[1.7.10] AgriCraft

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BricksParts

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Jul 29, 2019
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Is there any way to add/change drops from crops outside of Agricraft? For crops inside of Agricraft, such as carrots, flowers, and resource crops, minetweaker works fine. However, when I use it to change the crop drops from PHC, it won't work. For example, I wanted to add candleberries to actually drop from candleberry crops, however this is not working...

Code:
import mods.agricraft.CropProduct;

CropProduct.add(<harvestcraft:candleberryseedItem>, <harvestcraft:candleberryItem>, 10);

using 1.4 BTW
 

InfinityRaider

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Jul 29, 2019
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That's completely intentional, some modders might be fine with me changing their crops, some might not. I'm not going to go out and ask every modder how they feel about it and code in special cases, sorry.
If you want candleberries to be fixed, go and bug Pam and tell her to OreDict them correctly (cropCandleberry instead of cropCandle).
 

BricksParts

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Jul 29, 2019
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I guess I don't really understand what you mean because you wouldn't be the one changing the drops, just adding the ability to do so. I mean, if you got permission to add the modded crops I would assume you'd have the right to change crop drops (Which is even the case for some crops such as tomatoes, which will drop both PHC tomatoes and gregtech tomatoes), especially if you're just supplying that choice via minetweaker.

On another note, I just used minetweaker to add candleberries to the ore dictionary cropCandleberry, and it still doesn't work... So is it really the oreDict that it needs, or am I getting confused?
 

InfinityRaider

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Jul 29, 2019
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I guess I don't really understand what you mean because you wouldn't be the one changing the drops, just adding the ability to do so. I mean, if you got permission to add the modded crops I would assume you'd have the right to change crop drops (Which is even the case for some crops such as tomatoes, which will drop both PHC tomatoes and gregtech tomatoes), especially if you're just supplying that choice via minetweaker.

On another note, I just used minetweaker to add candleberries to the ore dictionary cropCandleberry, and it still doesn't work... So is it really the oreDict that it needs, or am I getting confused?
The oredictionary is scanned for seeds and crops way before you run your minetweaker scripts.
 

ThozFR

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Jul 29, 2019
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Hmmm okay so I can't seem to see all the seeds in NEI, I've been searching for a while for answers but I don't know, maybe I don't have all the compatible mods?
Could you possibly tell me what are those mods? Pleaaase :)
 

ShneekeyTheLost

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Dec 8, 2012
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Lost as always
Hmmm okay so I can't seem to see all the seeds in NEI, I've been searching for a while for answers but I don't know, maybe I don't have all the compatible mods?
Could you possibly tell me what are those mods? Pleaaase :)
Much of what shows up in NEI depends on the config options you have selected
 

llloyd

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Jul 29, 2019
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Hi! I am having a small problem with The Ferret Business mod pack, it is ignoring the config/agricraft/configuration.cfg file, it has B:"Enable weeds"=false and B:"Weeds can overtake plants"=false yet my yellorite farm (magical crops) on crop sticks got wiped out entirely by weeds.
 

InfinityRaider

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Jul 29, 2019
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Hmmm okay so I can't seem to see all the seeds in NEI, I've been searching for a while for answers but I don't know, maybe I don't have all the compatible mods?
Could you possibly tell me what are those mods? Pleaaase :)
What seeds can't you see?

Hi! I am having a small problem with The Ferret Business mod pack, it is ignoring the config/agricraft/configuration.cfg file, it has B:"Enable weeds"=false and B:"Weeds can overtake plants"=false yet my yellorite farm (magical crops) on crop sticks got wiped out entirely by weeds.
Delete and regen your config, its probably derped up for some reason.
 

BricksParts

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Jul 29, 2019
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When making custom crops, is there any way to make it have 2 words in the title? For example, if you wanted a crop called Rose bush, how would you do this?
 

dualinfinities

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Jul 29, 2019
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Having the crops only discovered when scanning the seed to grow them is kinda... annoying. From what I can tell the only way to learn new crops is by looking in NEI (boring and spoiler-y), looking in the config (boring, frustrating, and even MORE spoiler-y than the first method), or attempting every possible combination (extremely impractical considering the soil requirements... plus boring and frustrating). Could you add something to learn future mutations like Forestry has the Escritoire?
 

BricksParts

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Jul 29, 2019
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From my knowledge of that, I think that actually increases the chances of mutations, right? I mean, it sounds like what you want is some sort of Thaumcraft NEI plugin except for agricraft. Like you can only see mutations in NEI if you've scanned the seeds already.
 

dualinfinities

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Jul 29, 2019
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That would work, though I'd much prefer if such a system was added to the mod.
EDIT: and the Escritoire is actually the main way of learning new mutations. Any mutations you learn in it reveal mutations when looking at things in the *alyzers. Seems like not many people know this tho.
 

BricksParts

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Jul 29, 2019
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I don't know how easy something like that would be to implement is all. The mod would have to know you analyzed it, and then hide all other mutations. Maybe it's easier than I'd think though.
 

dualinfinities

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Jul 29, 2019
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Also, apparently there are water pads? I don't see them in NEI, and I have the latest release from CurseForge.
EDIT RESPONSE: that could be done inside the crop journal, it already has records of everything the player knows. My issue is that it only shows mutations that you have already done, making it useless for learning future mutations. I would prefer if it gave a hint of mutations to come when the player has analyzed the required seeds.
 
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BricksParts

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Jul 29, 2019
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I guess that could work. The main reason this function would be added is probably for modpacks that would change the mutations and want to add difficulty to the mutation process. I imagine it'd be a block (Or another function within the seed analyzer) that would consume seeds and have a chance to tell you mutations it has with other seeds you've already analyzed. For instance, you put a wheat seed, it takes some time based on the tier, and then says, based on the circumstances, "you didn't learn anything", "there are no more mutations to be found here", "you think you could mutate this with such and such". So with the example of wheat, it might say you should mutate it with carrots. But in a more advanced mutation, say wheat+tomato=cucumber (I'm just making this up :p), it wouldn't say you should mutate it with tomato until you've already analyzed tomatoes. I will say that, overall, this suggestions sounds a lot more reasonable than what I originally thought you meant. Although, in the grand scheme of things, I really have no say in whether or not your dream comes true. :p