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Wooster

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WoosterUK

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11 comments

  1. MonkeySenior
    MonkeySenior
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    Really like the mod! Just letting you know that using this with Lookup Anything puts the recipes for mixed seeds on pretty much every item entry (like fish and roe). I fixed it for myself by splitting the fruit and vegetable triggers and adding the category_[fruits, vegetable, and flowers] tags to their respective triggers. I also changed a few other things to make it work a bit more how I wanted it so not really sure you'd want my file to copy but let me know if you want it and I'll send it over.
    1. WoosterUK
      WoosterUK
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      Oh, that sounds great! (Though I use Lookup Anything and am not sure I've seen the same behaviour so... huh. Weird.) If you're up to gitting, you can always fork and file a pull request on Gitlab. If not, maybe put in an issue there and copy your code? I do have some changes coming as well, but am very happy to take suggestions.
    2. minami26
      minami26
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      To those concerned about this, basically the mod has a flaw where fish, ores, sap, and even artifacts can be used in the copper/iron seed maker to create mixed seeds.

      What MonkeySenior did is he updated these incorrect RequiredTags in the (BC)CopperSeedMaker/(BC)IronSeedMaker Entries:

      "(BC)CopperSeedMaker": {
        "OutputRules": [
      {
      "Id": "mixed seed out",
      "Triggers": [
        {
      "Id": "CategoryBased",
      "Trigger": "ItemPlacedInMachine",
      "RequiredTags": [
      "!seedmaker_banned",
      "!fruit_tree_item",
      "!forage_item",
      "!item_salmonberry",
      "!category_seeds"
      ],
      "Condition": "ITEM_CATEGORY Input -75 -79"
        },

      To fix this, we need to separate the vegetable/fruit/flower/forage/greens categories into their own trigger object so that these will be the only ones allowed in the Copper/Iron SeedMakers for mixed seeds. 
      "(BC)CopperSeedMaker": {
      "OutputRules": [
      {
      "Id": "mixed seed out",
      "Triggers": [
      {
      "Id": "CategoryBased",
      "Trigger": "ItemPlacedInMachine",
      "RequiredTags": [
      "category_vegetable",
      ]
      },
      {
      "Id": "CategoryBased",
      "Trigger": "ItemPlacedInMachine",
      "RequiredTags": [
      "category_fruits",
      "!fruit_tree_item",
      ]
          },
      {
      "Id": "CategoryBased",
      "Trigger": "ItemPlacedInMachine",
      "RequiredTags": [
      "category_flowers",
      ]
          },
      {
      "Id": "CategoryBased",
      "Trigger": "ItemPlacedInMachine",
      "RequiredTags": [
      "category_greens",
      ]
          },
      ],

      You can then double check with Lookup Anything and see that the Copper/Iron seed makers should correctly only allow these 4 categories.
      (you also need to copy these Triggers to "(BC)IronSeedMaker"). if you do decide to update this on your own, move the category_flowers into its own id:"mixed flower seed out" - Output Rules object so that you'll get mixed flower seeds from flowers and make sure to abide by the spacing and use something like notepad++ to edit the content.json file so you can check the line spaces.

      This should just be a quick fix for sir Wooster, shouldnt take you 5mins.
      P.S sorry sir wooster I couldnt be bothered to create a PR for it 🤷‍♂️.  thanks for the mod btw im enjoying it with a no seeds challenge run.
    3. silverdropone
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      For those of us just a little less mod-code-manipulation literate, what exactly do I have to do with what you put here: 
       move the category_flowers into its own id:"mixed flower seed out" - Output Rules object 

      I was able to overwrite the mod's code with the code you provided for the Copper and Iron seedmakers, but I'm not sure WHERE to put the category_flowers ... and when you say "move it", do you mean remove it from where you put it in the code you provided?

      Thanks for taking the time to help out
  2. silverdropone
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    Hello Sir Wooster, could you maybe fix the issue as Monkey Senior and minami26 mentioned below? I am trying a no-buying-seeds run and your mod would be much appreciated!
  3. Zairya
    Zairya
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    Hi there,

    thanks for this mod! I'm using it together with no seeds for coins and although the lvl 1 restriction is a bit annoying, I'm doing fine.

    I made a producer framework based "extension" for star-rated inputs for the copper seed maker.
    Is it possible to add the higher quality = more seeds aspect to the base files?
    I've also tinker a little iwth the outputs to give wildflormod's garden variety mixed seeds. Your mod and theirs don't interact with each other and I'd say they don't work well together either.

    The thing iwth Lookup Anything and displaying roe as input for mixed seeds could also be an issue with extra machine config mod or item extension mod, should be investigating the report.
  4. TheAnxiousAngel
    TheAnxiousAngel
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    This is such a cool immersive change I love it.
  5. aschnelle972
    aschnelle972
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    Very cool idea for a mod!

    Is the 0.5% chance of Ancient Seeds when using the normal Seed Maker also on the Copper/Iron Seed Maker? I processed ~5000 Carrots in a Copper SM and didn't get any Ancient Seeds. I did the same with 5000 Parsnips and 5000 Blueberries, with the same results. I wouldn't say that's a bad thing, but I wasn't sure if it was intentional or not. Actually, I did 5000 Carrots on a normal Seed Maker, and didn't get any either - though I did get some Mixed Seeds (1.99% chance normally). I did get Ancient Seeds when processing Parsnips and Blueberries (in the normal Seed Maker) though. I might do some more testing without as many mods enabled tomorrow. EDIT: I did another test with 10000 Carrots and Parsnips, using all three Seed Makers. It would appear that only the Copper SM lacks the chance to give Ancient Seeds.

    I also noticed that the normal foragables (Wild Horseradish, Spice Berry, Common Mushroom, and Winter Root) can be made into their respective season's Wild Seeds as with the normal Seed Maker (tested with the Copper/Iron SM). I don't think this is an issue, but it may be interesting to know.
    1. WoosterUK
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      Thanks for the kind comments! That all sounds like it is working as designed: the Ancient Seeds come through the regular Seed Maker logic, which applies 50% of the time with the Iron Seed Maker and 100% of the time with the Gold; and the normal forageables were (in v 1.1.1) sorted out to produce the respective Wild Seed, because I figure the Wild Seed crops are randomly selected anyway, and also it avoids cheesing extra Mixed Seed out of forage in order to grind Farming XP.
  6. Ben5234560
    Ben5234560
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    From Google Translate:Where to buy the recipe
    1. Saddil
      Saddil
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      This mod provides puts the Seed Maker system into three tiers. The regular Seed Maker is essentially unaffected, except in its recipe. The Copper Seed Maker, available to all Farmers of Level 1 and above, will take your crops and spit out one to three units of Mixed Seed. The Iron Seed Maker, available from Level 6 and constructed from the remnants of your Copper Seed Maker plus one Iron Bar, will adopt the Copper Seed Maker's behavior half the time and the regular Seed Maker's behavior the other half. The regular Seed Maker, as alluded to above, is constructed from an Iron Seed Maker plus a Gold Bar, and its behavior is as normal.