Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Question] #4

Open
ReikaKalseki opened this issue Jul 20, 2015 · 12 comments
Open

[Question] #4

ReikaKalseki opened this issue Jul 20, 2015 · 12 comments

Comments

@ReikaKalseki
Copy link

I am writing support for FluxedCrystals into ModCropList, and want to confirm I understand the workings of the mod correctly.

The crops themselves all share one block ID - "crystal" - with the TileEntity used to differentiate between different types of crop. Crop growth state, however, is like most vanilla crops and is stored in the block metadata from 0 to 7 (7 being fully grown).

So, to trigger a "harvest" cycle, I need to reflectively invoke doCropDrops() in the block class, passing in the appropriate parameters, and then setBlockMetadata to zero.

Also, are there any circumstances when a seed is dropped (and for which "seed" is true), aside from breaking the block (i.e. do the crops ever drop a second seed)?

@jaredlll08
Copy link
Owner

@jaredlll08
Copy link
Owner

To answer the question though, it is all json controlled, so a user could set it that iron gives 5 seeds per harvest.

@jaredlll08
Copy link
Owner

(That stuff is new to the fixed FC)

@ReikaKalseki
Copy link
Author

The code looks almost identical. I notice dropCropDrops is still always called with "seed" false unless from block break code.

@jaredlll08
Copy link
Owner

Well yes, on break, it should drop the seed, on right click, it should not

@ReikaKalseki
Copy link
Author

I thought you said

a user could set it that iron gives 5 seeds per harvest.

@jaredlll08
Copy link
Owner

Ok that was misworded then,
A user can define how many seeds is returned when a seed is ment to be
returned, aka on breaking.

On Monday, July 20, 2015, Reika [email protected] wrote:

I thought you said

a user could set it that iron gives 5 seeds per harvest.


Reply to this email directly or view it on GitHub
#4 (comment)
.

@ReikaKalseki
Copy link
Author

So...what would you consider more appropriate for autoharvesting then, if the number of seed drops was greater than one? N-1 per autoharvest, or still zero?

@jaredlll08
Copy link
Owner

Well what is concidered a harvest for what you sre doing? Right clicking?
Which will auto replace, or actually breaking the crystal?

On Monday, July 20, 2015, Reika [email protected] wrote:

So...what would you consider more appropriate for autoharvesting then, if
the number of seed drops was greater than one? N-1 per autoharvest, or
still zero?


Reply to this email directly or view it on GitHub
#4 (comment)
.

@ReikaKalseki
Copy link
Author

Generally speaking I have machinery in mind. Behind the scenes it just spawns the appropriate harvesting resources and sets it "harvested", but the in-universe action is automated breaking and replanting. This to me implies seeds should be dropped.

@jaredlll08
Copy link
Owner

In this case, rather do no seeds.

@ReikaKalseki
Copy link
Author

Done.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants