[1.7.10] AgriCraft

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nimO

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Jul 29, 2019
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@InfinityRaider Could you give an example of the code for soils, and etc,
add(<minecraft:dirt:2>); is what: add(IItemStack soil) would appear to be... except it doesn't work, neither does add(<minecraft:dirt:2>, soil); or add(<minecraft:dirt:2> soil);

Minetweaker has very specific normal formatting, and none of them seem to work for anything except the mutations.

This works for me:

Code:
FertileSoils.add(<minecraft:stone>);
Soil.set(<AgriCraft:seedSugarcane>, <minecraft:dirt:2>);

The first line adds normal MC stone as a possible soil for all seeds. The second line sets the specificly required soil for Sugarcane to podzol.
 

InfinityRaider

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Jul 29, 2019
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I am already using AgriCraft in MF3 .... its in private Alpha testing.

I am trying to swap over and use Minetweaker instead of the config files since InfinityRaider has suggested that's prefered... but its not working.
I would like to have a look at the mutations you did, I'm not quite happy with my default ones. I tried to divide them into equal trees, while still trying to make as much sense as possible.
In my opinion I did not succeed in what I wanted, so I might adopt yours as the default ones, unless you did something crazy over the top thing of course.

1.7.10-1.3.0-alpha1
The MineTweaker functions have changed in 1.3, the methods are listed here: https://github.com/InfinityRaider/AgriCraft/wiki/[1.3.*]-MineTweaker3
To add a soil to the whitelist (fertile for all soils that don't need a specific soil to grow) use this:
Code:
mods.agricraft.growing.FertileSoils.add(<minecraft:dirt>);

To add a soil specific to a crop use this:
Code:
import mods.agricraft.growing.Soil.set(<AgriCraft:seedDandelion>, <minecraft:dirt>);


EDIT: ninja'd by @nimO
 

Jadedcat

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Jul 29, 2019
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This works for me:

Code:
FertileSoils.add(<minecraft:stone>);
Soil.set(<AgriCraft:seedSugarcane>, <minecraft:dirt:2>);

The first line adds normal MC stone as a possible soil for all seeds. The second line sets the specificly required soil for Sugarcane to podzol.

Aha, that's what I needed. The "FertileSoils" part, I assume the rest of the functions match the import name?

I would like to have a look at the mutations you did, I'm not quite happy with my default ones. I tried to divide them into equal trees, while still trying to make as much sense as possible.
In my opinion I did not succeed in what I wanted, so I might adopt yours as the default ones, unless you did something crazy over the top thing of course.



EDIT: ninja'd by @nimO

Code:
import mods.agricraft.growing.Soil.set(<AgriCraft:seedDandelion>, <minecraft:dirt>);


EDIT: ninja'd by @nimO[/QUOTE]

My mutations go based on type of veggie : Bushcrop, Vines, Stalks, Legumes, Grains etc etc.

Code:
#Greens - lettuce base
SeedMutation.add(<harvestcraft:artichokeseedItem>, <harvestcraft:lettuceseedItem>, <minecraft:wheat_seeds>);
SeedMutation.add(<harvestcraft:bambooshootseedItem>, <harvestcraft:lettuceseedItem>, <AgriCraft:seedSugarcane>);
SeedMutation.add(<harvestcraft:broccoliseedItem>, <harvestcraft:lettuceseedItem>, <harvestcraft:celeryseedItem>);
SeedMutation.add(<harvestcraft:brusselsproutseedItem>, <harvestcraft:lettuceseedItem>, <harvestcraft:peasseedItem>);
SeedMutation.add(<harvestcraft:cabbageseedItem>, <harvestcraft:lettuceseedItem>, <harvestcraft:broccoliseedItem>);
SeedMutation.add(<harvestcraft:lettuceseedItem>, <harvestcraft:lettuceseedItem>, <minecraft:pumpkin_seeds>);
SeedMutation.add(<harvestcraft:okraseedItem>, <harvestcraft:lettuceseedItem>, <harvestcraft:bellpepperseedItem>);
SeedMutation.add(<harvestcraft:bellpepperseedItem>, <harvestcraft:lettuceseedItem>, <harvestcraft:chilipepperseedItem>);
SeedMutation.add(<harvestcraft:cauliflowerseedItem>, <harvestcraft:lettuceseedItem>, <harvestcraft:cabbageseedItem>);
SeedMutation.add(<harvestcraft:seaweedseedItem>, <harvestcraft:lettuceseedItem>, <harvestcraft:spiceleafseedItem>);

Code:
import mods.agricraft.growing.Soil.set(<AgriCraft:seedDandelion>, <minecraft:dirt>);

generally speaking in Minetweaker you put the imports at the top of the script and then call "function.add(<itemstack>, possible other stuffs and integers and stuffs)

I think from what you and nismo said I have got it figured out... off to test.
 

InfinityRaider

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Jul 29, 2019
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That import is a copy/paste derp from the wiki :s.

anyway something else entirely. Is anyone, who is using 1.3.0 experiencing sync issues between server and client? I mean planting seeds, applying a second set of crops to existing crops and nothing happens. Then causing a block update next to it (placing a block) updates it? Feedback asap pls
 
Last edited:

Jadedcat

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Jul 29, 2019
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This works for me:

Code:
FertileSoils.add(<minecraft:stone>);
Soil.set(<AgriCraft:seedSugarcane>, <minecraft:dirt:2>);

The first line adds normal MC stone as a possible soil for all seeds. The second line sets the specificly required soil for Sugarcane to podzol.

Code:
Soil.set(<AgriCraft:seedSugarcane>, <minecraft:dirt:2>);

That should set it to require podzol, dirt:2 ... but it sets it to require dirt, ignoring the ":2"


also sad note (sad face) ... crop sticks won't go on water, so I can't require rice be mutated on crop sticks on a water block... much sads .. oh well
 

InfinityRaider

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Jul 29, 2019
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Code:
Soil.set(<AgriCraft:seedSugarcane>, <minecraft:dirt:2>);

That should set it to require podzol, dirt:2 ... but it sets it to require dirt, ignoring the ":2"


also sad note (sad face) ... crop sticks won't go on water, so I can't require rice be mutated on crop sticks on a water block... much sads .. oh well
There is a new alpha on CurseForge, @nimO is failing to reproduce this behaviour, can you update and try again please?

I don't like crops on water, @thephoenixlodge asked this before as well, but I denied it. If you want to circumvent it, add in a new block that looks like a ricepaddy and set that as required soil, I don't want to interfere with your modpack deving, but that's just an idea from my side.
 
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Jadedcat

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Jul 29, 2019
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There is a new alpha on CurseForge, @nimO is failing to reproduce this behaviour, can you update and try again please?

I don't like crops on water, @thephoenixlodge asked this before as well, but I denied it. If you want to circumvent it, add in a new block that looks like a ricepaddy and set that as required soil, I don't want to interfere with your modpack deving, but that's just an idea from my side.

Fair enough. And I'll grab and test.
 
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Kelmey

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Jul 29, 2019
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Quick question about the sprinklers.

How far above the crops can they be? I have them 6 above the ground and noticed the particles don't make it to the ground and am wondering if that means they aren't helping.
 

Alonlystalker

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Jul 29, 2019
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I like this mod but a lot of another mods are incompatible with them, seeds doesnt plant or it doesnt have seed, just an item like a vanilla carrot, can i solve this problem manualy through cfg files or somthing?
 

Yusunoha

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Jul 29, 2019
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I like this mod but a lot of another mods are incompatible with them, seeds doesnt plant or it doesnt have seed, just an item like a vanilla carrot, can i solve this problem manualy through cfg files or somthing?

that's actually not an incompatibility, if you want to plant carrots on crops you need to obtain a carrot seed by breaking grass.
and installing this mod doesn't exactly create compatibility with every other mod installed. either the other mods have written their own compatibility, or Agricraft has written compatibility, or you'll need to add the compatibility yourself. the compatibility doesn't automatically get created if you drop Agricraft and another mod in a minecraft instance.
 

Alonlystalker

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Jul 29, 2019
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that's actually not an incompatibility, if you want to plant carrots on crops you need to obtain a carrot seed by breaking grass.
and installing this mod doesn't exactly create compatibility with every other mod installed. either the other mods have written their own compatibility, or Agricraft has written compatibility, or you'll need to add the compatibility yourself. the compatibility doesn't automatically get created if you drop Agricraft and another mod in a minecraft instance.
I say vanilla carrot, like an example, in vanilla they have not seeds, you just doesn understand me.
Its automaticly compatible with some mods like a magic crops, but ill need to compatible them to some another mods, and asking how to add seeds and vegetables(as example one of the mods have rice but havent rice seed, to grow rice you need to plant rice, not seed) in a mod.
 
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nimO

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Jul 29, 2019
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I say vanilla carrot, like an example, in vanilla they have not seeds, you just doesn understand me.

AgriCraft adds seeds for vanilla plants like carrots, sugarcane, potatoes and even mushrooms. You can't place carrots / potatoes / etc. directly on crop sticks, you have to obtain the certain seeds. Also if you need support for a specific mod you can request it here, we support a lot of mods already (pams, natura, plantmegapack, etc) and are happy to add support for more mods if it makes sense to do so.
 

Alonlystalker

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Jul 29, 2019
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AgriCraft adds seeds for vanilla plants like carrots, sugarcane, potatoes and even mushrooms. You can't place carrots / potatoes / etc. directly on crop sticks, you have to obtain the certain seeds. Also if you need support for a specific mod you can request it here, we support a lot of mods already (pams, natura, plantmegapack, etc) and are happy to add support for more mods if it makes sense to do so.
well i see, but its take a lot of time then you support mod, its no way to manualy add them to config?
 

InfinityRaider

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Jul 29, 2019
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well i see, but its take a lot of time then you support mod, its no way to manualy add them to config?
I'm sorry, but you don't choose what my mod supports and what it doesn't. I choose to work with seeds, and seeds only, as stated before multiple times in previous pages: I have my reasons to do this.
If there is a mod you believe should be supported or is supported but doesn't work, make a specific suggestion either here or on the github please.
 

Alonlystalker

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Jul 29, 2019
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I'm sorry, but you don't choose what my mod supports and what it doesn't. I choose to work with seeds, and seeds only, as stated before multiple times in previous pages: I have my reasons to do this.
If there is a mod you believe should be supported or is supported but doesn't work, make a specific suggestion either here or on the github please.
well ok, thanks.
 

thephoenixlodge

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Jul 29, 2019
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There is a new alpha on CurseForge, @nimO is failing to reproduce this behaviour, can you update and try again please?

I don't like crops on water, @thephoenixlodge asked this before as well, but I denied it. If you want to circumvent it, add in a new block that looks like a ricepaddy and set that as required soil, I don't want to interfere with your modpack deving, but that's just an idea from my side.
That's... brilliant... I'd been thinking I'd just make water artichoke require water nearby/as base. Making a special soil for it does seem like a good plan though.
 

Jadedcat

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Jul 29, 2019
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That's... brilliant... I'd been thinking I'd just make water artichoke require water nearby/as base. Making a special soil for it does seem like a good plan though.

except water artichoke is a succulent. They like very well drained, dry soil....,
 

nimO

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Jul 29, 2019
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Code:
Soil.set(<AgriCraft:seedSugarcane>, <minecraft:dirt:2>);
That should set it to require podzol, dirt:2 ... but it sets it to require dirt, ignoring the ":2"

By any chance did you check that in NEI instead of placing down the block and testing it? Because there is a bug in the mutation NEI GUI (alpha2 version) which ignores the metadata of the soil block. This is fixed in the most recent version (alpha3) where it should display soil blocks correctly.