(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Quick summary:
Adjust stack sizes, adjust food values slightly (not the major change of HO), add sandwich version of steak/chicken/pork/fish.
Stack sizes lets meat be more valuable, but a stack of "lessor" stuff can provide more total. Etc.
EDIT: And, having just read over the API, adjust the healing factors (hunger per heal, rate of heal) -- the 1.7 changes really irk me here.
For adding new foods, look into KitchenCraft. It also optionally uses AppleCore for food value modifications, but I'm not sure if the food value modification part of the mod is documented.
Also note that in the latest versions of HO, there is one config option that will stop HO from using all of its custom food values (useHOFoodValues). You could then use the foodHungerDivider, foodHungerToSaturationDivider, and/or foodSaturationDivider config options to modify all food values at the same time, or use the HO food value JSON configs for fine-grained control over food values.
Stacksize isn't something that AppleCore has anything to do with, so hopefully there's already a mod that allows you to make stacksize changes (I would assume there is?). Note that HO has a config option to alter food stacksize based on its hunger value.
HO has config options for hunger per heal / rate of heal.
Basically, Hunger Overhaul might already do everything you want, as almost everything I added to AppleCore was to allow for some config option in HO. If you don't want some change that HO makes and can't disable it, then create and issue on the HO Github and it'll get addressed. If there's something you want to be able to change but HO doesn't allow you to, again, create an issue and it'll get addressed.
I've been working on a mod that modifies plant growth rates (namely: reducing them drastically).
Is there anything I should be aware of / do to maintain expected compatibility with AppleCore (etc.)? It appears that I am doing the same thing as AppleCore (ASMing the BlockCrops' updateTick function to fire an event to allow or deny the standard behavior) and I'd not want to inadvertently reduce crop growth rates by a order of magnitude.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
I've been working on a mod that modifies plant growth rates (namely: reducing them drastically).
Is there anything I should be aware of / do to maintain expected compatibility with AppleCore (etc.)? It appears that I am doing the same thing as AppleCore (ASMing the BlockCrops' updateTick function to fire an event to allow or deny the standard behavior) and I'd not want to inadvertently reduce crop growth rates by a order of magnitude.
Thanks! It doesn't look like you're doing anything other than supplying a hook for other mods to use.
And as much of a shortcut as it would have been a month ago to rely on AppleCore instead, I've already got it ASM'd and have several other classes modified as well, so there's no point in adding the extra dependency at this point.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Thanks! It doesn't look like you're doing anything other than supplying a hook for other mods to use.
And as much of a shortcut as it would have been a month ago to rely on AppleCore instead, I've already got it ASM'd and have several other classes modified as well, so there's no point in adding the extra dependency at this point.
Right, AppleCore makes no changes on its own except some visual HUD stuff. It's primarily an API for other mods to use.
*Nod nod*
Just trying not to screw anything up.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
EDIT: Broke some stuff. Working on a fixed version.
EDIT#2: Revoking v1.2 temporarily until I am sure that everything is working. Use v1.1.0 instead for now.
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I am too lazy to look through the last 3 pages of comments so I'll ask here, does applecore it self add the ability to right click plants to harvest them? Or do I have to add in Hunger Overhaul in order to gain this feature? If hunger overhaul is required could you move this over to applecore?
I am too lazy to look through the last 3 pages of comments so I'll ask here, does applecore it self add the ability to right click plants to harvest them? Or do I have to add in Hunger Overhaul in order to gain this feature? If hunger overhaul is required could you move this over to applecore?
That is Hunger Overhaul. No plans to move that to AppleCore. However, in the future, it will be easier to pick and choose what you want from Hunger Overhaul (see this and this).
I'm working on an open-source mod called Craft++. Check it out!
I don't have any immediate plans to update. Why do you ask?
Changelog
- Added a better way for mods to be able to integrate their plant growth with AppleCore
- Renamed "show.food.exhaustion.hud.overlay" config option to "show.food.exhaustion.hud.underlay"
- Fixed hunger HUD overlays being drawn when the hunger bar is not (fixes a slight incompatibility with the Hunger Strike mod)
Download v1.1.0 (for Minecraft 1.7.10):
CurseForge | Github | Adf.ly
Right now, you provide the API, but we still need a mod to use that API.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
What do you want to do that Hunger Overhaul doesn't provide?
Adjust stack sizes, adjust food values slightly (not the major change of HO), add sandwich version of steak/chicken/pork/fish.
Stack sizes lets meat be more valuable, but a stack of "lessor" stuff can provide more total. Etc.
EDIT: And, having just read over the API, adjust the healing factors (hunger per heal, rate of heal) -- the 1.7 changes really irk me here.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
For adding new foods, look into KitchenCraft. It also optionally uses AppleCore for food value modifications, but I'm not sure if the food value modification part of the mod is documented.
Also note that in the latest versions of HO, there is one config option that will stop HO from using all of its custom food values (useHOFoodValues). You could then use the foodHungerDivider, foodHungerToSaturationDivider, and/or foodSaturationDivider config options to modify all food values at the same time, or use the HO food value JSON configs for fine-grained control over food values.
Stacksize isn't something that AppleCore has anything to do with, so hopefully there's already a mod that allows you to make stacksize changes (I would assume there is?). Note that HO has a config option to alter food stacksize based on its hunger value.
HO has config options for hunger per heal / rate of heal.
Basically, Hunger Overhaul might already do everything you want, as almost everything I added to AppleCore was to allow for some config option in HO. If you don't want some change that HO makes and can't disable it, then create and issue on the HO Github and it'll get addressed. If there's something you want to be able to change but HO doesn't allow you to, again, create an issue and it'll get addressed.
Is there anything I should be aware of / do to maintain expected compatibility with AppleCore (etc.)? It appears that I am doing the same thing as AppleCore (ASMing the BlockCrops' updateTick function to fire an event to allow or deny the standard behavior) and I'd not want to inadvertently reduce crop growth rates by a order of magnitude.
All of the changes I make through ASM I keep track of in .java files. You can see the type of modications I make to updateTick methods here:
https://github.com/squeek502/AppleCore/blob/master/java/squeek/applecore/asm/reference/BlockCropsModifications.java
If you want to depend on AppleCore instead of writing your own ASM, you can see an example of how to use the PlantGrowthEvent.AllowGrowthTick event here:
https://github.com/squeek502/AppleCore/blob/master/java/squeek/applecore/example/PlantGrowthModifier.java
Thanks! It doesn't look like you're doing anything other than supplying a hook for other mods to use.
And as much of a shortcut as it would have been a month ago to rely on AppleCore instead, I've already got it ASM'd and have several other classes modified as well, so there's no point in adding the extra dependency at this point.
Right, AppleCore makes no changes on its own except some visual HUD stuff. It's primarily an API for other mods to use.
*Nod nod*
Just trying not to screw anything up.
EDIT: Broke some stuff. Working on a fixed version.
EDIT#2: Revoking v1.2 temporarily until I am sure that everything is working. Use v1.1.0 instead for now.
Not just you. Working on a fixed version at the moment.
EDIT: Revoking v1.2 temporarily until I am sure that everything is working. Use v1.1.0 instead for now.
That is Hunger Overhaul. No plans to move that to AppleCore. However, in the future, it will be easier to pick and choose what you want from Hunger Overhaul (see this and this).
See this post.