Would it be possible to add Underground Biomes support to this mod?
Unfortunately, no. UB does its population after COG runs, which means that I can't detect its placement and replace its stones with my own.
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(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?
Possibly, but it would be too unreliable. If it only works at certain radius values, and other things work at certain other radius values, there's going to be conflicts. It's easier to not support than to try and manage a list of incompatibilities.
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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.
Hello, I am wondering if Harder wildlife is compatible with biome mods? (the ones i am using are Realistic world gen with Biomes o plenty) from what i read of how it calculates temp i think it is, but i just want to check before i commit to a survival world. Thanks!
EDIT: also, Pam's Harvestcraft crops. does the mod affect them in any way, or are they just left alone?
As long as the biome mod uses a general type such as Alps and extreme hills both are Mountain types. as for the Pams harvest craft reasonable wiki does have a wiki try looking around it http://reasonable-realism.wikia.com/wiki/Integration
Assuming that the mod's biomes use the biome descriptors present in Forge accurately and assume that vanilla's temp and rainfall settings are accurate, then yes, it'll play nice for the most part. There's likely always an edge-case that I might not be aware of that causes something funky to happen.
HarvestCraft is fully integrated. I did a lot of friggin' research for that and it's a right pain to get the info onto the wiki.
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.
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.
Question: When you say that non-supported crops have the same temp/rain requirements as wheat, does that mean that their growth will scale with the seasons as well? I'm just trying to get a feel for this in conjunction with AgriCraft crops, in order to determine if using it will undermine a progression I was designing.
Question: When you say that non-supported crops have the same temp/rain requirements as wheat, does that mean that their growth will scale with the seasons as well? I'm just trying to get a feel for this in conjunction with AgriCraft crops, in order to determine if using it will undermine a progression I was designing.
That is correct. The offsets are just "does it like cold/warm/wet/dry weather" in preferences for optimal growth. They're just linear offsets of which wheat is 0 across the board. So non-supported crops will simply grow like wheat does: ideal weather in spring/summer on the plains biome.
(There's also time based offsets, which do "odd things" conceptually, but mechanically make the crop's growth curves occur in different parts of the year compared to an otherwise identical crop that doesn't have the time offset).
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.
Note that this does require that the crop extend vanilla's BlockCrops block (...that sounds like gibberish) which I just checked, and Agricraft's crops do do (I have seen some crops that have other hierarchies). This is good.
The block also has to make the call to super() in the onUpdate method so that my patch event is called, which Agricraft does not do. This is bad. It does fire an Applecore crop growth validation event, which if I'd known about Applecore before I'd started, I'd have used.
In order to get support for Agricraft, I'd have to figure out the conditional dodads that allow a mod to reference an API if it exists, but not if it doesn't. (Or get the Agricraft author to implement my event)
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.
(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?
Not calling super-methods is a perfectly fine way of doing things, I just meant that because it doesn't, my coremod insert never gets called.
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.
Currently I can tell you agricraft bypasses Harder Wild Life's Seasons / Crops in every aspect. Even carrots and potato's are taken over by agricraft and grow at there normal vanilla rate and there for bypass the system. I was forced to remove it myself. Would defiantly add back in once it is compatible.
New version is up, this should have support for Agricraft; any crop that was previously recognized by Harder Wildlife should work as intended with Agricraft. Due to the new event handling via AppleCore (a non-required dependency!) please report any other AppleCore-based mod interactions, as some other mods also do crop slowdowns. There is no handling on my end to try and detect this, as I am not sure it is possible.
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.
Not sure if this is meant to be but http://i.imgur.com/XQKeC0f.png Ocean biomes ice never melts It eventually just grows until its completely ice if your loading the chunks.
It should melt. I did a lot of fiddling with the parameters to try and account for the way water freezes and ice melts.
What season does the calendar show?
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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.
Spring (as soon as the world starts) should return a temp-mod of +0, which is added to Ocean's base temp of 0.5 (modified by +0). Water doesn't freeze until 0.2 or lower...
*Headscratches in confusion*
Can you install WAILA, put a thermometer in an item frame, and with F3 on, take a screenshot?
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.
Unfortunately, no. UB does its population after COG runs, which means that I can't detect its placement and replace its stones with my own.
Actually, wouldn't that depend on COG's deferred setting?
In the past, COG at deferred range of 32 ran well after UB/UBC did. (But ... broke Mystcraft so ...)
* 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?
Possibly, but it would be too unreliable. If it only works at certain radius values, and other things work at certain other radius values, there's going to be conflicts. It's easier to not support than to try and manage a list of incompatibilities.
Hello, I am wondering if Harder wildlife is compatible with biome mods? (the ones i am using are Realistic world gen with Biomes o plenty) from what i read of how it calculates temp i think it is, but i just want to check before i commit to a survival world. Thanks!
EDIT: also, Pam's Harvestcraft crops. does the mod affect them in any way, or are they just left alone?
As long as the biome mod uses a general type such as Alps and extreme hills both are Mountain types. as for the Pams harvest craft reasonable wiki does have a wiki try looking around it http://reasonable-realism.wikia.com/wiki/Integration
Assuming that the mod's biomes use the biome descriptors present in Forge accurately and assume that vanilla's temp and rainfall settings are accurate, then yes, it'll play nice for the most part. There's likely always an edge-case that I might not be aware of that causes something funky to happen.
HarvestCraft is fully integrated. I did a lot of friggin' research for that and it's a right pain to get the info onto the wiki.
Do you think about body temperature?
Yes and there's no mechanical way to indicate to the player that something's wrong, much less a viable way of mitigating the effects.
Question: When you say that non-supported crops have the same temp/rain requirements as wheat, does that mean that their growth will scale with the seasons as well? I'm just trying to get a feel for this in conjunction with AgriCraft crops, in order to determine if using it will undermine a progression I was designing.
That is correct. The offsets are just "does it like cold/warm/wet/dry weather" in preferences for optimal growth. They're just linear offsets of which wheat is 0 across the board. So non-supported crops will simply grow like wheat does: ideal weather in spring/summer on the plains biome.
(There's also time based offsets, which do "odd things" conceptually, but mechanically make the crop's growth curves occur in different parts of the year compared to an otherwise identical crop that doesn't have the time offset).
Okay, thanks.
Note that this does require that the crop extend vanilla's BlockCrops block (...that sounds like gibberish) which I just checked, and Agricraft's crops do do (I have seen some crops that have other hierarchies). This is good.
The block also has to make the call to super() in the onUpdate method so that my patch event is called, which Agricraft does not do. This is bad. It does fire an Applecore crop growth validation event, which if I'd known about Applecore before I'd started, I'd have used.
In order to get support for Agricraft, I'd have to figure out the conditional dodads that allow a mod to reference an API if it exists, but not if it doesn't. (Or get the Agricraft author to implement my event)
... Not calling the parent's method? ...
* 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?
Not calling super-methods is a perfectly fine way of doing things, I just meant that because it doesn't, my coremod insert never gets called.
Currently I can tell you agricraft bypasses Harder Wild Life's Seasons / Crops in every aspect. Even carrots and potato's are taken over by agricraft and grow at there normal vanilla rate and there for bypass the system. I was forced to remove it myself. Would defiantly add back in once it is compatible.
New version is up, this should have support for Agricraft; any crop that was previously recognized by Harder Wildlife should work as intended with Agricraft. Due to the new event handling via AppleCore (a non-required dependency!) please report any other AppleCore-based mod interactions, as some other mods also do crop slowdowns. There is no handling on my end to try and detect this, as I am not sure it is possible.
Not sure if this is meant to be but http://i.imgur.com/XQKeC0f.png Ocean biomes ice never melts It eventually just grows until its completely ice if your loading the chunks.
It should melt. I did a lot of fiddling with the parameters to try and account for the way water freezes and ice melts.
What season does the calendar show?
That was taken in spring.
Spring (as soon as the world starts) should return a temp-mod of +0, which is added to Ocean's base temp of 0.5 (modified by +0). Water doesn't freeze until 0.2 or lower...
*Headscratches in confusion*
Can you install WAILA, put a thermometer in an item frame, and with F3 on, take a screenshot?