So I was looking into a way of automating mystical fertilizer to fuel the new mystical incubator, and I realized something awkward. Looking at the recipe for mystical fertilizer, it takes 4 inferium, 4 bone meal or fertilized essence(for double the fertilizer per craft), and 1 diamond to produce 4 fertilizer, or 8 if I were to use fertilized essence.
To produce those materials using just incubators, it would take at least three of them, for skeleton essence, inferium and diamond. Incubators don't produce fertilized essence, so I would have to use bone meal unless I wanted to build an automated farm plot large enough to supply the fertilized essence I would need, which kind of defeats the whole purpose of the incubator. Tier 5 seeds like diamond have a 50% chance of consuming a mystical fertilizer for each essence produced, and it takes 9 diamond essence to craft 1 diamond. It would take an average of 4.5 fertilizer to produce 1 diamond. And without fertilized essence from an outside farm, 1 diamond(plus the 4 bone meal and inferium) will only yield 4 fertilizer. In summary, it takes more materials to produce the fertilizer needed to fuel a Mystical Incubator than Incubators can produce using that fertilizer.
So what should be done? Diamonds and inferium can be produced with steel drills in a quarry, of course, but mystical fertilizer is still pretty inefficient to craft and use. I think adding a more efficient means of producing and using mystical fertilizer would bring the mystical incubator up to par with other passive income sources.
#Some balance adjustments for MA+MI
153 messages · Page 1 of 1 (latest)
Follows is a list of potential steps that could be taken. These are not necessarily an all or nothing package, but any combination that tips the balance to where it should be is fine.
(1): Reduce the chance to consume mystical fertilizer in an incubator to half the current values. So, tier 1 seeds would be a 5% chance, tier 5 would be 25%, and so on.
(2): Add two new recipes to the electric mixer. The first would be 4 inferium + 4 bone meal + 1 diamond dust -> 6 mystical fertilizer. The second would be 4 inferium + 4 fertilized essence + 1 diamond dust -> 12 mystical fertilizer. The fertilized essence recipe would need 80% more energy than the bone meal recipe.
(3): Add a recipe for fertilized essence. I recommend bone meal in an electrolyzer.
(4): While you're at it, might as well add a macerator recipe for inferium ore.
And that's about it, I think. Wow, this turned into a lot more text than I initially thought it'd be.
@arctic hound ^^ feedback 🙂
Great feedback, I’ll get on some of these stuffs tomorrow
Maybe add these recipes to create mixing as well
With heating
yay feedback
i gotta be honest, i completely forgot mystical fertilizer was even the thing for the mystical incubator
hmm
i mean, unless im forgetting, normally it takes 1 whole mystical fertilizer to grow a crop fully
so technically it's already using less than normal means
i can reduce it though.
i'll look at doing the others as well
i need to work on grabbing some college classes today tho
also attempting to get those machine breakable
but it doesnt seem to wanna work
just needs a loot table in here I think /kubejs/data/modern_industrialization/loot_tables/blocks/block_name.json
i did do that
as well as put them in this kubejs/data/modern_industrialization/minecraft/tags/blocks/mineable.json
but still no dice
i bet im missing some small hidden folder somewhere
{
"type": "minecraft:block",
"pools": [
{
"bonus_rolls": 0.0,
"conditions": [
{
"condition": "minecraft:survives_explosion"
}
],
"entries": [
{
"type": "minecraft:item",
"name": "modern_industrialization:growth_chamber"
}
],
"rolls": 1.0
}
]
}
pretty much that same thing for all of them but with the name changed
{
"replace": false,
"values": [
"modern_industrialization:electric_composter",
"modern_industrialization:electric_seed_reprocessor",
"modern_industrialization:growth_chamber",
"modern_industrialization:mystical_incubator"
]
}
this too
That should work
sadly it doesnt
are you running the datagen with it loading the generated data?
it should default to a loot table that drops itself
@arctic hound Do you have the MI folder in root left? 
i used datagen to make it generate the folder that provided the loottables
then i copied those over to the kubejs data folder so those loot tables could be run without datagen
yeah then i deleted the datagen folder itself
so it was only the uhm
kubejs stuff

so atm this is what it is
uh...thats an issue
smth i did wrong or the fact it isnt working?
data/minecraft/tags/blocks/mineable.json
ope?
oh i can?
Yeah
so only the startup needs a reboot
Just /reload
?
Yeah
ah
And assets would be F3 T
If added any or moved around
Ah yeah depends on ya specs
i mean, i'd be pretty dissapointed if my specs took too long to refresh textures
That is fast
eep
well then nvm
thats a good thing then
it still noh work-
im getting a wicked 6 fps
Suppose to be pickaxe.json
Any errors?
nope
latest.log?
Yeah
/latest/kubejs/
huh-
i searched for "pickaxe.json" in the whole file, it didnt find anything
Data dosent get spotted out in kubejs logs
these tell you the files kubejs loads...
well all would be useful to look at, no?
😭
what if
i left the datagen file where it is
but deleted everything BUT the loot table files
would that work?
it wouldnt go through kubejs, but it could be a temp fix
It’ll load them again
oki doki
is loadRuntimeGeneratedResources intentionally set to true?
It dosent do anything if no folder in root
the default for the machine generation should be pickaxe mineable and drops self...have you tested by turning on datagen and then leaving the files there?
(probably MA...)
Hey guys, I'm super happy that my feedback was so well received! I do have one more tangentially related note to add.
Just this last update, recipes were added to several machines(Thanks AK!), enabling them to process prosperity ore into 2 shards. I think that that 2 should be bumped up to 6 to make mechanical processing competitive with a fortune 3 pick, and more consistent with other ore processing outputs.
I did some quick testing with a fortune 3 pick on 5 stacks(320) of prosperity ore, and got 1,740 shards for it. That's an average of 5.4375 shards per ore using fortune 3.



