, SilverCatcher of Birdmod appears to be working with him and has suggested that the modid be attached to the mobnames to ensure that they are unique, basically what you will be doing to patch up.
Maybe no one is at fault and instead it's just the pain of learning to code in a dynamic id environment such as what 1.8 provides.
Thank you very much!
I fixed it and the new version (1.5.1) is posted with mod-custom id's for all of the mobs so there should never be any more conflicts between mobs.
I don't know if you saw my other post but I fixed this...
Version 1.5.1 was released to fix conflicting id's
thank you very much 😊
Amberoguia disruptors don't drop fragments. Break them with a pickaxe and they drop themselves, anything else and they drop nothing.
Thank you!
This has been fixed in the newly posted version 1.5.2!
I hope you don't mind, but I made a mod review. I don't think it will reach very many people since I don't have any subscribers yet (YET), but I had fun making the review all the same. I saved some reactions from some things in the review, and I am sorry to put it like this, but I was disappointed at the strength (or lack thereof) of the protector. I must also apologize for mispronouncing your name and the word amberoguia repeatedly... I read the bottom of the post almost right when I finished recording and while my editing software was just finished compiling the video. Anyways, here is the review: (If it doesn't appear, it is not processed yet)
Much appreciated!
I'll add it to the thread
I've been using the 1.8 version (1.5.2) and noticed that when I farm the crop, I don't get "at least one seed" per crop either. It's less than 50% drop rate.
"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."
As noticed in my mod review, the first attempt at harvesting the crop, I didn't get a seed to drop either. Just one fruit. The second attempt at harvesting dropped a fruit and a seed, so I am thinking the fruit is what gives the 100% drop rate. If there is supposed to be at least one seed each time on average, I didn't test that far.
It has come to my attention that it may have not been dropping seeds 100% of the time... Version 1.5.3 has been posted in ANOTHER ATTEMPT to fix this!!
Please try it out, let me know what happens!
Here are before and after pics of harvesting crops using 1.8-1.5.3. The line was 12 blocks. I think you fixed it.
"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."
Too excessive?
Should I tone it back or leave it?
But the real question is... was a seed and fruit always dropped?