Growthcraft Fluids are now buckable and world placable
Cool, now we can make Pastafarian beer volcanoes!
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
New update that fixes the SMP issues and IceDragon was able to sneak in a fix for the right click issues. Of note, to use Bone Meal you have to sneak right click.
My only request is that you learn NOVA API (http://novaapi.net/) because it's more universal and one version of a NOVA mod will work for all versions of all voxel-based games. Go check it out please, is all I'm asking.
Great. Now it's ok. And about apple trees? do they spawn in overworld?
Nope, gotta plant them yourself. You can be Johnny Appleseed!
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
My only request is that you learn NOVA API (http://novaapi.net/) because it's more universal and one version of a NOVA mod will work for all versions of all voxel-based games. Go check it out please, is all I'm asking.
Visited the website and at this time are not going to be considering it. According to the site it is still in BETA, there is even a warning about it is still under heavy development. Once it becomes stable then we'll take a second look.
I've already made a small applet with it, but yeah it needs heavy work. I encounter plenty of errors which shouldn't be there. XD But yeah I'll let you know when it's close to being done because it's a MUST for the next generation of Minecraft (and other voxel-gaming) mods.
Glad to see the mod back in action and alive'n'wellm and Thanks VERY much Ar97x for your time on this, its really appreciated.
I did want to pitch a suggestion to exchange Netherwart for a new Overworld item. Namely Yeast.
Yeast pretty much exists in all manner of fruits and vegetables and the majority of its life cycle is spent eating sugar and pooping alcohol, I often make my own homebrews and rely on different strengths of yeast to get the desired amount of alcohol from my brews.
Afterall too much alcohol actually kills off yeast. Its pretty much like fish in a fishtank, if you keep feeding them and dont change the water every so often, they end up swimming around in their own poo... And its a stagnant environment for them. Much like Yeast swimming around in its own alcoholic "leavings".
It might be something worth looking into, and might make the mod more accessible right off the bat instead of having to explore a Nether Fortress to get Netherwart which a player would likely use to make more powerful potions/brews anyway.
As for how to get yeast as an in-game mechanic? Dump a few potatoes in a vat and feed it sugar, once the yeast begins breeding, drain the water and dry out the yeast residue, or maybe have a yeast output for simplicity's sake.
You could also have different types of yeast, ones that are more alcohol tolerant and can survive in a very alcoholic environment, thus producing more booze.
Just a few ideas from a fellow homebrewer.
Again, its just an idea. If it turns out to be too much work to code and too mind-numbingly frustrating to put together, then dont bother. The mod is fine as is, I just thought it would be nice to make it more accessible on newer worlds.
Thanks for the support and the cumpliments, I do what I can to be useful, but all credits goes to the guys that are making it happen, I will fail to try mention them all, but they deserve it. And your idea is pretty good, we are already debating and it should be one of the next things on the further releases.
Ever since I used the Growthcraft Mod by Gwafu the first time, I´ve been hooked on this rare creation of a well desgined and thought-through mod. To find this topic after months of desparate hoping for a continuation feels like a small miracle.
Alatyami, Ar97x, mDiyo and Sunconure11: Words can´t possibly express this; nonetheless I feel obliged to write this down: THANK YOU!!!
Gwafu´s work always has been a keystone of my minecraft experience. The simplicity and beauty should have been a part of vanilla minecraft.
I´m looking forward to play Growthcraft in combination with 1.9 though it might take some time of course.
Good luck with this community project!!!
Thanks for the support, we love the mod as much as you, so we hope to keep improving it as much as we can. Credits for all the crew, everybody is doing a great and hard work. 1.9 is far from our future plans, but one day it might be on. We are currently working on new and surprisingly amazing things [SPOILER DENIED], and we hope to do it a way you guys enjoy. Keep an eye here for the next updates!
Well this is what NOVA will solve once people learn it when it goes gold. I'm already learning it and am starting to play around with it in reference to a small voxel game called Total Miner: Forge since it's easier to learn the orientations and such.
(EDIT): If I was too vague I mean the problem with learning a new API or version of game.
Is there any news on the modular part of this mod? IE: not having to use all the features?
You already don't have to, you can disable modules through the title screen.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
You already don't have to, you can disable modules through the title screen.
Really? thanks! I guess the version I was using didn't allow that :3 Well, time to go hunt down some bees in the Wastelands, hopefully I can make some mead... if not them maybe I can get some vines to grow, and I could have a chance at starting a wine farm again! I hear that breaking apart mossy stones has a chance of revealing them...
Hey, what's the MINIMUM Forge version for the current Growthcraft release? I'm worried that 1448 might break my other mods (most of them are on their last 1.7 version, so I can't just update them to match).
Really? thanks! I guess the version I was using didn't allow that :3
Err. I just realized that I'm still using the original Gwafu version, not Community Edition, because I'm still on Forge 1236 and didn't need the fluid fix. Edit: although depending on how it's set up, you still might be able to disable modules in the modlist even though they all come in the same jar. Garden Stuff works that way.
Rollback Post to RevisionRollBack
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Growthcraft 2.3.0 is finally released!
Check the first post for the release notes and download links.
Here are the new items for this release.
A lot of credit towards IceDragon200 for his hardwork towards this release.
Cool, now we can make Pastafarian beer volcanoes!
Filed an issue for it .... thanks for reporting it!
https://github.com/alatyami/Growthcraft-1.7/issues/111
We have 2.3.1 going out today to fix some issues with SMP deployments.
New update that fixes the SMP issues and IceDragon was able to sneak in a fix for the right click issues. Of note, to use Bone Meal you have to sneak right click.
My only request is that you learn NOVA API (http://novaapi.net/) because it's more universal and one version of a NOVA mod will work for all versions of all voxel-based games. Go check it out please, is all I'm asking.
Nope, gotta plant them yourself. You can be Johnny Appleseed!
Visited the website and at this time are not going to be considering it. According to the site it is still in BETA, there is even a warning about it is still under heavy development. Once it becomes stable then we'll take a second look.
I've already made a small applet with it, but yeah it needs heavy work. I encounter plenty of errors which shouldn't be there. XD But yeah I'll let you know when it's close to being done because it's a MUST for the next generation of Minecraft (and other voxel-gaming) mods.
Thanks for the support and the cumpliments, I do what I can to be useful, but all credits goes to the guys that are making it happen, I will fail to try mention them all, but they deserve it. And your idea is pretty good, we are already debating and it should be one of the next things on the further releases.
growthcraft is one of the best mods ever made for minecraft. i ain't gonna lie. everything is awesome from new brewing mechanic to village addition.
i hope this mod continues being developed or at least polished. it had so many bugs previous to this.
i have tried the latest version and seems to fix the sever villager/village additions as well as other bugs . thank you.
Thanks for the support, we love the mod as much as you, so we hope to keep improving it as much as we can. Credits for all the crew, everybody is doing a great and hard work. 1.9 is far from our future plans, but one day it might be on. We are currently working on new and surprisingly amazing things [SPOILER DENIED], and we hope to do it a way you guys enjoy. Keep an eye here for the next updates!
Well this is what NOVA will solve once people learn it when it goes gold. I'm already learning it and am starting to play around with it in reference to a small voxel game called Total Miner: Forge since it's easier to learn the orientations and such.
(EDIT): If I was too vague I mean the problem with learning a new API or version of game.
Thanks for the support, we are doing the best we can to keep updating and making this awesome mod even better!
Is there any news on the modular part of this mod? IE: not having to use all the features?
You already don't have to, you can disable modules through the title screen.
Really? thanks! I guess the version I was using didn't allow that :3 Well, time to go hunt down some bees in the Wastelands, hopefully I can make some mead... if not them maybe I can get some vines to grow, and I could have a chance at starting a wine farm again! I hear that breaking apart mossy stones has a chance of revealing them...
Modular release is coming back in the next release.
if you look inside you forge mods list you will see there are 10 growthcraft mods.
while i think is kinda silly to do this i t never bothered me. dynamic lights does the same .
you could have 1 mod with shared config to disable components
no worries. thanks to gwafu 4 the starting the mod and to you guys for keeping it alive + improving on it.
Hey, what's the MINIMUM Forge version for the current Growthcraft release? I'm worried that 1448 might break my other mods (most of them are on their last 1.7 version, so I can't just update them to match).
Err. I just realized that I'm still using the original Gwafu version, not Community Edition, because I'm still on Forge 1236 and didn't need the fluid fix. Edit: although depending on how it's set up, you still might be able to disable modules in the modlist even though they all come in the same jar. Garden Stuff works that way.