Closed thephoenixlodge closed 5 years ago
Interesting pack idea!
About tilling the farmland - it's probably doable, but since I'm neither the mod adding the hoes or the grass I might need some funny business. Probably doable, though.
About planting dynamic trees: A quick glance at the source of that mod, and it actually looks possible to assign new soil types to tree types, which is great.
While im playing with dynamic trees i might want to bang out #22 as well which currently is a pretty major exploit
Thank you for the suggestions!
In the next update (version 1.8 approving on curse right now), you will be able to till infused grasses to create farmland by enabling tillCustomGrass
in the etc
category, and plant the dynamic trees seed thingies on infused grasses by enabling customGrassTrees
in the compat.dynamictrees
category.
Hoe tilling works on anything that fires the Forge UseHoeEvent
, which vanilla hoes do. If modded hoes don't work, not my fault :wink:
And for the tree planting, basically, if you can plant the sapling on a grass block, I also add all of the Botania infused grass blocks. Unfortunately it's impossible to distinguish between different types of infused grass, but I don't think anyone really wants that anyways.
I was not able to fix the munchdew exploit BTW so keep that in mind (more details in #22 )
Thanks for making me download Dynamic Trees, by the way, really nice mod.
In the pack I'm working on, the starting island (skyblock) uses Infused grass as the surface and it take a while to get regular grass. However, there's been a few minor nuisances with it.
Neither of these are gamebreaking, but they certainly get annoying having to constantly break the grass to replace with dirt