If there is one task in Minecraft I loathe, it is farming trees. Using BuildCraft I found myself building quite a few tree farms to get enough charcoal for my steam engines. And even with TehKrush's "Timber!" I found myself bored with farming trees. However I did not find a way to truly automate tree farming. So I looked at a few modding tutorials and built my own tree farm equipment. The result is this mod. I hope a few people might find some use for it. And who does not love a good production chain with BuildCraft pipes.
The goal of this mod is to automate tree farming as much as possible without becoming entirely overpowered. Full automation can currently only be achieved if the mod is used in conjunction with BuildCraft.
Excellent but outdated Mod Spotlight by GamingStylez aka Stylez84:
using 1.0.4
Ineedabettername's tree farm:
using 1.0.7
A quick and dirty tutorial:
8using 1.0.0
B. Requirements:
From 1.2.6.4:
- Minecraft Client 1.1.0
- ModLoader for 1.1.0
- ModLoaderMP for 1.1.0
- Minecraft Forge 1.3.0
Optional, but strongly recommended:
- BuildCraft 2.2.12/3.1.2
Supported:
- IndustrialCraft 2 1.62+
(see this and this for additional features only available when IC2 is installed.)
- Red Power 2.0 Prerelease 4d+
Should be compatible with any/all Minecraft Forge based mods. If you run into conflicts with another mod using ModLoader, ModLoaderMP and Minecraft Forge, please report it here.
Step 0:
Check that your Minecraft is at the correct version required. If you already have BuildCraft or IndustrialCraft 2 (along with Minecraft Forge) installed, you can skip directly to Step 4.
Step 1:
Find your minecraft.jar. On windows it will be located in %appdata%/.minecraft/bin. Backup your current minecraft.jar.
Step 2:
Delete the folder META-INF in your minecraft.jar. Not deleting it will cause the game to fail to start up, even if you installed everything else correctly.
Step 3:
Open your minecraft.jar with WinRAR or 7zip. Drag and drop the contents of the zip file for ModLoader into the .jar. Proceed to do the same for ModLoaderMP and then for Minecraft Forge. You have to install the mods in this exact order!
Step 4:
Add forestry-client-A-*.jar to your mod folder in %appdata%/.minecraft/mods. This is also where the files for BuildCraft and IndustrialCraft 2 should be located.
Step 5 (optional):
Test your installation by launching the minecraft client. Press the button "Login" in the launcher and wait for the main menu to appear. Now check the file ModLoader.txt in %appdata%/.minecraft/. You should find a line that says "FEIN: Mod Loaded: "mod_Forestry 1.1.*" from mod_Forestry.class" or something similar. If the file does not mention Forestry, something is amiss.
G. Additional Ores
Spoiler
Note: To prevent ore creep, copper and tin blocks can be disabled in the config. Forestry will use tin, copper and bronze ingots from other mods if those get added via the Minecraft Forge Ore dictionary.
For an automated tree farm you need two machines, an arboretum and a logger. The arboretum manages the soil of the farm and plants the trees while the logger chops down trees and collects dropped saplings. Using BuildCraft pipes it is possible to fully automate this process. Provided enough soil materials are supplied from the outside, this should provide you with a steady stream of wood - and consequently charcoal. All machines in this mod need to be powered with engines. The system is compatible with the BuildCraft API so any BuildCraft engine will do. Additionally the biogas engine is supplied which can be used to power machines using either water (inefficient) or a bio melange created from saplings (very efficient).
2. Arboretum
When you place an arboretum, it will start to clear out the farm area, destroying anything in the way. The farm area currently is a cube with a dimension 15x10x15 (X-Y-Z) blocks with the arboretum itself at the center of the ground level. Then it will idle until it receives the right materials to start the farm. You will need to supply it with humus and saplings. Both materials can be either placed directly into its storage or be supplied by BuildCraft pipes. After receiving humus it will lay down the soil. When this is finished, it will start to plant saplings. The arboretum will replace any missing sapling/tree and any degraded soil. If it cannot replace degraded soil because of a lack of humus, it will also stop planting trees.
When replacing a block of soil, the arboretum tries to store the sand in its inventory. Only if the inventory for sand is full will it silently discard the block. Sand can be extracted using wooden pipes. Its inventory is partitioned into three sections for humus, saplings and (collected) sand. The arboretum will refuse to accept other items than humus and saplings from pipes. Only sand will be extracted by wooden pipes. Placement of the pipes is irrelevant. After the slots for humus or saplings are filled, the arboretum will refuse the oversupplied item, even if there are still slots for the other item type.
3. Humus
Humus? Degraded soil? Well. Growing lots of trees in a small space requires a mineral and nutrient rich soil and not some dirt you picked up along the way. And growing lots of trees in small space will deplete any mineral and nutrient rich soil in quite a hurry. So be prepared to fertilize lots and lots of dirt and ship it to your tree farm. You can produce this quality soil (called humus) by fertilizing plain old dirt. There are two types of fertilizer you can use: The biological variant (manure) and the mineral variant (fertilizer). The former is created from wheat and dirt. The latter by mining apatite and grinding it up with sand. Both variants can fertilize the same amount of dirt (eight for every manure or fertilizer) after being created.
4. Apatite
Apatite can be mined from apatite ore and is about twice as rare as iron. The average size of a vein should be the same as with iron. It drops one mineral per block. One mineral is enough to fertilize 64 blocks of dirt.
5. Logger
The logger does what it's name implies. Its area of operations is quite a bit larger than that of the arboretum, so you don't have to place it exactly in the center, however that would still be advisable. As a side operation, the logger does also pick up any saplings that drop in its area. Harvested materials are kept in a small internal storage and can be pumped out using wooden pipes from BuildCraft. If using pipes, saplings can only be extracted by placing a wooden pipe on top of the logger. If you don't have BuildCraft installed or don't like pipes for some reason, you can also place a chest on one of the sides of the logger. It will then dump its storage into that chest.
6. Forester
Your mob grinder is producing too many bones? Your chests are overflowing with skeletal remains? You are developing carpal tunnel syndrome from constant right-clicking with bone meal in hand? Don't fret, the forester is the solution for you. Mix your surplus bones with two parts fertilizer and fill them into vials and you get three portions of catalyst. Put these catalyst vials in the forester, plug it into BuildCraft power and watch your forests grow before your very eyes. All without that pesky right clicking.
Want to get rid of your surplus saplings? Too many milk buckets in your chests? Use the new biogas engine to power your tree farms! Biogas engines need liquid fuel for operation. You can use water (highly inefficient, but no fermenter required for production), milk (inefficient but a single bucket will last a long time) or liquid biomass (very efficient) as fuel.
Biogas engines need to be activated by a redstone current like any other BuildCraft engine. However, biogas engines have one additional quirk: They cannot explode from overheating, but they need a minimum operating temperature. You can fill a biogas engine up to the brim with delicious fuel and it will still refuse to start up. The reason is quite simply that it needs to reach a certain temperature before it can begin to burn fuel. To start the engine when it's new or whenever it has cooled down - for example when it has used up all fuel and has idled for too long - you will need to dump lava into the secondary tank on the right hand side. The engine will then start to heat up and once it has reached minimum operating temperature it will start to produce energy. Producing energy generates itself heat, so after the initial warmup a running biogas engine will keep itself heated without using up any further lava from its supply.
However there is one important exception: If you use just plain water to power your engine, the engine will not generate enough heat to counter the natural heat dissipation. A biogas engine that uses water will burn quite literally through it's whole lava supply, while one constantly supplied with liquid biomass or milk will happily chug along all day without so much as touching the lava. A water fueled engine will invariably use up all the lava in the secondary tank and stop producing energy. However, you can pipe in lava using BuildCraft pipes if you choose to do so.
9. Still
Biogas engines are too ecofriendly for you? You won't touch such devilish hippie machinery? No worries, the still is here to help you! Convert environment-friendly liquid biomass into gruby, mucky but good old-fashioned combustible fuel at the drop of a hat! Put that pesky biomass into one tank, plug the still into an energy source and wait for nice oily biofuel to end up in the other tank. You can use it to power your CO2 emitting combustion engine from BuildCraft to your heart's content.
10. Wrench
The biogas engine will always orient to the same direction on initial placement. Most of the time you will have to reorient it towards the machine it should power. Use a wrench to do so. Forestry will use (in that order) the BuildCraft wrench or the IndustrialCraft 2 wrench depending on which mods are present. Its own wrench will always be available additionally.
11. More Information, Advanced Machines And Concepts
See the wiki for information on more machines, auto-crafting, fuel generation and power generators.
Q: I have followed the installation instructions above and still get a black screen. What's wrong?
A: Remember Step 2! Double check if necessary.
Q: God, this is complex! Is there any form of overview over the possible production chains?
A: Yes, thanks to Crocodine there is a complete flowchart available at http://forestry.seng...n.Visualization . You should also browse the wiki for recipes and some more explanations and hints.
Q: I have built the logger and trees in the vicinity start to disappear. How do I get the wood and saplings? I can't right click the logger!
A: The logger's internal storage is not directly accessible. Place a chest on one of the sides and the logger will dump it's storage into it. However, the prefered method is to have Buildcraft installed and use a pipe to extract harvested wood and saplings from the logger.
Q: I use BuildCraft pipes to extract wood from the logger. However I never seem to get the saplings out?
A: Wooden pipes will handle the logger as they would any other inventory (chest, etc.). In practice this means, that pipes on the side will only extract wooden blocks, never saplings. If you want to retrieve the saplings, you will need to place a pipe on top of the logger.
Q: I have TMI installed and am trying to use Forestry but my Minecraft crashes whenever I get to a page in TMI that contains Forestry machines.
A: TMI for 1.1.0 broke compatibility with Forestry again. Bug Maglyph about it. NEI works.
K. Bug Reports
If you encounter bugs or gameplay/balance issues with the mod, please post them in this thread so that others may help you. If you have issues with the bukkit port, refer to mcportcentral.co.za.
I am just a one man team, so the people using the mod will have to double as its QA team. Help make the mod better!
L. Help Wanted:
- Maintainer for the wiki. I currently can't keep up with the documentation. Any help there would be appreciated.
The code of "Forestry for Minecraft" in source or binary form is the intellectual property of SirSengir.
Unless specifically stated otherwise, it may only be reproduced, redistributed or modified for personal use. If you have other plans, ask first. You will generally get permission for inclusion in mod packs, server packs, etc. One important exception: Don't ask me to okay public links using ad.fly or similar! I draw the line at letting other people profit from my work.
I was gonna rack you you for registering today and being newly spawned but..
This post looks legit.
I may download.
I don't really suggest others to download though, just for their sake.
Press the Green Plus if I help you out in a way. Thank you very much :D
- Arboretum now drops blocks that were destroyed in the area it clears. Also drops items that were contained in these blocks. For some reason this does not work on BuildCraft pipes.
- Items and blocks should have their tooltips back.
- Fixed missing texture preload for Minecraft Forge.
If you do, please let me know if it runs smoothly for you! Thanks in advance.
Just tested it on my test version of Minecraft and it seems to be working good with Forge, IC2, BC2, RP2, Steve's Carts, Treecapitator, Somnia, and TMI.
One thing I've noticed is that when the arboretum is placing the humus, it seems that the blocks turn grey as they fall to the ground after being placed.
What is the recommended engine for powering the machines? It's seeming that redstone engines don't quite cut it but I am seeing slow progress with the harvesting. Things seem to progress a lot faster with a steam engine.
Will the arboretum and logger accept power via conductive pipes?
Great mod so far, very promising!
EDIT:
Crashed when shift-clicking saplings into the arboretum.
Just tested it on my test version of Minecraft and it seems to be working good with Forge, IC2, BC2, RP2, Steve's Carts, Treecapitator, Somnia, and TMI.
Good to hear. Had only tested it with IC2 and BC up until now.
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One thing I've noticed is that when the arboretum is placing the humus, it seems that the blocks turn grey as they fall to the ground after being placed.
The code for falling is currently bugged. I had forgotten about it, since I usually place the arboretum on a plane area. I will look into it tomorrow.
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What is the recommended engine for powering the machines? It's seeming that redstone engines don't quite cut it but I am seeing slow progress with the harvesting. Things seem to progress a lot faster with a steam engine.
Biogas obviously. No. Everything steam and upwards should be fine. An oil engine would however probably be a waste. The machines should run faster with a more powerful engine, but there are only so many saplings that can be planted or trees to chop down. The limiting factor is the tree growth rate.
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Will the arboretum and logger accept power via conductive pipes?
I have not tested those, I must admit. However the code does not differentiate between engine and conductive pipe, the machine is simply a power receptor, which accepts input from the outside. I'll try it tomorrow.
I noticed I also crash when shift-clicking coal into a steam engine... not sure if that's related or not or if it's due to my mod configuration.
The shift click crash is a known bug in 1.8.1... however it should only occur if your own inventory is full. This bug however occurs even with free space in the inventory. (And also occurs with the fermenter.)
I never use shift click for transfer, so I never noticed that. Will try to find the problem, but there is no quick fix for now.
Any chance on adding support for industrial diamond in the recipe for the logger? If not it's no biggie as one tree farm should do most people so 4 diamonds isn't THAT big of a sacrifice.
EDIT:
I can't re-orient the biogas engines with a wrench. The Buildcraft wrench has no affect on the engine and the IC2 and the Forestry wrench both just open the inventory of the engine. Also the biogas engine seems to break a little too easily.
Any chance on adding support for industrial diamond in the recipe for the logger? If not it's no biggie as one tree farm should do most people so 4 diamonds isn't THAT big of a sacrifice.
Good idea! Grab the new version if you want to use industrial diamonds.
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EDIT:
I can't re-orient the biogas engines with a wrench. The Buildcraft wrench has no affect on the engine and the IC2 and the Forestry wrench both just open the inventory of the engine. Also the biogas engine seems to break a little too easily.
That's strange. It works here. Can you send me your ModLoader.txt from a game where you tried to use the wrench from IndustrialCraft 2 and BuildCraft on a biogas engine? Is the id of your wrench from IndustrialCraft 2 on id 29927? That of BuildCraft on id 3806? If the ids are different, you can edit %appdata%/.minecraft/config/forestry.conf to fix the ids Forestry assumes.
Also: Even if clicked with a wrench, a biogas engine will only reorient if there is another adjacent tile that can accept power. If there are no powerable tiles in any direction (or only one in the direction the engine is currently pointing) it will not switch orientations.
As a stop-gap measure I changed forestry's own wrench in the new version to always work, even if any of the other two mods are installed. If the engine still does not switch orientations, there are no other powerable tiles.
- Added properties for blockids of BuildCraft engines and pipes. Arboretum now ignores the following blocks when clearing the working area: Logger, biogas engine, fermenter, redstone torches, bricks, BuildCraft pipes and engines. Spared blocks will however still be destroyed if they are afterwards in the area that is covered by humus.
- Added alternative logger recipe using industrial diamonds from IndustrialCraft 2.
- Forestry's wrench now always works, even if IndustrialCraft and BuildCraft are present.
Also: Even if clicked with a wrench, a biogas engine will only reorient if there is another adjacent tile that can accept power. If there are no powerable tiles in any direction (or only one in the direction the engine is currently pointing) it will not switch orientations.
I think that's the problem, I was trying to orient the engine before placing the arboretum on top of it. I'll try it when I get home and see if it works. Kudos on the industrial diamonds too!
Any plans on using the upcoming Forge ore dictionary? You seem to have covered overlapping ores on your own but it might be something worth looking into in-case other mods want to use your ores and fertilizers, etc.
Any plans on using the upcoming Forge ore dictionary? You seem to have covered overlapping ores on your own but it might be something worth looking into in-case other mods want to use your ores and fertilizers, etc.
First time I've heard of it. I haven't looked to closely at Minecraft Forge's current development source code, just at the 1.1.1 release, which does not yet include it. Will certainly take a closer look as soon as a version with such a function is released! My own implementation depends entirely on knowing the block and item ids, which is never a good thing.
Finally removed the need for a patch to the base classes of Minecraft! The solution was so obvious I am still not certain, why I didn't think of it before.
Apart from the fact that this removes another installation step, it also has the nice side effect of making Forestry compatible with any other Minecraft Forge mod - at least with regards to the code. (BTW was for example editing the same base classes and was probably incompatible before.)
If you had the patch "Fertile Blocks for 1.8.1" installed for a previous version you will be able to keep using the patched jar and not need to install from scratch. Other mods might however break your jar in the future, if they overwrite only one of the patched classes (ms.class or oc.class). As a quick remedy you can take these two files from an unmodified original minecraft.jar and overwrite those in the patched jar.
CHANGELOG
1.0.3
- Removed the need for patching the Minecraft base classes! The patch "Fertile Blocks" is obsolete and does not need to be installed anymore. Forestry should now be compatible with any Forge mods.
- Increased hardness for biogas engine.
- Experimental SMP support for internal testing reenabled. GUIs of arboretum, fermenter, biogas engine will not update. They work, but don't display fuel levels, etc.
- Increased heat loss when engine is overheating. Introduced maximum heat. Otherwise engine would continue to heat up indefinetly.