No it's not, for mod metals (like tin or copper) you can have any oredicted ore under them though.Is it possible to change the block required underneath a resource crop?
No it's not, for mod metals (like tin or copper) you can have any oredicted ore under them though.Is it possible to change the block required underneath a resource crop?
Whoopies!I'll wait one or two weeks to gather some more bug reports and then I'll be releasing this mod for real (meaning you are allowed to use it in your packs) and I will be making a thread on the Minecraft Forum (god have mercy on my soul).
I'm aware of the fast draining, in the meantime I've already reduced the water usage to a 4th of what it was. But still, if it's not raining, the tank will empty. The only way to consistently keep land irrigated now is by using Mekanism pumps or Thermal Foundation Aqueous (our however it is spelled) Accumulators. I've been thinking about this for a while, and one of the things I've considered is making it so that keeping farmland wet doesn't consume water, but irrigating plants does.Well, irrigation: How can I use it? Rain fills the tank slowly but surely, channel lead it to sprinklers and this system is doing what exactly? Can I turn off watering someway if I don't need it? The tank is becoming empty fast. Thanks!
Aqueous
Not sure if it is a bug or a feature but breaking the sprinkler yields nothing back.
Also, think you could make the components for the whole irrigation system slightly sturdier? It breaks too fast even when only using bare hand.
But overall, I really do like the whole feel of the mod. Please do keep Agricraft alive.
Well... Can I ask you an option? I'm thinking that I'll disable water and lava source placing (like in Terrafirmacraft). So here it is: You can't place water sources, no way to make irrigation. But you could fill your tanks by an option with flowing water. So if you find a spring, you can fill your tanks with that and you can lead it to your sprinklers. If you plays with classic water, you can disable this option, but in my way you can have a more realistic stuff.
Is there any water in the tank?I am running a Cauldron server (1.7.10-1.1231.04.209) and noticed bad client side lag when entering into a village that has a green house and irrigation system. I can get the lag to stop by breaking the channel attached to the tank. When I add the channel back that lag returns. I played with the size of the tank and noticed that the larger the tank the greater the lag.
In my thought it works like this: I can't place source block, so where are one, it's a real "infinite" watersource. Like a spring on the side of rock or a river and so. Normally on a rock you won't search for other sources of water, those come from that hole/crack in it. You can use it as you like. In AgriCraft you could put tank under flowing water and if it saw the flowing water, it starts to fill up with water without doing anything while there is flowing water. This is too cheap on normal Minecraft, but when you can't put source block, it's okay, because that source block works like a real "infinite" water.So when flowing water flows on top of a tank, it would fill up the tank. But then does it consume the water or not?
Is there any water in the tank?
The channel does some calculations if it is connected to a tank to calculate the tank's waterlevel and the channel's water level so that the height of the water in both becomes equal.Tried it with and without water thinking the same thing.
And this lag, is these only clientside or on the server as well? Because it might just be because of my rendering code.
Ok, so it is rendering, I'll look at improving it.My suspicion is that it's client side. From the feel it's like a bunch of client update events get queued up and are pending processing. For example, other players on the server are doing their thing without issue, and when I toggle daylight they see the change while I still see night. I will eventually see it turn to day - about 30 seconds or so later.
I have also issued commands directly on the server console when I am experiencing this lag. The server responds pretty quickly, and TPS shows near 20 (normal for the server).
A note on possible render issues. I put down a bunch of crops with pumpkins, and if I look at the field at a certain angle the graphics of the crops go weird. Anecdotally it also seems memory use on the client when this happens. I remove the crops and restart my client and I don't see this change in memory when moving around the general area.
The fuck, I have no idea what that could be...