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 It's slightly out of date, but still just as amusing as always.)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....)
Installing:
Place SeedManager-3.0.2-universal.zip 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.