[1.7.10] AgriCraft

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InfinityRaider

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Jul 29, 2019
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I too am having that same issue with the same version that was recently stated by Loois95. Invisible tank blocks, and invisible seed storage. Also seed storage allows ONE item in and ONLY one, totally, not even another of the same thing.

Almost forgot to mention, my girlfriend who has a carbon copy of my client, yet is on windows where as I am on arch (that could be important?) displays the seed storage fine, tho only one item anyway.
Every seed storage block stores analyzed seeds of one kind.

Are you using Optifine?
 

lestal

New Member
Jul 29, 2019
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Good evening I have a question to you Posser

how to add recipe with nouvellle seed etc.
and how to assign them texture

I saw that in the agrarian skies modpack 2 there were seeds perso
I watch how they had done
I try to do the same seed apparaisser good but the texture is not taken into account the recipe is not taken into account in either nei

Sorry for my English

I use the Google translator


Thanks
 

InfinityRaider

New Member
Jul 29, 2019
1,169
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Good evening I have a question to you Posser

how to add recipe with nouvellle seed etc.
and how to assign them texture

I saw that in the agrarian skies modpack 2 there were seeds perso
I watch how they had done
I try to do the same seed apparaisser good but the texture is not taken into account the recipe is not taken into account in either nei

Sorry for my English

I use the Google translator


Thanks
There's a bug in the latest version, where sometimes the name is lowercased, check the log, it'll tell you what textures are missing, this will tell you how to name the textures, sorry for the inconvenience.
 

Azzanine

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Jul 29, 2019
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Anything in the pipeline regarding Rotarycraft fan integration? Reika was open to it and seems willing to investigate it on his end but stated he needed to know more. Not sure what though.
I personally would like to see this happen.
Im not talking about canola here either that doesn't need to interact with crops plus it yeilds enough already, don't need to add multipliers to that. But I set up my fan farm only to realize that they don't work with crops.
It was dissapoint.


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InfinityRaider

New Member
Jul 29, 2019
1,169
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Anything in the pipeline regarding Rotarycraft fan integration? Reika was open to it and seems willing to investigate it on his end but stated he needed to know more. Not sure what though.
I personally would like to see this happen.
Im not talking about canola here either that doesn't need to interact with crops plus it yeilds enough already, don't need to add multipliers to that. But I set up my fan farm only to realize that they don't work with crops.
It was dissapoint.


Sent from my GT-I9100 using Tapatalk
If RoC has an API that allows it to do it from my side, I'll do it. If not ,@Reika will have to do it from his side.
 

Azzanine

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Jul 29, 2019
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Yeah, he's offering to do so. But he needs some information.
He claims to have pinged you but methinks it was during that time you where busy with rl stuff (exams iirc) or it was a forum derp.

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Rubyheart

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Jul 29, 2019
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I love when great mods are willing to work together to be even greater.


Already thinking about ways to abuse it though. A little more cross mod interaction and I'll have an automated potato to diamond farm, feeding into automated EMC generation, fed into power gen... Muwahahaha
 
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InfinityRaider

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Jul 29, 2019
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Yeah, he's offering to do so. But he needs some information.
He claims to have pinged you but methinks it was during that time you where busy with rl stuff (exams iirc) or it was a forum derp.

Sent from my GT-I9100 using Tapatalk

I don't remember a ping.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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If RoC has an API that allows it to do it from my side, I'll do it. If not ,@Reika will have to do it from his side.
I would prefer it be on my side, since I have multiple mods that use the registries. Basically, I need to know everything about ID/metadata/TileEntity usage, harvesting requirements, mechanics, and special notes, drop rates, seed behavior, and so on.

Basically everything in this.
https://github.com/ReikaKalseki/DragonAPI/blob/master/Interfaces/Registry/CropHandler.java#L18
https://github.com/ReikaKalseki/DragonAPI/blob/master/Base/CropHandlerBase.java
 

InfinityRaider

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Jul 29, 2019
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I would prefer it be on my side, since I have multiple mods that use the registries. Basically, I need to know everything about ID/metadata/TileEntity usage, harvesting requirements, mechanics, and special notes, drop rates, seed behavior, and so on.

Basically everything in this.
https://github.com/ReikaKalseki/DragonAPI/blob/master/Interfaces/Registry/CropHandler.java#L18
https://github.com/ReikaKalseki/DragonAPI/blob/master/Base/CropHandlerBase.java

As of version 1.4 AgriCraft has an API: https://github.com/InfinityRaider/A...om/InfinityRaider/AgriCraft/api/v1/APIv1.java

All the crops added by agricraft follow the vanilla forge crop rules (IGrowable, metadata up to 7 is mature), so they shouldn't require a seperate handler.

Then there is the most important part, that's the crop sticks they are TileEntities (https://github.com/InfinityRaider/A...finityRaider/AgriCraft/api/v1/APIv1.java#L167).
To check if they are mature you can use this method.
To harvest, call this method, it'll do all the necessary operations and will return a List of ItemStacks containing the drops.
Then there are also some other methods concerning cross crops and weeds, they're all quite self-explanatory.

One thing I'd like to keep in tact is that seeds which have stats on them can not be planted on regular soil. To check if an ItemStack has stats on them, use this method and if any of the values is smaller than zero, it doesn't have stats yet, so planting is allowed.
Agricraft also has the option to disable vanilla planting (meaning only planting seeds on crop sticks is allowed), this can be checked with this method.

If you have any more questions, feel free to open an issue on my tracker, or on yours and tag me in it, or open a conversation in this forum.
 

Azzanine

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Jul 29, 2019
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They may not like how forestry implements their method of tree breeding how it's tied to bee progression.
Still, it's no reason to replicate other mod functionality or circumvent other mods mechanics.

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ShneekeyTheLost

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Lost as always
They may not like how forestry implements their method of tree breeding how it's tied to bee progression.
Still, it's no reason to replicate other mod functionality or circumvent other mods mechanics.

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Why not? The founding of AgriCraft was to implement the IndustrialCraft2 agriculture system without dealing with the rest of what happened to the mod after the original author vanished.

I just don't think it is necessary because we already have Minefactory Reloaded for all your tree-farm needs.
 

Cirom

Well-Known Member
Jan 1, 2013
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No, it only works for Agricraft seeds, not for other mods because I don't know how other authors would feel about me changing their crops..
Yeah, that's what I thought. But still - would it be possible to get a fix for Pam's Weee Flowers in? Currently, harvesting the Yellow and Red flower seeds ends up dropping White Roses instead of Dandelions and Poppies, respectively. It's a bit strange.
 

InfinityRaider

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Jul 29, 2019
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Yeah, that's what I thought. But still - would it be possible to get a fix for Pam's Weee Flowers in? Currently, harvesting the Yellow and Red flower seeds ends up dropping White Roses instead of Dandelions and Poppies, respectively. It's a bit strange.
Ye, I'll have a look at it.

EDIT: It seems to be a bug in Pam's code, she's returning the wrong metadata value for red and yellow flowers.
You'll have to go bug her.
 
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