i think you might be able to configure it in the config file...Yes all passive plants will decay after a bit, which is a pain in the rear when you have to keep re crafting the bloody dam things. Which is why most people on our server gave up on the mod.
why even fuss with lowest tier generators now , endoflames dont die and they just eat burnables dropped next to them (tree farms are a common fuel source ) then theres a munchdew(also does not die) it eats leaves and makes mana u can just attach it to small portion of the tree farm (leaves eaten by munchdew dont drop sapplings) then theres the gournillis(also does not die) it eats food and generates mana (just dont overfeed becuase i will waste food nothing a timer cant fix ) thats just the pre-alfomancy flowersYes all passive plants will decay after a bit, which is a pain in the rear when you have to keep re crafting the bloody dam things. Which is why most people on our server gave up on the mod.
... Dude, have you SEEN the Cascading Colorer?As someone who has tried to automate the wool flower befoer their partner took over and made a botched job of it, it is in a set order, meta-data order. It will eat any wool, but will only ever make mana if it's the right kind of wool. I'm not sure a single sheep will be able to keep up with it though, as it's fairly wool hungry.
The reason Vazkii made flowers wither away by default was because she didn't like that people just used the passives (inc. hydros). Everything in Botania is automatable with a little bit of effort.
You can craft an endoflame, feed it charcoal for days.
If you have a massive wheat farm, feed a gourmouraylls (I really can't spell the flowers' names) a crap tonne of bread, or if you have a mod that adds toast, use that.
Or you could have some fun trying to automate the entropinium, making sure your base doesn't explode.
There dozens of ways to generate mana, and it is quite upsetting that people complain that the easiest (and slowest) way is no longer infinite. The lexica botania has all the information you could need on the different types of flowers, from what they need to generate mana, what their drawbacks are, etc. Read up on them, and see what you find most interesting/most viable for your base
I think the mana watering can would be a good idea, maybe the flowers needing half the mana they could produce in their life to be revitalized.I am waiting for the day where they make solars more realistic and make it so you have to clean and or replace the photovoltaic cells on your solars for the best efficiency. Because solar cells wear out (after a good long while) and need to be cleaned of dust somewhat regularly.
I remember suggesting this once where solars over time built up dust decreasing the output by percentage untill there was no output at all. You would manufacture a microfibre cloth to use to clean the dust off (anything else would scuff the cell rendering it less efficient).
The idea was to still allow it to be free power but add a propper maintenance cost.
Or make solars like Dayblooms and break lol.
I actually think a better idea would be to make it so the flowers don't wither but render them inert needing some care. Maybe each passive flower needs pruning or specific fertilizers to reawaken. Maybe a mana powered watering can. Something that will still let the flowers be free mana but make it less set and forget.
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