[1.7.10] AgriCraft

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Jadedcat

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Jul 29, 2019
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Is it possible to get a config for the resource crops needing the ore underneath them at least for growing? maybe also for mutating?

Was planning on not generating any modded ores in MagicFarm3 and forcing players to grow the crops to get their copper etc.
 

nimO

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Jul 29, 2019
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Is it possible to get a config for the resource crops needing the ore underneath them at least for growing? maybe also for mutating?

Was planning on not generating any modded ores in MagicFarm3 and forcing players to grow the crops to get their copper etc.

We are currently in the process of redesigning the requirements for growing / mutating for the 1.3 version of the mod as the code is currently all over the place and not that easy to maintain. Our plan is:
  • Unify the 2 requirements for growing and mutating into a single requirement, meaning that if the requirement is fullfilled the plant will grow but also the mutation will / can happen.
  • Allow configuration for specific soils for specific plants which will override the default soils
  • Allow configuration of the requirement for growing / mutating for specific plants (this is the block that has to be below / nearby the soil)
  • Possible remove the existing mutations config file and do it via MineTweaker only (open for debate)
At this point any input into the discussion is highly welcome as you pack developers know exactly which features you require. Please note though that we won't / can't implement all the requested features, last word has @InfinityRaider.
 
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InfinityRaider

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Is it possible to get a config for the resource crops needing the ore underneath them at least for growing? maybe also for mutating?

Was planning on not generating any modded ores in MagicFarm3 and forcing players to grow the crops to get their copper etc.

Like @nimO said, by constantly adapting/adding codes for feature requests, the mutation code is a mess right now. It will be partly rewritten and refactored and then this will be possible trough minetweaker. In the meantime you will need the ores underneath though. One way to circumvent this is buy using the custom crops and mimic the resource crops (if I'm not mistaken you won't even have to make textures if you give them the unlocalized name of my standard resource crops, just make sure to disable resource crops when you add custom crops with the exact same name, else Minecraft will complain).
Also if you have added/changed any mutations with my config file I highly suggest moving them to a minetweaker script because that will save you work in the future.


Is agricraft open to use it modpacks? I didn't see anything in the OP

I'll put this in the OP
 

Jadedcat

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Jul 29, 2019
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  • Possible remove the existing mutations config file and do it via MineTweaker only (open for debate)
At this point any input into the discussion is highly welcome as you pack developers know exactly which features you require. Please note though that we won't / can't implement all the requested features, last word has @InfinityRaider.

I will cry.... I have all the mutations set up in the config.... /me cries
 

nimO

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Jul 29, 2019
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I will cry.... I have all the mutations set up in the config.... /me cries

Like I said, its still open for debate. As a compromise I could add a command that will dump all the mutations as a MineTweaker script. I haven't looked at the Regrowth packs config but @thephoenixlodge may run into the same problem if we remove the mutations config file.
 
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d1ng0d0g

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Jul 29, 2019
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I may have overlooked a proper location, but the first stage of weeds does not show visually in Infinity 1.0.0
If it wasn't for WAILA I'd not be able to grow a single crop.

I think it's a mod issue, but I may be mistaken, but just thought I'd report it here.
 

Jadedcat

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You rather backup your mutations on every update, regenerate the defaults and paste them back in? And how many mutations are we talking about btw?

Everything, Harvestcraft, resources, crosses with Fluxed Crystals. MagicFarm 3 is basically going to be AgriCraft + FluxedCrystal farming the tech tiers are being built around that.
 
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thephoenixlodge

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Like I said, its still open for debate. As a compromise I could add a command that will dump all the mutations as a MineTweaker script. I haven't looked at the Regrowth packs config but @thephoenixlodge may run into the same problem if we remove the mutations config file.
Yea, I will. But I'd already been planning to shift all my mutations etc over to MT scripts for my next major version anyway.
 

InfinityRaider

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Jul 29, 2019
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I may have overlooked a proper location, but the first stage of weeds does not show visually in Infinity 1.0.0
If it wasn't for WAILA I'd not be able to grow a single crop.

I think it's a mod issue, but I may be mistaken, but just thought I'd report it here.

Probably a sync issue, I'll look at it, thanks for reporting.

Everything, Harvestcraft, resources, crosses with Fluxed Crystals. MagicFarm 3 is basically going to be AgriCraft + FluxedCrystal farming the tech tiers are being built around that.
I had no idea you would change the configs on that large of a scale, so that's quite a solid argument to keep the mutations config :s
 

PierceSG

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Jul 29, 2019
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Is it possible to not tie it in with Minetweaker? So that normal users don't have to download Minetweaker just to configure the mutations for Agricraft. :p

Support to MT is great though.
 

Tahg

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Jul 29, 2019
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Hi there, your water tanks cause a significant amount of WorldRenderer updates. An example trace:

markBlockForUpdate [ 542, 94, 519 ]:
from com.InfinityRaider.AgriCraft.tileentity.TileEntityAgricraft.readFromNBT
from com.InfinityRaider.AgriCraft.tileentity.TileEntityCustomWood.readFromNBT
from com.InfinityRaider.AgriCraft.tileentity.TileEntityTank.readFromNBT
from com.InfinityRaider.AgriCraft.tileentity.TileEntityAgricraft.onDataPacket

I'm guessing this is to frequently redraw the water level. Could you consider perhaps a hybrid block/TESR renderer for these? I'm using a large number of irrigation channels and sprinklers, and those aren't causing issues at all, but the 3 blocks in my water tank ( a single layer 1x3) is causing a huge amount FPS drop. (FPS drops from around 100-120 to 23-30 for me)


Secondly, I assume this is intended and it kind of makes sense, but breaking AgriCraft tanks producing water source blocks in their place is fairly annoying.
 

manevilus

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Jul 29, 2019
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I have a question, I am not sure this is the right place, but I can't find it anywhere, what do Growth, and EDIT:Gain(I am half asleep), and Strength do on a plant?
 

nimO

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Jul 29, 2019
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I'm guessing this is to frequently redraw the water level. Could you consider perhaps a hybrid block/TESR renderer for these? I'm using a large number of irrigation channels and sprinklers, and those aren't causing issues at all, but the 3 blocks in my water tank ( a single layer 1x3) is causing a huge amount FPS drop. (FPS drops from around 100-120 to 23-30 for me)

Which version are you using? This was a real problem in 1.2.1 but was fixed to an extend in 1.2.2. In 1.2.2 we reworked the water levels to only render in discrete steps (16 for channels, 32 for tanks), also we fixed some lag causing code in the tank. If you are using 1.2.2 and the lag still persists I will take a look at it and improve it further.

Secondly, I assume this is intended and it kind of makes sense, but breaking AgriCraft tanks producing water source blocks in their place is fairly annoying.

This is a config option and can be turned off.

I have a question, I am not sure this is the right place, but I can't find it anywhere, what do Growth, and EDIT:Gain(I am half asleep), and Strength do on a plant?

Growth decreases the time a plant needs to grow. Gain increases the amount of drops you get when harvesting a fully grown plant. Strength increases the resistence versus weeds where a strength of 10 means fully resistent.
 

Yusunoha

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Jul 29, 2019
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are there perhaps any further plans for additions to the mod? I don't know if there are already, but for example there could be food added by the mod, which could for example be added through configurations.
you could add recipes through configurations and also configure how much saturiation it'd give and perhaps even images of the food. I'm not completely sure, but there may be a mod that also does something similar, which allows you to add your own food through the mod using configurations. perhaps there could also be a block that allows you to create the food instead of a simple crafting recipe. the block could use certain items or tools to be able to create the food.

you could also perhaps add a way of generating power by using the crops. you could breed towards a certain crop species that's able to produce power, and you could be able to breed these crop species further so they're able to become even better at producing power, and there could be several blocks that can be used to generate power from these crops. I was thinking of perhaps something similar to how ender io has the power generation.
one block to simply burn the crops, another block that uses liquid created from crops to produce power and another block that uses both liquid and items to produce power.

now this power should also be used for the mod, which you could use for other blocks, like for example a harvester to harvest the crops, or a block that can fight against any weeds like the crop-matron from IC2, which you can supply with power, water and perhaps some sort of weed-ex to kill any weeds that pop up. you would also need blocks that'd be used to process the crop resources so you're able to use them for other machines such as the power generation blocks or for creating food or weed-ex.

there could also be a block that can be used for cross-breeding crops together. with this block you can provide 2 types of crop seeds, power, water and weed-ex and it'll cross-breed the crops for you with a higher chance of getting better results. though if you do not use weed-ex there's a high chance the crop will become weed, and if you do not provide enough of power and water constantly, the crop will die and become weed aswell.

you could also have a portable seed anaylzer which is a combination of the seed analyzer and the magnifying glass and requires power to work. with this item you no longer need to break new cross-breeded crops or other crops to analyze them. you could also have some sort of advanced agriculte journal block which could be paired with this new item, any informtion it registers gets send to this block, and this block could be used to find out more information about crops, such as for example which biomes you may be able to find these crops, what conditions they need to be able to grow the best and so on.

but this is just me rambling about some ideas that I also had way back when crops were introduced in IC2, but I don't know what direction you intend to take with the mod so I thought it wouldn't hurt if I were to post some ideas.