I have been having the issue of some of the fruit trees not growing. I can bonemeal most of the saplings, but some I can't, and I've waited and waited, but they are still saplings. Oddly enough, the ones not growing are all tropical fruits (banana, papaya, dragonfruit, date, coconut). I am in a plains biome. Do these have to be in a different biome in order to grow?
Can you tell me if the various tree saplings have to be grown in their respective biomes? I'm wondering if I can make an orchard with all of the trees in one spot.
The Meaning of Life, the Universe, and Everything.
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10/31/2013
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Magicdad
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Hi Pam,
I am in the process of starting a monthly YouTuber's modded minecraft challenge series, and wanted to let you know that HarvestCraft is one of the four main mods that I am using. I will be posting an annoucement video on my channel tonight about the challenge series, but this month is to build a visually attractive restaurant and stock it with the widest menu possible. I have included a few other mods to achieve the building aspect, but when I got that idea, I knew it would be your mod to use. I have loved harvest craft since I first saw it over a year ago, and have included in all modpacks I made for my personal use,
Hmmm... just tried to buy a maple sapling, and at first my spruce saplings disappeared without my getting a maple, then when I opened the market block again a bit later they reappeared and I took them out. I tried again and they didn't disappear -- no exchange seemed to be taking place.
This is on a local server with my nephew. Any clue what's going on?
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My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
I contacted you a while back with some advice to fix this (at least for Garden Stuff mod, but maybe all farmland types). I believe you didn't have a working PC at the time though?
It's now clear what's going on. Your crop blocks are returning EnumPlantType.Plains for their plant type. This is because Minecraft's BlockCrops does not override getPlantType(), and takes its implementation from BlockBush instead. BlockBush hardcodes the plant types for all the Minecraft vanilla blocks, and any other block will return "Plains".
Since I depend on getPlantType being correctly implemented, the compatibility issues should be solved by overriding getPlantType() and returning EnumPlantType.Crop instead. It might help compatibility with some other mods as well, but I don't know any offhand. It would be a good idea to check your other plant blocks as well and make sure they return an appropriate plant type.
As for why this works at all, Minecraft will resort to the canPlaceBlockOn check for instances of BlockBush when the normal canSustainBlock check fails.
Hi Pam,
Archibald_TK told me about the discussion you were having about growing crops on mods' blocks, and I thought that I could help make the solution a little clearer. I'm the author of Enhanced Biomes, which (among other things) adds new farmland, so I've had this issue before.
While jaquadro is correct, it hasn't been mentioned that you have to implement IPlantable. This will give you three new methods:
@Override
public EnumPlantType getPlantType(IBlockAccess world, int x, int y, int z) {
return EnumPlantType.Crop;
}
@Override
public Block getPlant(IBlockAccess world, int x, int y, int z) {
return this;
}
@Override
public int getPlantMetadata(IBlockAccess world, int x, int y, int z) {
return -1;
}
getPlantType is the important one. Just have that return EnumPlantType.Crop, and everything should work.
While jaquadro is correct, it hasn't been mentioned that you have to implement IPlantable. This will give you three new methods:
Her blocks descend from BlockCrops/BlockBush, so they implicitly implement IPlantable already. She may also have a good reason to update the other two IPlantable methods, but getPlantType is the important one.
Her blocks descend from BlockCrops/BlockBush, so they implicitly implement IPlantable already. She may also have a good reason to update the other two IPlantable methods, but getPlantType is the important one.
OK, I stand corrected.
I hadn't realised that she probably would have extended BlockCrops. The plants that I've done recently have just extended Block, because they aren't standard crops/bushes.
It's worth remembering to implement it in case she adds a plant that doesn't extend BlockBush though.
Can you tell me if the various tree saplings have to be grown in their respective biomes? I'm wondering if I can make an orchard with all of the trees in one spot.
Yes you can! The trees originally spawn only in their respective areas, however, you can plant them anywhere there is adequate soil and light.
Yes you can! The trees originally spawn only in their respective areas, however, you can plant them anywhere there is adequate soil and light.
If this is true, what would cause none of the tropical trees to grow in my game? Does this mod conflict with Biomes o' Plenty? That is the other mod I have installed alongside this one.
I use both BOP and this mod, and I've had no trouble planting my own little orchard in a plains biome with nearly every kind of tree. I used bone meal to help speed things up, and several of them can be fussy, especially fig, and can require a good amount of it, but they all worked. Perhaps see if using it would help you?
I use both BOP and this mod, and I've had no trouble planting my own little orchard in a plains biome with nearly every kind of tree. I used bone meal to help speed things up, and several of them can be fussy, especially fig, and can require a good amount of it, but they all worked. Perhaps see if using it would help you?
Took 57 bonemeal, but I finally got the banana tree to grow. I think the same will be for the others. Thanks!
Seeds planted with right click harvest disabled only give one crop and 0-1 seeds. Is there a way to change this so pams crops are closer to vanilla wheat?
Thanks
EDIT:
If you have Extra Utilities installed, the watering can is great for getting stubborn trees to grow.
Thanks for bringing all these issues to my attention.
I still have no idea why certain trees (mostly palms) are so, so stubborn when it comes to growing, especially with bonemeal. Their growing code is no different from normal trees.
I'll look into issues with the Market block and why some fruit trees are generating on top of each other.
Thanks for bringing all these issues to my attention.
I still have no idea why certain trees (mostly palms) are so, so stubborn when it comes to growing, especially with bonemeal. Their growing code is no different from normal trees.
I'll look into issues with the Market block and why some fruit trees are generating on top of each other.
Pam, in looking at the market block, would there be a way of making the UI show more seeds/saplings per page and just have buy buttons under each seed/sapling? Clicking through all of them can take a while. Granted...this isn't a huge deal, just curious. I also am not sure if all of the seeds are showing as well.
Can growthcraft grapes be used in place of HC grapes for recipes? Trying to find the best way to get these mods working together without a bunch of annoying redundancies. (Plus I really don't like HC grapes, no offense but grapes do not grow like that and it's just too weird for me.)
On that note though, I really wish the melons in this mod worked like the melons in minecraft. Having everything be grown in basically the same way is rather immersion-breaking and a little dull. Not to mention that large plants like gourds and other things that are not leafy should render as some kind of block, the item render works for most things but in that instance actually feels cheap.
Not only that, but the lack of ability to place certain food as blocks has been bothering me for a long time. Things like cakes, drinks, buttles, and other things that would be expected to have a shape in the world.
I remember at some point being able to place wine in the world, and to my knowledge you can still place candles, but these render as items similar to flowers, and not solid blocks, so looking at them from anything but a straight-on angle is awkward. I've actually never used HC candles for decoration for this reason, instead opting to make basic tallow candles from thaumcraft.
I tried AppleMilkTea for a while for the sole reason that every item in the mod has a corresponding block. Unfortunately the fact the guy doesn't seem to care about an english translation for his wiki and the numerous bugs I run into with that mod make it nearly impossible to enjoy, and what kills it for me is that it was actually intended with integration with some tech mods and I really hate tech mods.
I don't really want or need every food item to have a block version though but there are some things that I just think should have one, like cups, bottles, jars, cakes, cheese, and all of the mod's tools.
I am curious how you feel about someone attempting to create blocks for items like that, if it would be welcome or if you feel like you'd rather do everything yourself. I've personally never been able to figure out techne, but I've recently found an alternative to it and wouldn't mind at least trying to make a cheese block or a cup item base.
I also miss the butter churn. I wish it would return, as well, I wish producing things like dough were more of an interactive process instead of an instant craft to make each ingredient feel more unique.
Rollback Post to RevisionRollBack
If you say "plz" because it's shorter than "Please," I'll say "No" because it's shorter than "Yes."
Hi Pam I am in the middle of making my first mod, and i was looking for a tutorial on making your own custom fruit on your own custom trees, but I haven't found ANY tutorials for doing that. Then I came across your mod and saw how you have fruit on your trees. I was just wondering if you can help me make my fruit on my trees for my mod.
Pam, in looking at the market block, would there be a way of making the UI show more seeds/saplings per page and just have buy buttons under each seed/sapling? Clicking through all of them can take a while. Granted...this isn't a huge deal, just curious. I also am not sure if all of the seeds are showing as well.
Can growthcraft grapes be used in place of HC grapes for recipes? Trying to find the best way to get these mods working together without a bunch of annoying redundancies. (Plus I really don't like HC grapes, no offense but grapes do not grow like that and it's just too weird for me.)
I have used Minetweaker to integrate GrowthCraft grapes and rice with HarvestCraft recipes, Natura barley and cotton (which I prefer the look of) with HC recipes, and Biomes O' Plenty edibles with HarvestCraft. I renamed HC grapes to "Wild Grapes" (because they remind me of wild Muscadines from down here), and HC bamboo to "Dwarf Bamboo" to avoid confusing it with GrowthCraft Bamboo. One has edible culms, the other I build things with.
Minetweaker is one of the most useful mods for integrating different mods and customizing your modded world; I can't say enough nice things about it. Since Pam very nicely ore-dictified her foods and recipes, it's very easy to integrate other mod's foods using Minetweaker: just assign the appropriate ore dictionary entries to the other mod's foods. My Minetweaker scripts can be viewed at https://github.com/Sinhika/AeroMagica/tree/master/scripts. They are mostly up-to-date.
(Mod-makers: making ore-dictionary versions of your recipes is important for integration, because mods like Minetweaker don't assign ore dictionary entries until all other mods are loaded. ShapedOreRecipe or ShapelessOreRecipe using ore-dict entries doesn't check for matching until the actual crafting attempt, so they will work. Code that attempts to detect appropriate items during initialization and then create specific recipes will not find MineTweaker assignments, because they haven't happened yet. Yes, I'm talking about AOBD2, to give one example)
Can you tell me if the various tree saplings have to be grown in their respective biomes? I'm wondering if I can make an orchard with all of the trees in one spot.
I am in the process of starting a monthly YouTuber's modded minecraft challenge series, and wanted to let you know that HarvestCraft is one of the four main mods that I am using. I will be posting an annoucement video on my channel tonight about the challenge series, but this month is to build a visually attractive restaurant and stock it with the widest menu possible. I have included a few other mods to achieve the building aspect, but when I got that idea, I knew it would be your mod to use. I have loved harvest craft since I first saw it over a year ago, and have included in all modpacks I made for my personal use,
This is on a local server with my nephew. Any clue what's going on?
My YouTube channel is currently on hiatus, but I hope to get back to it at some point. Content is fairly random, but can be enjoyable, and is mostly game footage (mostly random Minecraft clips) from my nephews and me. Most popular MC vid so far is the one Vechs laughed at on Twitter!
Hi Pam,
Archibald_TK told me about the discussion you were having about growing crops on mods' blocks, and I thought that I could help make the solution a little clearer. I'm the author of Enhanced Biomes, which (among other things) adds new farmland, so I've had this issue before.
While jaquadro is correct, it hasn't been mentioned that you have to implement IPlantable. This will give you three new methods:
@Override
public EnumPlantType getPlantType(IBlockAccess world, int x, int y, int z) {
return EnumPlantType.Crop;
}
@Override
public Block getPlant(IBlockAccess world, int x, int y, int z) {
return this;
}
@Override
public int getPlantMetadata(IBlockAccess world, int x, int y, int z) {
return -1;
}
getPlantType is the important one. Just have that return EnumPlantType.Crop, and everything should work.
Hopefully this helps,
SMEZ
Her blocks descend from BlockCrops/BlockBush, so they implicitly implement IPlantable already. She may also have a good reason to update the other two IPlantable methods, but getPlantType is the important one.
Mods I Develop: Garden Stuff -- Storage Drawers -- Hunger Strike
Tools I Develop: NBTExplorer -- Substrate
OK, I stand corrected.
I hadn't realised that she probably would have extended BlockCrops. The plants that I've done recently have just extended Block, because they aren't standard crops/bushes.
It's worth remembering to implement it in case she adds a plant that doesn't extend BlockBush though.
Yes you can! The trees originally spawn only in their respective areas, however, you can plant them anywhere there is adequate soil and light.
Happy farming!
peace
Plant Life, Trees, Flowers, Food and Farming! Pam's mods.
If this is true, what would cause none of the tropical trees to grow in my game? Does this mod conflict with Biomes o' Plenty? That is the other mod I have installed alongside this one.
I use both BOP and this mod, and I've had no trouble planting my own little orchard in a plains biome with nearly every kind of tree. I used bone meal to help speed things up, and several of them can be fussy, especially fig, and can require a good amount of it, but they all worked. Perhaps see if using it would help you?
Took 57 bonemeal, but I finally got the banana tree to grow. I think the same will be for the others. Thanks!
Thanks
EDIT:
If you have Extra Utilities installed, the watering can is great for getting stubborn trees to grow.
B:leekseeddropfromgrass=true
...
along with a skyblock.
Huge thanks, now I wont have to minetweaker it all
I still have no idea why certain trees (mostly palms) are so, so stubborn when it comes to growing, especially with bonemeal. Their growing code is no different from normal trees.
I'll look into issues with the Market block and why some fruit trees are generating on top of each other.
Pam, in looking at the market block, would there be a way of making the UI show more seeds/saplings per page and just have buy buttons under each seed/sapling? Clicking through all of them can take a while. Granted...this isn't a huge deal, just curious. I also am not sure if all of the seeds are showing as well.
On that note though, I really wish the melons in this mod worked like the melons in minecraft. Having everything be grown in basically the same way is rather immersion-breaking and a little dull. Not to mention that large plants like gourds and other things that are not leafy should render as some kind of block, the item render works for most things but in that instance actually feels cheap.
Not only that, but the lack of ability to place certain food as blocks has been bothering me for a long time. Things like cakes, drinks, buttles, and other things that would be expected to have a shape in the world.
I remember at some point being able to place wine in the world, and to my knowledge you can still place candles, but these render as items similar to flowers, and not solid blocks, so looking at them from anything but a straight-on angle is awkward. I've actually never used HC candles for decoration for this reason, instead opting to make basic tallow candles from thaumcraft.
I tried AppleMilkTea for a while for the sole reason that every item in the mod has a corresponding block. Unfortunately the fact the guy doesn't seem to care about an english translation for his wiki and the numerous bugs I run into with that mod make it nearly impossible to enjoy, and what kills it for me is that it was actually intended with integration with some tech mods and I really hate tech mods.
I don't really want or need every food item to have a block version though but there are some things that I just think should have one, like cups, bottles, jars, cakes, cheese, and all of the mod's tools.
I am curious how you feel about someone attempting to create blocks for items like that, if it would be welcome or if you feel like you'd rather do everything yourself. I've personally never been able to figure out techne, but I've recently found an alternative to it and wouldn't mind at least trying to make a cheese block or a cup item base.
I also miss the butter churn. I wish it would return, as well, I wish producing things like dough were more of an interactive process instead of an instant craft to make each ingredient feel more unique.
PS: Im still on minecraft version 1.6.4
Thank You!!
Sorry I don't know if I'll be able to do that. =(
I have used Minetweaker to integrate GrowthCraft grapes and rice with HarvestCraft recipes, Natura barley and cotton (which I prefer the look of) with HC recipes, and Biomes O' Plenty edibles with HarvestCraft. I renamed HC grapes to "Wild Grapes" (because they remind me of wild Muscadines from down here), and HC bamboo to "Dwarf Bamboo" to avoid confusing it with GrowthCraft Bamboo. One has edible culms, the other I build things with.
Minetweaker is one of the most useful mods for integrating different mods and customizing your modded world; I can't say enough nice things about it. Since Pam very nicely ore-dictified her foods and recipes, it's very easy to integrate other mod's foods using Minetweaker: just assign the appropriate ore dictionary entries to the other mod's foods. My Minetweaker scripts can be viewed at https://github.com/Sinhika/AeroMagica/tree/master/scripts. They are mostly up-to-date.
(Mod-makers: making ore-dictionary versions of your recipes is important for integration, because mods like Minetweaker don't assign ore dictionary entries until all other mods are loaded. ShapedOreRecipe or ShapelessOreRecipe using ore-dict entries doesn't check for matching until the actual crafting attempt, so they will work. Code that attempts to detect appropriate items during initialization and then create specific recipes will not find MineTweaker assignments, because they haven't happened yet. Yes, I'm talking about AOBD2, to give one example)
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