Ok, first, thanks for the update. Will try and get that up on the server to test in the morning. Will let you know if it was a success.
Second. I'm curious if anyone else is having issues with dirt in their worlds. I tried a fresh install with just Growthcraft and couldn't duplicate the bug I've been getting in my modded world. I continued to add each mod individually and test to see if the dirt issue still persisted thinking there may be a conflict with dirt. No issue. I've now got the exact same build as my other world that has dirt bugs and the bugs are not in my new world. I have a feeling this is something that is developing overtime. Not even sure if it involves GrowthCraft but... I figured it doesn't hurt to ask.
So... is anyone finding that certain patches of dirt in their world are unplowable? Have you tried to plow a field and found that several just wouldn't plow no matter how many times you smacked it with a hoe?
If its not this mod, "YAY". If it is... might be worth looking into Gwafu.
I'm trying to track down a bug I'm having in 1.5.2. When I go to plow some dirt, despite having water source nearby, or directly next to it, the soil just wont plow. I've gone through all my mods, reinstalled a new instance and couldn't duplicate the problem. I have a feeling this is something that is gradually happening overtime. I've encountered the issue in both ssp and on a smp server.
It also appears that when placing rectangular pattern of walls, you know how they should be all the same level except when they connect up to a corner or a block on top of them. I get a wierd bug where the walls act as if there is something on top of them.
So I cry out for help. If anyone else is experiencing the issue, maybe we can track down which mod is the problem. Below in the spoiler is my current mod list.
Regarding the bamboos, I'm not really sure. I just theorized that it will not spread like crazy.
Just went and looked at a bamboo patch near a friends house. Its doubled in size/density in just a matter of a couple hours. We didn't even noticed another patch on the opposite side of his house also growing. We just spent an hour clearing 2 patches. It doesn't take much time for them to take over an area of land. It got to the point they couldn't be ignored anymore and had to be dealt with... A lot of people who use mods, particularly mods that have machinery they like to run constantly, will use something called a chunk loader to keep chunks always loaded on a server. Mistakenly having bamboo within the range of a chunk loader could result in some massive overgrowth of bamboo.
So, I would suggest turning off the automatic spread, and have it set so that if someone breaks bamboo down there is a chance to drop the bamboo shoot, much like saplings do with trees. While it was cool at first from the possibilities that bamboo adds to our world, its become more of an annoyance and almost regret we installed the bamboo.
Hey Gwafu, just wanted to update one how your mod is doing from my perspective. It's great. Just installed your latest update with the compatibility for other mods and everything so far is working great. Not a single error, no id conflicts with your mod or with any other mod I had. So, as far as I know, any ID conflicts people are having, its their own fault.
My only minor suggestion might be to increase the biomass yield when using juice and honey. In forestry most items give a slight bonus when producing biomass with these other liquids. For example, using water (1x) should be what you've got now. According to the forestry wiki, juice and honey both provide a 1.5x multiplier. Producing more biomass for using more expensive liquids. You may have done this already in which case its maybe a bug in NEI which was telling me I was getting 0.100 biomass for bamboo + water, bamboo + juice or bamboo + honey.
Oh right, forgot to read through the posts here. I saw someone was having issues with bamboo growth rates. Found some bamboo really close to a friends house and a little concerned about the "bamboo population". Was this resolved?
Would it be possible to get more detail on the Bamboo mod? You stated it focused more on crafting. What types of things can you craft?
I also see some amazing looking bamboo in the background. Are there new types of bamboo plants, and if so, what are their growth habits?
Thanks.
She's made an extremely well written manual that you can find in the original post. It has been updated and includes all the answers to your questions.
One last question, are those literally the Rose Seed item or it still says Bamboo but with the rose seed texture? Just narrowing down stuff :-).
Moused over them, they said Rose Seed. I'd assume it was more than just the texture. Clicked on the rose seed and it showed your recipe to make the Rose Seed.
I would need more information than that. What mods are you using? A screenshot is also appreciated :-).
Applied Energistics
ArmorStatusHUD
Ars Magica
Bibliocraft
Buildcraft 3
ChickenChunks
Forestry
[Forestry] Extra Bees
[Forestry] Magic Bees
ForgeIRC
GraviGun
Gravitation Suite
Growthcraft
IndustrialCraft 2
[IC2] Advanced Machines
[IC2] CompactWindmills
[IC2] Advanced Solar Panels
Inventory Tweaks
Iron Chests
MrCrayfish's Furniture Mod
Mystcraft
Natura
Not Enough Items
[NEI] Plugins
Optifine
Power Converters
Railcraft
Rei's Minimap
StatusEffectHUD
Steve's Carts 2
Thaumcraft 3
Thaumic Tinkerer
Thermal Expansion
Tinker's Construct
TreeCapitator
Twilight Forest
And just so you have an idea of whats going on with the ID's in the config... I had to change a bunch of the bamboo default ID's since they were conflicting with your own flower mod. So here's the config for bamboo that I'm now using which produces no crash errors so the game launches, but yeah, the crafting of the bamboo stuff is broken.
I have a weird bug where bamboo blocks are made by using rose seeds instead of the bamboo stalk. There was another bamboo item using the rose seed but I cant remember which it was specifically at this moment. All I know is I couldn't seem to find any bamboo generated in the world and when I looked up the bamboo in NEI to verify that the mod was installed, the recipe showed the seeds to make the blocks.
Minecraft has stopped running because it encountered a problem; Failed to start game
A full error report has been saved to C:\Users\Santos\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-14_21.30.55-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash
--- BEGIN ERROR REPORT 89f4c87f --------
Full report at:
C:\Users\Santos\AppData\Roaming\.minecraft\crash-reports\crash-2013-06-14_21.30.55-client.txt
Please show that file to Mojang, NOT just this screen!
java.lang.IllegalArgumentException: Slot 511 is already occupied by com.mrcrayfish.furniture.BlockFreezer@2dd2f39e when adding growthcraft.fishnet.BlockGrCFishnet@74782192
at net.minecraft.block.Block.<init>(Block.java:340)
at net.minecraft.block.BlockContainer.<init>(SourceFile:9)
at growthcraft.fishnet.BlockGrCFishnet.<init>(BlockGrCFishnet.java:30)
at growthcraft.fishnet.mod_GrowthCraftFishnet.load(mod_GrowthCraftFishnet.java:101)
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:494)
at sun.reflect.GeneratedMethodAccessor3.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:314)
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.propogateStateMessage(LoadController.java:165)
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:314)
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:98)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:690)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:206)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:448)
at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:733)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 4ee9c8a8 ----------
The key information here is this...
java.lang.IllegalArgumentException: Slot 511 is already occupied by com.mrcrayfish.furniture.BlockFreezer@2dd2f39e when adding growthcraft.fishnet.BlockGrCFishnet@74782192
This is the same problem a lot of people are having and its an easy fix. Change the config file for the fishnet to use a different block id besides 511. This may take some work especially if you have many mods but I'm confident you'll find an id that isn't being used by another mod.
Is it possible to get a changelog section somewhere so I know if I should bother downloading a new version of the mod or not without searching for a new post saying somethings been changed. I downloaded the update yesterday before you mentioned anything thaumcraft related, now your posting thaumcraft stuff and I dont know if i need to download again or not.
I install.
minecraftforge-universal-1.5.2-7.8.0.684
I install the usual bin/minecraft.jar
I intall GrowthCraft-5-15-2013.zip into Mod
Fire it up and only have 4 mods.
Minecraft Coder Pack
Forge Mod Loader
Minecraft Forge
mod_ReiMinimap
Can you help.
Unzip the Growthcraft ZIP, within will be the individual zip files for each part of the mod. Those are what you want to put in the mod folder. I did the same thing before realizing thats how it was distributed.
I literally just got my hands on your mod for the first time and I'm telling all my friends. This is exactly what I've been looking for. A while back a buddy and I were working on a farming mod that we decided we better wait for the API to finish. A lot of our idea would fit very nicely with what you've done. Less just say... we were adding decay to most food items that after a certain amount of time they would spoil unless stored properly... (ice blocks were involved).
0
0
Second. I'm curious if anyone else is having issues with dirt in their worlds. I tried a fresh install with just Growthcraft and couldn't duplicate the bug I've been getting in my modded world. I continued to add each mod individually and test to see if the dirt issue still persisted thinking there may be a conflict with dirt. No issue. I've now got the exact same build as my other world that has dirt bugs and the bugs are not in my new world. I have a feeling this is something that is developing overtime. Not even sure if it involves GrowthCraft but... I figured it doesn't hurt to ask.
So... is anyone finding that certain patches of dirt in their world are unplowable? Have you tried to plow a field and found that several just wouldn't plow no matter how many times you smacked it with a hoe?
If its not this mod, "YAY". If it is... might be worth looking into Gwafu.
0
It also appears that when placing rectangular pattern of walls, you know how they should be all the same level except when they connect up to a corner or a block on top of them. I get a wierd bug where the walls act as if there is something on top of them.
So I cry out for help. If anyone else is experiencing the issue, maybe we can track down which mod is the problem. Below in the spoiler is my current mod list.
Again I think its something that is corrupting the world over time.
0
Just went and looked at a bamboo patch near a friends house. Its doubled in size/density in just a matter of a couple hours. We didn't even noticed another patch on the opposite side of his house also growing. We just spent an hour clearing 2 patches. It doesn't take much time for them to take over an area of land. It got to the point they couldn't be ignored anymore and had to be dealt with... A lot of people who use mods, particularly mods that have machinery they like to run constantly, will use something called a chunk loader to keep chunks always loaded on a server. Mistakenly having bamboo within the range of a chunk loader could result in some massive overgrowth of bamboo.
So, I would suggest turning off the automatic spread, and have it set so that if someone breaks bamboo down there is a chance to drop the bamboo shoot, much like saplings do with trees. While it was cool at first from the possibilities that bamboo adds to our world, its become more of an annoyance and almost regret we installed the bamboo.
0
My only minor suggestion might be to increase the biomass yield when using juice and honey. In forestry most items give a slight bonus when producing biomass with these other liquids. For example, using water (1x) should be what you've got now. According to the forestry wiki, juice and honey both provide a 1.5x multiplier. Producing more biomass for using more expensive liquids. You may have done this already in which case its maybe a bug in NEI which was telling me I was getting 0.100 biomass for bamboo + water, bamboo + juice or bamboo + honey.
For reference to what I'm talking about, here is the forestry wiki. I'm looking at "Source Liquids" towards the bottom. http://forestry.sengir.net/wiki.new/doku.php?id=energy:fermenter
Mods used in my latest build that resulted in 0 errors with growthcraft.
GrowthCraft
Forge
Tinker's Construct
Natura
Mo' Creatures
MystCraft
Twilight Forest
Thaumcraft
Forestry
CoFH Core
Thermal Expansion
Buildcraft
Mr.Crayfish Furniture Mod
Railcraft
Archimedes Ships
Applied Energistics
Treecapitator
Oh right, forgot to read through the posts here. I saw someone was having issues with bamboo growth rates. Found some bamboo really close to a friends house and a little concerned about the "bamboo population". Was this resolved?
0
She's made an extremely well written manual that you can find in the original post. It has been updated and includes all the answers to your questions.
0
Moused over them, they said Rose Seed. I'd assume it was more than just the texture. Clicked on the rose seed and it showed your recipe to make the Rose Seed.
0
ArmorStatusHUD
Ars Magica
Bibliocraft
Buildcraft 3
ChickenChunks
Forestry
[Forestry] Extra Bees
[Forestry] Magic Bees
ForgeIRC
GraviGun
Gravitation Suite
Growthcraft
IndustrialCraft 2
[IC2] Advanced Machines
[IC2] CompactWindmills
[IC2] Advanced Solar Panels
Inventory Tweaks
Iron Chests
MrCrayfish's Furniture Mod
Mystcraft
Natura
Not Enough Items
[NEI] Plugins
Optifine
Power Converters
Railcraft
Rei's Minimap
StatusEffectHUD
Steve's Carts 2
Thaumcraft 3
Thaumic Tinkerer
Thermal Expansion
Tinker's Construct
TreeCapitator
Twilight Forest
And just so you have an idea of whats going on with the ID's in the config... I had to change a bunch of the bamboo default ID's since they were conflicting with your own flower mod. So here's the config for bamboo that I'm now using which produces no crash errors so the game launches, but yeah, the crafting of the bamboo stuff is broken.
####################
# block
####################
block {
I:"Bamboo (Block) ID"=4060
I:"Bamboo (Stalk) ID"=4061
I:"Bamboo Door ID"=4068
I:"Bamboo Fence ID"=4063
I:"Bamboo Leaves ID"=4062
I:"Bamboo Shoot ID"=4088
I:"Bamboo Slab (Double) ID"=4067
I:"Bamboo Slab (Single) ID"=4066
I:"Bamboo Stairs ID"=4065
I:"Bamboo Wall ID"=4064
}
####################
# general
####################
general {
# Default : 64 || Higher = Lesser
I:"Bamboo Density"=64
# Default : 32 || Higher = More Common
I:"Bamboo Generation Rarity"=32
# Default : 7 || Higher = Slower
I:"Bamboo Growth Rate"=7
# Default : 4 || Higher = Slower
I:"Bamboo Spread Rate"=4
# Separate the IDs with ';' (without the quote marks)
S:"Biomes (IDs) That Generate Bamboos"=0;1;4;7;18;21;22
}
####################
# item
####################
item {
I:"Bamboo (Item) ID"=31725
I:"Bamboo Door (Item) ID"=31724
}
0
1
The key information here is this...
This is the same problem a lot of people are having and its an easy fix. Change the config file for the fishnet to use a different block id besides 511. This may take some work especially if you have many mods but I'm confident you'll find an id that isn't being used by another mod.
0
0
Unzip the Growthcraft ZIP, within will be the individual zip files for each part of the mod. Those are what you want to put in the mod folder. I did the same thing before realizing thats how it was distributed.
0
I literally just got my hands on your mod for the first time and I'm telling all my friends. This is exactly what I've been looking for. A while back a buddy and I were working on a farming mod that we decided we better wait for the API to finish. A lot of our idea would fit very nicely with what you've done. Less just say... we were adding decay to most food items that after a certain amount of time they would spoil unless stored properly... (ice blocks were involved).
0
0
Oh right, I forgot about those. That would be perfect.