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How to change the recipe of agricraft seeds with craft tweaker

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How to change the recipe of agricraft seeds with craft tweaker
October 09, 2018 Family Restaurants 5 comments



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Removed resource crops from AgriCraft (Magical Crops has more)

Removed Mark 3 & 4 armors from Magical Crops (way unbalanced IMO) Disabled seed drops in Magical Crops (so AgriCraft can handle it) Testing spread reduction for Magical Crop seeds in AgriCraft
# Configuration file
# 20150525 Disabled resource plants (Magical Crops has it covered)
#
# 20150523 Lowered overall difficulty
# - enabled resource crops
# - removed water source spawn on tank break
# - lowered farming difficulty to 2
# - allowed single crop spread stat increase
agricraft {
# set to false if you wish to disable using bonemeal on a cross crop to force a mutation [default: false]
B:"Bonemeal Mutations"=false
......@@ -58,7 +61,7 @@ agricraft {
B:"Render journal in analyzer"=true
# set to true if you wish to enable resource crops [default: false]
B:"Resource Crops"=true
B:"Resource Crops"=false
# Set to true to allow crops that spread from one single crop to increase stats [default: false]
B:"Single spread stat increase"=true
......
#Define overrides for spreading chances here: <mod>:<seedname>:<seedmeta>,<chance>
#You can get these values from NEI (example: minecraft:wheat_seeds is the vanilla seeds)
#The chance is an integer specified in percent, minimum is 0, maximum a 100. Spread chance is the chance that crops will spread to empty crosscrops
#For example: AgriCraft:seedDandelion,85
magicalcrops,50
\ No newline at end of file
# Configuration file
# 20150526 Balanced it a bit
# - Disabled Mark 4 armor (flight), Mark 3 will be disabled via scripts
# - Disabled second seed drop chance when harvested (will need to use Agricraft to duplicate or make another)
"essence ore options" {
I:"Edit max amount of Essence ore that can generate per vein, default = 4"=4
I:"Edit the number to change the Y Cord that essence ore starts generating in the overworld, default = 45"=45
B:"Essence ore spawns in the nether"=true
B:"Essence ore spawns in the overworld"=true
}
general {
I:"Amount of experience that experience drops give, default 40"=40
B:"Chance of weak essence dropping from magical crops"=true
I:"Disable or enable the potion addon, 1 = Enable(Default), 0 = Disable"=1
B:"Easy Magic fertilizer recipe (bonemeal & nature essence)"=false
I:"Edit the amount of seeds you get when crafting, Default 1, Max 64"=1
B:"Essence armor gives creative flight (if set to false tier 4/Mark 4 armor is uncraftable)"=false
B:"Magical crops display particle effects"=true
B:"You can craft Magic fertilizer"=true
}
Commit 28973f39authoredbyThomas Robertson

[] What changes should I be aware of regarding Agricraft and crop from prior versions? . It is a known issue with Modtweaker and AE not liking recipes for the Craft a plain Lexica Botania first and open it prior to using your Alfheim Edition. . [v only] Any newly grown seeds have a chance of gaining stats, whether.


I can't make the crops in my server drop seeds. I updated to the latest version (version J), deleted the old config file, and changed the following lines (both server and my client have the same settings):


B:cropsdropSeeds=true
B:enablecropspecialplanting=false
B:rightclickharvestCrop=false
B:rightclickmatureshowcropHearts=false


but I can't drop seeds. I wanted to make Forestry crop farms to automate harvestcraft, but without dropping the seeds it's much harder.


I'm having the same problem and it's driving me crazy. I had Agricaft installed and they were dropping them then. But I had to remove Agricraft because it wasn't working properly. So I thought maybe it was issue relating to removing Agricraft. But if other people are having this problem, then it's not that. I'm using version j too.

Reeeeeally frustrating because after removing Agricraft, I lost over half of my seeds and then shelled out a bunch of emeralds for new seeds from the Harvestcraft market, only to lose them when I tried to break the crops to move them. I went though a mess with Agricraft and now I have a mess with Harvestcraft. Sigh. I just want to grow some food that's not just boring vanilla crops.

And I still can't get the fresh water recipe amounts to change when I change the configs.

[1.3.x] MineTweaker3

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AGRICRAFT A brief introduction: I was one of those people who actually liked the concept of IC2 crops, however I did not like the way it was implemented (completely Random). I am also one of those people who completely removed IC2 from his modpack in favor of Mekanism. I am also one of those people who likes HarvestCraft. So then this idea appeared; imagine IC2 crops, with a breedling line like Forestry bees/trees but with the HarvestCraft crops. Unfortunatly I had not a single clue how to mod Minecraft, after running around with this idea for some time, I decided to learn how to mod Minecraft using Forge, and Agricraft is the result of that. The Mod Agricraft aims to implement IC2 crops mutations for every crop out there, using the configs it should be possible to configure any mutation from any mod you want while also adding some farming equipment. It should also be possible to plant and harvest any seed from any mod on AgriCraft crops (one known exception is infused seeds from Thaumic Tinkerer). Mutations Mutations are the core mechanic of this mod. To mutate plants into other plants you first need to put some crops on farmland. If you apply crops to existing crops it will make it into a crosscrop. The more fully grown plants planted on crops next to a crosscrop the sooner a mutation will occur, mutations are actually crossbreeding of crops. The mutation happens this way: If there are at least 2 fully grown crops next to a crosscrop, a mutation can sprout on the crosscrop. This mutation is either one of the surrounding crops or a brand new one. Also the stats of the crop (growth, gain and strength) can increase (the more crops around a crosscrop, the higher the chance of stats increasing). The mutations follow this algorithm:
  1. Chance to mutate in a new plant (default 20%, can be changed in the config):
    1. Check surrounding crops and find possible mutations (specified in the configs, see later).
    2. At random, one of the found mutations is chosen (if there are no compatible mutations found, nothing happens).
    3. If the resulting mutation cannot grow on this spot, the plant will not sprout (for example, some plants require a base of a certain block, or another block near them).
    4. If the spot is favorable for the plant to grow, the mutation has a certain chance to sprout (depending on it's tier, the higher the tier, the lower the chance).
    5. You will see a new plant growing if the mutation was successful and new stats will be inherited based on the surrounding crops.
  2. Chance to sprout one of the surrounding plants (default 80%)
    1. At random one of the surrounding plants is chosen to sprout on the crosscrop.
    2. Just as with mutations, the spot has to be favorable for the plant to grow, else nothing will happen.
    3. Then the possible new plant has a chance to actually sprout, also depending on the tier. (these chances can be overridden in the configs, for example to balance out certain mods like Magical Crops).
    4. If everything went right you will see a new plant sprouting with new inherited stats.
Customizing AgriCraft: Mutations have changed from 1.7.10 to 1.10.2! Mutations are now controlled by AgriMutation files, which are JSON descriptions of the conditions, chances, and products of a mutation. These new files are located in the AgriCraft configuration directory, where they can be easily copied and/or modified on a per-game basis. The crown jewel of the 1.10.2 update is the introduction of the JSON AgriPlant format, located in the same directory as the AgriMutation files. These are flexible plant descriptions for all plants that can be grown in crops, with no exceptions. This means that the user has 100% control over the plants in your game! You can even customize the weeds (evil laughter)! Notice, mutations & plants will sync from the server, so server owners, you have full control over AgriCraft (no need trying to get users to manually download config files, we do it for you)! For old versions of AgriCraft:   In the /config directory you will find an agricraft folder containing a configuration file and a mutations file. The mutations file contains default mutations based upon what mods you enabled integration for in the configuration file (if you enabled mod integration for mods that aren't installed, it will not generate the defaults for those mods). If you wish to reload the default mutations, there is also a config option for that. Currently there are default mutations for: Vanilla, AgriCraft, Pam's Harvestcraft, Natura, Plant Mega Pack and Pam's Weee Flowers. Now if you wish to add/remove/customize mutations, you can do that in the mutations file. If you wish to add mutations for a mod that isn't implemented yet, that's possible, but you have to define the exact name from the itemRegistry for that seed. (you can use NEI to get these names) When you launch MineCraft, AgriCraft should ouput all registered mutations to the log. If you defined a name wrong you will see "null" in the mutations (example: "harvestcraft:cornseedItem = null + minecraft:seeds_wheat"). This config file also contains instructions on how to specify these mutations or advanced mutations.
The Journal This mod has support for NEI, meaning NEI can tell you all the mutations, but if you want to explore them yourself, you can disable this in the config. Then the journal will be your best friend, you will also need a seed analyzer, the journal and the seed analyzercan be crafted as follows: Next, put your journal in the dedicated slot in the seed analyzer. Now every seed you analyze will be written down in your journal. You can read information, the tier, growth stages, fruits and if you have discovered all the seeds required for a mutation (parent seed 1 + parent seed 2 = mutation) the mutations as well. If you wish to copy your journal, put it in a crafting grid with a blank book and quil. If you analyze a seed, you will also be able to tell what stats this seed has. The interface of the seed analyzer looks like this:   Irrigation Systems: Irrigation systems consist of 3 components: the tanks for gathering/buffering the water, the channels for transporting the water and the sprinklers for actually irrigating the land. These components are crafted like this: The tanks and the channels can be crafted with any wood, however all the planks have to be the same material. The tank and the channel will look like the wood used to craft them. Tanks are multiblocks and will connect to other tanks placed next to them, tanks and channels only connect to other tanks and channels if they are made of the same material. Tanks are filled when it is raining, additionally you can also use other mods to pump water in them. Next an irrigation channel has to built from your tank to the spot you wish to irrigate. If the waterlevel in the tank is higher then the level in the channel, water will flow from the tank to the channel and vice versa. You can then attach sprinklers on irrigation channels, these will irrigate the farmland (you no longer need a water source nearby) and will speed up the growth of plants. If you don't like irrigation systems you can disable this in the config. Other Features: To maximize the synergy with other mods, there is a config file to blacklist seeds from being planted on crops as well as a config to override spreading chances for seeds (these files contain instructions how to do this). You can also add in your own crops, first set the option to create custom crops to true in the main config. Next the mod will generate a new file where you can specify your custom crops. This file also has instructions on how to specify the crops. Next this mod has support for the MineFactory Reloaded harvester and Thaumcraft harvesting golems. Meaning you can automate the harvesting of crops. AgriCraft also has some world gen: it will generate greenhouses in villages containing random crops (as can be seen in the screenshots). Finally the mod also provides some resource crops, these generate resources (gold nuggets, redstone dust, ...). In order for these plants to grow, they need a base of the corresponding ore (as seen in the screenshots). When AgriCraft detects other mods that add metals (aluminum, tin, copper, lead, ...) it will also add in crops for that. Both these features (greenhouses and resource crops) can be disabled in the config. Screenshots: Download: All downloads: http://minecraft.curseforge.com/mc-mods/225635-agricraft (requires Forge 10.13.2.1230 or up) Source code: https://github.com/InfinityRaider/AgriCraft Useful links:
MCF Thread FTB-Forum ThreadCurseForge PageCurse PageGitHub Changelog:

1.3.1
-ADDED: Nitor Wart: a new crop that produces glowstone dust
-CHANGE: Renamed Mushroom Seeds to Spores
-CHANGE: Sprinklers are now less laggy
-FIXED: Various crashes related to analyzed seeds in the journal after removing mods
-FIXED: Unable to plant crops on soul sand
-FIXED: Broken scythes will no longer harvest crops
-FIXED: Blacklisted seeds bypass disabling of Vanilla farming correctly

1.3.0
-ADDED: Hand Rake tool which, when enabled, is the only thing that can remove weeds
-ADDED: A config option to change the maximum stat cap on crops
-ADDED: A config option to divide the stats on a newly mutated crops
-ADDED: A config option to let the cactus crop produce cactus blocks instead of cactus green
-ADDED: Villagers for the greenhouse (Elec332)
-ADDED: MineTweaker3 support for changing growth requirements
-ADDED: Compatibility with Jaquadro's GardenStuff (crops can be planted on them
-ADDED: zh_CH.lang (3TUSK)
-ADDED: Support for psychedelicraft (Will work when the newer version of Psychedelicraft is released)
-ADDED: Other mods can make their seed/fruit compatible by registering the seed as "seed<YourPlantName>" and the fruit as "crop<YourPlantName>" to the ore dictionary
-ADDED: The particle setting will now decrease the number of particles from the sprinkler
-CHANGE: The background of the seed portrait in the journal is now the required soil
-CHANGE: You can now specify any block as a specific soil for custom crops
-CHANGE: Adding cross-crop sticks won't clear weeds anymore
-CHANGE: Overhauled the way mutation requirements work: instead of setting specific requirements for mutations, you now have to set specific requirements for growing.
-CHANGE: The requirement for a mutation to happen is the same as for growing: A plant can only mutate if it can grow there
-CHANGE: NEI will show the needed soil and required base block (if any) for mutations
-CHANGE: Potatoes sometimes drop poisonous potatoes now
-CHANGE: Register seeds and their produce as seed<Name> and crop<Name> in the ore dictionary
-CHANGE: Spreading from only 1 crop will not cause any stat increases (unless toggled in the config)
-CHANGE: Added a difficulty for increasing stats in the config. 1: all surrounding crops will affect stat increase. 2: Only parent/identical crops will affect stat increase. 3: Same as 2, but other crops will affect stat inheritance negatively
-CHANGE: Made the recipe for crops shaped to prevent conflicts with buildcraft wooden gears
-FIXED: Sprinklers no longer hate railcraft hidden blocks
-FIXED: Moved Botania crops to post init to possibly fix the crops not dropping petals
-FIXED: Nether wart not being recognised as a valid seed (Marcin212)
-FIXED: Sprinkler not stopping when water in the channel above ran out
-FIXED: Waila not showing accurate fluid levels for channel, tank and valve
-FIXED: Fixed crop not re-rendering on changes
-FIXED: Stats are now being reduced on mutating instead of spreading
-FIXED: Seeds being able to be planted on unhydrated farmland while farming was disabled
-FIXED: NEI mutation GUI ignoring soil meta value
-FIXED: Infinite loop when specifying BaseBlock of type 2
-FIXED: Moved resource crops to post-init to enable resource crops for mods that register their ore dictionary entries too late
-FIXED: Cactus crop dropping cactus with metadata 2 if the config option was on
-FIXED: Crash with CoFH
-FIXED: (hopefully) Fixed weird ingot to nugget recipes getting registered
-FIXED: Nether wart always yielding one fruit, regardless of gain level

1.2.1
-Changed AgriCraft creative tab logo
-Fixed certain crops rendering crooked
-Fixed crop lighting
-Changed Sprinkler to use a fixed configurable amount of water
-Added channel valves to irrigation systems
-Overhauled irrigation systems: sprinklers will keep consuming water but there are now valves to close channels
-Added configuration GUIs for some config categories
-Fixed water draining bug in irrigation systems
-Added option to clear all registered seed drops
-Added support for Chococraft gysahls
-Added a config to override seed tiers
-Made Magic Fertiliser from Magical Crops work on tier 4 & 5 crops (can be disabled in the config)
-Botania Horn of the Wild will no longer wipe crops away, instead it will clear them
-Added a config option to disable weeds from taking over plants (they will still spread to nearby empty crops)
-Added Minetweaker support for various aspects of AgriCraft. Check the GitHub wiki for documentation.

1.1.1
-Fixed Null Pointer Exception in certain cases when breaking tanks
-Fixed config reading bug
-Custom Plants will now correctly drop their fruit if their fruit is a seed
-Plants rendering in a cross will now render 4 smaller plants again
-PMP & Natura crops now render with the correct icons again
-Moved custom crops registering to post init to allow other mod items (which might register in init) to be used as drops
-Instead of crashing the game, faulty config entries will be pointed out in the log (back up your old configs and enable regenerate defaults in the main config)
-Updated the NEI handler to show required blocks below/near
-Added a config to specify fertile soils for crops


1.1.0
-Rewrote rendering code to improve performance
-Fixed gardening trowel bug
-Changed Hunger Overhaul compatibility (you need to update HO to newest version as well)

1.0.5
-Fixed crash when disabling vanilla farming
-Fixed servers kicking you out when breaking tanks
-Network optimization for irrigation systems (marcin212)


1.0.4
-Fixed shift-clicking crops crash
-Water residue after breaking a tank now flows
-Fixed a spelling error in the en_US.lang file
-Disabling Vanilla farming in the config actually disables Vanilla farming
-sprinkler now uses oak planks as breaking particles instead of missing textures
-tanks will never fill up in deserts (it can rain in deserts apparently, but it doesn't render the particles)

1.0.3
-Waila and magnifying glass only show stats of analyzed plants
-Sprinklers consume less water and irrigate plants much much slower (it was quite op before)
-Changed the way custom wood recipes are handled, they now show up in NEI
-Sprinkler now always drops the right item
-Tanks, channels and sprinklers are no longer destroyed in one hit
-The math behind irrigation systems is now correct
-Made irrigation systems less network intensive
-In the journal, when a fruit is a block, it now loads the texture correctly
-Fixed some crop rendering derps (Marcin212)
-World gen blocks no longer generate in greenhouses
-Added weeds

0.0.12

-Fixed crash if OreDictionary planks weren't blocks
-Underped resource crops in the configs
-Rewrote mutations
-Added special mutations: either require a specific block near or a base block in order to mutate
-Set magical crops seeds to tier 4
-Added Waila integration for crops, tanks and irrigation channels
-Added gardening trowel: can be used to move plants from one corp to another
-Added magnifying glass: use to inspect crops
-Added journal description for plant mega pack seeds
-Fixed Seed Analyzer not dropping its contents when harvested

0.0.11

-Config option to get more crops per crafting operation -Added support to translate the journal to other languages -Fixed a crash with GregTech installed -Fixed derpy directory on Linux -Railcraft Hidden Blocks no longer prevent crops from being placed -Added a config file to override mutation chances for seeds -Fixed Seed Analyzer crash -Added a config file to blacklist seeds -Higher tier seeds will now mutate with lower chances and spread a lot slower to adjacent crosscrops -Added language support for tooltips -Added greenhouses to villages (can be disabled in the config) -Added MFR integration -Upgraded Forge to 1230 -Added Thaumcraft integration (golem harvesting and aspects) 0.0.10 -Fixed not being able to interact while having seeds in hand -You now no longer need an empty hand to harvest crops -Added config option to disable vanilla farming (default is false) -Finished irrigation systems -Fixed tanks & irrigation channels always dropping oak wood versions when harvesting them -Added default mutations for Pam's Weee Flowers -Added recipes to convert Ex Nihilo seeds to AgriCraft seeds -Added Plant Mega Pack integration and default mutations -Changed the recipe for wooden bowls to use slabs (it overlaps with irrigation channels) -Added config option to disable irrigation systems -Added French translations (Mazdallier) 0.0.9 -Further work on irrigation systems -Changed some methods for dropping seeds and fruits in the world when harvesting crops -AgriCraft should now be compatible with Hunger Overhaul -Fixed duping bug with Hunger Overhaul installed -Fixed bonemeal not working with Hunger Overhaul installed 0.0.8 -Added a config option to disable forcing a mutation by using bonemeal on a crosscrop -Finished water tank multiblock logic -Added a config for registering seeds to drop from tall grass -Fixed having to look at a block to open the Agricultural Journal -Seeds that have been analyzed or have been planted on a crop can no longer be planted on regular farmland -Finished water tank rendering: the tank renders using the texture from the wood used to craft it -Fixed trying to configure mutation NEI recipe handler serverside -Updated to forge 10.13.1.1217 -Changed some things in my TileEntity classes (I suggest you remove your crops and seed analyzers from your world before updating) 0.0.7 -Somewhere a bug creeped in where planted seeds would immediately be fully grown, this is fixed now -Fixed a bug where crosscrops would mutate in no plant -Started work on irrigation systems: added tanks (code is there, they are not registered yet) -Actually runs on servers now -Added default mutations for resource crops for non-vanilla resources -Changed Harvestcraft & Natura integration as well as resource crops to be enabled by default 0.0.6 -Added journal -Fixed being able to bonemeal fully grown crops -Fixed a derp crash when one plant would get registered twice -Cleaned up some code (it's still a mess, but just a little bit less of a mess) -Fixed opening Seed Analyzer gui pausing the game -Fixed some crops crashing the game while trying to harvest them 0.0.5 -Added resource crops based on what ores have been registered in the ore dictionary -Fixed plants planted on regular farmland (outside crops) not dropping seeds (stats resetting not fixed yet) -Prevented Thaumic Tinkerer infused seeds from being planted or analyzed 0.0.4 -Added additional rendering method -Fixed, under certain conditions, recipes showing up twice in NEI -Fixed planting Magical Crops seed crash -Fixed harvesting Magical Crops now yields the correct item -Looked into Growthcraft integration and it seems there isn't much to integrate -Fixed a bug where if you only specified 1 mutation it wouldn't be parsed -Added the ability to add your own custom crops -You now specify the mutations using the names for seeds you get from NEI -Added a correction method on the input (old mutation configs will still work) -Fixed Rendering and drops on Nether Wart 0.0.3 -Fixed a bug where every seed could only mutate from a single set of unique parents -Added NEI integration -Added stat inheritance on mutations -Fixed being able to bonemeal empty crops -Added using bonemeal on a cross crop triggers a crossover -Added tooltips on seeds with initialized stats -Tweaked bounding box of crops -Reworked and cleaned up code -Added Seed Analyzer 0.0.2 -Added default mutations for poppy, dandelion, melons, pumpkins & sugarcane -Fixed some minor bugs -Fixed plants rendering dark on crops -Hide crops from NEI -Added Natura integration -Added meta in mutation configs -Merged mutation configs in one file -Added config option to regenerate default mutation config 0.0.1 -Initial build
WATCH THE VIDEO ON THEME: How to make a Minecraft Modpack - Crafttweaker Recipe removal & Hiding things in JEI

Arch-Mage Craft, , Focused purely on the use of magic to do anything, if there is It is set as the side-story of Hubris from the opposing dark mage's view.

Getting started

A update to Farming Valley have just been released.

A huge thanks to Mythicalsausage for letting me use his old Farming Valley world, to make this update. You can sub to him at https://www.youtube.com/user/TheMythicalSausage.

Info for server owners: mods, script and config folderhave been changed.

Full changelog can be found here:

Changed some keybinds.
Mining Hut now sells some new items.
Katlin in the Cafe, now sells some new items.

Updated 2281 forge
– lots of bug fixes and performance improvements.

Updated AppleCore-mc1.10.2-2.1.2
– Improve startup time by ~67% (thanks @asiekierka [squeek502/ASMHelper#13])

Updated Baubles-1.10.2-1.3.10
– item on cursor will no longer be lost if you click on the baubles ring button
– fixed baubles button display text

Updated BedBugs-1.10.2-1.1.6
– Half completed messages no longer disappear when waking up.
– Added Chinese translation files (thanks Gonz0o11)

Updated BetterFoliage-MC1.10.2-2.1.5
– improved connected grass performance
– removed reeds and double plants from crop list
– added compatibility with FoamFix (anarchy) parallel model baking
– Population option for Short Grass
– Report unexpected render errors instead of crashing
– Tweak short grass color (works better with dark blocks now)
– Ars Magica 2 and AbyssalCraft support

Updated BiomesOPlenty-1.10.2-5.0.0.2162-universal
– Lots of bug fixes

Updated ChanceCubes-1.10.2-2.3.6.176
– Updated json field names
– Schematics now allow for delay before spawning
– Fixed a bug with the Inventory Bomb reward and offhand slots

Updated Chisel-MC1.10.2-0.0.10.22
– Concrete Powder and Concrete Blocks.
– Coal, Charcoal, and Coke Fuel blocks. They are usable in furnaces.
– Drop Concrete Powder into Water to make Concrete Blocks. Just Add Water™!
– Reversable Crafting for Metal Blocks (Block -> 9 Ingots)
– Fixed a few Lang Problems
– Fixed NEI crash
– HOTIFX: Fixed ArrayOutOfBoundsException related to recipes

Updated CraftTweaker-1.10.2-3.0.24
– Fixed a dupe bug.

Updated CustomMainMenu-MC1.10.2-2.0.5
– Added: textOffsetX/Y for Buttons
– Added: anchor Property for Labels
– Changed: Unused categories like other can now be left out of the json file without causing crashes
– Fixed: Language Keys not working in Tooltips
– Fixed: #mcversion# Placeholder behaving incorrectly.
– Fixed: Updated apng Library so certain apngs shouldn’t cause crashes anymore

Updated Cyclic-1.10.2-1.10.22
– Fix broken texture in Pattern Builder.
– Fix error in Ender Book tooltip.
– The buttons to open your extended inventory & 3×3 crafting table now will show the letter of the key you have bound to open it; defaulting to the old ‘I’ ‘C’ as before if the keys are unbound.
– The Inventory Crafting and Inventory Upgrade cakes now stack to 64, up from 1.
– Mattock now has a tooltip.
– Reduced recipe cost of Ender Orbs.
– New Content: Safe Dynamite, Mining Dynamite, Monster Ball, Experience Pylon.
– Added new enchantments: Auto-Smelt and Experience Boost.
– Life Leech enchant now also restores a half heart with any damage dealt (it still restores some hunger and life on kill).
– Life Leech enchant now displays heart particles above your head when it heals you.
– Controlled Miner now has a toggle button to switch between a whitelist and blacklist.
– Removed debug messages cluttering log files.
– Fixed prospector getting the correct language file names from ores with metadata (such as from immersive engineering).
– Prospector now has more config settings for modpacks; either a whitelist or a blacklist of things to look for (as requested).
– Fix a (clientside) game crash that happened if you eat two inventory upgrades and have the keybinding disabled to open the screen.
Structure builder will now check if placement is valid before building (avoids saplings placed on air or on non-solid blocks for example)
– Fix harvester resetting its size property when chunk reloads.
– Fix Mattock tooltip.
– Add nether star and some progressive automation items to the uncrafting grinder default blacklist.
– Removed nether star from default Magic Bean loot table (existing config files unchanged and you could still add it back).
– Auto torch will no longer place in spectator mode.
Fix the sheep shear exploit (issue 346)
– Auto Fisher now compatible with aquaculture, basemetal, modernmetal fishing rods.
– Automatic User now correctly drops output items, such as milk buckets.
– Patch Automated User to avoid crashes when interacting with mobs from Minecraft Comes Alive mod.
– Exchange scepters now attempt to correctly set block rotation on placement.
– Exchange scepter mod compatibility fix with Painted Slabs from Ender IO.
– Fix Ender Torch and Torch Launcher from double placing torches with a single shot
– zh_CH.lang updated.
– Fix harvester sometimes crashing when used on agricraft crop sticks or Pixelmon apricorns.
– Fix a client side crash when the mod thinks you are trying to right click an item to turn a bauble off ( https://github.com/PrinceOfAmber/Cyclic/issues/368 )

  • New Features in Password Trigger:
    • It has two modes: it can toggle on and off like before, or Pulse mode will output a short button-pulse when it gets the password
    • Security: you can claim the block so nobody else can use or set the password.

– Fix the Password Trigger GUI closing when typing ‘e’ into textbox (or whatever key is bound to open inventory).

  • Blocks and World generation added: Nether Iron, End Iron, Nether Redstone, End Gold (by request)
    • controlled in config the same way as the rest of the world gen
    • Bugfix to make sure corrupted chorus data persists through death.
    • Fan block has a new GUI Screen to control range, direction, and toggle particles off.
    • Charms can now be turned off by right clicking them on the inventory.
    • Purple power armor can now be turned off by right clicking as well.

Updated DeathQuotes-1.2.0-mc1.9to1.10.2-forge
– Updated the default file   deathquotes.txt  to have 620 quotes.  Thats 173 more.  =)
– Fixed a bug:  Aparently in version 1.0.1 of this for Minecraft 1.9 and up I made a mistake.  In those versions only the player that died would get the Death Quote message.  But the older versions were working correctly and sending it to all players in-game at the time.  This is now fixed that so all versions correctly announce Death Quotes to all players.  oops.  fixed now.  Now you can tease your friends about their death quote when they die.  lol (fully tested for all versions)

Updated EnderCore-1.10.2-0.4.1.66-beta
– Prevent giving XP to machines using enchanted items Fix potential vulnerability in MessageTileEntity

Updated foamfix-0.6.2-anarchy
– Slight load time optimization for the “optimizedBlockPos” patch
– Optimize FoamFix’s coremod.optimizedBlockPos transformer to run faster (in local testing, 850ms -> 150ms overhead)
– Add parallel model baking to speed up loading times
– Add optimizations to VertexLighterFlat inspired by @bs2609 and @thecodewarrior’s comments
– Add minor patch to replace Class.getSimpleName with Class.getName in World.updateEntities
– Remove unnecessary fluff

Updated forestry_1.10.2-5.2.17.376
– Lots of bug fixes


Updated Harvest-Festival-1.10.2-0.5.27
– Added Brazilian Portuguese translation by Brittahplay
– Fixed crops fake ‘dying’ when crop death from lack of water is off
– Reduced the frequency of dark mobs


Updated Hwyla-1.8.13-B27_1.10.2
– Fixed alternate crop getter always using a meta of 0
– If you continue to have problems with it, disable it.
– /dumphandlers now includes NBT handlers
– Server now makes sure a requested block is loaded before attempting to access it
– Removed some needless data from the data request packets
– Packet size is now much smaller
– Added TehNut to mcmod.info author list
– Added a short description to the mcmod.info explaining that the user is using Hwyla
– [API] Added nullability annotations to almost the entire API
– [API] Modified some of the javadocs to be somewhat more informative
– Fixed furnace display not working
– Fixed Jukebox always displaying as empty
– Fixed localization for Redstone power level
– Added config to stop the item from rendering in the tooltip


Updated inventorypets-1.10-1.4.9.5
– [1.10.2, 1.11.2] Pet Ability Tooltips and other text now localizable
– Updated Spanish Translation – credit: @mixetaivan
– Updated Russian Translation – credit: @TheAlfak
– Updated German Translation – credit: TheBusyBiscuit, EnderMuffin55
– Added Catalan Translation – credit: @mixetaivan
– Added Finnish Translation – credit: @TheTouho10
– Added Pirate Translation = credit: TheBusyBiscuit
– [1.10.2, 1.11.2] Spawn Living Anvil and Spawn Living Bed now working properly, with improved interactions
– [All] House Pet no longer sends you underground if your SpawnPoint is not set
– [All] Illuminati Pet cooldown now working properly if extended past 2.5 minutes. Can now be extended up to 10 minutes. (credit: Jo-Mamma75 / FoolCraft team)
– [All] April Fool Pet no longer performs the ‘drop’ or ‘replace armor’ prank if mob griefing gamerule is set to false (credit: ariosos)
– [All] Armor and items repaired by Living Anvil should now keep their repairs after being thrown from inventory
– [1.10.2, 1.11.2] Disabling April Fool pet no longer crashes game (credit: PrinceOfAmber)
– [1.10.2, 1.11.2] Chest, Double Chest, Feed Bag can now be opened with the offhand without crashing the game (credit: RWBYKing)
– [1.7.10, 1.10.2, 1.11.2] After many spirited debates with a few MC players, the April Fool Grief Pranks (drops, armor switch) are now turned off by default. You can re-enable these pranks through the config (Enable April Fool Grief Pranks = True).
– [1.7.10, 1.10.2, 1.11.2] Updated World Generation to fix error with cascading worldgen (credit: Boodaflow, thanks: Mezz)
– [1.7.10, 1.10.2, 1.11.2] Dungeon Generation now compatible with Biome Dictionary, fixes compat with Biomes of Plenty, ATG, etc. (credit: malwilson)
– [1.10.2, 1.11.2] Fixed null pointer error caused by Illuminati Pet (credit: SaiyanKirby)

Updated inventorysorter-1.10.2-0.11.0+47
– inventorysorter-22 Armor Dup Bug closes #22
– Update to latest forge RB, clean up a deprecation warning.
– Add slot blacklisting, to just completely nuke the bloody things from orbit. Expose an IMC so other mods like pack mods can force a blacklist if another slot type proves troublesome in future.
– Fix furnace and brewing stand dupes.
– Attempt to fix baubles dupe without depending on baubles. Hope this works.
– Trying a fix for baubles sorting. Unsure if it’ll work.


Updated IvToolkit-1.3.3-1.10 jei_1.10.2-3.14.7.419
– Mock worlds (capturing world data also works in mock worlds)
– Mazes now group together similar components to improve performance when choosing one
– Weighted selectors were not considering double error margins well
– BlurredValueField can now load from NBT again


Updated Levels 2-1.10.2-r1.2.8
– Fixes crash when not holding an item.
– Fixes crash when not wearing armor.
– Fixes crash with arrows.
– Added a message explaining Levels after crafting a sword. Must have achievements on for it to work.
– Removed login message.
– Added tooltips underneath abilities explaining what they do.
– Fixed duplication bug on servers.
– Fixes issues with r1.2.8

Updated MTLib-1.0.2
– Added a wrapRecipe method


Updated natura-1.10.2-4.1.0.55

– New:

  • Redwood Trees
  • Seed and bone meal bags
  • Crops
  • Glowshrooms
  • Tools
  • Bluebell Flowers
  • Vines
  • Sticks
  • Doors
  • Hwyla support
  • Bloodwood trees
  • Growing Overworld Saplings when in a superflat world
  • Netherite Dimension
  • Every Decorative Item/Block (Buttons, Fences, Fence Gates, Trap Doors, Pressure Plates)
  • Blaze Rails
  • Netherrack Button, Lever, Pressure Plate
  • Netherrack Furnace
  • Saguaro Catcus is back!
  • Every Recipe was missing
  • Saguaro Fruit can be placed, but only by someone in creative.
  • A creative tab just for decorative items, which now has the stairs and slabs in it.
  • Small Glowshrooms now generate in the nether!
  • All the clouds will now generate in the world
  • You can now blacklist dimensions to not generate any WorldGen from Natura, like how the clouds have a blacklist.

– Bugfixes:

  • Fix Hopseed tree’s not generating
  • Fix some other world generation issues
  • Crop Generator causing recursive chunk generation
  • Redwood Saplings no longer take over the world
  • Language issues regarding tools, the nether doors, and every new item/block added
  • Nether hopper being added when the nether portion of the mod is disabled
  • Vines generating with different orientations when growing downwards
  • Food shouldn’t be eaten when saturation is full
  • Language issues regarding seeds and other items
  • Natura trees not generating when the overworld portion is disabled
  • Darkwood Leaves now drop the correct sapling and not a ghostwood one with no texture!
  • Glowshrooms now give off light!
  • Growing Redwood and Purple Glowshrooms will now NOT replace blocks that it isn’t meant to replace! (such as RF Banks will not be replaced, but grass and leaves will be)
  • Bloodwood Trees and Fusewood Trees now drop the correct sapling.
  • Waila will now show the correct leave type for Bloodwood, Ghostwood and Fusewood.
  • Fix the incorrect value for the drop chance of the saplings from Nether leaves.
  • Tainted Soil, Nether Logs, Redwood Logs, And Overworld Logs now have a tool assigned to them for harvesting them


Updated Railcraft_1.10.2-10.1.1
– NEW: Smoker and Feed Station restored.
– NEW: Signal Boxes restored.
– NEW: Turnouts, Wyes, and Switch Actuators restored.
– NEW: Spike Maul is used to swap between Flex, Junction, Wye.
– NEW: Sounds restored.
– NEW: Added a SkyGen config for mines for testing purposes.
– NEW: Added Bronze, Nickel, and Invar ores and metals. (contribution by GeneralCamo)
– NEW: Added Brick variants of the new vanilla stone types. (contribution by GeneralCamo)
– NEW: Pearlized Brick an Ender Pearl themed Brick added. (contribution by GeneralCamo)
– NEW: Rolling Machine has been restored. Should fix most recipe issues.
– NEW: Added Manual Rolling Machine, it requires no power, but requires the player’s presence to craft. Does not interact with pipes.
– NEW: Added Messenger Track Kit, a track that sends a chat message when passed. (contribution by liach)
– NEW: Riding and Ridden Routing conditionals replaced with the Rider conditional. See GitHub Issue #844 for details.
– NEW: Placing a malformed Routing Table into device will now pop up the GUI to tell you it is erroring.
– NEW: Sneak clicking with an empty hand on Routing device will now allow you to edit the contained Routing Table directly.
– NEW: You can now disable Railcraft enchantments, and moved to Magic module.
– CHANGED: Some of Brick recipes have been Tweaked to reflect various changes in Vanilla. (contribution by GeneralCamo)
– FIX: Various IC2 integration fixes. (contribution by GeneralCamo)
– FIX: Notepad should now interact with the world properly.
– FIX: Charge Feeders should now properly respond to Redstone under all conditions.
– FIX: Reduced Tunnel Bore log spam.
– NEW: Added reverse mode to Throttle Track. (contribution by Cream Tea)
– NEW: Zap sounds and effects.
– FIX: Fix crash when looking at an Admin Charge Feeder with TheOneProbe.
– FIX: Fix rendering issues with Box connections.
– FIX: Routing Detector and Actuator no longer call client code from the server and crash.
– FIX: Add temporary crafting recipe for the Charge Trap.


Updated RecurrentComplex-1.3-1.10
– #map and /#mapall that runs a (compatible) command on a structure and immediately saves it!
– Tile entities generation is now a lot more stable, especially in terms of modded tile entities!
– /#writeall to write all existing files to the custom folder
– SpruceTree only consisted of two blocks, and a bunch of trees had wrong leaf types in them
– Some links to the newly launched official Recurrent Complex repository!
– On server start, ReC now outputs some links / help to get people started with modifying structures (opt-out in the config)
– Some trees were generating away from their saplings
– The mod now ceases to require Forge on the other end as well, making servers open to vanilla clients!!!!
– New surface-entry mazes for stone, meso and pyramid mazes!!!
– Structure generation is now chunk-partial: This should improve performance and reduce chained chunk generation!!
– Structure Variables: With these you can set variables per structure to further randomize it, or save time for maze components!!!
– 3 kinds of jungle temples holding mazes (thanks KeizerKronos)!!
– Re-Activate a lot of structures that were lost in a past update!!
– With more tries per failed structure spawn, structure densities persist better with structures that fail to spawn often – also makes forests a lot denser!!
– All existing mazes have been enhanced with more components, more randomness and quicker generation!!
– Previews now work for bigger structures as well, and will never crash the game again!!
– Expression conditionals: a ?? b :: c (ternary operator)!
– Better maze reachability prediction, which means mazes generate more quickly and more reliably!
– Script Blocks now work correctly in mazes!
– /#flood which floods an area around the selection with blocks!
– Japanese fort ruins (thanks Necr0manceR13)!
– An abandoned church with a graveyard (thanks doktorpixel14)!
– A rare, big cubone skull (thanks Crystal_LD)!
– A decorational brick henge!
– Some things now have duplicate buttons!
– Maze path components are now all the same structure (StoneMazePath, MesoMazePath and PyramidMazePath)
– Dinosaur skull and skeleton structures now use bone blocks
– Less structures that are just 1 block tall
– /#move now doesn’t trigger block updates, making it run a lot quicker
– More and better logging
– Better ruins generation algorithm
– GUI aligns better in places
– GUI abbreviates things better
– Expression preview now colours the whole preview correctly
– The add/remove tile entity button in the inspector GUI works again
– wood_old slabs in structures have completely been replaced with actual wood slabs
– Fix for a potential crash when loading a structure spawn script
– Fix for a crash when inventory generators used null stacks
– Improvements to chunk-partial generation
– There are now less dead trees in forests on average
– Mazes can now have inherent reachability
– Fix for a crash with the ruins transformer where BoP plants, snow and other blocks existed for falling blocks
– Some GUI adjustments


Updated refinedstorage-1.2.25
– Implemented support for the Forge update JSON system (raoulvdberge)
– Fixed crash in storage cache (raoulvdberge)
– Fixed Crafting Pattern model (pauljoda)
– Fixed Constructor not working on Botania flowers (raoulvdberge)
– Fixed Disk Manipulator crash (raoulvdberge)
– Fixed slow oredict comparisons causing TPS lag (raoulvdberge)
– The Detector no longer outputs a strong redstone signal (raoulvdberge)
– Made the keybinding to focus on the Grid search bar configurable (way2muchnoise)
– Autocrafting bugfixes (way2muchnoise)
– Fire event on completion of an autocrafting task (way2muchnoise)
– Fire playerCrafting event when shift clicking in the grid (way2muchnoise)
– Allow INodeNetwork instances to return an ItemStack for display in Controller GUI (bmwalter68)


Updated StorageDrawers-1.10.2-3.7.4
– Restored shading to item labels (big thanks to codewarrior0)
– For resource pack makers, item labels now honor the “statusArea” section of the dynamic folder json
– Fix ticking crash if compacting drawer is in a weird state.
– Fixed compacting drawers not rendering status upgrade background.
– Fixed labels sometimes rendering strange when vanilla skull blocks are nearby.
– Fixed compacting drawers voiding material if only fractional space remaining.
– Fixed upgrades not shift+clicking into upgrade slots in GUI.
– Fixed drawer GUI showing 0 or negative items on servers
– Improved compatibility with block placers (like builder wands)


Updated SpiceOfLife-mc1.9.4-1.3.8
– Fix client crash when picking up an item while in the food journal screen (#63)


Updated ToughAsNails-1.9.4-1.1.1
– Canteens are no longer repairable
– Fixed TAN torch model loading errors
– Fixed campfires not burning out
– Fixed potion effect gui icons
– Beds no longer move forward large periods of time randomly
– Fixed severe performance issues due to snowflake particle collisions from the cooling coil
– Fixed dragon’s breath collection with bottles
– Fixed bottle duplication when collecting water
– Right clicking filled cauldrons with random blocks no longer gives dirty water bottles
– Fixed Vanilla water bottles not increasing thirst bar
– Lit furnaces now act as a heatsource
– Added marcoasfonseca’s Portuguese translation
– Adjusted the time difference calculation for sleeping & seasons


Updated Wawla-1.10.2-2.3.2.215
– lots of bug fixes

Updated Waddles-1.10.2-0.5.2
– Added support for Biome Dictionary (Penguins should now spawn in any modded biome with the appropriate Biome Dictionary tags)
– Tweaked penguin ambient sounds, to hopefully make them less annoying

 

Happy Farming <3

(Info for server owners: mods, script and confighave been changed)

This entry was posted in Farming Valley. Bookmark the permalink.

how to change the recipe of agricraft seeds with craft tweaker

FMLTweaker [] [main/INFO]: Forge Mod Loader version [Client thread/INFO]: Starts to replace vanilla recipe ingredients with ore ingredients. .. FMLFileResourcePack:CraftTweaker2, FMLFileResourcePack:CraftTweaker JEI Support .. Way Forward\config\agricraft\json\defaults\vanilla\plants\weed_plant. json"!.

how to change the recipe of agricraft seeds with craft tweaker
Written by Gukus
5 Comments
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