"As for the pump, Since it wasn't part of any quest I didn't make an alternative recipe for it."
So if you don't use a pump, how do you power you machines? I use lava and while crucibles are fine early, you need too many to keep it going mid/end game. Plus my machines are spread out, tree farm, the two mob farms, the fruit tree farm, animals, etc.
I throw a pump down in the nether and fill drums. Drums filling magmatic dynamos are what I've got now and I don't see a need to build anything else.
You can use Agricraft to mutate fruit seeds
If you look at farmland, uses, it brings up the crop mutations. Strawberry isn't one of them. It goes from spice leaf to sweet potato.
I generally use magmatic dynamo's powered by 6-8 crucibles. SirJAH uses just about everything from solar to laser to whatever takes his fancy. I like everything to be automatic so I supply the crucibles directly from a cobblestone generator with an item node placed on it. There is a latter quest that gives the player a book outlining a way to make a fully automatic compact ore gravel and dust sifting mechanism that sorts everything into barrels or chests including ingots. I did have one that also harvested crops and trees[including oak and rubber] that was connected to the foundry. The whole lot was powered using 3 dynamo's and it produced more than I ever used.
I realize there are many other ways to make and use power, but I found this was the cheapest and simplest way early game to get enough power to get started and build on and that's why I made quests requiring them, mainly to give new players a relatively simple way to produce power to get automation started. Experienced players will always find a more streamlined system and that's the beauty of modded minecraft, you can build it your way. I hadn't taken into account that some machines players might want to make require components that have been removed by one of the mods and when I get back to Aus I'll go through every machine's recipe and make an alternative where needed.
I only added agricraft recently as a way to give players a chance to make crops in another way. Mutating a new crop appealed to me so it was added. I didn't have much time to spend messing around with it before leaving but I did enough to know it shouldn't affect the overall flow of the game and will bring a new aspect to give players something else to play around with. As for strawberry, I'm only going on what the mod's maker said about his mod regarding strawberries. As he added it as an afterthought, it might be mutated from one of the last crops rather than fitting in where you'd expect it to be. A quick question to the developer might give you the answer.
I'm still unclear as to why strawberries are so significant to Elder Sign's game btw.
Cheers....
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