[1.7.10] AgriCraft

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BricksParts

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Jul 29, 2019
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Oh, waterpads are obtained by right clicking farmland with a shovel...

...Which can be slightly annoying if you try using a mattock to hoe your fields.
 

InfinityRaider

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Jul 29, 2019
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I could show a question mark as a result if you scanned both parent seeds, which I actually like.

And for the water pad, it has a tooltip telling you how it is created.
 

Milana6asmozo

New Member
Jul 29, 2019
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Hi,
I've been playing Chococraft for a few days now, but got tired of waiting for the right Greens to drop whenever I harvest them. So I thought that perhaps by combining Agricraft there would be a far better drops chance, it worked perfectly with Pam's havestry. I can see that you did make the mods compatible in the 1.2 version, but they don't seem like they are now. While I can grow the greens in the crops and analyze them, they simply won't get any better and a stuck in the first 1 - 1 - 1 mode. Am I doing something wrong or is it something else? the version I have is agricraft 1.4.0 and Chococraft 4.1.5.
 

InfinityRaider

New Member
Jul 29, 2019
1,169
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Hi,
I've been playing Chococraft for a few days now, but got tired of waiting for the right Greens to drop whenever I harvest them. So I thought that perhaps by combining Agricraft there would be a far better drops chance, it worked perfectly with Pam's havestry. I can see that you did make the mods compatible in the 1.2 version, but they don't seem like they are now. While I can grow the greens in the crops and analyze them, they simply won't get any better and a stuck in the first 1 - 1 - 1 mode. Am I doing something wrong or is it something else? the version I have is agricraft 1.4.0 and Chococraft 4.1.5.
I'm guessing you're used to Regrowth's easy config settings. Look at the config to the difficulty setting and single spread stat increase setting.
 

OreCruncher

Well-Known Member
Mod Developer
May 22, 2013
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My Chair
A suggestion for AgriCraft - add a mechanical "soil" block, something like hydroponics. What this soil block can do is:
  • Acts like crop sticks so that the player doesn't have to create them.
  • Can accept liquid being piped in for hydration. Without the water the plant can die. Figure if mechanical soil blocks are adjacent the water would automatically be shared - like the water tanks for the sprinkler system. Depending, a specific type of plant could require a specific type of liquid for hydration.
  • Can accept solid fertilizer in order to fertilize the plant on the block. Figure the basic fertilizer type would be bone meal. Without fertilizer the plant will die. Each plant type could require a different fertilizer - like netherwart needing rotten flesh, or the resource plants needing the specific resource type in order to produce (i.e. the redstone plant requires redstone as a fertilizer).
  • Takes some sort of biome control module that allows for the crop to grow. Without the appropriate module the plant would not grow or die. The control module would ensure optimal conditions for growth regardless of location, dimension, light level, etc. Default behavior of the mechanical soil block without a module would be like regular farmland.
  • The yield of the crops would be higher than if planted using normal AgriCraft mechanics. Not sure exactly with the bonus would be, but my thinking is about x2. This would be on top of the increased yield of the crops themselves.
 

InfinityRaider

New Member
Jul 29, 2019
1,169
-1
1
A suggestion for AgriCraft - add a mechanical "soil" block, something like hydroponics. What this soil block can do is:
  • Acts like crop sticks so that the player doesn't have to create them.
  • Can accept liquid being piped in for hydration. Without the water the plant can die. Figure if mechanical soil blocks are adjacent the water would automatically be shared - like the water tanks for the sprinkler system. Depending, a specific type of plant could require a specific type of liquid for hydration.
  • Can accept solid fertilizer in order to fertilize the plant on the block. Figure the basic fertilizer type would be bone meal. Without fertilizer the plant will die. Each plant type could require a different fertilizer - like netherwart needing rotten flesh, or the resource plants needing the specific resource type in order to produce (i.e. the redstone plant requires redstone as a fertilizer).
  • Takes some sort of biome control module that allows for the crop to grow. Without the appropriate module the plant would not grow or die. The control module would ensure optimal conditions for growth regardless of location, dimension, light level, etc. Default behavior of the mechanical soil block without a module would be like regular farmland.
  • The yield of the crops would be higher than if planted using normal AgriCraft mechanics. Not sure exactly with the bonus would be, but my thinking is about x2. This would be on top of the increased yield of the crops themselves.
Good idea, but I'm going to implement a soil system with humidity/nutrients first, then composting and fertilizing can actually make sense.
 

Lethosos

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Jul 29, 2019
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So... GroBoxes in essence? (I have a small one wit three lovely pablano pepper plants in it.)

Sent from my Puzzle Box of Yogg-Saron using Tapatalk 2
 

OreCruncher

Well-Known Member
Mod Developer
May 22, 2013
312
217
73
My Chair
Good idea, but I'm going to implement a soil system with humidity/nutrients first, then composting and fertilizing can actually make sense.

The first thing I thought of when I read this was Z-Weed ala Z-Nation. :) It must be because Halloween is around the corner.

So... GroBoxes in essence? (I have a small one wit three lovely pablano pepper plants in it.)2

Kinda. The picture i have in my head is a two block tall structure, where the top block is like a glass enclosure. The plant grows in this section, and the bottom block is the mechanical part.
 

BricksParts

New Member
Jul 29, 2019
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Interested in seeing how this humidity/nutrient system works :D!

Quick question, do you plan on/could you add the ability to render crops in an X pattern? Like the way tall grass or flowers render? Currently, the 2 render methods are essentially the same, one just uses the texture for each corner while the other renders like wheat.
 

RenzosNips

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Jul 29, 2019
199
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Scimmed the first couple and last pages, and didn't see anything.
Is there no command to max the stats on a seed, or change the stats in general? I'm testing out several different mods which have "ate" the 10/10/10 seeds I spent an hour creating, and I still want to tweak the growth stats of my custom crops as well.


According to a thread I found on Reddit, it's just NBT data, which means the /give command will work. Still, it would be nice to have an internal command for it but I'm making do.

For others in the same situation, it's
Code:
/give <Username> <Seeds> <NumberOfSeeds> 0 {strength:10,growth:10,gain:10,analyzed:1}
 
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InfinityRaider

New Member
Jul 29, 2019
1,169
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Interested in seeing how this humidity/nutrient system works :D!

Quick question, do you plan on/could you add the ability to render crops in an X pattern? Like the way tall grass or flowers render? Currently, the 2 render methods are essentially the same, one just uses the texture for each corner while the other renders like wheat.
The first one is an X-pattern on every corner, the crop sticks hold up the plants, so you'd plant one on each crop stick no?

Scimmed the first couple and last pages, and didn't see anything.
Is there no command to max the stats on a seed, or change the stats in general? I'm testing out several different mods which have "ate" the 10/10/10 seeds I spent an hour creating, and I still want to tweak the growth stats of my custom crops as well.


According to a thread I found on Reddit, it's just NBT data, which means the /give command will work. Still, it would be nice to have an internal command for it but I'm making do.

For others in the same situation, it's
Code:
/give <Username> <Seeds> <NumberOfSeeds> 0 {strength:10,growth:10,gain:10,analyzed:1}
Maybe, it prevents cheating, and usually the people who need it for pack making etc. are usually well enough aquainted with NBT
 

RenzosNips

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Jul 29, 2019
199
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Maybe, it prevents cheating, and usually the people who need it for pack making etc. are usually well enough aquainted with NBT
Well I recommend you at least point that it's just NBT data somewhere. I only found out from a chance that the same question was asked on Reddit. And honestly, not having the command won't stop anyone who wants to cheat and is an OP. But thanks for the great mod, I really do enjoy it.
 

BricksParts

New Member
Jul 29, 2019
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No but I mean the pattern would render diagonally, not parallel to the pixels of the soil, like tall grass, as I explained earlier.
tallGrass.png
 

BricksParts

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Jul 29, 2019
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Well I recommend you at least point that it's just NBT data somewhere. I only found out from a chance that the same question was asked on Reddit. And honestly, not having the command won't stop anyone who wants to cheat and is an OP. But thanks for the great mod, I really do enjoy it.
I second this. If someone has the ability to cheat in anything anyways, I don't see what the issue with them spawning in a maxed out seed :p.
 

InfinityRaider

New Member
Jul 29, 2019
1,169
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No but I mean the pattern would render diagonally, not parallel to the pixels of the soil, like tall grass, as I explained earlier.
tallGrass.png
I know what you mean, And I intentionally render them smaller on each corner.

I second this. If someone has the ability to cheat in anything anyways, I don't see what the issue with them spawning in a maxed out seed :p.
It's not about the ability to cheat, it's about the ease to cheat.
 

BricksParts

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Jul 29, 2019
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I know what you mean, And I intentionally render them smaller on each corner.
It seems kind of pointless to have the "X" and "#" pattern as though they were different. They both render in the same shape, it's just that one renders 8 of the texture while the other renders 4. I think the "X" pattern render should be replaced with an actual X-pattern, as that would seem to make more sense. For example, the agricraft version of pneumatic craft seeds uses the "X" pattern, however the original crop renders like this.
2013-06-30_17.50.04.png


It's not about the ability to cheat, it's about the ease to cheat.
People that want to cheat can cheat. It's not like NEI has some major problem with that as far as I can tell. It just seems like for testing purposes, a simple command would be nice...
 

InfinityRaider

New Member
Jul 29, 2019
1,169
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It seems kind of pointless to have the "X" and "#" pattern as though they were different. They both render in the same shape, it's just that one renders 8 of the texture while the other renders 4. I think the "X" pattern render should be replaced with an actual X-pattern, as that would seem to make more sense. For example, the agricraft version of pneumatic craft seeds uses the "X" pattern, however the original crop renders like this.
2013-06-30_17.50.04.png



People that want to cheat can cheat. It's not like NEI has some major problem with that as far as I can tell. It just seems like for testing purposes, a simple command would be nice...
Ye well, don't want to sound like a jerk, but I see your opinions, and I have mine, and it's my mod.
They render as smaller crosses on the sides, because I choose to, and there's no cheat item because I choose to.
I'm fine with suggestions, but if I say no, please don't try to hammer them down on me, it won't work.