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biomecrops's Issues

Feature Request: Block metadata support

Would be great to have. A perfect example of where it would be used, right away is minecraft:sapling, when you want to configure different tree types, for tree farming or forestry in different biomes.

Acacia for example:

acacia {
S:biomeTypes=all
S:blockNames <
minecraft:sapling:4
>
S:rejectBiomeTypes <
beach
cold
coniferous
dead
dense
forest
hills
jungle
mesa
mountain
nether
ocean
river
snowy
spooky
swamp
wasteland
wet
>
B:requireDirectSunlight=true
}

Bonemeal works on crops when it shouldn't

When I try to fertilize a crop with bonemeal, in a biome that it is configured to not-grow in… bonemeal still forces the crop to grow.

Normally, the message in the console when a crop gets a growth tick is:

"growth tick or fertilize event for recognized block"

so that lead me to believe that when a crop isn't supposed to grow in a biome, bonemeal (fertilize event) shouldn't work on it. Is that the case?

Also worth noting is that when I use bonemeal on a crop… there is no output in the console regarding the action. (There's no "growth tick or fertilize event for recognized block" message, specifically).

Mod doesn't work on SMP server.

The mod works in SSP, and SSP opened to LAN, but doesn't work when used on a SMP server. The SMP server was a fresh install, clean configs. The mod is active, and the /bc info command does work and displays block information. However, the console doesn't show any growth tick events, and the crops won't obey the configs. Also worth noting that the "B:dumpCropBiomeInfo=true" doesn't execute a dump.

Config option may not be working (S:biomeTypes=all)

I suspect the "S:biomeTypes=all" option isn't working, instead of listing all of the biome types. Specifically the "all" part.

I noticed the vanilla generated example had it, so I'm trying to use it for a config for Potatoes. I thought I would try configuring my crops by setting the biome types to all… and then listing the biome types I wanted to reject… rather than trying to config it by biomes types I wanted. I'm thinking it's easier to remove keywords from the reject list, than think of keyword to add to the S:biomeTypes list.

So for my Potatoes.. I've done this:

potato {
S:biomeTypes=all
S:blockNames <
minecraft:potatoes
>
S:rejectBiomeTypes <
beach
cold
coniferous
dead
dense
desert
dry
forest
hot
jungle
mesa
mountain
nether
ocean
river
savanna
snowy
sparse
spooky
swamp
wasteland
wet
>
B:requireDirectSunlight=true
}

And simply removed "forest" and "plains" from the rejected list. When I checked the biomecrops.csv dump however… I see this:

minecraft:potatoes = Set() (sunlight: true)

which indicates to me that Potatoes can't grow in any biomes at all. (Assuming I'm understanding the dump correctly.)

Non-Vanilla Crops not working on Servers

A strange issue where non-vanilla crops work fine in SSP, and "Open to LAN" SMP… but not on dedicated SMP server.

Using Pam's Harvestcraft Turnip as the example, I created a config file for it: http://pastebin.com/ZFs9fxZN

That should effectively whitelist all biome types, and since there is no reject biome types… turnip should have grown anywhere, but it doesn't:
[biomecrops]: growth tick or fertilize event for recognized block harvestcraft:pamturnipCrop in biome Plains. Valid biome: false

The dump file on the server even shows that it should be eligible to grow in that biome:
http://pastebin.com/fEAPYdb4

Additional Info:
I began to wonder if the dedicated server somehow isn't recognizing the "harvestcraft.cfg" file, so I tried putting the Turnip settings into the "vanilla.cfg" file. The weird thing about that is that it said that the turnip block wasn't a configured block. I was surprised that I couldn't put Turnip in that config file, and assumed that the ability to have several configs was meant to be a convenience for organizing crops by mod name.

Is this a case of the client and server must-have-matching-config files?

Versioning

If it's not too much of a pain it be possible for you to add version numbering to the mod, and to the gradle build file? It'll make it easier for file management, testing, and issue reporting.

Mod identifies biomes incorrectly

When I'm standing in a Plains biome, planting Wheat, I start seeing this in the console:

[biomecrops]: growth tick or fertilize event for recognized block minecraft:wheat in biome Coral Reef. Valid biome: false

I had a hunch as to what was going on, so I did some further testing, and deleted the region file I was standing in at my Plains biome farm, and allowed it to regenerate, and it became a Coral Reef biome.

This is because the Plains biome existed in my world as a Plains biome, before I added the Biomes O Plenty mod. So, it makes sense to me that when the terrain is regenerated, it would generate differently… than what was there previously.

That said, is it possible that the BiomesCrops mod is determining the biome for the crop that's being growth-ticked, by the World Seed… as opposed to what biome is actually present in the region file's data?

If true, this would be fatally problematic for all users who wish to use this on an existing world and have added mods that add biomes… and all users who wish to add such mods later on too.

Feature Request: Configure by Biome Name

It would be fantastic to be able to have the option to configure the crops by Biome Name, as well as by Biome Type. When using a mod such as Biomes O Plenty… there are so many biomes that have similar types to one another, but are in reality completely different in terms of being conducive to growing specific crops. Combing a mod like BOP with a mod like HarvestCraft… and used in conjunction with BiomeCrops mod, would allow the user to have fine-grain control over specific crops growing in specific biomes, as opposed the limitless possibilities encountered when configuring by Biome Type.

Is that something you could implement rather easily?

Feature Request: Command to reload configs

If it's possible, it'd be really nice to be able to reload the configs in-game and have them take effect. It's a lot better than having to restart minecraft to see the results of changes (especially with 100 mods loaded and long startup times).

Thanks!

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