For anyone wanting to integrate other mod's foodstuffs with HarvestCraft, I can't recommend MineTweaker 3 enough. I'm using it to make OceanCraft and MoCreatures meat drops work in HarvestCraft recipes, and to make Natura barley act just like HC barley (i.e., deleting the Natura flour and bread recipes, etc), and to make Natura glowshrooms work in HC recipes, etc.
You asked for feedback...
config - a cap on growth spread, to keep from getting overrun. Something like x per chunk, per garden type.
bug - the BoP "Moor" biome seems to spawn ONLY Harvestcraft trees. Same with another BoP swampy biome... Marsh?
bug - cinnamon bark flies 3+ blocks in a random direction when harvested
feature - medicinal plants that can give short-term protection v. potion effects, heal, give small bonuses, etc
feature - watering can that can make crops grow a little faster and gardens spread. Also works on your mini-mod plants
feature - new block "rich soil" increases plant growth rate and/or productivity, but wears off over time.
feature - Scion knife that increases the chance of getting a sapling from leaves
feature - dehydrator machine that can make dried fruits and meats
feature - smoker, a furnace-type block that uses fuel and fruit juice to make even more savory meats
The problem is that the food disappears completely after half a second. So there is nothing to continue eating on. I know the effect of longer eating. I've seen it too with other food but the feasts are different. They just go away if I try to eat them.
Hrr.. I don't think I read your question properly. Sorry about that. It's just that I'm using those same mods myself and I haven't had the problem with feasts. I've been making them myself, though (haven't been lucky enough to find any in dungeons yet). So is it an issue with dungeon stacks then? Ie. greater than the max stack size for food as set by HungerOverhaul. Or.. wait. You're not using the latest enviromine or any other mod that adds food spoiling or anything, are you? Yes, I'm grasping at straws here but I'd really like to avoid having this happen in my game as well
Hrr.. I don't think I read your question properly. Sorry about that. It's just that I'm using those same mods myself and I haven't had the problem with feasts. I've been making them myself, though (haven't been lucky enough to find any in dungeons yet). So is it an issue with dungeon stacks then? Ie. greater than the max stack size for food as set by HungerOverhaul. Or.. wait. You're not using the latest enviromine or any other mod that adds food spoiling or anything, are you? Yes, I'm grasping at straws here but I'd really like to avoid having this happen in my game as well
Well apparently it is Hunger Overhaul related. See this reply from jumblehed:
I have noticed it too with Hunger Overhaul, Some of the food in the chests is broken. If I can't shift-click it out of the chest, I know it is worthless. It seems to be random, It would seem to be Hunger Overhaul related. It's free food so I just deal with i
I haven't actually tried to eat a self-crafted feast yet but I did notice that I couldn't shift-click those feasts out of the chests either. Very weird. Perhaps indeed a stacksize problem.
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Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
I'm looking for a list of your foods *with food values* included. Is there anywhere or any way you know of that I can get that print out? I'm hoping to add it to the list of valid foods for NPCs from AncientWarfare2.
Hey guys! I'll never give up Pam's Mods, but for sheer decoration check out Plant Mega Pack. They have over 300 wild plants that help fill in those pesky boring landscapes The hanging baskets are really cool. So are the tree growing plants like orchids, platform mushroom, and mistletoe.
As far as ideas, I've noticed that a lot of fruit trees mature with only two or three fruit. It would be cool if after say, ten regular harvests, the fruit would spread to fill the whole tree. What? I have orchards on my field walls. They're cool decorations. I also get a lot of flower sees left. Is there a way to convert them into some kind of flour for cookies and cakes? They're gluten free.
Oh, and check out GwyCraft for glowy dyed cobblestone and other blocks. You can color co-ordinate and light your flowerbeds.
Hi. i am having a problem with conjunction with GregTech. If I install Harvestcraft I am able to macerate the salt dust into 2 crushed dusts, which can be then turned back to salt. So I am duping the Salt Dust. After little inspection I noticed that for some reason the Harvestcraft salt dust is being registered as oreSalt, which might be why is that happening.
I would consider this a minor problem. The mod already essentially dupes water and milk, and salt is useful enough that duping it isn't really a problem. Not to mention that, since you can multiply water, and salt is made by cooking water in a pot, you have unlimited salt anyway, especially if water source blocks replicate themselves.
The difference between the two methods of getting salt is that turning off salt ore generation in the config would still leave infinite salt in the game whereas turning off the crafting recipe for salt in the config would take infinite salt out of the game.
Would, if the salt item would not have the wrong oreDict value.
Luckily this will be easy to fix, it already has the oreDict values of "foodSalt", "itemSalt" and "dustSalt", so to fix this bug all that would be needed to do would be to take away the "oreSalt" oreDict entry.
I think all salt should have the same oredictionary.
Even food salt and other mods' salt like saltpeter.
Sure they are definitely not at all the same but meh they are close enough to not warrant both salt ore and saltpeter ore all over the place.
I think all salt should have the same oredictionary.
Even food salt and other mods' salt like saltpeter.
Sure they are definitely not at all the same but meh they are close enough to not warrant both salt ore and saltpeter ore all over the place.
I believe there's a mod that limits which ores spawn in the world. The Ore dictionary can be used in conjunction with Minetweaker to make it so that you only get the one version of salt, copper, tin, etc. Granted, this does take a bit of work on your part, but it's also a preference thing. I happen to like a lot of variety in my worlds.
I believe there's a mod that limits which ores spawn in the world. The Ore dictionary can be used in conjunction with Minetweaker to make it so that you only get the one version of salt, copper, tin, etc. Granted, this does take a bit of work on your part, but it's also a preference thing. I happen to like a lot of variety in my worlds.
Variety is good but it tends to make you need a ton more chests.
I think all salt should have the same oredictionary.
Even food salt and other mods' salt like saltpeter.
Sure they are definitely not at all the same but meh they are close enough to not warrant both salt ore and saltpeter ore all over the place.
Saltpeter and Salt are very different things. GregTech treats them as different materials so that's a good enough reason for me. (It even has a separate Rock Salt).
Anyway, PLEASE remove the oreSalt oredict entry on your Salt item. oreSalt should only go on the ore block itself.
I think all salt should have the same oredictionary.
Even food salt and other mods' salt like saltpeter.
Sure they are definitely not at all the same but meh they are close enough to not warrant both salt ore and saltpeter ore all over the place.
As has been stated, they're not even CLOSE to the same. Rock salt, the edible kind, is sodium chloride, while saltpeter is potassium nitrate. While I think saltpeter might be useful in fertilizer (and is definitely useful in gunpowder...), it's not good people-food at all. All they have in common is both being, technically, salts.
Please keep it food themed and simple (lol). Like someone has requested a pressure cooker (a re-skinned furnace). Maybe you want place-able cakes. Ask me with a description of what you want, and I'll let you know if it's do able or too hard.
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My Mods: Sinhika's Bark
Ported Mods: akkamaddi's Additions, akkamaddi's Ashenwheat, AleXndrTheGr8st's SimpleCore/SimpleOres/etc
Other Stuff: old/obsolete Ruins templates, updated to Ruins 1.7.10
- Turning on/off garden spreading
- Changing garden spread rate
Other things I know folks want:
- Shearing gardens and fruits
- Bonemealing ground to get gardens and saplings
You asked for feedback...
config - a cap on growth spread, to keep from getting overrun. Something like x per chunk, per garden type.
bug - the BoP "Moor" biome seems to spawn ONLY Harvestcraft trees. Same with another BoP swampy biome... Marsh?
bug - cinnamon bark flies 3+ blocks in a random direction when harvested
feature - medicinal plants that can give short-term protection v. potion effects, heal, give small bonuses, etc
feature - watering can that can make crops grow a little faster and gardens spread. Also works on your mini-mod plants
feature - new block "rich soil" increases plant growth rate and/or productivity, but wears off over time.
feature - Scion knife that increases the chance of getting a sapling from leaves
feature - dehydrator machine that can make dried fruits and meats
feature - smoker, a furnace-type block that uses fuel and fruit juice to make even more savory meats
I'd really appreciate the ability to turn off garden spreading in my game, thanks.
Bonemealing to get gardens and saplings was a feature that I quite liked in 1.6.4 but it would probably be best as a config setting
Other than that, I have a very unrelated request: Vegemite on toast, pretty, pretty please.
Edit- no one's going to eat Vegemite out of the jar. Nutella, yes. But Vegemite, never.
Hrr.. I don't think I read your question properly. Sorry about that. It's just that I'm using those same mods myself and I haven't had the problem with feasts. I've been making them myself, though (haven't been lucky enough to find any in dungeons yet). So is it an issue with dungeon stacks then? Ie. greater than the max stack size for food as set by HungerOverhaul. Or.. wait. You're not using the latest enviromine or any other mod that adds food spoiling or anything, are you? Yes, I'm grasping at straws here but I'd really like to avoid having this happen in my game as well
Well apparently it is Hunger Overhaul related. See this reply from jumblehed:
I haven't actually tried to eat a self-crafted feast yet but I did notice that I couldn't shift-click those feasts out of the chests either. Very weird. Perhaps indeed a stacksize problem.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
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Yo, setUnlocalizedName is no longer used, you have to use setBlockName nowNever mind, pretty sure the issue is due to BON rather than PHC.
I'm looking for a list of your foods *with food values* included. Is there anywhere or any way you know of that I can get that print out? I'm hoping to add it to the list of valid foods for NPCs from AncientWarfare2.
The list format is this:
01_food_settings {
I:"minecraft:apple"=3000
I:"minecraft:baked_potato"=4500
I:"minecraft:beef"=2250
If your good self or anyone else knows where I might find these values, I'd really appreciate it.
Thanks
What are these values?
player.me/felinoel
As far as ideas, I've noticed that a lot of fruit trees mature with only two or three fruit. It would be cool if after say, ten regular harvests, the fruit would spread to fill the whole tree. What? I have orchards on my field walls. They're cool decorations. I also get a lot of flower sees left. Is there a way to convert them into some kind of flour for cookies and cakes? They're gluten free.
Oh, and check out GwyCraft for glowy dyed cobblestone and other blocks. You can color co-ordinate and light your flowerbeds.
I would consider this a minor problem. The mod already essentially dupes water and milk, and salt is useful enough that duping it isn't really a problem. Not to mention that, since you can multiply water, and salt is made by cooking water in a pot, you have unlimited salt anyway, especially if water source blocks replicate themselves.
I think all salt should have the same oredictionary.
Even food salt and other mods' salt like saltpeter.
Sure they are definitely not at all the same but meh they are close enough to not warrant both salt ore and saltpeter ore all over the place.
player.me/felinoel
I believe there's a mod that limits which ores spawn in the world. The Ore dictionary can be used in conjunction with Minetweaker to make it so that you only get the one version of salt, copper, tin, etc. Granted, this does take a bit of work on your part, but it's also a preference thing. I happen to like a lot of variety in my worlds.
Variety is good but it tends to make you need a ton more chests.
player.me/felinoel
Saltpeter and Salt are very different things. GregTech treats them as different materials so that's a good enough reason for me. (It even has a separate Rock Salt).
Anyway, PLEASE remove the oreSalt oredict entry on your Salt item. oreSalt should only go on the ore block itself.
I honestly just want to reiterate my request to section the config file. It's hard to navigate as it is.
As has been stated, they're not even CLOSE to the same. Rock salt, the edible kind, is sodium chloride, while saltpeter is potassium nitrate. While I think saltpeter might be useful in fertilizer (and is definitely useful in gunpowder...), it's not good people-food at all. All they have in common is both being, technically, salts.
It's Holiday themed, but if you really want to request something else, that's fine.
Donation Drive info: http://pastebin.com/WLJPjgHu
What is the limitations on the "new block" tier?
player.me/felinoel