On a different subject, Forestry Apiaries, and your industrial one seem to be at the top of my Opis list of 50(insert rotated 180° subscript 'h' here)sec per tick list. Firstly is that a lot? Secondly if so is there a way of shortcutting processing if it's not working?
μ (pronounced "mu") means micro, which is a standard SI prefix meaning 0.000001
Minecraft is supposed to run at 20 ticks per second, so if the total processing time of all your world goes above 1/20 = 0.05 Sec - you get tick lag.
50μS = 0.00005 seconds, which is 0.1% of that... definitely shouldn't be an issues for single player, might be for large servers with lots of force-loaded chunks.
Considering you are seeing the same numbers for both forestry and my apiaries, I'd guess most of that time is spent in bee logic code in forestry that is used by both in exactly the same way.
Edit: One tip for forestry performance that i heard is to not put apiaries near edges of chunkloaded areas, because the flowering and pollination checks will cause nearby chunks to rapidly load and unload. The same would apply to Gendustry apiaries as well.
Bah! Why do you always go for MJ :(. Start using RF :P. I know the turbine can have modules for RF production. But instead MJ as primary go with RF as primary. Much less restrictice in my opinion. Pretty please?! Sound awesome otherwise!
RF will be (once i code it :P) will be supported on exactly the same level as EU and MJ. There will be an option to show whatever unit you like in GUI's.
Internally and in documentation i use MJ because that's what most players are familiar with and it's more convenient.
How is the Industrial Apiary in comparison to the Apiary/Alveary. Your wiki states without the 90% production reduction and then we have +160% from upgrades?
Normal apiaries even with frames will be weaker than industrial ones (because of the 90% nerf).
Alvearies with multiple frame housing can get up to 10000% bonus.
Industrial Apiaries with 8 upgrades get 429% bonus (it's multiplicative, so 1.2^8).
The final production chance, which is the bonus * modifier form speed trait (you can see the result in the IA tooltip, with an analysed bee) * base chance for species (you can see that with NEI addons) is capped at 100% at which point you get something on every "bee tick". With IA you can reach that cap for almost all species if you breed/imprint them with descent speed traits.
So special combs like the diamond combs from Binnie's Diamond Bees are not boosted/enabled by the IA?
They get the boost from upgrades and will be enabled under the same conditions they would be enabled in a normal apiary.
Basically the IA uses the same logic that normal apiaries use for that stuff that's part of the forestry API, if it works in one it should work in the other.
So, uh, is there plans to make Ignoble Bees into Pristine Bees yet?
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
I think I may have found a bug. I've placed an industrial apiary underground, given it sufficient power, as well as an open sky upgrade. Now it's saying that it's not bright enough. Bug, or am I just plain stupid?
I think I may have found a bug. I've placed an industrial apiary underground, given it sufficient power, as well as an open sky upgrade. Now it's saying that it's not bright enough. Bug, or am I just plain stupid?
The lighting checks in forestry bee logic are... odd, it needs to be bright enough (11? not sure) exactly 2 blocks above the apiary, which also means there shouldn't be any solid blocks there. Alternatively you can use the self-lighted upgrade.
Ignoble bees are a balancing factor for forestry that i don't think i should touch, so for now - no.
The lighting checks in forestry bee logic are... odd, it needs to be bright enough (11? not sure) exactly 2 blocks above the apiary, which also means there shouldn't be any solid blocks there. Alternatively you can use the self-lighted upgrade.
Ignoble bees are a balancing factor for forestry that i don't think i should touch, so for now - no.~
Your mod has a way to bypass seasonal breeding limits, nether dimension limits in the apiary, can select your desired mutation from a list, and has more things in the pipeline(I think). You sure that the limitation imposed by Ignoble Bees is a big deal?
Not that everyone even agrees with the Ignoble Bees change. I for one think it over complicates an veritable cluster-F that is thankfully not impossible to work with thanks to addons like yours. Some Princesses just aren't worth keeping in the long run. Where as before you could at least count on having a stable amount of princesses, then mechanics were added that can make us lose them, now we sometimes have ones that aren't even gonna last in the first place!
Rollback Post to RevisionRollBack
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Your mod has a way to bypass seasonal breeding limits, nether dimension limits in the apiary, can select your desired mutation from a list, and has more things in the pipeline(I think). You sure that the limitation imposed by Ignoble Bees is a big deal?
I worded this poorly, ignoble bees are as much a balancing factor as anything else my mod changes, but it's one that i like how it works out.
Ignoble bees will survive a decent number of generations (i don't want to reveal the formula because i got it from decompiling, but it's much higher than most players assume), and can be used to spam drones for either mutations or sampling, they will also produce a descent amount of combs and other products before they die.
It can also be used to tweak the balance of Gendustry itself, i know at least one server where the admins decided to make the Mutatron have some chance to turn pristine bees into ignoble when mutating (it's disabled by default).
And on top of that, you can set forestry's beekiping difficulty to easy to avoid them ever dying.
I'm thinking about adding an upgrade that will reduce the chance they die (maybe even to 0%) at the cost of some power and an upgrade slot.
Hi I'm not sure if this is caused by Gendustry but when I have it installed along with Pam's Harvestcraft and NEI, and I'm on my test world, while searching for saucepan (a harvestcraft item) it shows like 5 pages worth of that same item in NEI. It only happens when NEI is on cheat mode and have Gendustry installed with all those mods.
Hi I'm not sure if this is caused by Gendustry but when I have it installed along with Pam's Harvestcraft and NEI, and I'm on my test world, while searching for saucepan (a harvestcraft item) it shows like 5 pages worth of that same item in NEI. It only happens when NEI is on cheat mode and have Gendustry installed with all those mods.
What item is it? I don't think i see a way for that to happen from my code.
Unless you mean genetic samples - they will show up quite a lot of items (one for every genetic trait in forestry)... you can disable those in the config (Add samples, under NEI section)
Well the 'vanilla' apiary seems to have "Missing Queen or Princess" and "Missing Drones." Those would do the trick, for my current build i'm trying to detect if the apiary has (or in that case doesn't have) a queen in order to turn off the wired modem attached.
I haven't tried the automation upgrade yet, but when the apiary doesn't have a Queen, it throws my computer program all out of whack.
Either way I'd love to have some redstone controlled lamps to indicate which apiaries are currently working. Thanks!!
I don't know if this has been suggested before... but have you thought about adding some more functions to the industrial apiary? like for example the option to add an auto-eject module, or have it as a build-in function, where you can make the industrial apiary automatically eject the resources out.
I know there's the option to automate it using other mods, but I thought it'd be a nice idea for the mod to have a way of doing that itself aswell.
and perhaps you could also add a redstone function to the apiary. where for example when there's a redstone signal applied to the apiary, it switches the apiary off. which is quite useful if you're breeding bees to get a certain resource, but you've hit the amount of resources you need for that bee, so you can switch the apiary off, and switch it back on when you need more of it.
and I find the mutagen mechanic a bit... weird. it doesn't really make much sense to me to melt down blocks and items into mutagen and use that to genetically modify the bees... I know Extra Bees already does this, but have you thought about adding the option to use drones for this aswell? because that's something I haven't found an use for yet in this mod, for all the extra drones you start gathering at one point...
perhaps you could have drones (or princesses if you feel like being crazy) produce a different kind of liquid that has a different usage ratio compared to mutagen. you could also perhaps use the liquid produced by bees for the ignoble/pristine bees mechanic. that if you supply the industrial apiary with the liquid produced by bees, you can temporarily extend the lifespan of your ignoble bee for as long as you keep supplying the apiary with the liquid. or have a new machine that allows you to create ignoble princesses from a pristine princess, for the cost of power and liquid. perhaps you could introduce different tiered industrial appiaries for these functions aswell.
again, sorry for not knowing if this has been suggested already.
I was slacking for the last few weeks, busy with RL stuff and working on DCM and BDLib. I want to get a new version of gendusty out in the coming weeks with some new features, some of them in response to suggestions made in this thread.
Currently planned features:
Genetic stabilizer upgrade - reduces death chance of ignoble bees. Will cost a decent amount of resources to make and increase power consumption significantly.
Genetic Liquifier - Converts bees and princesses to liquid DNA (compatible with EB). Maybe a small amount from genetic waste as well.
Incubator - Takes a mated pristine queen and produces 1 pristine + 1-2 ignoble princesses. Uses lots of power, liquid DNA and honey (or royal jelly?).
Genetic Replicator - Allows copying samples/templates. Consumes power and labware.
BC Gate triggers (done)
Redstone control of the apiary
Better hints of what goes in what slot in GUIs (done)
Note: Right now the dev builds of Gendustry don't run with the latest dev version of BDLib, this will be fixed soon™
The latest dev version is updated to the latest bdlib (so you can run it alongside DCM).
BC Gate triggers and reworking the GUI slot hints is done.
I'm having second thoughts on the Incubator. If it only uses resources obtainable from bees it could lead to people building infinite exponentially-growing setups (more so with other bee mods that can get all the resources to build more apiaries and other machines infinitely). I think it would need some other input, not directly obtainable from bees, one of the ideas i had is requiring a source of proteins (from all kinds of meat items, steaks, pork, etc.).
Another idea i had is maybe requiring a full Genetic Template (one with all the chromosomes filled) instead of a queen.
Version 1.1 is almost done. I have one feature remaining to code and some textures to draw, NEI handlers to code and documentation to update.
I'm looking for testers and feedback, the latest dev version is always on Jenkins. Don't forget to update BDLib as well.
Also if anyone wants to update and/or add localisations - I'm pretty sure that i'm not going to be adding any more new text for 1.1 so this is the perfect time to start translating.
Current ETA for release - early next week.
Changes in current dev version (build 57):
New Blocks:
Extractor - Converts Bees, Sapling, Pollen, Butterflies, etc. into Liquid DNA (compatible with ExtraBees if installed)
Liquifier - Converts uncooked meat into Protein liquid
Replicator - Uses Liquid DNA and Protein to create a Queen / Sapling / Butterfly from a filled genetic template
Transposer - Copies genetic templates and samples
New Items
Scooporator MX200 Turbo (A.K.A Industrial Scoop)
Environmental Processor - Used in new upgrades
New Upgrades
Desert/Plains/Jungle Emulation Upgrade - Overrides the biome, allows some species to produce their specialty products. Also changes temperature and humidity.
Genetic Stabilizer Upgrade - Removes chance of ignoble bees dying
Misc Changes
Added BC gate triggers
New/Improved slot hints in GUIs
Sapling drop chance when using a Grafter is now configurable
Hell upgrade recipe changed
Hell upgrade now affects humidity
Genetic Templates now show number of chromosomes (always) and list of missing (with shift)
μ (pronounced "mu") means micro, which is a standard SI prefix meaning 0.000001
Minecraft is supposed to run at 20 ticks per second, so if the total processing time of all your world goes above 1/20 = 0.05 Sec - you get tick lag.
50μS = 0.00005 seconds, which is 0.1% of that... definitely shouldn't be an issues for single player, might be for large servers with lots of force-loaded chunks.
Considering you are seeing the same numbers for both forestry and my apiaries, I'd guess most of that time is spent in bee logic code in forestry that is used by both in exactly the same way.
Edit: One tip for forestry performance that i heard is to not put apiaries near edges of chunkloaded areas, because the flowering and pollination checks will cause nearby chunks to rapidly load and unload. The same would apply to Gendustry apiaries as well.
RF will be (once i code it :P) will be supported on exactly the same level as EU and MJ. There will be an option to show whatever unit you like in GUI's.
Internally and in documentation i use MJ because that's what most players are familiar with and it's more convenient.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Normal apiaries even with frames will be weaker than industrial ones (because of the 90% nerf).
Alvearies with multiple frame housing can get up to 10000% bonus.
Industrial Apiaries with 8 upgrades get 429% bonus (it's multiplicative, so 1.2^8).
The final production chance, which is the bonus * modifier form speed trait (you can see the result in the IA tooltip, with an analysed bee) * base chance for species (you can see that with NEI addons) is capped at 100% at which point you get something on every "bee tick". With IA you can reach that cap for almost all species if you breed/imprint them with descent speed traits.
It's handled by forestry bee logic so is the same way as in normal apiaries, adding upgrades for that is problematic for technical reasons.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
They get the boost from upgrades and will be enabled under the same conditions they would be enabled in a normal apiary.
Basically the IA uses the same logic that normal apiaries use for that stuff that's part of the forestry API, if it works in one it should work in the other.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Not that i know of... are you sure it's not drawing power from somewhere else? (IC2 Batpack &co, MMMPS, etc.)
Are you using the default config?
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Ignoble bees are a balancing factor for forestry that i don't think i should touch, so for now - no.
The lighting checks in forestry bee logic are... odd, it needs to be bright enough (11? not sure) exactly 2 blocks above the apiary, which also means there shouldn't be any solid blocks there. Alternatively you can use the self-lighted upgrade.
<- block being checked
<- apiary
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
Ah! Thanks for that clarification.
Not that everyone even agrees with the Ignoble Bees change. I for one think it over complicates an veritable cluster-F that is thankfully not impossible to work with thanks to addons like yours. Some Princesses just aren't worth keeping in the long run. Where as before you could at least count on having a stable amount of princesses, then mechanics were added that can make us lose them, now we sometimes have ones that aren't even gonna last in the first place!
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
I worded this poorly, ignoble bees are as much a balancing factor as anything else my mod changes, but it's one that i like how it works out.
Ignoble bees will survive a decent number of generations (i don't want to reveal the formula because i got it from decompiling, but it's much higher than most players assume), and can be used to spam drones for either mutations or sampling, they will also produce a descent amount of combs and other products before they die.
It can also be used to tweak the balance of Gendustry itself, i know at least one server where the admins decided to make the Mutatron have some chance to turn pristine bees into ignoble when mutating (it's disabled by default).
And on top of that, you can set forestry's beekiping difficulty to easy to avoid them ever dying.
I'm thinking about adding an upgrade that will reduce the chance they die (maybe even to 0%) at the cost of some power and an upgrade slot.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
What item is it? I don't think i see a way for that to happen from my code.
Unless you mean genetic samples - they will show up quite a lot of items (one for every genetic trait in forestry)... you can disable those in the config (Add samples, under NEI section)
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
You mean triggers? I guess i could add them, never touched that part of the API though...
Any specific triggers you would like to see?
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I haven't tried the automation upgrade yet, but when the apiary doesn't have a Queen, it throws my computer program all out of whack.
Either way I'd love to have some redstone controlled lamps to indicate which apiaries are currently working. Thanks!!
I know there's the option to automate it using other mods, but I thought it'd be a nice idea for the mod to have a way of doing that itself aswell.
and perhaps you could also add a redstone function to the apiary. where for example when there's a redstone signal applied to the apiary, it switches the apiary off. which is quite useful if you're breeding bees to get a certain resource, but you've hit the amount of resources you need for that bee, so you can switch the apiary off, and switch it back on when you need more of it.
and I find the mutagen mechanic a bit... weird. it doesn't really make much sense to me to melt down blocks and items into mutagen and use that to genetically modify the bees... I know Extra Bees already does this, but have you thought about adding the option to use drones for this aswell? because that's something I haven't found an use for yet in this mod, for all the extra drones you start gathering at one point...
perhaps you could have drones (or princesses if you feel like being crazy) produce a different kind of liquid that has a different usage ratio compared to mutagen. you could also perhaps use the liquid produced by bees for the ignoble/pristine bees mechanic. that if you supply the industrial apiary with the liquid produced by bees, you can temporarily extend the lifespan of your ignoble bee for as long as you keep supplying the apiary with the liquid. or have a new machine that allows you to create ignoble princesses from a pristine princess, for the cost of power and liquid. perhaps you could introduce different tiered industrial appiaries for these functions aswell.
again, sorry for not knowing if this has been suggested already.
Currently planned features:
Note: Right now the dev builds of Gendustry don't run with the latest dev version of BDLib, this will be fixed soon™Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
BC Gate triggers and reworking the GUI slot hints is done.
I'm having second thoughts on the Incubator. If it only uses resources obtainable from bees it could lead to people building infinite exponentially-growing setups (more so with other bee mods that can get all the resources to build more apiaries and other machines infinitely). I think it would need some other input, not directly obtainable from bees, one of the ideas i had is requiring a source of proteins (from all kinds of meat items, steaks, pork, etc.).
Another idea i had is maybe requiring a full Genetic Template (one with all the chromosomes filled) instead of a queen.
I'd be happy to hear any feedback on that.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I'm looking for testers and feedback, the latest dev version is always on Jenkins. Don't forget to update BDLib as well.
Also if anyone wants to update and/or add localisations - I'm pretty sure that i'm not going to be adding any more new text for 1.1 so this is the perfect time to start translating.
Current ETA for release - early next week.
Changes in current dev version (build 57):
The current drop rate is equivalent to the vanila forestry grafter. It will be configurable in 1.1 if you want to change it.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
That's odd. The drop chance should only affect forestry leaves and not ones from vanilla or other mods. I'll look into it.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!