Good to know. I'm a fan of designs where "better is better", and you don't get penalized for improving. Thanks10 is the max, no downsides, the cap can be reduced in the config as well
Good to know. I'm a fan of designs where "better is better", and you don't get penalized for improving. Thanks10 is the max, no downsides, the cap can be reduced in the config as well
thx, we will wait fixDerp in the code, thanks for reporting it
EDIT: what mod does the huge hotbar?
Thanks, and no there is not because it's the only way of telling if it is working or notGreat Mod!
Is there a way to disable the sprinkler animation (client - side)?
Most settings wont actually do anything on the clientside (like the mutations chances, spread chances, etc as those are all handled serverside. For the configs holding the mutations if they dont match, the server will handle the actual mutating, but NEI and the journal will not show the correct mutations.These two questions are being asked in the interest of obfuscating the correct method of generating mutations, making it an exploratory search for the server.
Does the config file ClientSide have to match the one Serverside?
I don't know, I'd have to check this, if this is the case this might be an oversight from me and I'd have to enforce this.This mod has support for NEI, meaning NEI can tell you all the mutations, but if you want to explore them yourself, you can disable this in the config. - If the player sets the NEI settings on their Client to True, does it override the servers false?
You mean setting it more then 300?Can this be given an effectively unlimited range? I'm trying to create a specific environment, and I'm not certain this is a long enough interval. (Though combined with the chance to tick, it's possible)
# Every x seconds each plant in sprinkler range has y chance to growth tick [range: 1 ~ 300, default: 5]
I:"Sprinkler growth interval"=5
A plant in the trowel will never change, the growth state will remain the same.# Will a plant held in a Trowel Hold It's growth level forever?
Thats how I expect it to work, I'd test it out first though. Also it would render the journal info useless.Well, you *did* present one interesting option... You said it would show wrong information if the config on the client didn't match the one on the server?
Serves'em right. Since I'm using this in my modpack, I can just make the modpack download not match the server info, and thus render the NEI info useless, correct?
Oh.... That's perhaps less useful.
" Once I get rid of the mutation config clientside, it will all be handled with Minetweaker scripts, so I will have to send the mutations to the client." - It would still be configurable in a simple text file though, right?
Also, this may seem like a dumb question, but could you clarify this config option:
# Set to false to disable automatic mutations for Pam's HarvestCraft [default: true]
Does this mean it doesn't automatically generate these mutations? Does it mean that Harvestcraft has it's own? What's it MEEEEEAAAN? XD
Also, yes... I mean to set it above 300. 300 seconds is only 5 minutes, and I may want to gate it down a bit tighter than that. I could just really lower the % chance, but my intent is to have a high %chance every long interval, rather than lots of small chance checks on short intervals.
No, but maybe I should add a config for that too, good point.One more thing that just occurred to me... Is it possible to configure what plants will and won't appear in the greenhouses?
Growth = the higher the number hte faster it grows (10 growing each growth tick)Can we get an expanded explanation of what the traits for each seed mean? Also, can the level of those traits be included as a requirement for mutation?
You have to ride a unicorn past two mating withers trough a nether portal and there your pony awaitsAnd while I'm in a magical world where I can ask for a pony, even if I don't get it
No, sorryCan the grass-seed drop list also have biome specifications?
(Like if I only want wheat seeds to drop in plains, and potato seeds in hills.)
It's not a perfect world, so noSeed Drop Lists by:
Biome, OnBlock, UnderTree, UnderSky, ByWater, LevelY, WhileClear, WhileRaining, WhileThunder, WhileDay, WhileNight
They do have light level as a requirement, clear sky is not a requirementAnnnnnnd:
Can Crops have Light Level as an additional specification? (Heck, and UnderTree/UnderSky as well)
There is a thing open for that on the github trackerOh well, can't blame a guy for trying...
Three more Questions:
I know plants have preferred soil types, but rather than making it a black or white 'Yes/No' growth thing, can they be penalized if on the wrong kind?
Any block that is not liquidI also noticed this line in the configuration file:
Other possible soils are soulsand, sand or mycelium.
Are those the *Only* other three soils? Or can you configure in any available soil? (Say, Loamy Dirt from BoP)
Don't know how i'd go around doing this, I can have a look at it but I'm not promising anythingAlso: In and amongst that configuration, perhaps a way to configure what grows in the Village farms? All of this aimed at gating progression of course.