Aight, if there is anything else, don't be afraid to ask.InfinityRaider, Thanks for getting back to me! I was able to find the grassDrops section in the logs, and was able to fix my problem! Thanks for your help, love the mod!
--Soloist1
perhaps have poisonous potatoes as a seperate crop?
Hmm... maybe planting potato seeds onto cropsticks placed on mycelium yields poisonous potato instead of regular potato?
This sounds like something that should invert the usual normal/poisonous ratio as opposed to normal soil...
I came up with this: What about instead of tying it to the soil, make some crops have a secondary drop that only drops when growing in certain biomes, any thoughts?
I've personally never liked it when I had to place my bees/saplings in a biome miles from my base, so crossing will probably never be affected biomes.that sounds pretty good. that does me wonder, is there any further plans for adding more traits to crops with the feature of crossbreeding crops to transfer those traits?
so for example your base is in a different biome that's needed for this secondary drop, but by crossbreeding it with other other crops you'd be able to change the traits so the secondary drop would also drop in the biome your base is in.
It doesn't require you to be in that biome, it just increases the chances for that particular drop in that biomeBiome-based would be a pain in the ass.
I mean, it might be suitable for certain packs or play style, but it would undoubtedly a pain for normal players.
Well progressive automation is on the list now as well.
Nice thanks, that was on the list, guess I can tick it off nowI've just pushed out a new version adding support for AgriCraft from my side! Works for planting and harvesting.
So I just need to put an ore block underneath and a crop on the farmland block above the ore block?They need an ore block underneath
It's a bug, I added in that stats get reduced when a plant mutates (to prevent people from cultivating 2 10/10/10 seeds and breeding only 10/10/10 seeds all the way down the mutation tree. However I fucked up and instead of reducing on mutations only it reduces on spreads and never on mutations. This has been fixed already.
Check the log, it outputs feedback if something went wrong.
The crops do not like it when I tell them they need a block of water under the farmland
BaseBlock.set(<AgriCraft:seedSugarcane>, <minecraft:water>, 1, false);
BaseBlock.set(<minecraft:wheat_seeds>, <minecraft:water>, 1, false);
using version 1.3.0-alpha3-b306, i have to grow netherwart on farmland, not soulsand, also i have 10-10-10 seeds, and the netherwart only gives 1 on harvest.
Can you be more specific? I tried it with seeds that need a specific soil and with seeds that work with the default soils and in both cases it did work for me. The used MT lines are:
Code:BaseBlock.set(<AgriCraft:seedSugarcane>, <minecraft:water>, 1, false); BaseBlock.set(<minecraft:wheat_seeds>, <minecraft:water>, 1, false);
NEI will show "Water Still" as a Base requirement so make sure its actually a source block. Also, to plant crop sticks on vanilla farmland, the farmland has to be fully irrigated (either with the irrigation system or a plain water source nearby).
Thanks for reporting, I will look into it.
BaseBlock.set(<harvestcraft:riceseedItem>, <minecraft:flowing_water>, 2, false);
Code:BaseBlock.set(<harvestcraft:riceseedItem>, <minecraft:flowing_water>, 2, false);
maybe its the flowing part.... I'll swap and give it a try.
Yep, as seen in the screenshots in the OPSo I just need to put an ore block underneath and a crop on the farmland block above the ore block?
Flowing water, nopeJust tried it and indeed it does not work with flowing water. I am not sure if we want to support flowing fluids as a base requirement though, have to check with @InfinityRaider on this.
Yep, as seen in the screenshots in the OP
Flowing water, nope
np, everyone derps from time to time.Yeah, I think I derped on typing that anyway, meant to do still water, just typed the wrong thing, didn't notice till I saw @nimO 's code.
Sorry
np, everyone derps from time to time.