Closed EnderProyects closed 4 months ago
Not sure if is possible but why don’t make mana a fluid store in gt devices as well ? And wasn’t Alfheim not suggested first as adding mod? First Botania need to be more integrated into gtnh
Not sure if is possible but why don’t make mana a fluid store in gt devices as well ? And wasn’t Alfheim not suggested first as adding mod? First Botania need to be more integrated into gtnh
I strongly believe that this mod would help with the integration into GTNH, given that it adds greater automation and major improvements to botania that would not only help reduce lag, but just in general be a key asset to botania integration.
likewise, we can technically already store mana within AE within the limited scope that botanic energistics offers, and I personally believe botania integration will be highly stunted until botanic energistics is finished
Hi, so the next dev version is on the way, could this be checked if some magic lover dev have some free time? XD
Hi, so the next dev version is on the way, could this be checked if some magic lover dev have some free time? XD
https://github.com/GTNewHorizons/Advanced-Botany i add this repository. A buildscript need to be added if we add this mod somehow
Advanced botany recipes that need to be tweaked:
P.s I'm also working on three new blocks (just missing the textures) that work as mana pools and the two catalysts, but have inventory, so crafting can be done using hoppers or any type of pipe.
Nerf IT! ;)
Nerf IT! ;)
shut
https://github.com/GTNewHorizons/Advanced-Botany/releases/tag/1.4.3
already wrote the lore for the mana fountain, finishing the rest right now because holy christ the lang file makes me cringe
I strongly believe that this mod would help with the integration into GTNH, given that it adds greater automation and major improvements to botania that would not only help reduce lag, but just in general be a key asset to botania integration.
This is probably a case of mistaken identity, there's an AE2+Botania mod that does this with the obvious hard dependency on applied energistics. See:
P.s I'm also working on three new blocks (just missing the textures) that work as mana pools and the two catalysts, but have inventory, so crafting can be done using hoppers or any type of pipe.
So basically the stuff that's been argued as the main reason for inclusion is actually not implemented yet. That kind of begs the question if those should be implemented outside of Advanced Botany before they become a package deal.
I strongly believe that this mod would help with the integration into GTNH, given that it adds greater automation and major improvements to botania that would not only help reduce lag, but just in general be a key asset to botania integration.
This is probably a case of mistaken identity, there's an AE2+Botania mod that does this with the obvious hard dependency on applied energistics. See:
combuster, my love, Botanic Energistics is highly unfinished, I would know, I've worked on it's code. It doesn't even have models, I was the one who proposed that mod a long time back
P.s I'm also working on three new blocks (just missing the textures) that work as mana pools and the two catalysts, but have inventory, so crafting can be done using hoppers or any type of pipe.
So basically the stuff that's been argued as the main reason for inclusion is actually not implemented yet. That kind of begs the question if those should be implemented outside of Advanced Botany before they become a package deal.
I don't disagree
Actually I was the one that suggested Botanic Energistics xd
I also have to point out, some of my opinions regarding this mod have changed since September of last year, regardless of whether I believe it should be in the pack or not
Actually I was the one that suggested Botanic Energistics xd
Inaccurate
Aside from the discussion that started while I was looking into this, my observations:
Yeah I've mentioned the mithrill thing to Ender multiple times, rewriting the entire lang file right now and reverting to mithril
mithrill is a clear typo
I will note combuster, we've already hashed out the mithril discussion, he was told to use one of GT's many pre-existing mithrils
1 There are lexica pages for all the stuff of the mod so idk of what are you talking, and also you will not find nothing in goggle since the mod is dead 2 The most valuable things are the forge, the mana charger, the thaumim crafty table, and some qol features, you can ask if you want me to name all of them and what can each of them make 3 The tiering seems ok for me, but if you see a recipe that seems not okay you can say it 4 I want to add a block that can make gaia recipes so you dont need to kill it, but idk how it can affect to progression, so is a work in progress 5 and 6 Since there where arguments about mithrill I will not say anything about that
Tiering seems awkward, everything is rated at IV: once you got Gaia tech you have everything - except for that one item that uses a flawless mysterious crystal that looks more like an odd recipe accident.
I mean, tiering for Botania in GTNH is still a little awkward. Botania isn't really integrated into any recipes outside of itself within GTNH's progression, so it's not like we have any basis for what kind of setups would be made in GTNH to make use of a lot of this stuff. Otherwise it's just a bunch more "Automation Magic" bloat that nobody really uses. I mean be honest, does anyone really use stuff like Thaumcraft Golems or the Assembly Halo?
Don't get me wrong, automating Botania stuff is actually really fun and fulfilling, but is this needed right now?
Tiering seems awkward, everything is rated at IV: once you got Gaia tech you have everything - except for that one item that uses a flawless mysterious crystal that looks more like an odd recipe accident.
I mean, tiering for Botania in GTNH is still a little awkward. Botania isn't really integrated into any recipes outside of itself within GTNH's progression, so it's not like we have any basis for what kind of setups would be made in GTNH to make use of a lot of this stuff. Otherwise it's just a bunch more "Automation Magic" bloat that nobody really uses. I mean be honest, does anyone really use stuff like Thaumcraft Golems or the Assembly Halo?
Don't get me wrong, automating Botania stuff is actually really fun and fulfilling, but is this needed right now?
You dont need to use this mod but helps a lot since it means no more dropping of items, and no more lag, also it add advanced versions of spreaders and sparks , so it makes botania easy to handle
Don't get me wrong, automating Botania stuff is actually really fun and fulfilling, but is this needed right now?
I mostly hope I gave a healthy dose of background to the uninitiated - feel free to :+1: or :-1: on the top post if you already have a final opinion on the matter, or stick around if you have "if"s and "but"s
(and yes I use golems, TC pipes are for masochists)
@combusterf If you dont see this you need to dropp your lexica near an ancient alphirine to upgrade it, but now that you say it I maybe have to rewqork the ancient alphirine recipe
Fun fact: I tried that, and it didn't work. The lexicon would stay untouched and void of new entries. NEI lexicon integration also only showed the item subtitle. In fact while I was testing the Alphirine it ate 50% of my items without giving anything back with no discernible pattern - and of course with no lexicon entry to explain why.
The bar is the chance percentage
also I have dropped the lexicon and it works for me, tested a minute ago
The NEI lexicon integration also works for me, so or you are doing something wrong or you dont like the mod and you're trying to pretend it doesn't work
Solved, you now dont need gaia to progress with the ancient alphirine
@combusterf If you want I can make alternate recipes for the ones that makes the ancient alphirine, more costly but with the 100% chance percentage
Something like this, but I will not modify the first 3 ones
I'm a tad new around here but I was wondering whether it wouldn't be better to make some sort of plan for how botania tiering should be in relation to the rest of the pack first? Setting up gates for botania tiers tied to main line quest tiers would probably make it easier to assess these recipes and their balance. Anyway that's my two cents as a noob down in HV.
All this mod is tiered the same way as botania, but with components of thauncraft, twilight forest, botania and gtnh
I'm a tad new around here but I was wondering whether it wouldn't be better to make some sort of plan for how botania tiering should be in relation to the rest of the pack first? Setting up gates for botania tiers tied to main line quest tiers would probably make it easier to assess these recipes and their balance. Anyway that's my two cents as a noob down in HV.
It's sort of hard to tier a mod that has little direct application to the rest of the pack, especially given how many recipes we removed ourselves, but you aren't wrong we do need a more cohesive plan for the future, but I will also point out the magic sector of the pack, particularly Botania need more devs who want to apply their love to it
@Star-Tube That's been documented here https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/9314
Do it! The more the merrier
@combusterf I have lowered the tiers, so now you dont need gaia to get mithril if you dont want ( its more costly though), for nebula the same since it uses mithril in the recipe, the only recipes that now needs 100% gaia are the ones that uses mana nether stars and the nebula armour, also added qol recipes as well for the chance ones
So we have this and like Dream a bunch of comments stated earlier also the Alfheim Mod, which is also an addition to Botania? Sounds interesting.
[...] but I will also point out the magic sector of the pack, particularly Botania need more devs who want to apply their love to it
I like everything around Magic Mods, incl. Botania (which I see as a mix between Tech X Magic). I would also like to have/see the latest Tainted Magic in the Pack but currently this seems to be on hold to? What kind of help here is needed?
This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 3 days
This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 3 days
This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 3 days
Your GTNH Discord Username
Ender Proyects#6669
Your Pack Version
2.1.2.4-18-pre
Mod Name
Advanced Botany
The Mod to Add
Mana Distribution: Adds some containers that can store mana in large amounts without having to use tons of pools all over an area to make a single recipe, a next tier of spreaders and sparks to transfer mana more quickly, and a mana display of the entire mana network.
Mana charger: a device that charges mana items "into" itself without having to drop the items on the ground and causing some lag for entities
Advanced aglomeration plate: a device that can handle items inside ( and in stack sice) so you dont need to drop them in the floor, so they dont create lag, also used to make some recipes of the addon
Your Reason
Apart from being able to handle mana more efficiently and items, it adds integrity with thaumcraft in the botania patterns, adding some more advanced ones, apart from adding some more items like relics, advanced armor, a flower that generates vis, some flowers of mana generation, and some decorative blocks.
Preliminary Investigation
The pack works nice, is only an addon so there are no incompats, there are some recipes that should be more costly to make them but for all is fine. https://www.curseforge.com/minecraft/mc-mods/advanced-botany
Final Checklist