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Forestry for Minecraft, Trees, Bees and more! Updated 22/05/2012 [1.4.6.1]

1.2.5

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#41

    SirSengir

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Posted 22 October 2011 - 03:30 PM

View Postdecman117, on 22 October 2011 - 03:20 PM, said:

when I try to load the mod i get:

Mods loaded: 7
ModLoader Beta 1.8.1
mod_BuildCraftCore 2.2.1
mod_BuildCraftBuilders 2.2.1
mod_BuildCraftEnergy 2.2.1
mod_BuildCraftFactory 2.2.1
mod_BuildCraftTransport 2.2.1
mod_EE 1.8.1

[...]

java.lang.NoSuchFieldError: currentFramework
at forestry.ForestryCore.<clinit>(ForestryCore.java:80)
at forestry.ForestryClient.initialize(ForestryClient.java:20)
at mod_Forestry.<init>(mod_Forestry.java:28)

You are running BuildCraft 2.2.1 which is not supported, because the API from 2.2.2 is not compatible with 2.2.1. Upgrade your BuildCraft to 2.2.2 and you should be fine!

I just saw that Minecraft Forge 1.1.2 is out. Will test it for compatibility now. The error you posted is related to the BuildCraft API however, not Forge.
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#42

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Posted 22 October 2011 - 03:42 PM

lol, i didn't notice, I thought I had updated :P /idiot moment....
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#43

    SirSengir

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Posted 22 October 2011 - 03:51 PM

View Postdecman117, on 22 October 2011 - 03:42 PM, said:

lol, i didn't notice, I thought I had updated :P /idiot moment....

No worries. The exact same error had me stumped for quite a bit when I packaged the first release, because my non-development Minecraft client also still used 2.2.1.
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#44

  • Location: NS, Canada

Posted 22 October 2011 - 05:56 PM

I've uploaded my mod spotlight on this mod. It's still processing so it's not available in HD as of yet. Hopefully it doesn't error out because I don't want to upload 2gb again. lol

Edit: Now available in 720p, shouldn't be too long before 1080p is processed!



#45

    SirSengir

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Posted 22 October 2011 - 06:24 PM

View PostStylez84, on 22 October 2011 - 05:56 PM, said:

I've uploaded my mod spotlight on this mod. It's still processing so it's not available in HD as of yet. Hopefully it doesn't error out because I don't want to upload 2gb again. lol

Great, great stuff! Very good and thorough overview! I added it to the original post, since it's also a good tutorial. I hope you don't mind?

I also just finished packaging a "developer" version 1.0.5 (.1) which adds the forester as a new machine. Beware that this version is only for people who want to help testing/balancing. I haven't even made textures for the new machine yet - it looks just like any old arboretum.

http://dl.dropbox.co...lient-1.0.5.jar


CHANGELOG

1.0.5
- Feature: Following popular demand, ACME Inc., Forestry Division has released a new machine that enables people to get rid of their surplus skeleton bones. Rumor has it that it can be crafted like a logger but needs a finished arboretum instead of a plain sturdy machine. Place it into the vicinity of a bunch of saplings and supply it with catalyst and you will have grown trees instantly.
- New Item: The forester uses a catalyst to accelerate tree growth. The recipe released to potion tinkerers everywhere consists of six empty vials (three on each side), one bone in the middle and two fertilizers above and below. It creates six catalysts.
- New Item: Combine two blocks of glass (one above the other) to create eight empty vials. (Please report possible recipe conflicts with other mods!)
- Change: Wooden pipes extract saplings from top or bottom of a logger, wooden blocks from the sides.
- Change: Converted sturdy machine crafting component from block to item to free up a block id. IF YOU HAVE A STOCK OF STURDY MACHINES, USE THEM BEFORE UPGRADING! They will vanish with the upgrade.
- Bugfix: Biogas engine now tries to rotate to next powerable tile on placement.
- Bugfix: Logger does not accept input from pipes anymore.
- Bugfix: Bonemeal now grows saplings planted by the arboretum.
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#46

    SirSengir

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Posted 22 October 2011 - 06:30 PM

View PostIneedabettername, on 22 October 2011 - 03:10 PM, said:

This is very, very nice, and well tought out. Might I give my feedback though?

Get rid of the additional Apatite Ore. Or even better, give us another way to get fertilizer, that is not from another ore. Some of us (yes, okay, I admit it, me included) just don't want to generate a new world, and in my personal case, the map is getting so big that to find new chunks it would be a 15 minutes minecart ride

Make it not cheap, but do make a renewable source of fertilizer avaliable

jolly good job otherwise

Sorry, I missed your post beforehand.

I hear you! I am also always annoyed, when a mod requires a new world. And there is manure, which I actually intended to be functionally identical to fertilizer from apatite. That has fallen a bit by the wayside I am afraid since I haven't implemented it for the fermenter. So you currently can't create bio melange without fertilizer.

But I will probably reinstate manure as a full grown replacement for fertilizer. Until then there is always that minecart. ;)
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#47

  • Location: NS, Canada

Posted 22 October 2011 - 06:51 PM

View PostSirSengir, on 22 October 2011 - 06:24 PM, said:

Great, great stuff! Very good and thorough overview! I added it to the original post, since it's also a good tutorial. I hope you don't mind?

Definitely don't mind! I'm going to give 1.0.5 a try and also add an annotation to my video about the bone meal.

#48

    Hoodwink

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Posted 22 October 2011 - 07:48 PM

View PostIneedabettername, on 22 October 2011 - 03:10 PM, said:

Some of us (yes, okay, I admit it, me included) just don't want to generate a new world, and in my personal case, the map is getting so big that to find new chunks it would be a 15 minutes minecart ride.
There's a couple of Teleporter mods out there (I use TF2Teleporter_v1.4)and, should you use Buildcraft, there's also the Teleport Pipes for Buildcraft (now called zAdditionalPipesClient19). They might save you a bit of time in travel and pipelaying.
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#49

Posted 22 October 2011 - 08:03 PM

View PostHoodwink, on 22 October 2011 - 07:48 PM, said:

There's a couple of Teleporter mods out there (I use TF2Teleporter_v1.4)and, should you use Buildcraft, there's also the Teleport Pipes for Buildcraft (now called zAdditionalPipesClient19). They might save you a bit of time in travel and pipelaying.

hehe, main issue is not how long it takes, it's just that the map is getting way too big for my taste

Still, it's not a showstopper. I can run the entire thing out of steam engine or, hell, even redstone engine

#50

  • Location: NS, Canada

Posted 22 October 2011 - 08:38 PM

View PostSirSengir, on 22 October 2011 - 06:24 PM, said:

- Feature: Following popular demand, ACME Inc., Forestry Division has released a new machine that enables people to get rid of their surplus skeleton bones. Rumor has it that it can be crafted like a logger but needs a finished arboretum instead of a plain sturdy machine. Place it into the vicinity of a bunch of saplings and supply it with catalyst and you will have grown trees instantly.

The forester seems to be instantly growing trees even if it has no stock of catalyst.

One other thing, can you provide any numbers on how much energy the biogas engines produce and how much energy the forestry machines use? I'm not sure if 4 biogas engines is enough to run an arboretum, logger, forester, and 2 fermenters. Seems like my logger is falling behind and causing a shortage of saplings.

#51

    SirSengir

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Posted 22 October 2011 - 09:00 PM

View PostStylez84, on 22 October 2011 - 08:38 PM, said:

The forester seems to be instantly growing trees even if it has no stock of catalyst.

That might actually be overpowered.

Same url, new version. Actually checks for catalyst in inventory now.
http://dl.dropbox.co...lient-1.0.5.jar

I'd appreciate thoughts on balancing btw. I have the feeling the machine is currently pretty overpowered. Should probably reduce the yield on a single bone to that of the normal three bone meals. And perhaps reduce the fertilizer cost by one. Should add a bit of extra overhead for using an automated machine but otherwise be about as expensive/effective as doing it manually.
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#52

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Posted 22 October 2011 - 09:16 PM

View PostStylez84, on 22 October 2011 - 08:38 PM, said:

One other thing, can you provide any numbers on how much energy the biogas engines produce and how much energy the forestry machines use? I'm not sure if 4 biogas engines is enough to run an arboretum, logger, forester, and 2 fermenters. Seems like my logger is falling behind and causing a shortage of saplings.

In my games I tried to balance it against one fermenter and three biogas engines - that's why I kept increasing the yield of a single sapling in the fermenter. So a single arboretum should be able to supply a single fermenter which in turn should be able to fuel at least three biogas engines. There should be enough buffer in there for a fourth and - after the last increase perhaps even a fifth engine. Obviously with the forester there is now a fourth machine that might throw the balance of.

As for numbers: That's not really easy to determine I fear. The work cycles of the engines and the other machines differs. The reason is, that the BuildCraft API handles the work cycles of the engines, while the other machines run on a (crudely) slowed down cycle. (Otherwise they would almost instantly create the arboretum, chop down all trees, etc.)

So the engines run on a shorter cycle and generate a low amount of energy number wise, while the machines run on longer cycles and consume a seemingly large amount of energy.

A biogas engine powered by water will output 1 unit of energy per cycle. With bio melange that will increase to 5 per cycle (which is the same as a combustion engine with fuel). The machines on the other hand consume 25 units of energy per cycle.

To really accurately balance the system I will have to determine exactly how much shorter the engine cycle is. That will be a task for tomorrow however. ;)
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#53

  • Location: NS, Canada

Posted 22 October 2011 - 09:27 PM

Right on! Good to know that the biogas engines are on the same tier as combustion with fuel.

EDIT: One more thing! The Forge update is out that has the ore dictionary if that's something you're still considering.

#54

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Posted 22 October 2011 - 09:29 PM

Looks quite good, ill be testing it out properly later as i already have buildcraft 2.2.2, this should be fun :D :iapprove:
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#55

Posted 22 October 2011 - 09:30 PM

very cool idea. Except I'm not a big fan of mechanics, cuz i suck. But never the less amazing mod
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#56

    Hoodwink

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Posted 22 October 2011 - 09:49 PM

View PostStylez84, on 22 October 2011 - 08:38 PM, said:

I'm not sure if 4 biogas engines is enough to run an arboretum, logger, forester, and 2 fermenters. Seems like my logger is falling behind and causing a shortage of saplings.
I have 3 Biogas engines on the surface level of the Tree Factory, and underground I run a Steam Engine (supplied with Wood produced on the surface) to power the Fermenter and a Redstone engine to pump the melange to the 3 Biogas engines up on the surface. It works well when I start with full tanks on the Biogas engines, then top the engines up as I farm wood. I usually run out of time to play Minecraft before the tanks get depleted of the melange.
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#57

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Posted 22 October 2011 - 10:00 PM

View PostStylez84, on 22 October 2011 - 09:27 PM, said:

EDIT: One more thing! The Forge update is out that has the ore dictionary if that's something you're still considering.

I plan to implement it as soon as feasible. But using the ore dictionary would break compatibility with all forge installations below 1.1.2. So I will wait at least till next weekend or even longer to give people the chance to upgrade.
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#58

    Audon

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Posted 22 October 2011 - 11:21 PM

Your mod looks really awesome! definatly worth a download. Just 1 quick question though.
You License info says that both Source and Binary may only be modified for personal use. But you dont have a download link for your source? :)

#59

    SirSengir

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Posted 22 October 2011 - 11:39 PM

View PostAudon, on 22 October 2011 - 11:21 PM, said:

Your mod looks really awesome! definatly worth a download. Just 1 quick question though.
You License info says that both Source and Binary may only be modified for personal use. But you dont have a download link for your source? :)

There is currently no source code release and I'm also not planning one for the near future. I'm not excluding the possibility for all eternity however. The license just covers actual released code.
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#60

    Audon

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Posted 23 October 2011 - 12:12 AM

aw ok :) awesome mod anyway :) keep up the good work!