i heard the old farms will stay untill MC 1.5, but its nothing official i think.I suppose having both farm types available will be helpful for comparisons at least.
i heard the old farms will stay untill MC 1.5, but its nothing official i think.I suppose having both farm types available will be helpful for comparisons at least.
You know that sinking feeling you get when you post something and then 10 minutes later you realize that what you posted really didn't get your message across?i heard the old farms will stay untill MC 1.5, but its nothing official i think.
I meant to sound more upbeat there...with both farms being present, I'll be able to run comparisons and decide if it's worth moving to mutliblock farms for long term or large scale biomass production, and that's a good thing.
Indeed. And looking at the wiki.new, I can only assume that the commentary about getting 2.000 mU of fertilizer per unit used is a european notation. It would suck even more if you had to use 5 fertilizer to run a cactus farm (and stacks and stacks more to run any other farm).The dependence on fertilizer is going to be a major mark against it for normal farms, etc. It's already hugely cumbersome for the tree farm, making turtles or steve's cart a common option. Imagine when the wheat farm starts needing it, how quickly people switch to Thaumcraft golems or similar.
I'm mostly concerned about their ability to be stacked. I currently have 7 farms stacked in a 15 y-block area, with two tree farms on top of that (about 9 y-blocks each). I'd really hate to be forced to either use up a much larger y-block area, or spread out without stacking.
That all makes sense, and makes my Doom-and-Gloom-inator feel vindicated. At 10 mU per operation, that's 200 cacti per fertilizer. Doesn't seem sustainable on the surface.As far as I understand it: For every produced block, a number of mU is used up, depending on the block. Numbers can be retrieved from http://forestry.sengir.net/wiki.new/doku.php?id=farms:multi#farm_circuits.
So a peat bog should now produce 200 peat (=2000/10) for every fertilizer.
Depending on how "Changed: Ash cannot be used to create fertilizer anymore. It can be mixed with existing fertilizer to double it though." (changelog for v2) is to be interpreted, maybe fertilizer can be stretched ad infinitum with that. But I wouldn't rely on that interpretation, since then fert would become infinite again. More probably the apatite->fertilizer production will just receive a doubled output, if ash is involved.
That all makes sense, and makes my Doom-and-Gloom-inator feel vindicated. At 10 mU per operation, that's 200 cacti per fertilizer. Doesn't seem sustainable on the surface.
ooh...good point. I have a bajillion obsidian pipes from working with fillers. Maybe there's a replacement opportunity here.Especially when you consider that you can run a cactus farm _in vanilla_. There are other options, so making this one cost exorbitantly will just mean it's never used.
In FTB beta pack, it crashes the server(SMP) or client(SSP) periodicallyWhat was wrong with the jetpack?
Its not just with bee-keeping stuff. Anytime a second thread is created, such as chunks loaded via quarry, world anchor, etc, what I believe is happening is the jetpack is looping over those chunks(or atleast a list of something that is created when those chunks are loaded). While this happens, that 'list' is locked from edits so to speak, so when other mods try to modify thwhatever list(s) the jetpack is looping over, an error occurs, causing game/server crash.I know that if you try to open the Apiarist Database while Ascending in both jetpack modes it will cause a crash. If you descend in hover mode and open the database it also crashes. I'm sure there are a quite a few other interactions that have a similar result.
Optifine Bug, will be hopefully fixed in the next version of Optifine.i tired to use optifine b6 for 1.4.6 and 1.4.7 anyone know y this causes me to be stuck on building terrain without it i can play but too much lag