• 2

    posted a message on Growthcraft Community Edition

    sheepstack

    To answer your question and everyone's question on Growthcraft development (future versions etc..)


    Currently, I do the coding on and off (I mostly just fix bugs when I can), the rest of the team is ... AWOL?


    MC 1.7 (Growthcraft 2.x) is actively developed and maintained (*shameless plug* by yours truly *shameless plug*)


    MC 1.8 (Growthcraft 3.x) 2 branches are available, the complete rewrite (currently abandoned and incomplete), and a semi-rewrite-port of the 1.7 code (is not compatible with 2.x due to block changes and naming issues, fluids have all been renamed to make them easier to identify)

    The code compiles, but is riddled with todos (lots of the bamboo related blocks have no model or just straight up broken), bugs (blocks missing state, odd behaviour), missing block states (unset states in the code, and missing blockstate jsons), rendering (everything was ripped out)


    MC 1.9 (Growthcraft 4.x) Alatyami was messing with it, he had the same problems I had with 1.8 initially (3000+ compiler errors, api changes etc.)


    MC 1.10 (Growthcraft 5.x) I tried throwing the 1.8 code base at it and updating forge, of course I regretted it instantly (api changes, broken code base to begin with etc...)


    tl;dr We're short on time, and people, especially programmers who aren't swamped with RL


    So the next time someone asks "when is the 1.8+ port coming" you link them to this post and tell them to send help

    Posted in: WIP Mods
  • 1

    posted a message on Growthcraft Community Edition

    Burgersim, Ravin8901 https://github.com/GrowthcraftCE/Growthcraft-1.7/issues/306 *scoots away quietly*


    It's one the many "fix one, broke something else" bugs...

    I'm sure it was suppose to leave the bucket behind in the input slot, unless it got ejected somewhere in the world.

    Posted in: WIP Mods
  • 1

    posted a message on Growthcraft Community Edition

    Killerjdog51 Update Apple Core to 1.3.x

    Posted in: WIP Mods
  • 1

    posted a message on Growthcraft Community Edition

    Kompy_87 I didn't read the latest forum posts, but, I think I've answered your request, I've added 2 new config options, one for toggling thistle completely, and one for toggling just the world gen aspect of it. Just like before, you can pick up the latest build in the github pr :3


    An idea was uttered in the irc about adding a thistle seed and possilbly ax-ing thistle worldgen. (Mostly me crying about thistle bringing nothing but pain).

    I'll open the discussion, if you (the users) believe that we should add a Thistle Seed item, and disable worldgen (or remove it).


    That being said, I now I have to find someone to enslave, ask for a new texture

    Posted in: WIP Mods
  • 1

    posted a message on Growthcraft Community Edition

    Kompy_87 I apologize, we've been having some issues with Thistle, which is why logging was left in for the builds. I've removed it now, and shifted other logs up from info to debug level, sorry for the inconvenience.
    You can grab the preview builds here https://github.com/GrowthcraftCE/Growthcraft-1.7/pull/386

    The latest has the logging removed.

    anthea_willows


    "thistle/world gen" {
     # Separate the IDs with ';' (without the quote marks); Default : 3;20;34
     S:"Biome IDs"=3;20;34
    # Separate the TYPEs with ',' (without the quote marks)
     # Separate batches with ';' (without the quote marks)
     # ; Default : +MOUNTAIN;+HILLS,-SNOWY,-COLD
     S:"Biome Types"=+MOUNTAIN;+HILLS,-SNOWY,-COLD
    # ; Default : true
     B:"Enable Biome Dictionary compatability?"=true

    Set "Enable Biome Dictionary compatability?" to false, and use "Biome IDs" instead if you want to be very specific about which biomes thistle spawns in.

    No villagers do not sell thistle.

    Yes you are correct, thistle should spawn in ONLY HILLS, that are NOT SNOWY and NOT HOT.
    They can however, SPREAD anywhere.
    The world would actually attempt to place the maximum number of thistle in a chunk (by default this was 20), the algorithm was along the lines of "if it fits, it ships", so yes, it could place ALL 20, and then those 20 would ALL spread and then you'd end up with 40 of them, and they would spread and... you get the point, we've added a few more config options for curving the behaviour in development, you can try the test builds here https://github.com/GrowthcraftCE/Growthcraft-1.7/pull/386

    Posted in: WIP Mods
  • 1

    posted a message on Growthcraft Community Edition

    Das_Offertorium Ah, the problem returns,Potion Extender probably resized the potion array, and we resized it again (possibly something smaller than they had), I've fixed it now, we now check if the array is below a certain size before trying to resize it/


    Sadly however we're having a bit of build issues, so there won't be a new development build for the moment.

    Posted in: WIP Mods
  • 2

    posted a message on Growthcraft Community Edition

    renadi Good news for you, Water Bags/Skins now pick up any fluid block (including water), ONE caveat, it will NOT pick up any fluid over 100* celcius (373 kelvin), because that makes plenty sense.


    Um, there are a few other changes I forgot, water bag now respects booze food stats, which means you'll get heal and saturation from it.


    Also fixed the Natura fence ropes, I think I'll add the Natura bee boxes a little later

    Posted in: WIP Mods
  • 1

    posted a message on Growthcraft Community Edition

    If anyone is interested, you can try the 2.5.2 test builds

    https://github.com/GrowthcraftCE/Growthcraft-1.7/pull/303


    tehFoxx0rz Natura fences have been added

    Ravin8901 Started work on Woodstuff, there is no integration yet, as I'm still figuring out ALL the block names

    renadi Both issues should be resolved in the test build

    Posted in: WIP Mods
  • 2

    posted a message on Growthcraft Community Edition

    I am not pleased, my first post and MCF decides to gobble the post up forcing me to rewrite it.

    But here goes:

    First up I'd like to correct a mistake, you do not ferment Honey.
    Due to it's low water content, honey can't be fermented.
    You must add water to it.

    This is done by crafting:
    Water Bucket, Honey Bucket and Empty Bucket

    OR

    Water Bucket, 3 Honey Bottles and Empty Bucket

    OR

    3 Water Bottles, Honey Bucket and Empty Bucket

    OR

    3 Water Bottles, 3 Honey Bottles and Empty Bucket

    These recipes all produce Honey Mead

    Second up, anyone experiencing GSON errors, as mentioned by many users,
    removing your Growthcraft configs will solve the problem.
    But if you don't want to do that then removing all the json files under:
    config/growthcraft/bees/, config/growthcraft/cellar/, config/growthcraft/core/, config/growthcraft/milk/
    should solves your problems.

    On to the next topic, Heat Sources, aforementioned locations in the cellar directory contains a heatsource.json file.
    You can read here, how to edit the config files and add more content to Growthcraft, such as pressing, fermenting, brewing and yes more heat sources.

    Growthcraft User API 2.5.x

    By default, Growthcraft will add Lava and Fire, in addition if you have Thaumcraft installed it will add Nitor.
    In the future, I'd like to add a Hot Plate to transfer heat from a heta source block to other blocks, so you can place the Culture Jar on it instead of over an open flame (dangerous).

    PLEASE NOTE
    If you installed any new mods after play-testing Growthcraft once (allowing it to create its json configs), new changes WILL NOT BE ADDED TO YOUR EXISTING CONFIGS.
    Reasoning: if you decided you wanted to remove some of our recipes, since you have other ways of doing it, then your config would be missing options not present in our default.
    What if: we decided to add those options back to your config every restart, it would get annoying wouldn't it?

    tl;dr If you install a mod we support, be sure to check the *.json.default files in the sub directories for any new content.
    Mods we kinda do stuff with:
    RTG (Real Terrain Generation) - Support for our Bamboo Forest was added in the latest version
    Forestry - We've taken over the Growthcraft Plugin maintenance on our side, if you use Foretsry 4.2.8+ and Growthcraft 2.5.0+, you'll be using our implementations, so forward any Forestry + Growthcraft related bugs to us, not the Forestry Team, unless you're running < 2.5.x.
    Thaumcraft - We've added Aspects to most, if not all our items, the balance may be a bit wonky, so if you have a better idea, please share it with us.
    MFR (Mine Factory Reloaded) - On request, we've added support to the Fruit Picker, Harvester, Planter, and Fertilizer:
    to Pick Apples, Hops and Grapes;
    Harvest Bamboo, Rice;
    Plant Rice;
    and Fertilize Rice (yes, because Rice needed that much attention D8<)

    In addition many of these mods, if they added trees, we added bee boxes for them.
    We have bee boxes for vanilla wood types and for the following mods:
    Biomes o Plenty, Botania, Forestry, Thaumcraft, Growthcraft Bamboo (why yes, we have a bamboo bee box, fyi; 2 to be exact, if you have Biomes o Plenty)
    In the future we'd like to do the same with our Fermenting Barrel, if you have time, energy and a image editor and feel like churning out around 100+ textures for the barrel (the barrel requires 4 textures per type).
    That would be swell, you can tackle a particular mod and submit the textures here OR on our github page (preferably github, since I'm more active there).
    If you know a mod that adds wood types and you'd like us to added bee boxes for it, let us know.

    Lastly, I had a nice paragraph and table on how to ferment all the booze, however the post editor rolled me over and I lost all the text:

    Please, make do with our google doc page:

    Booze Guide

    I apologize for any bugs and inconveniences.

    Oh, there was a lot of hub bub about the Distillery, if you'd like to have it earlier (2.6.x -ish), then help us by modelling the still, you can pull more information out of us on Github, or our irc channel.

    If you have any problems, ANY, whether it be random crashes, stuff not feeling balanced, or recipes conflicting, please, PLEASE report it on our github, we'll try our hardest to fix it in a timely manner.
    For those affected by the Agri Craft, Growthcraft Paddy issue, I'm sorry, we haven't fixed it, we're still addressing the realism of our rice.

    Okay, I'm done marketing.

    Posted in: WIP Mods
  • To post a comment, please .