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    [1.7.10] AgriCraft

    I seem to be having issues using custom crops on waterpads on servers. It seems that neither minetweaker or the custom crop configs themselves are able to have a custom crop that grows on waterpads... :/ For example, I had a rivercane crop I added that would grow on waterpads, and after failing...
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    [1.7.10] AgriCraft

    Well I'm still in 1.7.10 and using a version that still relies completely on the plants. They are in NEI and can be planted like normal, just not with agricraft. I know that this worked in some version prior though.
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    [1.7.10] AgriCraft

    Oh wow... I just realized later in the same file I had a line adding that mutation again... :rolleyes: It seems however that in one of the updates Agricraft lost compatibility with Pneumaticraft... Is there something I'm doing wrong? Intentional? Bug?
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    [1.7.10] AgriCraft

    Seems the corn mutation is unshakable using modtweaker. Haven't tried using the configs, but it's definitely only select crops. For example this line works, SeedMutation.remove(<harvestcraft:asparagusseedItem>); but this doesn't: SeedMutation.remove(<harvestcraft:cornseedItem>); Figured I'd...
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    [1.7.10] AgriCraft

    If you've got extra utils installed, I'd highly recommend getting a watering can. It'll make getting your mutations a heck of a lot easier. Alternatively, assuming bonemeal can force mutations, that should work too. On a side note, I just used the clippers and love the function! Speaking of...
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    [1.7.10] AgriCraft

    Just updated to the version 1.4.5 and I'm still having the corn/cassava texture glitch. Is the bug fixed in that version or will it be in the next release?
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    [1.7.10] AgriCraft

    Interesting... It seems that the ore crops I was talking about will grow even after the ores become hidden. Waila says it can't grow, but it still does... I guess this means issue solved? On a separate note, the Plant mega pack both the corn and cassava crops' growth stages are funky at 28% growth.
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    [1.7.10] AgriCraft

    He's working on a system that builds on the weeds/humidity/acidity or something like that, if I understand correctly. Although, I will say that weeds have never been an issue for me as long as you build your farms properly. I've become quite fluent with the mod and can get 10/10/10 seeds within...
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    [1.7.10] AgriCraft

    It looks like it's really difficult/impossible to keep the ores out of their hidden state. As soon as the chunks aren't in sight, they become hidden again (even with a chunk loader). Do you think there's any way for it to check what ore is below it, even if it's hidden?
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    [1.7.10] AgriCraft

    Just running some tests and it looks like the hidden ores shouldn't be too much of a problem as long as you design the farm right. I'll post more info/pictures when I post the download.
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    [1.7.10] AgriCraft

    Aww crap... there is one issue with the gregtech ores. Gregtech ores can go into a "hidden" state, and their metadata is all screwed up. I don't know if you know much abotu that or if there's a way to fix it. Most likely, I'll have to find a way to create the ores out of the "hidden" mode.
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    [1.7.10] AgriCraft

    Still need to make the textures for the seeds. In addition, I've only made textures for the ores in the beyond reality modpack, as I'm making a customized version of it for me and my friends. So after finishing the main crops up, I might go ahead and make the crops not available for other...
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    [1.7.10] AgriCraft

    :):):) After making textures for crops for all the gregtech ores I realized it couldn't recognize gregtech ores... so this update is... amazing.... Speaking of which, is there a good any good way to share the crops on here? I don't know how many people here are interested in gregtech ore crops...
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    [1.7.10] Custom Villagers Mod

    Having trouble using the mod... I haven't actually changed anything but every time I try to trade with a villager from a mod I crash. I don't entirely understand how to use the mod or where the problem is originating from. I'm using Custom Villagers 2.0.37 and Elec Core 1.4.175. Any suggestions? :(
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    [1.7.10] AgriCraft

    It seems kind of pointless to have the "X" and "#" pattern as though they were different. They both render in the same shape, it's just that one renders 8 of the texture while the other renders 4. I think the "X" pattern render should be replaced with an actual X-pattern, as that would seem to...
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    [1.7.10] AgriCraft

    I second this. If someone has the ability to cheat in anything anyways, I don't see what the issue with them spawning in a maxed out seed :p.
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    [1.7.10] AgriCraft

    No but I mean the pattern would render diagonally, not parallel to the pixels of the soil, like tall grass, as I explained earlier.
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    [1.7.10] AgriCraft

    Interested in seeing how this humidity/nutrient system works :D! Quick question, do you plan on/could you add the ability to render crops in an X pattern? Like the way tall grass or flowers render? Currently, the 2 render methods are essentially the same, one just uses the texture for each...
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    [1.7.10] AgriCraft

    Oh, waterpads are obtained by right clicking farmland with a shovel... ...Which can be slightly annoying if you try using a mattock to hoe your fields.
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    [1.7.10] AgriCraft

    I guess that could work. The main reason this function would be added is probably for modpacks that would change the mutations and want to add difficulty to the mutation process. I imagine it'd be a block (Or another function within the seed analyzer) that would consume seeds and have a chance...