Forestry for Minecraft, Trees, Bees and more!

  • #7799
    Quote from Adam Novagen
    -snip-


    easy way to remember it is tin cans from forestry is three in a U shape, IC2 cells are a four in a diagonal cornered box.
  • #7800
    Does the multiblock peat farm really need to require fertilizer? Given that peat, as far as Minecraft is concerned, requires only dirt, sand, water and time? (and if it were IRL, decayed organic mater)

    Rationale: I set up a Railcraft steam boiler on a server to power a shared workshop. I want it to be able to keep running even if I haven't logged in for a week or more, so I wanted a completely self-sustainable system and settled on peat for the fuel with buildcraft piping and autocrafting for resupply (plus Thermal expansion for generating sand). I started it with a mk 1 peat farm, even knowing they were deprecated, because I wanted to start with what I was familiar with. I don't think it's OP given the time and materials invested in setting the entire system up with the farm, boiler, gates, TE ducts and conduits, etc (it's an 8 chamber LP boiler with a max output of 16 MJ; if I'd wanted it easy, I could have just attached electrical engines to the collection of Advanced Solars the other guys had). I'd like to be able to switch it to a multiblock farm, but I'm stumped on how to deal with the fertilizer other than counting on other people to remember to feed it occasionally, not something I put a lot of faith in. (I only just found out about the Railcraft saltpeter option but don't know enough to remark on it yet).

    Even if the fertilizer requirement shouldn't be gotten rid of entirely...maybe make it an exception to not being able to substitute compost or mulch, because compost is actually organic matter and makes more sense in terms of what peat is IRL and has the benefit of being renewable and automate-able.

    Anyway, cheers. I'm mostly excited about the new farms, especially orchards once I can figure out the tree breeding magic to get the needed trees (I hope the Treealyzer descriptions and/or the wiki get updated with hints soon because right now I'm going by random pairings, luck, and a couple hints from Jadedcat and progress is slow).
    Last edited by Lady_Oolong: 2/12/2013 9:49:11 AM
  • #7801
    This is going to sound like a really dumb question, but I'm having trouble crafting the scented paneling needed to create my alveary. I have all the materials set into the carpenter, but I'm not sure how to get honey into the liquid part of the machine. On top of that (though it may be because there is no honey in there yet) the pattern I put in for the scented paneling does not seem to recognize that it's supposed to craft them (nothing shows up in the output box). Am I missing something there? How do I get the honey in there?
  • #7802
    Quote from Khayr

    This is going to sound like a really dumb question, but I'm having trouble crafting the scented paneling needed to create my alveary. I have all the materials set into the carpenter, but I'm not sure how to get honey into the liquid part of the machine. On top of that (though it may be because there is no honey in there yet) the pattern I put in for the scented paneling does not seem to recognize that it's supposed to craft them (nothing shows up in the output box). Am I missing something there? How do I get the honey in there?


    either pipe it in, or put it in the slot at the top of the liquid meter
    "my build. I push the buttons" -DW
    He's a mad man with a box
  • #7803
    Quote from rrusciguy

    either pipe it in, or put it in the slot at the top of the liquid meter

    I guess a better question (still a dumb one) would be how do I turn the honey drops into actual honey?

    Scratch that, just figured it out fml. e____e Thanks for the help anyway haha.
    Last edited by Khayr: 2/12/2013 4:36:00 PM
  • #7804
    Is there a call within the 2.0.0.x API to set custom blocks with which you can use to craft the Multifarm pieces? I've looked through the API and not seen anything, but there's always the chance I'm just being blind and/or dumb. If there is such a call, is there any special rendering needed my end, or is Forestry magical enough to locate the texture of the component piece and overlay the correct graphic for which Multifarm piece you are crafting? I may be expecting too much here, mind.
    Last edited by AEtherchild: 2/12/2013 7:51:35 PM
  • #7805
    For some reason apatite and saltpepper is not generating in the overworld, but in mystcraft ages.
    Last edited by dwong: 2/12/2013 7:58:04 PM
  • #7806
    Ok, so I have the latest version of Forestry running with Biome O Plenty, and have NO beehives spawning?

    Not even in the 'Vanilla' Biomes... With and Without 'enhanced vanilla biomes' via BoP config... Any ideas why?



    [EDIT]

    Ok, I am stumped.
    Latest Forge MC, Forestry, I get beehives.

    Add Biomes O Plenty, I get beehives in the proper biomes,
    Add Mob Spawn Control, no beehives,

    Pull EITHER MSC OR BoP, I get beehives.... ??!??!!?

    Pull BOTH MSC AND BoP,
    Add MSC back, get beehives....
    Add BoP, no beehives...

    so the order doesn't seem to matter...

    [/EDIT]
    Last edited by grimmliberty: 2/13/2013 1:03:00 PM
  • #7807
    looks really nice, but you should add more images, to captivate our attention
  • #7808
    Hmm... Bug?

    The biogas engine used to run happily on milk forever and ever and ever once it was heated up.
    Either that changed or there's a problem, because my engine just chugged 1/4th a bucket of milk and a whole bucket of lava then went into its unheated state.

    Using the Mindcrack 8.0.1 pack, if that helps you figure anything out.
    Quote from dwong

    For some reason apatite and saltpepper is not generating in the overworld, but in mystcraft ages.

    Saltpeter is Railcraft, and seems to only spawn in deserts, but you may want to ask CovertJaguar. You'll want to search higher up for Apatite. New spawn code puts it up high and in massive quantities once you do find some.
  • #7809
    Hello. Just want some input on this. Version 2.0.0.3 (specifficaly Alvearies and apiaries now accept the full stack of drones when piping into them) made my automated princess cloning machine obsolete, since I relied on the drones being distributed among four apiaries (including the source). Any suggestions on how I can accomplish this without dramatically increasing the complexity of the design ? Cheers.
  • #7810
    Quote from kunglaopt
    -snip-


    you might want to look for buildcraft addon pipes to do that, i know there used to be a pipe meant to evenly distribute but i've no clue what it's called in recent versions, also not sure but maybe the emerald pipe covertjaguar added to buildcraft would help.
  • #7811
    I noticed that the edenic bee has the Explorer ability. What does that do?
  • #7812
    Quote from mkcompy

    Hmm... Bug?

    The biogas engine used to run happily on milk forever and ever and ever once it was heated up.
    Either that changed or there's a problem, because my engine just chugged 1/4th a bucket of milk and a whole bucket of lava then went into its unheated state.

    Using the Mindcrack 8.0.1 pack, if that helps you figure anything out.


    Saltpeter is Railcraft, and seems to only spawn in deserts, but you may want to ask CovertJaguar. You'll want to search higher up for Apatite. New spawn code puts it up high and in massive quantities once you do find some.

    Biogas Engines now use lava to maintain heat when running on milk or water, changed in 2.0.0.X sometime.
  • #7813
    Quote from kunglaopt

    Hello. Just want some input on this. Version 2.0.0.3 (specifficaly Alvearies and apiaries now accept the full stack of drones when piping into them) made my automated princess cloning machine obsolete, since I relied on the drones being distributed among four apiaries (including the source). Any suggestions on how I can accomplish this without dramatically increasing the complexity of the design ? Cheers.


    I usually treat a stack of drones as a single drone.

    Quote from WTFFFS

    Biogas Engines now use lava to maintain heat when running on milk or water, changed in 2.0.0.X sometime.


    Exactly. This was made to make peat relevant.
    Playing MInecraft since February 22, 2011
  • #7814
    Quote from kunglaopt

    Hello. Just want some input on this. Version 2.0.0.3 (specifficaly Alvearies and apiaries now accept the full stack of drones when piping into them) made my automated princess cloning machine obsolete, since I relied on the drones being distributed among four apiaries (including the source). Any suggestions on how I can accomplish this without dramatically increasing the complexity of the design ? Cheers.
    The solution that require least effort is to let it be. When the Apiary have a stack of drones, the drones will start to "escape" the system just as fast as they did before the update.

    Other than that I don't know of any really simple solution. The Apiary can tell you a lot about it's state if you are using BuildCraft gates. Things like "Missing Queen/Princess", "Missing drone". You can use these tests to design a system around your Apiary to make sure that it gets one and only one drone and that the rest of them is made available elsewhere.
  • #7815
    If this supported Biomes'O Plenty it would be awesome. It works, but I want to breed Sequoias with Giant Flowers.
  • #7816
    Quote from Nisheeth

    I noticed that the edenic bee has the Explorer ability. What does that do?


    It gives you XP while you are standing next to it. They are currently my preferred way of gaining XP, a lot more interesting then my mob trap.
    This is a false positive.
  • #7817
    hello, here are some suggestions that I came to using the mod forestry.

    1) add a redstone control to forestry machines with a dynamic skin of the machine to see the state of the redstone signal (yes I know for the redstone energy cell of TE but it's very expensive to be able to have a button for possibility on / off when playing in Survial without cheat: p)

    2) add a dynamic skin to the apiary to see if there is a honeycomb inside (see the small yellow dot of actual skin only if there is)

    3) add possibility to choose the sapling in the arboretum for a better control of the location and type of tree (by clicking and move a sapling in zone 3 of the multi-farm interface (see forestry wiki)

    sorry for my english is very bad, translator help me for this post , remember this post is a suggestion not a "I WILL post". I want to clarify whether the translation turn lends to confusion.

    thanks to read me ( and sorry for your eyes ;) )
    Last edited by Erazil: 2/13/2013 8:01:24 PM
    if you like or agree with a post do not forget to push the
  • #7818
    Quote from RaMMiroV98

    hello I have problems updating to the latest (2.0) I have an id conflict or something like that... I don´t know why, I think it shouldn´t

    here is the log:

    java.lang.RuntimeException: Tried to recreate an item id (13131 / shifted:13387) for an item which already exists as forestry.arboriculture.items.ItemGrafter@246f22. Check your config and resolve the conflict.
    at forestry.core.config.Config.getOrCreateItemIdProperty(Config.java:370)
    at forestry.plugins.PluginForestryCore.registerItems(PluginForestryCore.java:337)
    at forestry.plugins.NativePlugin.preInit(NativePlugin.java:18)
    at forestry.plugins.PluginForestryCore.preInit(PluginForestryCore.java:60)
    at forestry.core.ForestryCore.init(ForestryCore.java:70)
    at forestry.core.ForestryClient.init(ForestryClient.java:32)
    at forestry.Forestry.init(Forestry.java:49)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
    at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
    at com.google.common.eventbus.EventBus.post(EventBus.java:268)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
    at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
    at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
    at net.minecraft.client.Minecraft.a(Minecraft.java:456)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:744)
    at java.lang.Thread.run(Unknown Source)



    can someone help me please?
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