Update to 1.3.0, it was a bug in 1.2.2 where the crops were being registered before the petals so the petals didn't technically exist when the crops were loaded on launch.I'm having an issue with the mystical seeds for botania dropping nothing when harvested and the book says they have no fruits so are they not fully implemented yet? or what am i doing wrong?
If you want, you can use my scripts as an examples reference for the mutations, baseblock stuff etc. To change the baseblock of the resource crops, you will need to use minetweaker as far as I'm aware.Story First, then the Question.
For awhile I have wanted to put together a HQM modpack featuring farming as the sole resource gathering mechanic. Your Agricraft looks like the perfect core mod, along with magical crops, to allow that. It's been quite a task considering mods and testing them, deciding whether they will add to the experience or not. I'm planning on including harvetcraft, hunger overhaul and Spice of Life as additional key mods, and not using Ex Nihilo or Ex Astris. So yeah. Fun for me to try out the mods and think how they would work, whether the players would even be able to get started, what I'd have to give them for them to advance. (Trying to avoid handouts)
So, I did successfully modify the mutations list for Agricraft to create a progression of mutations through minecraft, agricraft, harvestcraft and magical crops (if everything works...) My issue, and question, is how do I remove the requirement that the resource crops have an ore block beneath the dirt? It's kind of hard for them to do that when the crops are the only source of the thing, and not as an ore. The default recipes in the config didn't appear to have anything that made them require an ore block yet they do. I could try changing their recipes and see if that removed that but I liked your default progression. I could switch to magical crops matching resources but I wanted to use agricraft's if I could figure this out.
I'm changing the agricraft config because even though I'll be using minetweaker 3 I have a very hard time with that and couldn't figure out how to make the mutations with it. I've resorted to using minetweaker recipe maker to add or remove regular crafting recipes. (I appear to be code-challenged)
Also, regarding the Sprinker lag, it turned to be not the sprinker themselves, but the sprinker trying to keep the farmland hydrated.
Just placed a water source block where there was before and got to the fps levels I had before. However thanks to NEI now I know I can use humus instead of farmland meaning I don't need any water source blocks.
After logging into the game this morning, i tried to place crop sticks on one of the spots where it didnt work, but for whatever reason, placing a block on top of the spot causes it to work properly.
Thanks to everyone helping to solve my problem.
What is this? Custom seed? Do I need to do anything more with it?//Custom crops
val seedNature = <AgriCraft:seedNature>;
- what mod is this garden soil from? If I just delete this section would the crops just require regular tilled dirt?//Soil
val tilledGardenSoil = <GardenCore:garden_farmland>;
val water = <minecraft:water>;
val gardenSoil = <GardenCore:garden_soil>;
//Other
val seedEssence = <magicalcrops:magicalcrops_MagicSeedsEssence>;
val poisonPotato = <minecraftoisonous_potato>;
//define soils
FertileSoils.add(tilledGardenSoil);
for i, seed in magicSeeds {
Soil.set(seed, tilledGardenSoil);
}
for i, flower in flowerSeeds {
Soil.set(flower, gardenSoil);
}
Also what did your opinion regarding Terrafimacraft turn out to be, are you looking into making it compatable?
Yea, Nature seeds are a crop I add through Agricrafts custom crops since magical crops don't drop it as a secondary fruit when on cropsticks.Ok, first question for you, thephoenixlodge.
What is this? Custom seed? Do I need to do anything more with it?
2nd question.
- what mod is this garden soil from? If I just delete this section would the crops just require regular tilled dirt?
Set regenerate defaults to true in the config.I have a couple questions, if I may.
I'm playing the FTB Infinity modpack. Do I need to enable grass drops for cactus seeds and Botania Mystical Flower seeds? These are the only ones I don't have dropping. If so, what exactly do I have to change in the configuration to add this ability? The config says that the integration is there so I'm guessing I'd have to add them to the GrassDrops file? Also, is there a way to mutate other plants to get these seeds? NEI just shows the drop rate.
TiCon Mattock is the correct tool.Are you sure there isn't some kind of invisible block?
I want to try the tilled garden soil but in regrow I can't until I get the traumium hoe, assuming it works, since TiCon hatchets won't work and the right click manasteel shovel neiter. But that's a Garden Core issue
The current release of Regrowth doesn't actually have the version since you added the Mattock compatabilityTiCon Mattock is the correct tool.
I think it's either the lower case 'w' in wispy Cotton or the space.witchery:seedwormwood=witchery:seedswolfsbane+AgriCraft:seedwispy Cotton
The custom crop functions, just can't get the above mutation to work.
wispy Cotton,witchery:somniancotton,null,witchery:spiritflowing,2,1,A thing of dreams.
Would be nice, did Pam add new crops in later versions, or did I just overlook some?handful of HarvestCraft plants are currently unsupported by default. I can get you a list if you want.
Normally, all seeds in the blacklist bypass the vanilla farming disabling, unless something is bugged. Thaumic Tinkerer seeds are blacklisted by default. But I just tested and indeed its bugged, I'll fix.If it is not too much of a hassle, could you add an ignore list configuration option for "Disable Vanilla Farming"? I have zero problem forcing/being forced to plant in a crop, but certain plants need to be able to ignore it (Thaumic Tinker infused seeds and GrowthCraft vines spring to mind).