One other thing, since the infusion stones don't get consumed, I would make it so they don't stack. As it stands, you can have multiple of a type of stone in a stack. This is also broken with the crafting handler tweak you use. If you try to craft essence with more than one infusion stone in a stack, all of the stones are consumed but one.
Alright, I looked in xeno's reliquary's source code and found this in the code for the alchemical tome:
public boolean doesContainerItemLeaveCraftingGrid(ItemStack ist) {
ist = null;
return false;
}
I'll assume this is what causes the item not get consumed. What magical crops does is it changes the vanilla crafting handler to except infusion stones from consumption. Why is that a bad thing? Well other crafting options don't check the vanilla crafting handler for information. They check the items and recipes that are being crafted. To see if an item stays in the grid or not, the mod checks doesContainerItemLeaveCraftingGrid and if it's true, then the item gets consumed. If it's false, the item sticks around. The uncrafting table checks doesContainerItemLeaveCraftingGrid to see if it should give the player an item or not. As it currently stands, the uncrafting table sees the item, and checks if it gets consumed or not. It does get consumed, so it gives the player the item. Alternate crafting handlers check the infusion stone and regard it in he same way as it would any other item. By changing this one little thing on those five items, you could easily supply compatibility for any mod that adds an alternate crafting method.
Then maybe it's been fixed, because when I try in Monster 1.1.1 (I know, there's 1.1.2 our already) I do get the squeezer and infusion stones back. Sorry I'm not testing latest versions these days, but I don't maintain Monster and I have no clue how to contact the Monster maintainers.
I'm talking about other recipes, like alkahestral tome recipes or minium stone recipes.
Oh, that's just the start of the issues. Grab an uncrafting table from the Twilight Forest and INSTANTLY BREAK MAGICAL CROPS IN HALF. Make master infusion stone without ever farming a single crop. Infinite diamonds from infusion stones. I liked the tier system but the infusion stones are horribly broken.
Remember what I said about other items from other mods being crafted but not consumed? If you uncraft those recipes, you don't get the item from the uncrafting table. There has to be something these items are plugging into that the uncrafting table and alternate crafting handlers are accessing to do their stuff.
Okay, I'm sorry, but the more I use this version, the more I feel that the Infusion Stones are utterly unneeded and very detrimental to the simplicity of the mod. It breaks instantly in automation, it makes you have to repeatedly click to craft every single essence, and the very worst part, is that the better tiers cannot craft the same thing the lower tiers do, so in total you need to have five different stones just to craft things.
I'm sorry, it just doesn't work for me. It really doesn't.
Agreed. There are plenty of other mods that add items that work the same way but but without these annoyances. There's tinkers construct chisels, applied energistics quartz cutting knife, FMP saws, redpower saws, immibis microblocks saws, and let's not forget EE's philosopher's/minium stone, which has been doing non-consumed item crafting since beta. Philosopher's stones have been working in automatic crafting tables since beta. And it's not just automatic crafters wither. I tried setting up a forestry worktable to help with essence crafting, but that consumed the infusion stone as well.
My point is, those other mods are obviously doing something to these items to make them not used up in crafting, because when I add a custom recipe using these items in minetweaker they work perfectly fine. That and people adding automatic crafting systems with their own crafting managers have them work perfectly fine out of the box without having to include specific support.
Now i tested using minetweaker by adding a new recipe using infusion stones. The recipe is shapeless weak infusion stone+dirt=stone. The stone wasn't consumed, but it was still broken with the other crafting options. Other items just do something special with forge to stop them from being consumed in auutomated crafting whatevers. It would be amazing to be able to automate essence, even if it is just using a worktable or AE autocrafting.
I'm not trying to say that this is a bad mod, I love making resources instead of finding them in a cave, there are just improvements to be made.
Oh, and rossmallo, the master infusion stone can be used to craft any tier essence. You just need at least one seed from each tier to get the essences needed to craft it.
Okay, after a lot of testing, something is definitely wrong with this system. It works when using a ton of different mods, but when using only mekanism and thermal expansion there is no way to craft platinum, ferrous, or silver seeds. They exist and are not being overwritten in any way, but there is just no valid recipe for them nor are there any recipes using their essence. So cheating the seeds in with NEI and trashing the items that would've been used to craft them properly is pointless because I can't make anything with the essence anyhow. This is an ongoing issue and I have tested it using versions 3.2.0 beta 15, 15a, 17g, 17h, and 18. They all have the same issue. Again, these seeds do indeed function when using factorization and other mods, but it seems that thermal expansion support on its own is, and has been, broken.
I haven't tried with just TE or mekanism, but I have installed forestry on magic farm 2. The metal seeds work fine on there. I am, however, having the same issue with oil seeds. No recipe for them and the essences do nothing. I would suggest in the meantime to fix the recipes on your end using minetweaker.
Well, how do you tell if something is a leaf? It's not the vanilla leaf block; what defines a leaf?
I think there's a forge thing for defining leaves. Sickles work regardless of what mod adds the tree, and the axe of the stream knocks down most leaves at a faster rate. One way to test with ex nihilo is to try putting a silkworm on it. The silkworm code is meant to be versatile, so you can make string with whatever tree you wish without having to do anything special.
I'm using Your mod(ver 0.11.2) in the Yogscast Complete Pack(it has Ex Nihilo ver 1.29D) and my bits of osmium(gravel chunks, sand chunks and dust bits) don't do anything in the TCon Smeltry(using tcon ver 1.5.5.7).
Is there a config option i should have to enable the smelting of these bits? The items all look to come from the Ex Nihilo mod(from the tooltip), but your mod is supposed to be what adds the compatability to smelt them.
Edit: I haven't tried downgrading the Ex Nihilo to 1.28 yet, really hoping this isn't required :/
Osmium only smelts if you have extra TiC installed.
Oil seeds aren't loading for me. I have the latest beta version installed on the magic world 2 FTB modpack with buildcraft 4.2.2 and forestry 2.3.1.1. In the version available in the first post, the essence squeezes into oil just fine, but the seeds can't be crafted. In version 3.2.0_BETA_17g the oil seeds aren't craftable and the oil essence can't be used for anything.
Time: 6/12/14 3:05 PM
Description: Exception in server tick loop
java.lang.NullPointerException
at net.minecraftforge.fluids.FluidStack.(FluidStack.java:27)
at magicalcrops.forestryCompat.ForestryAPI(forestryCompat.java:32)
at magicalcrops.mod_mCrops.load(mod_mCrops.java:433)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:545)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:699)
at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:107)
at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355)
at net.minecraft.server.dedicated.DedicatedServer.func_71197_b(DedicatedServer.java:178)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:630)
at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Before I received this I had to change all the IDs to the 2000s range (the 4000s are being used by Tinker's Construct) For example, 4078 is now 2078, and so on.
Does it still crash if you uninstall MCPC? If it does still crash, then try updating or backdating forestry.
Any way you could make the seeds a single ID or in the very least put them all in an oreDict entry? That would be amazing for making custom recipes using any seeds. My peeve with this mod is that the excess seeds are rather useless. I made a recipe using minetweaker so you can put magical seeds in a furnace to get some bonus essence dust. I also made a recipe that combines magical seeds with nature essence to get normal wheat seeds back. But seriously, it's a ton of IDs. It's so annoying trying to config all of the IDs. It would be lovely to only have around ten items to configure instead of fifty.
feature request:
At start on one block you need wait many time then grow trees.
If add functional when tree grow on 100% when you look at sapling more than 10-20 seconds. Stop and look. First 3-5 trees grow for the 3 minutes instead of 30-50. But it not cheat because you can't do anything when look to grow tree.
I'm not certain what you're asking for. I think what you're saying is something like if you stare at a sapling for 30 seconds, then it grows instantly. If that is what you're asking, then I say absolutely not. It's supposed to be painful in the beginning. So you expand. Make more plots for trees. Build a platform away from the main island to spawn skeletons. Don't ask for features to make the mod easier. This mod isn't about making stuff easier. It's about expanding a player's possibilities in a void world.
It would be fun to add drops to bats, hellbats, and similar into the mix.
And perhaps an in-game book, that adds info on things such as modifiers of T.C. or other combinations with other mods.
I'll have to disagree in the book idea. A big part of vanilla minecraft is researching and finding the base mechanics in the game, and exploiting them. Plus it's not that difficult a concept to grasp. You put a hammer on your tool, it works as a hammer. You put a crook on your weapon, it works as a crook. Not too hard.
I think there should be forestry compatibility in the form of a way to get bees, maybee (he he) a bee house with a flower instead of a honey comb. actually Evonix making this comment, didn't notes who was logged in.
Quote from name ="OP" »
Forestry
Find Copper and Tin ore by sifting Gravel, Sand or Dust.
Find Apatite while sifting Gravel
Beeeeees!
(Pictures coming soon!)
First create an artificial hive from string and a hay bail.
Next, you'll need to create at least one bucket full of seed oil using a Squeezer. Put the seed oil into a barrel.
Right click the artificial hive on the barrel to give it a quick dip.
Find a place that looks attractive to bees and set down the scented artificial hive. The seed oil will wear off eventually if no bees move in. You'll have to treat it again and keep trying. Bees are extremely picky about choosing a new place to live. A hint though: all bees (unless otherwise stated) require a direct path between the hive and the sky to be empty. Leaves don't count as obstructions though, so you don't have to worry about trees too much.
What do these stupid bees want!?
Meadows:
Must be near flowers which are registered with Forestry.
Requires a PLAINS type biome.
Forest:
Must be near leaves, and lots of them.
Requires a FOREST type biome.
Modest:
Must be near Cactus.
Requires a DESERT type biome.
Tropical:
Must be near leaves, and lots of them.
Must be near vines.
Requires a JUNGLE type biome.
Wintry:
Must be near lots of snow (natural snow, not the blocks that you make out of snowballs).
Must be near flowers which are registered with Forestry.
Requires a FROZEN type biome.
Marshy:
Must be near mushrooms (brown or red will work).
Requires a SWAMP type biome.
Ender:
Must be near end stone, and lots of it.
Requires a END type biome.
Is naturally more difficult to lure than the other species.
What about Extra Bees?
Yes, you can also get the Extra Bees.
Water:
Must be near lots of water.
Must be exactly ONE block below the surface of the water.
Must be near lily pads.
Requires a WATER type biome.
Rocky:
Must NOT be allowed to see the sky.
Must be near smooth stone, and lots of it.
Can spawn in ANY biome.
Is naturally more difficult to lure than the other species.
Embittered:
Must NOT be allowed to see the sky.
Must be near lots of netherrack.
Must be near nether wart.
Requires a NETHER type biome.
What about Magic Bees?
Aaaand, you can also get the Magic Bees.
Mystical:
Must be near leaves, and lots of them.
Must be near flowers which are registered with Forestry.
Requires a FOREST type biome.
Sorcerous:
Must be near flowers which are registered with Forestry.
Requires a DESERT type biome.
Unusual:
Must be near flowers which are registered with Forestry.
Requires a JUNGLE type biome.
Attuned:
Must NOT be allowed to see the sky.
Must be near flowers which are registered with Forestry.
Must be near the void below the world.
Requires a MOUNTAIN type biome.
Oblivion:
Must NOT be allowed to see the sky.
Must be near lots of end stone.
Requires a END type biome.
Is naturally more difficult to lure than the other species.
Infernal:
Must NOT be allowed to see the sky.
Must be near the void below the world.
Must be near lots of netherrack.
Requires a NETHER type biome.
Is naturally more difficult to lure than the other species.
WARNING!
Because of some technical issues, silkworms will not work on Forestry trees.The crook will still allow you to get more saplings from them though. Also, Forestry saplings will not work as compost in the barrels. However, if you have IC2 installed, you can turn the saplings into plantballs and compost those.
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Awesome. Thank you. <3
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I'll assume this is what causes the item not get consumed. What magical crops does is it changes the vanilla crafting handler to except infusion stones from consumption. Why is that a bad thing? Well other crafting options don't check the vanilla crafting handler for information. They check the items and recipes that are being crafted. To see if an item stays in the grid or not, the mod checks doesContainerItemLeaveCraftingGrid and if it's true, then the item gets consumed. If it's false, the item sticks around. The uncrafting table checks doesContainerItemLeaveCraftingGrid to see if it should give the player an item or not. As it currently stands, the uncrafting table sees the item, and checks if it gets consumed or not. It does get consumed, so it gives the player the item. Alternate crafting handlers check the infusion stone and regard it in he same way as it would any other item. By changing this one little thing on those five items, you could easily supply compatibility for any mod that adds an alternate crafting method. I'm talking about other recipes, like alkahestral tome recipes or minium stone recipes.
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Remember what I said about other items from other mods being crafted but not consumed? If you uncraft those recipes, you don't get the item from the uncrafting table. There has to be something these items are plugging into that the uncrafting table and alternate crafting handlers are accessing to do their stuff.
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Metallurgy support.
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Agreed. There are plenty of other mods that add items that work the same way but but without these annoyances. There's tinkers construct chisels, applied energistics quartz cutting knife, FMP saws, redpower saws, immibis microblocks saws, and let's not forget EE's philosopher's/minium stone, which has been doing non-consumed item crafting since beta. Philosopher's stones have been working in automatic crafting tables since beta. And it's not just automatic crafters wither. I tried setting up a forestry worktable to help with essence crafting, but that consumed the infusion stone as well.
My point is, those other mods are obviously doing something to these items to make them not used up in crafting, because when I add a custom recipe using these items in minetweaker they work perfectly fine. That and people adding automatic crafting systems with their own crafting managers have them work perfectly fine out of the box without having to include specific support.
Now i tested using minetweaker by adding a new recipe using infusion stones. The recipe is shapeless weak infusion stone+dirt=stone. The stone wasn't consumed, but it was still broken with the other crafting options. Other items just do something special with forge to stop them from being consumed in auutomated crafting whatevers. It would be amazing to be able to automate essence, even if it is just using a worktable or AE autocrafting.
I'm not trying to say that this is a bad mod, I love making resources instead of finding them in a cave, there are just improvements to be made.
Oh, and rossmallo, the master infusion stone can be used to craft any tier essence. You just need at least one seed from each tier to get the essences needed to craft it.
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If they're leaves, then yes. It infects slime leaves of all things.
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Does it still crash if you uninstall MCPC? If it does still crash, then try updating or backdating forestry.
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I'm not certain what you're asking for. I think what you're saying is something like if you stare at a sapling for 30 seconds, then it grows instantly. If that is what you're asking, then I say absolutely not. It's supposed to be painful in the beginning. So you expand. Make more plots for trees. Build a platform away from the main island to spawn skeletons. Don't ask for features to make the mod easier. This mod isn't about making stuff easier. It's about expanding a player's possibilities in a void world.
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