That MineTweaker support is something I've been waiting for, so thanks a lot for that! Now time to have some fun with changing what blocks are required for a mutation.
That MineTweaker support is something I've been waiting for, so thanks a lot for that! Now time to have some fun with changing what blocks are required for a mutation.
Yep, that fixes it. Thanks for the quick reply.Weird. Looks like it doesnt find the Botania API filesalthgouh the Botania API should be there in the JAR. As a temporary fix you can add Botania to your mods folder and it should start up correctly. I will look into it.
Edit: Nvm, the APIs dont get packaged.
Edit 2: Will be fixed in the next version. There will be probably a 1.2.2 in a week or two that fixes more bugs which I probably introduced
Yep, that fixes it. Thanks for the quick reply.
I'm working on a sky block type pack, but I don't want Botania in it, so I'll use 1.1.1 for the time being.
Don't get me wrong, Botania is awesome, but the pack is supposed to be lean and grindy.
No, but thanks anyway. I'll try to publish my modpack this week, so I'll need a public version. In this early stage of development of the pack changes happen, so don't bother.Yes, I understand. If you need, I can push a snapshot release with the bugfix to GitHub so you still can use the new features.
A question, say if I have a custom mutation that requires an ore block beneath the tilled soil block to mutate. Once I've the plant, do I still need the ore blocks below the tilled soil blocks for the plant to grow over to the crop sticks as well as letting them mature? Or once mutated, they will be able to be planted and mature let normal crops?
Great! Modded mutations will still cross over to adjacent empty crop sticks, right?You only need the block for the mutation to happen. After that you should be able to plant it on a crop residing on farmland.
Great! Modded mutations will still cross over to adjacent empty crop sticks, right?
And I'll need to start playing with the custom mutations.
Had to extract the textures from Pam's Harvestcraft and Magical Crops though as I can't do paint to save my life...Do I have to ask for permissions if I'm not distributing my pack at all?
I don't think that's right. A plant only grows if the proper base block is under the soil (just tested in 1.1.0). Seeds can be planted on any crop, but they will stay at 0% unless the block is present. Makes sense to me and that how it is in IC2.You only need the block for the mutation to happen. After that you should be able to plant it on a crop residing on farmland.
You're mixing up my resource crops with the special mutations. My resource crops require a block underneath to both grow and mutate/spread. If you specified a mutation for a certain crop that requires a block to be underneath it will not need it to grow, just to mutate.I don't think that's right. A plant only grows if the proper base block is under the soil (just tested in 1.1.0). Seeds can be planted on any crop, but they will stay at 0% unless the block is present. Makes sense to me and that how it is in IC2.
Yep, sorry you're right. This is a feature of the newest version, which I don't use yet. I'm mixing up 'special mutations' and 'custom crops'; the latter require the base block to grow. All that terminology...You're mixing up my resource crops with the special mutations. My resource crops require a block underneath to both grow and mutate/spread. If you specified a mutation for a certain crop that requires a block to be underneath it will not need it to grow, just to mutate.
You're going to have to be more specific as I don't know what you mean with that.I saw the changelog
So you fixed a bug with a feature?
Im referring to the irrigation system
send from a thing
From changelog
Overhauled irrigation systems: sprinklers will keep consuming water........ fixed water draining bug in irrigation systems