New Forestry 2.0 Farm Blocks aare a PITA

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MFINN23

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Jul 29, 2019
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while nice for the compact aspect of all in one so to speak, these to me just makes steves carts farms more appealing
Don't worry they'll nerf steve's carts soon enough to 'balance' it and then they'll nerf the golems to 'balance' that too. After that everyone will be using turtles until they 'balance' that and you're wondering why you're not just growing trees naturally and chopping them with an axe. By then the community will be wondering why trees are renewable since that's pretty 'OP' and we'll be searching for forests in our treeless wasteland.
 
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ItharianEngineering

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Jul 29, 2019
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Really steve's carts is only appealing for the early part of the game. If you go into tree breeding you could create trees that grow super tall with 3x3 bases that also grow quickly. By this point forestry farms would be the way to go to automate this, since steve's carts wouldn't be able to handle the trees.
 

DoctorOr

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BC tanks are the first step upward, providing 16 bucket storage for 8 glass - or 8 sand + 1 coal and 80 seconds of machining time, as compared to 3 iron/6 sticks/30 seconds for 1 bucket. Railcraft generates, with a slight increase in resource costs and a large increase in machining/time/fuel costs, a system that increases the storage yet further.

Railcraft increases the maximum storage capacity, while maintaining the exact same storage per block as BC tanks. (16 buckets per block) At the cost of significantly increased resources.

Xycraft tanks increase the maximum storage capacity, but reduce the storage per block. The frame and walls are not counted as part of their capacity, only the air space between those walls. So a 11x11x10 Xycraft tank has the same capacity as a maximum size Railcraft tank at 9x9x8. It does this at a reduced resource cost, similar to the BC tank cost, both of which are effectively free.

Yeah, not seeing the imbalance here. BC tanks are cumbersome because the only way they automatically link is vertically, but a tank buried down to level 5 rising to a normal "base construction" height of 70 can hold 1040 buckets, effectively free of resources. <edit out derp>

That's roughly a 3x3x7 Railcraft tank, or a 5x5x9 Xycraft tank, but you can bury a second, third, fourth, fifth, etc tower of buildcraft tanks for the same cost of "effectively free"
 

Carrington

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Railcraft increases the maximum storage capacity, while maintaining the exact same storage per block as BC tanks. (16 buckets per block) At the cost of significantly increased resources.

Xycraft tanks increase the maximum storage capacity, but reduce the storage per block. The frame and walls are not counted as part of their capacity, only the air space between those walls. So a 11x11x10 Xycraft tank has the same capacity as a maximum size Railcraft tank at 9x9x8. It does this at a reduced resource cost, similar to the BC tank cost, both of which are effectively free.

Yeah, not seeing the imbalance here. BC tanks are cumbersome because the only way they automatically link is vertically, but a tank buried down to level 5 rising to a normal "base construction" height of 70 can hold 1040 buckets, effectively free of resources. <edit out derp>

That's roughly a 3x3x7 Railcraft tank, or a 5x5x9 Xycraft tank, but you can bury a second, third, fourth, fifth, etc tower of buildcraft tanks for the same cost of "effectively free"

Neither of which are 'effectively' free - you can't try to make a mathematical argument and then ignore material costs. Things cost what they cost. BC tanks are cumbersome to use and cost more than XyCraft tanks in fundamental resources, in part because XyCraft objects are currently so cheap and abundant; you'd almost always rather have glass than xycorium because of the number of things that use glass as a construction component, even setting aside aesthetic considerations. And the cumbersome aspect of BC shouldn't be ignored - flexibility is a big advantage to both the XyCraft and RC tanks.
 

Lambert2191

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Neither of which are 'effectively' free - you can't try to make a mathematical argument and then ignore material costs. Things cost what they cost. BC tanks are cumbersome to use and cost more than XyCraft tanks in fundamental resources, in part because XyCraft objects are currently so cheap and abundant; you'd almost always rather have glass than xycorium because of the number of things that use glass as a construction component, even setting aside aesthetic considerations. And the cumbersome aspect of BC shouldn't be ignored - flexibility is a big advantage to both the XyCraft and RC tanks.
because sand is so unbelievably expensive...

BC tanks cost less than xycraft
 

Mero

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Jul 29, 2019
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because sand is so unbelievably expensive...

BC tanks cost less than xycraft

Exactly. I'm digging a 64x64 quarry in a desert right now and am planning on filing a good portion of it with BC tanks. Between the sand on the top and the cobble pulverized, I will have more than enough glass for my needs.
 

eculc

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Jul 29, 2019
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because sand is so unbelievably expensive...

BC tanks cost less than xycraft
Sand isn't expensive, but glass is slightly more so. not to mention that all you need for a XyTank is cobblestone, AND they have the advantage of being able to link to one another.
 
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Mero

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Sand isn't expensive, but glass is slightly more so. not to mention that all you need for a XyTank is cobblestone, AND they have the advantage of being able to link to one another.

I suppose that depends on what you consider expensive for making glass.
I can cook up an infinite number of sand without using a single MJ/EU or Bluetricity.
It would take longer without powered furnaces but the entire process can be completly automated.
Gathering sand would be much more expensive than actually cooking it.
 

DoctorOr

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Neither of which are 'effectively' free - you can't try to make a mathematical argument and then ignore material costs.

In FTB Minecraft, the material costs of Sand + Charcoal is "free", especially when you can replace "any power system" for charcoal.
 
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Lambert2191

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the cost is negligable when it takes so few resources that are actually renewable too... sand can be made through macerating cobble, cobble is renewable as we have cobble gens/igneous extruders.
to power the macerator we can use other renewable resources such as charcoal/blazerods/biomass/whatever the F else
there is nothing renewable about the xycraft ores, yes there may be a lot of them, but they are not renewable in any way, whereas the materials used in making BC tanks are all renewable.
 

Mero

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Jul 29, 2019
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I can too. I'd use Charge from Factorization :)


Redpower blockbreakers and deployer feeding wood into a furnace which feeds itself charcoal and feeds excess into furnace to cook the sand.

I don't know squat about factorization or I would have included it.
 

Exasperation

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Jul 29, 2019
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Redpower blockbreakers and deployer feeding wood into a furnace which feeds itself charcoal and feeds excess into furnace to cook the sand.

I don't know squat about factorization or I would have included it.
I was thinking "thaumcraft infernal furnace" - no fuel input needed.
 

DoctorOr

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Wisps really need noclip too actually become a threat.

Nah, wisps just need to not lower flux unless killed by a player (no turtle or tesla coil kills counting) and the giant zombies should be building destroyers that can sense players without needing line of sight.
 

Exasperation

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I said "no fuel input" - as in, no need to set up an automated system to harvest, process, or pipe in fuel.
 

Mero

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Nah, wisps just need to not lower flux unless killed by a player (no turtle or tesla coil kills counting) and the giant zombies should be building destroyers that can sense players without needing line of sight.


That wouldn't matter in the least bit then. I have left my shrine around the node full of wisps for a couple of rl weeks and it made no difference. I always kill them by hand for target practice.

I have yet to see a giant zombie. Plus all my thaumcraft is done outside in the open nowhere near my base and my shrine is not reachable withot pillaring up to it.
 

DoctorOr

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That wouldn't matter in the least bit then. I have left my shrine around the node full of wisps for a couple of rl weeks and it made no difference. I always kill them by hand for target practice.

Flux is reduced when wisps _spawn_, not when they die. I suggested changing that.

Also, wisps will seemingly spawn without end, lowering flux everytime, so unless you're at an evil node I doubt you'll ever see a giant zombie.