Direwolf20 Arboretum not working (obsolete now???)

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Jdsdude

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Jul 29, 2019
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So i just learned today about the new multifarm thing... I also just updated to the 5.1.1 pack of Direwolf 20. Now the arboretum that my friend had running in his base no longer grows any trees. I was able to make it work in single player world, but the trees grow much much slower than they had previously. Has the arboretum already been made obsolete?
 

Airship

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Jul 29, 2019
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Version History

# 2.0.0.10

- Added: Ops can now "virtualize" trade stations with the '/mail virtualize <tradestation-name>' command. A virtual trade station does not require resources.
- Added: Genetic saplings as "treeSapling" to ore dictionary. Can now be crafted into IC2 plantballs.
- Changed: Made more trees support more fruit families.
- Changed: Increased output rate of farm hatches slightly.
- Changed: Added bituminous peat as a vanilla fuel source.
- Bugfix: Backpacks now force close the gui if they are dropped for any reason at all. Unified handling for all items with an inventory.
- Bugfix: Different types of circuit boards should not accidently stack anymore.
- Bugfix: Fixed genetic saplings not being recognized as valid vanilla fuel.

# 2.0.0.9

- Changed: Limited iteration of arboretum and mushroom farms to +/- 5 from the tree trunk horizontally.
- Bugfix: Fixed an issue which caused arboretums to sometimes "forget" patches.
- Bugfix: Removed debug log message.
- Localization: Update to zh_CN by crafteverywhere.

# 2.0.0.8

- Added: Farm Control. Will disable farm sides according to sides with redstone signal. A redstone signal from top or bottom will shut down the whole farm.
- Added: Craftguide now displays recipes for farm blocks, still, fermenter, bottler. Better use of CraftGuide API. (RichardG)
- Added: Bare-bones '/mail trades' command.
- Changed: Crafting of old farms is now disabled by default on new installations.
- Changed: Farms should now handle their storage more intelligently.
- Changed: Forestry now auto-ops its fake player. Can be disabled in config. Login of fake player can also be changed in config.
- Changed: When opening a backpack gui, inventory slots with backpacks in them cannot be manipulated anymore in any way. Behaviour of letters has been changed to match.
- Bugfix: Capped modification by drought in farms at 2500 %.
- Bugfix: Energy modifier in game modes should now affect farm gearboxes.
- API: Changed IFarmListener around a bit for better functionality. Made StructureFarmLogic retrievable.
- Removed: Automatic display of changelog with version notice. You need to type '/forestry version' if you want to see the changelog now.

Been disabled since 2.0.0.8. If I remember correctly, current version in Mindcrack and Direwolf is .9, right?
 

OmegaPython

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Jul 29, 2019
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Been disabled since 2.0.0.8. If I remember correctly, current version in Mindcrack and Direwolf is .9, right?
Ummm.... no. The crafting recipes were disabled, not the farms themselves. Can you see anything wrong with your friend's arboretum?
 

Jdsdude

New Member
Jul 29, 2019
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Not anything I can see. Space and light requirements are fine. The one on the ssp is in the open. So they still work they are just not craftable anymore? Still appeared to grow ridiculously slow though if they do.
 

OmegaPython

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Jul 29, 2019
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Not anything I can see. Space and light requirements are fine. The one on the ssp is in the open. So they still work they are just not craftable anymore? Still appeared to grow ridiculously slow though if they do.
Is it just that they are growing slow? Check your server tick rate.
 

Jdsdude

New Member
Jul 29, 2019
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The re-creation I did made it seem they just grow very slow. And unfortunately I can't check the tick rate because I'm away from home and do not have access to the server.
 

Neirin

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Jul 29, 2019
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Multi-farms can cover a lot more trees than the old farms, so it might just seems slower. The new farms also support trees that have been bred/analyzed (and convert vanilla saplings over to forestry saplings). Maybe you've ended up with saplings that mature quickly? Also, if you're judging speed based on how many saplings/apples you're getting, there's a known bug where those get tripled (quadrupled?) by the new farms.
 

baw179

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Jul 29, 2019
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The re-creation I did made it seem they just grow very slow. And unfortunately I can't check the tick rate because I'm away from home and do not have access to the server.

Just fired up my pre-v5 arboretum and logger and they are working just fine here, same speed as before. 2 peat engines running. The arboretum was never that fast anyway as it's solely dependent on how fast the trees grow.
 

Jdsdude

New Member
Jul 29, 2019
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hmmm, well glad to know that they still work at the moment. I'm going to assume that its a problem with his setup. We need to learn to multifarm anyway =P. Thanks for the replies =D