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Tuesday, March 13th 2012, 10:11pm

[IC2 1.109] SeedManager v3.0.2 - Taking the hassle out of agriculture.

This mod is now maintained by Zuxelus here: [1.7.10] Ztech - Collection of Addons
(The tongue-in-cheek narrative description of SeedManager has moved here as I had hit the post size limit. It's slightly out of date, but still just as amusing as always.)

SeedManager is an IC2 addon that makes analyzing, storing, sorting, and finding your seeds much easier. It consists of two machines, the Seed Analyzer and the Seed Library.

The Seed Analyzer is a standard tier 1 machine for analyzing seeds. At its default 5 EU/t, it uses half the energy of the Cropnalyzer, but requires significant time to work. When given a redstone signal, it enters automatic mode, repeatedly processing each seed until it's fully researched and making use of adjacent Seed Libraries.

The Seed Library is a low-power machine, using just 1 EU/t. It maintains an unlimited inventory of seeds which can be searched through to find exactly the seeds you want. It is buildcraft-compatible and allows you to set an export filter for each of the six directions; simply left-click one of the six letter buttons to load that direction's filter and right-click to save it. Please note: This uses the Buildcraft API directly. Other piping systems (e.g. RedPower) will most likely only see the 9 normal item slots.

Finally, the standard IC2 seed bag has been upgraded to show the "Level" (AKA total statistics) of fully-researched seeds, and to add seeds to creative inventory.

As with all my mods, the source is included in the archive. It compiles quite happily with mcp_deobfuscate and mcp_interface. I'm working on getting both integrated into MCP, so if you're patient, it will be very easy after then. They should be included in MCP before Christmas. (Of course, Christmas which *year* is a different question....)

Place in your mods/ folder.

Version history:
  • v1.0: Initial release.
    The Seed Library interface is missing a bunch of helpful tooltips that will make it easier to use, but it's at a point where it's mostly-complete, stable (AFAICT), and very useful, so I'm releasing it to get some feedback.

  • v1.1: The config file no longer uses Forge's "clever" block ID assignment.
    Auto-picking a free ID is a fine idea in theory, but it has problems with ID resolver.

  • v1.2: Updated all my addons to IC2 v1.90.
    Also fixed my config file handling, again.
    Old settings are going to be lost, but since it wasn't managing to respect them anyway, that's not so bad.

  • v1.2.1: Fixed a couple of minor graphical glitches.
    Buttons no longer appear on top of the seed library's "out of power" notice.
    Seed levels below 10 are now properly aligned.

  • v1.3: Updated all my addons to IC2 v1.95.
    Just a straight recompile on the new version.

  • v2.0: Added SMP support to all my addons.
    SeedManager got hybrid seed bag labels, too.

  • v2.4: Tooltips for the GGR sliders have arrived, finally. I'll add more later.
    Also fixed an issue that would sometimes cause the seed count to not update properly in singleplayer.

  • v3.0: Updated to IC2 v1.109.
    "I don't now" provided some excellent textures, which I edited to add animations.
    The UI tooltips have gotten much more ubiquitous, which seems to make it feel much more polished.
    The machines can be rotated with a wrench.
    LiquidUU integration was added. A full accelerated identification costs 0.5 UU, with discounts for partially-identified seeds.

  • v3.0.1: Minor update, will happily speak to v3.0.
    Disabled some debug output
    Made LiquidUU and BuildCraft soft dependencies, so Minecraft will no longer be Minecrash if either is missing.

  • v3.0.2: Minor update, will happily speak to v3.0 or v3.0.1.
    Updated LiquidUU integration to hide seed statistics until the seed is processed.
    Added scan level to seed display while in creative mode. (Yes, the Accelerator's output seed has Sc -42; that's what triggers the obscured statistics.)
    Added seeds with all 5 scan levels to creative mode inventory.

This post has been edited 6 times, last edit by "SpwnX" (Sep 4th 2014, 8:57pm)


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Wednesday, March 14th 2012, 1:08am

Seems cool! Now to start looking for a block ID to fit this mod into...

COMING !SOON: Melumpkins, the Addon!


Wednesday, March 14th 2012, 1:30am

It only needs one, and will continue to do so for the foreseeable future, so look for any single open slot. Default is 190, which is clear with IC2, BC3, Forestry, and a bunch of smaller mods that I happen to have. I believe it's also fine with RedPower2, and I've no idea about EE, as I've stopped using that one.


Wednesday, March 14th 2012, 3:03am

God blesses the child that can hold its own.


Wednesday, March 14th 2012, 3:33am

It's working properly for me, and the code looks right as well. At a guess, you've got something at block 190 already and Forge is being too clever for its own good in trying to find a free spot. I'll switch to a less-"clever" method tomorrow. There'll be a bugfix for the crops them, too, as I've just noticed they don't save their config at all. :whistling: I'd do it all now, because it's really easy, but I'm in no condition to code at the moment. So yeah, anyone who's having problems, check back tomorrow for a fix.


Wednesday, March 14th 2012, 3:57am

Is an of this stuff supposed to overwrite ic2 stuff, it's trying i allowed it and my crops sticks dont show when i place them ingame,
also i see an item id for this ingame(which is bugged but in the seed manager cfg. all i see is a setting for the seed_manager, no item.
And is there a reason why all your crop card addons include .java and .class files?

Spoiler Spoiler

# Configuration file
# Generated on 3/13/12 11:29 PM

# General #

general {

# Block #

block {

# Item #

item {

and in nei and in id resolver - this is showing:

God blesses the child that can hold its own.


Wednesday, March 14th 2012, 4:00am

You have no idea how useful this it :D
I'll do sphax textures for this if no one else did it by this weekend.


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Wednesday, March 14th 2012, 4:02am

Yay, 190 was open for me! Testing now. Or sleeping. Either way, I'll probably post if I find a bug in about 18 hours.

COMING !SOON: Melumpkins, the Addon!


Wednesday, March 14th 2012, 4:16am

Hmm the invisible crop sticks when placed is not your bug - its something when ic2 and i dont know what it is. with or without a texture pack
God blesses the child that can hold its own.


Wednesday, March 14th 2012, 4:44am

If you're looking for a short-term fix, try it with a non-IDresolver .jar. A friend of mine pointed out that a few other mods have a history of breaking with IDresolver. Specifically, he suggested that IDresolver is reserving *all* of the IDs, causing Forge to search all the way up to 255 and error out, whereupon ID Resolver thinks I requested ID 255. This seems extremely likely, given the symptom.

I'll still be implementing the fix tomorrow. Even without the IDResolver conflict, the fact that Forge is willing to overwrite the value in the config file silently (leading to the "config file keeps resetting" issue) is Not Good.

And is there a reason why all your crop card addons include .java and .class files?

As with all my mods, the source is included in the archive.

.class is the files Minecraft runs. .java is the source code. They are present in this one as well, and completely ignored by Java while running; it's just there so you can build your own version if you choose. The CropCard addons are pretty easy to build; you'll need MCP+ML+MLMP+Forge and the IC2 API. This one, as mentioned, is much harder, because it needs to build against IC2 proper, not just the API.

The reason for this is because I'm a staunch proponent of open source, which this is in the original meaning of the term: The source is available, with no license beyond its innate copyright. If you want to do something with it beyond build a custom copy for yourself, just ask; I'll probably say yes. I expect to slap an MIT license on it later, making it proper FLOSS in the modern sense, but for now, ordinary copyright suits my purposes just fine.

You have no idea how useful this it :D

Oh, yes I do! Why do you think I wrote it? I've only just started using it in my own legit world since the release. I hadn't done any serious cropwork since my previous world, where I had seed levels up to (as I recall) 86. Trust me, you don't do that much vanilla IC2 agriculture without developing an extreme dislike of the Cropnalyzer.

Despite writing the recipes myself, it was still a bit of a shock to realize just how much stuff goes into a library+analyzer pair. Among other bits, it takes 5 E-circuits, one of them advanced. Six if you want a handheld Cropnalyzer to remind you what your placed plants have. And I'm short on copper, because I'm still trying to make a RocketScience fusion reactor while also making Forestry machines! Rubber's not hard; the one bit of agriculture I did have was a basic stickreed farm.

Still, I'm pretty happy with the overall resource requirement. This stuff is powerful, so it should be expensive to match. I just hadn't quite realized how expensive.


Wednesday, March 14th 2012, 5:12am

Found the issue - it was a conflict with another mod making ic2 crop textures invisible when placed - and who knows what else.
SO all is good for now, back to testing this mod out :)

Also it does wwork with id resolver, just have to Force Overwrite the seed item thingy, and for now till you fix it needs to be set to id 190.
God blesses the child that can hold its own.


Thursday, March 15th 2012, 1:09am

Okay, the new version should work with ID Resolver now. I removed the Forge cleverness and moreover changed the recipes to use the block ID it actually finishes with rather than the one it was configured to use. Let me know if you encounter any issues.

Also it does wwork with id resolver, just have to Force Overwrite the seed item thingy, and for now till you fix it needs to be set to id 190.

Hmm, didn't even know that ID resolver paid attention to item IDs. In any case, yes, you should tell it to clobber the item ID. That's how the tooltips work: I'm overwriting the Seed Bag item with a subclass that adds more information. So that conflict is not only expected but eagerly anticipated, because it makes things better.


Thursday, March 15th 2012, 6:16pm

Since a couple people have mentioned making new sprites for me (thank you!), please don't feel limited by the current spritesheet. If you want to do different textures for each side and on/off states, go right ahead. I just didn't see much point in adding support for that with my own textures, since they were going to look like crap regardless. :)


Wednesday, March 21st 2012, 1:57pm

Looks cool, any plans to update to 1.81?


Wednesday, March 21st 2012, 4:57pm

Looks cool, any plans to update to 1.81?
If he does i have found my new best friend!!! :D
GENERATION 26: The first time you see this, copy it into your sig on any forum and add 1 to the
generation. Social experiment.
**** :Industrial Diamond: 's i want :Iridium: !!


Thursday, March 22nd 2012, 2:12am

Oh, yeah, it'll definitely get updated. Not really sure how soon; possibly later today (I've been up about four hours as I post this, so that's probably tomorrow for most folks).


Saturday, March 24th 2012, 8:35am

Okay, quick status update. Minecraft updated to 1.2.4 the same day as my previous post, so I've been debating skipping 1.81 and jumping to 1.82 or whatever the 1.2.4-supporting version is. MCP isn't quite up-to-date for 1.2.4 just yet, but there's a prerelease available if you hunt for it, so they're getting close. I'm torn, though, because it's not done yet, and I'm not sure how long the new IC2 version will take once it is. If it's only going to be a few days, I'd rather not take the time to support a short-lived IC2 release. It it takes more than that, though, I'd rather have a version of SeedManager for 1.81 to bridge the gap. As is, I'll probably wait a couple days and see if there's an official 1.2.4 MCP, and if not, go ahead and update to 1.81. Which is going to suck, because I don't have a 1.2.3 setup and getting all the stuff I need is trickier now that we're on 1.2.4.

I hate having to deal with multiple release schedules that aren't even slightly coordinated. Especially since doing so creates another one for anyone who's using my stuff. What a mess.


Sunday, March 25th 2012, 10:42pm

Apparently majority of addons are now getting to be compatible with 1.81, therefore I believe IC2 will either skip 1.2.4 at all before 1.3.x line or will be incredibly delayed. Would you mind my suggestion to make it 1.2.3 compatible, as differences between 1.2.3 and 1.2.4 should be minimal to fix, also I must admit it's a bit selfish, as I'm SMP server operator, and my members are urging me to upgrade server ASAP, and your addon is what limits us currently from doing so :) Also I haven't seen many mods in main boards to move to 1.2.4 at all, as example I will put Laser Mod, Railcraft, Forestry, Buildcraft, RedPower or Computer Craft.

Due to that I also suspect 1.2.3 version with might be mostly compatible with 1.2.4 with only modloader series [and forge if at all] upgraded to 1.2.4


Tuesday, March 27th 2012, 6:39am

The reason a lot of stuff isn't on 1.2.4 yet is that while ModLoader, MLMP, and MCP are all updated, Forge is not yet. I think this commit might be them internally updating to 1.2.4, but there's no official release of that yet. I'll continue to keep an eye on it. If it looks like things are getting delayed somewhere, I'll bite the bullet and make the update. And, thanks to Murphy's Law, grit my teeth in frustration as a new IC2 comes out the next day. :)



Tuesday, March 27th 2012, 4:17pm

Thanks for keeping us informed and going through the effort!


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