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License: Other
Unlimited customizable Orechid variants for botanical progression
License: Other
Converting a large number of blocks produces an incredible amount of particle effects, most noticeable when the flower is first placed in range of the target blocks.
Cranking down the particles in the video options helps significantly, hopefully they'll be further improvement by disabling them outright for a particular flower.
Specifically I've made a flower (Shimmering Daisy) to clear out Thaumcraft taint (on the surface only), there is a massive lag spike when the flower is first placed as it initially targets all the taint- after which the performance is fairly good as it keeps the area clear.
Placing the flower in a taint free area produces no noticeable performance impact.
The flower
https://github.com/CelestialPhoenix/BS-G-1.12-Pack/blob/master/config/morechids.json
The recipes for clearing taint.
https://github.com/CelestialPhoenix/BS-G-1.12-Pack/blob/master/scripts/All%20Recipes/BS%26G%20Morechids%20Shimmering%20Daisy.zs
When i unload the chunk (travel some hundred blocks) the morechid gets disconnected from Manapool. This can be fixed by chunk loading the chunk via FTB Utils. But when i leave the world and then join it disconnects to even when chunk loaded.
Pls fix
I've been messing around with this mod a bit and found that any custom Orechids that you decide to create don't stay connected to Mana Pools when the world is re-entered.
So, if I place down x flower and link it to any pool in range it'll function fine, but then later leave the world, upon rejoining the world, the flower will have to be reconnected to the Mana Pool.
{ "orechid_ores_basic": { "manaCost": 700, "maxMana": 14000, "cooldown": 2, "range": 5, "rangeY": 0, "particleColour": "3cff00", "playSound": true, "rangeCheckInterval": 20, "blockBreakParticles": true } }
The flower, just incase it means anything.
Title says it all
//Tier 2 Orechid var tierTwo = mods.morechids.Registry.getFlower("orechid_ores_metal"); //Orechid Ores tierTwo.addRecipe(<minecraft:stone>, <thermalfoundation:ore>, 60); tierTwo.addRecipe(<minecraft:stone>, <thermalfoundation:ore:1>, 60); tierTwo.addRecipe(<minecraft:stone>, <thermalfoundation:ore:2>, 55); tierTwo.addRecipe(<minecraft:stone>, <thermalfoundation:ore:3>, 55); tierTwo.addRecipe(<minecraft:stone>, <thermalfoundation:ore:4>, 55); tierTwo.addRecipe(<minecraft:stone>, <thermalfoundation:ore:5>, 50); tierTwo.addRecipe(<minecraft:stone>, <thaumcraft:ore_quartz>, 45); tierTwo.addRecipe(<minecraft:stone>, <minecraft:gold_ore>, 45); tierTwo.addRecipe(<minecraft:stone>, <thaumcraft:ore_cinnabar>, 30); tierTwo.addRecipe(<minecraft:stone>, <thaumcraft:ore_amber>, 30); tierTwo.addRecipe(<minecraft:stone>, <minecraft:emerald_ore>, 15);
this script should generate 6 different ores from thermal expansion, along with a few other ores, slightly weighted towards copper, this displays normally in JEI.
Hi! Can you add more different textures for custom Orechids? (more colors).
Someone on the Project Gear discord brought up using Morechids to make custom Botania generating flowers, by making a morechid that converts "better" blocks into "worse" ones and gives you mana for going through the trouble. You can't do that though, with the current codebase (for fairly obvious reasons), but it would be cool
Orechid Ignems only work in the Nether. Adding a dimensional whitelist configuration option would allow users to replicate that functionality with Morechids, and opens up the possibility of even more dimension-specific morechids.
As it is, all Morechids can be turned off with a redstone signal like a standard Orechid. This means that pack devs have two options when adding recipes for their Morechids: either they add a Redstone Root to every Morechid recipe, or abandon the basic premise of the Redstone Root.
If the option existed to make Morechids non-redstone-sensitive, players would have more options for progression while still allowing the Redstone Root to keep its function.
CustomOrechidSubtile.java:353 currently says
tooltip.add(TextFormatting.BLUE + I18n.translateToLocal("botania.flowerType.special"));
The string "botania.flowerType.special" has no definition in the Botania lang file. Either add a localization for it or do what I think you probably meant to do and use "botania.flowerType.misc" instead.
Here is the server log: https://pastebin.com/cviTVTPV
Due to ResourceLoader will not be loaded on the server side, the server will crash.
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