Open Raycoms opened 4 years ago
Hello, I'm not sure if this is a minecolonies issue or a mystical agriculture issue, but the farmer doesn't re-seed the inferium seeds after harvesting them
Upgraded warehouse racks are incompatible with JEI, as you can see in the attached image. Clicking the item is treated as clicking both the rack item and the JEI item, which opens up the JEI recipe interface and forces you to drop the rack items.
RFTools builder fakeplayer can't be added to village permissions. Will not destroy blocks in your colony Works in Direwolf20 1.3 for 1.16.4 (Without adding to permissions list) -- Version -- minecolonies-0.13.557-ALPHA-universal.jar Does not work in custom modpack I made -- version -- minecolonies-0.13.566-ALPHA-universal.jar
Apotheosis compatibility. The mod makes it so sugar cane, cacti and bamboo grow really tall but the Planter doesn't seem to know how to deal with plants once they get to be 3 blocks high.
In Origin Biomes (Biomes o' Plenty) the builder requests origin grass blocks for builds instead of dirt like it does when it needs normal grass. This makes it extremely tedious to create a colony in an Origin Biome as one is required to place dirt, wait for the origin grass to grow on it, and use a silk-touch tool to harvest it hundreds of times for each building.
I've noticed that, while you can shift+click a standard recipe into JEI, you cannot do the same with a furnace recipe (e.g. cobblestone > stone in the stonesmeltery).
deliveryman will not delivery compasses from warehouse if quark is installed.
actually, builder will not accept compasses if quark is installed.
minecolonies is too fussy about NBT tags.
this makes it impossible to upgrade to dark oak deliveryman4.
Tetra Mod. Tetra adds new tools, weapons and shield type to the game and its really well balanced. It's also available in the official minecolonies modpack. There are some issues with that mod. First of all, new tool types like half granite pickaxe, full granite pickaxe, diorite etc works. Builders/Miners can use them and they won't break when their durability reaches to 0. This part is fine. HOWEVER, Tetra adds something new to the game, "Honing" which basically when you use the tool and harvest something or hit any mob, it grants +1 honing exp to the tool itself. So like after reaching 400 honing, you can level up your tool basically. Issue there is, villagers can use the tools yes and even upgrades ones work and you feel it. However they dont gain honing points whenever they harvest anything. If they gain honing points it will be really awesome. S
Secondly, new items and shields not work on villagers. Shortblade, machete, tower shield buckler etc.
Can anyone get this to work with MC version 1.16.5? I've tried about every combination of files between MineColonies and Structurize. Either it says to download Structerize version 0.13.96-ALPHA or when I do run that version it says Structerize failed to load correctly. I realize the Structerize problem isn't related to this, but the mod just won't work on 1.16.5, even though it says it can.
Can anyone get this to work with MC version 1.16.5? I've tried about every combination of files between MineColonies and Structurize. Either it says to download Structerize version 0.13.96-ALPHA or when I do run that version it says Structerize failed to load correctly. I realize the Structerize problem isn't related to this, but the mod just won't work on 1.16.5, even though it says it can.
Use the latest alpha of minecolonies and 113 alpha of structurize. If it still doesn't work, send your latest.log
Teaching recipes (minecolonies ) with the "just enough items" mod. Worked before, now it does not anymore (minecolonies-0.13.601-ALPHA) (jei-1.16.4-7.6.1.70) If you click the + icon nothing happens, as before it dragged the recipe into the teach recipe crafting grid.
RFTools builder fakeplayer can't be added to village permissions. Will not destroy blocks in your colony Works in Direwolf20 1.3 for 1.16.4 (Without adding to permissions list) -- Version -- minecolonies-0.13.557-ALPHA-universal.jar Does not work in custom modpack I made -- version -- minecolonies-0.13.566-ALPHA-universal.jar
This is a RF Tools issue, however, it's already been reported to them iirc
Please add AE2 and Refined Storage and Logisticspipes
What should we do on our end to add compat for these @MrVapor01? If you want it to be integrated into the warehouse, no. Racks were specifically designed to be less laggy for citizens, and other mods' storage will likely be quite laggy if used by colonists.
Support for Storage Drawers or AE2?
@lucsoft if you mean for the warehouse no, see my above message
Compatibility with Silent's Gear, Silent's Gems etc would be useful. Currently colonists will accept the tools/weapons when you hit fulfil but still can't use them. Since the mod nerfs vanilla tool durability it would be nice if they could use the replacements. Currently I can't arm my farmer because she won't take a Mattock and the Guard doesn't like swords/Katanas from the mod
@ellbristow they should work as long as they're tagged as swords/etc. Can you maybe do some testing on a newer version?
It'd be nice if the [Farmer] could work with Mystical Agriculture seeds
@GridCube The farmer should automatically work with all crops that have normal growth behavior. Do Mystical Agriculture crops work differently?
Serene Seasons compatibility. Fields require glowstone under the water to prevent it icing over and drying the farmland out. Sugarcane plantations can get away with extra lighting in the center but not sure about the others.
@McKitten do you just mean schematic changes? That wouldn't really be possible for lower levels of schematics, as glowstone is a nether item and should be at least level 3
I discovered a few instances where minecolonies was blocking other mods. Mostly with "item users", i had it with the cyclic Item User in combination with a Dark util. Experience column, in this case it has to use sugar on the xp column to generate xp shards. The way to solve it in game was true the permissions tab in the town hall. and add the tags for the items being used (item user en xp column)
I drove me nuts figuring out where the problem originated.
i now encountered a problem withe the Create mod, where i want to use the item deployer to give the blaze burner a piece of coal, first started looking at if there was an update changing the way it works. after a fews hours of fideling... yet again minecolonies stopping the item deployer.
so it seems to be a problem with blocks acting to be players and "using something".
hope this gets fixed because i love your mod, but this is game breaking.
kind regards Raymond
I discovered a few instances where minecolonies was blocking other mods. Mostly with "item users", i had it with the cyclic Item User in combination with a Dark util. Experience column, in this case it has to use sugar on the xp column to generate xp shards. The way to solve it in game was true the permissions tab in the town hall. and add the tags for the items being used (item user en xp column)
I drove me nuts figuring out where the problem originated.
i now encountered a problem withe the Create mod, where i want to use the item deployer to give the blaze burner a piece of coal, first started looking at if there was an update changing the way it works. after a fews hours of fideling... yet again minecolonies stopping the item deployer.
so it seems to be a problem with blocks acting to be players and "using something".
hope this gets fixed because i love your mod, but this is game breaking.
kind regards Raymond
I'm afraid there isn't much we can do there. Fakeplayers (actual thing) are treated just like actual players afaik.
You could set Neutrals to have all permissions though, that should work
Can you make it so the entity info from Wiki Zoomer mod can be used on citizens? Currently if you right click the citizen their GUI will appear
Please add AE2 and Refined Storage and Logisticspipes
What should we do on our end to add compat for these @MrVapor01? If you want it to be integrated into the warehouse, no. Racks were specifically designed to be less laggy for citizens, and other mods' storage will likely be quite laggy if used by colonists.
Not really something I'm personally looking for, tbh; but can AE2/Refined Storage view and change the inventory of racks? That's the only feasible compatibility in my mind. So the player could keep racks from getting overfilled automatically, or keep them stocked with certain items. Also taking colonist items and feeding through autocrafting to help expedite certain processes.
I believe it can, yes. I doubt it can interact with colonist inventories, though.
I tested minecolonies in 1.12.2 and I found a problem with galacticraft 1.12.2. The problem is that as you go into space at least neither the NPCs nor the blocks interact with you and it's really weird.
1.12 is no longer supported or updated
Could there be support for a tag-based placeholder? As an example, it could be tuned to minecraft:planks
, minecraft:logs
, or similar, then a copy of the 'wooden' style using it would accept any type of plank, including modded ones, without any extra effort.
Pros: Automatic support for anything a mod tags as a certain block type, allows schematics to fine-tune requirements somewhere in the middle of the existing placeholders
Cons: Buildings using it could end up made up of a mishmash of blocks, may be tricky to implement requests for it
(There may be other pros/cons, this is just what I immediately thought of)
Thanks, I read that suggestion as slightly different, as it proposes the ability to oredict all schematics, while I am proposing a specific placeholder. Should I add basically what I said here as an alternative on that issue?
Sure
Moved ldtteam/minecolonies#6955 to #387 to here :eyes:
Context Minecraft Version: 1.16.5 MineColonies Version: 0.14.110-ALPHA-universal Structurize Version: 0.13.166-ALPHA-universal Related Mods and their Versions: PassableFoliage-1.16.5-2.2.1
Is your feature request related to a problem?
I have to from time to time go break the leaves that are on the same position of the forester, else he will just stay stuck there. Rarely he will teleport back to the hut. I don't know if this bug still happens when not using the Passable Foliage mod, but anyway, it shouldn't happen, as any NPC/player can pass through the leaves when using this mod. The pathfinding should ignore leaves if using Passable Foliage / check they aren't physical blocks
https://www.curseforge.com/minecraft/mc-mods/passable-foliage
Hey Gents, could you update the Smelters Ores they can smelt so that they can also smelt my ores. Looks like it only shows vanilla ores and no option to choose others from the list. I have two mods that I've made TmTmc-Gravels and TmTmc-OresAndMore and having compatibility with MineColonies with miner, builders, smelter, etc would be great! Thanks!
all modded ores should automatically be in (check some large packs for example). It's possible you incorrectly implemented your ores
Allow for quarks variant chests to be accepted for the builder when a chest is requested as part of the schematic.
I believe you can craft multiple wood types together to make a "normal" chest, which the builder should accept
Hey Guys, I could have sworn I added a mod compatibility request here but not finding it now. I'd like to get two of my mods supported with MineColonies as I use a bunch of ores, blocks, armor, gravels and tools. When I was playing, I had an issue with the Smelter where I wasn't able to add my own Smeltable Ores for the Hut. It doesn't pull in all the valid ores. I can tell the Smelter to use the Ores in the furnace and that works well, but unable to add their "Blocks" to be smelted.
Here is the JEI Inventory of what I have currently in the two mods TmTmc-Gravels and TmTmc-OresAndMore
I also provide my TmTmc-ResourcePack as well that provides the 128px version of each block (shown in JEI).
Ideally, all huts should be able to handle mining, smelting, cooking or wearing any one of the many armors. All three are on CurseForge and easily found using "TmTmc". Thanks for considering this addition to MineColonies! -Steve
I believe that minecolonies just uses the forge tags to handle most mod compatability. So if your ores were classified as (I believe this is the tag) forge:smeltable_ores than they would automatically be compatible. Same with fuels, armors, and various types of tools, AFAIK.
@smmmadden see above, I replied and said that if you implemented it correctly it should automatically work.
Hey when in the future versions when cavalry and horse stable is implemented, can you find a way to maybe have guards to ride other horse mobs? like this boy right here https://media.discordapp.net/attachments/297892719202926603/840298404470325248/image0.png?width=1059&height=596
it'll probably work the same as the herder animals do now - automatic compat if the unicorns are marked as horses
I saw a merchant on an elephant which i think was part of alex's mobs, if that got expanded..
Acacia & Sandstone ones could potentially even be sized slightly to fit elephants and camels..
Oh, Atum camels would be perfect for that.
Would it be possible to get JEI integration with Minecolonies so that we can see the outputs of buildings? While tooltips for certain things can be handy being able to look up recipes that are set in the mod by default or added by datapacks to building outputs, like the output of the sifter or the crafting of meshes would be a great QoL feature.
^ is being worked on atm
I can get the smelted ores to work at the Smelter, but my Ores that can be smelted never get added to the list in the hut. I've tagged them but is it possible that the list here is hardcoded or looking for something else? I've literally spent hours trying multiple tagging options and retesting over and over and the results are all the same.
it's not hardcoded. if you look in a large pack like Valhelsia, modded ores show up there. Check their implementation
Please allow Cyclic's stirrups to be used on Minecolonists. On a server with several players it isn't practical to ask the admin to crank up the distance (from a player) at which colonists will remain active. However, it is necessary to stay near a colonist if you want them to work, and doing so manually can be... tedious.
Allowing us to ride on their shoulders would be hilarious an effective way to deal with this problem, although we'd need to manually break out the ceilings of certain buildings so that the player doesn't clip into them and take damage. I think there are ways around that as well, like the shrinking mod.
This totally isn't because I want to be a petty tyrant.
Really.
Dynamic Trees worked with the MineColonies Lumberjack in 1.12, but in 1.16 they cut the tree from the top down and don't get any wood.
yep, dynamic trees compat is planned
The Dark Oak Tavern would never be completed in my world due to leaf decay. I had Fast Leaf Decay enabled and believe this to be the issue, and I assume that tagging leaves that are a part of builds as persistent:true would fix this issue. #415 is closed so im also assuming compat is already being worked on?
how about compatability for: Ambience - Extras (Music Mod)(https://github.com/viniciusgf2/Ambience/wiki) like creating an in_colony event?
Compatibility with Refined Storage, so citizens could use storage system, autocrafting system and other things that are included in Refined Storage
This is a list of all requested mod compatibilities. Please comment below if you want to request an additional compatibility that is not in the list.