It is useful when certain items can't be crafted backwards (Some ore mods don't support reverse crafting, so when you make blocks of certain materials, you can't normally reverse it), because this mod looks at the crafting recipe. Some problems can occur, especially when a block is made from multiple recipes, making it extremely difficult to get the items back.
The ban list is a bit extreme, should only be exclusive to servers, and not individual mods. Singleplayer exists you know, and cheeky players could just simply find the code that bans the mod from the recycle bin and thus allows it again. How can that be implemented?
Dude, I wanted people to understand that changing dependencies can cause issues for certain people, changing my review into a thread can technically breach the 1st Amendment of the United States!
I don't exactly know, but MineClonia's farming system seems to be incompatible with Farming Redo entirely. It isn't worth fixing, it's a lost cause. That's why I'm making MineClonia DX, which, hopefully, will somehow bring that compatibility back. Though nobody really cares about it...
This mod isn't standing well against other mods, as somebody else pointed out, there's tons of duplicate blocks & items, bees are in a different mod, Kiwis (Which were once exclusive to this) have also been implemented into Farming Redo, it's no wonder this mod is going to eventually get absorbed into Farming Redo and cease to exist. Quite a shame actually, but I can be assured that much of this mod will be implemented into Farming Redo for future endeavors.
i can fully agree with that statement. Now that Kiwis have made their way into Farming Redo, this mod is slowly fading away, eventually it will get absorbed into Farming Redo.
When I tried this mod with MineClonia, it always broke, telling me something is wrong, and for users of MineClonia, that's quite a shame, it's a wonderful mod. For MineTest though, this mod is beyond essential, it's practically MANDATORY for a good game! So many people enjoy mods like these which add-on to already existing features. Definitely something everybody who plays MineTest should install without questioning it.
My review states Neutral, and it's due to weakening MineClonia support as MineClonia drifts further away from MineTest. As if I recommend MineClonia anyway, that game is destined to deteriorate over the coming months (Or years). So there's a bad side, and a good side to this mod, but the bad side is out of TenPlus1's control.
You definitely need this, especially if you have a bunch of mods, it can be very cumbersome not knowing what nodes & items can do. Could be expanded upon with food information regarding hunger and healing benefits if certain mods are installed, but works for what it's worth!
This bundled mod is incredible! It has biomes, farming elements, additional decorations, and even QoL improvements! Though, I think the ores portion could be heavily expanded upon, like adding ores from numerous mods, though that should be a separate mod. Very good nevertheless!
I seriously don't want to add a mod that I don't want to add, maybe the developer of this mod should refrain from adding dependencies without our approval! I didn't sign up for a change like that. AVOID!
It is useful when certain items can't be crafted backwards (Some ore mods don't support reverse crafting, so when you make blocks of certain materials, you can't normally reverse it), because this mod looks at the crafting recipe. Some problems can occur, especially when a block is made from multiple recipes, making it extremely difficult to get the items back.
The ban list is a bit extreme, should only be exclusive to servers, and not individual mods. Singleplayer exists you know, and cheeky players could just simply find the code that bans the mod from the recycle bin and thus allows it again. How can that be implemented?
Dude, I wanted people to understand that changing dependencies can cause issues for certain people, changing my review into a thread can technically breach the 1st Amendment of the United States!
I don't exactly know, but MineClonia's farming system seems to be incompatible with Farming Redo entirely. It isn't worth fixing, it's a lost cause. That's why I'm making MineClonia DX, which, hopefully, will somehow bring that compatibility back. Though nobody really cares about it...
This is great for single item storage, since each drawer can hold only a single item, this is more efficient than Chest2 in that regard.
Want to store tons of a particular material? Shove it into a drawer.
Want to store tons of a particular fuel? Shove in into a drawer.
Want to store tons of a particular common block? Shove it into a drawer.
The list can go on. Though Chest2's capacity far exceeds what Drawers can ever hold, it is still critical to have options.
This mod isn't standing well against other mods, as somebody else pointed out, there's tons of duplicate blocks & items, bees are in a different mod, Kiwis (Which were once exclusive to this) have also been implemented into Farming Redo, it's no wonder this mod is going to eventually get absorbed into Farming Redo and cease to exist. Quite a shame actually, but I can be assured that much of this mod will be implemented into Farming Redo for future endeavors.
i can fully agree with that statement. Now that Kiwis have made their way into Farming Redo, this mod is slowly fading away, eventually it will get absorbed into Farming Redo.
When I tried this mod with MineClonia, it always broke, telling me something is wrong, and for users of MineClonia, that's quite a shame, it's a wonderful mod. For MineTest though, this mod is beyond essential, it's practically MANDATORY for a good game! So many people enjoy mods like these which add-on to already existing features. Definitely something everybody who plays MineTest should install without questioning it.
My review states Neutral, and it's due to weakening MineClonia support as MineClonia drifts further away from MineTest. As if I recommend MineClonia anyway, that game is destined to deteriorate over the coming months (Or years). So there's a bad side, and a good side to this mod, but the bad side is out of TenPlus1's control.
You definitely need this, especially if you have a bunch of mods, it can be very cumbersome not knowing what nodes & items can do. Could be expanded upon with food information regarding hunger and healing benefits if certain mods are installed, but works for what it's worth!
This bundled mod is incredible! It has biomes, farming elements, additional decorations, and even QoL improvements! Though, I think the ores portion could be heavily expanded upon, like adding ores from numerous mods, though that should be a separate mod. Very good nevertheless!
I can't fathom the usefulness of this mod, it's an old one, but it sure remains viable today! Must have to avoid those pesky softlocks!
converted review into a thread
I seriously don't want to add a mod that I don't want to add, maybe the developer of this mod should refrain from adding dependencies without our approval! I didn't sign up for a change like that. AVOID!
(Please ignore this, I was off my rocker at the moment)