Post your Forestry Farm Power Sources!

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Omicron

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Jul 29, 2019
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Forestry farms and harvesters will consume a lot of energy if you let them. They are cycle based. Everytime they have enough energy for one cycle, they will execute it, up to 1 cycle per tick. In the config files you can set how many blocks are checked during each cycle (performance.planter and performance.harvester). If it finds something to act on (an empty space to plant in, a finished crop to harvest), then it will stop its current cycle there and pay a one-time energy cost to act on the block (trees have several blocks that need to be paid for individually), then wait for the next cycle to be paid for to resume scanning.

Now, I don't know how much energy a cycle or an action costs, but with harvesters checking up to 200 blocks per cycle on default, up to 1 cycle every tick, you can easily see that even with a 21x21 area to scan there's absolutely no reason to let the farm run that fast. Things need to grow first before they can be harvested, after all, and growing takes time! So in the default setting, giving each farm or harvester around 1 MJ/t yields acceptable enough results.

Note that resource output scales a bit with power input. If the farm harvests grown crops/trees/whatever faster, and replants harvested spaces faster, then new things will grow faster. Thus you will get more stuff in the same time if you give the farm more power. This is especially true for tree farms, where the canopy of grown trees inhibits the light level available for nearby saplings. But this scaling is not proportional; you won't get a doubling of output for a doubling of input, and the higher you go the smaller this effect becomes.

There is also a setting in the difficulty subconfigs that lets you adjust the energy cost of cycles and actions for planters and harvesters, but last I checked it was not working properly. Myself, I just reduce the number of blocks per cycle by half in order to increase the overall energy need.
 
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ShneekeyTheLost

Too Much Free Time
Dec 8, 2012
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Lost as always
Are you sure those four solars are producing more than the blulectric engine needs? As in, are the batboxes actively charging even while the farm is running?

Thing is, the conversion ratio is 1 kW = 1 MJ/t, meaning that with four solar panels you generate 0.7 - 0.8 MJ/t during the day and zero during the night. From my personal experience, a peat bog is a very low energy farm, but powering both the bog and the turbary with a single peat-fired engine (1 MJ/t around the clock) usually isn't enough to keep up with the speed of peat maturing. And you're producing less than that even during the day, much less the night...

EDIT: Here's mine. Note that I'm playing with config settings to significantly increase the energy need of the forestry stuff, so I'm feeding this farm with two hobbyist engines (supplied by an aqueous accumulator) to keep it chugging at a decent speed.

--snip image--
Salice came up with an idea for a Pulse Engine which might be relevant to your interests, so you can throttle your BT engine to a more desirous MJ output (you'd probably only want about 2 MJ/t).
 

Omicron

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Jul 29, 2019
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Yep, saw it. I'm quite happy with my steamers, though. I was just expressing my doubts at the claims made in that setup.
 

Abdiel

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Jul 29, 2019
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Salice came up with an idea for a Pulse Engine which might be relevant to your interests, so you can throttle your BT engine to a more desirous MJ output (you'd probably only want about 2 MJ/t).
Or you can just send power to a TE redstone cell, and choose any output you want. Use a gate to turn the engine off when the cell is full.
 

Lothair

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Jul 29, 2019
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with DW20 pack i setup with LV compact solar->batbox->electric engine stacked on top of each other

works well with my cane farm so less space is wasted in the middle, and the tiny bit of extra eu not used by the engine builds up and keeps it going through about half the night
 

EternalDensity

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Jul 29, 2019
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Redstone cells can be switched off with a redstone signal, so combining a timer and an inverter is another possible way to provide occasional energy to farms and harvesters. I.e. pulsing the energy cell rather than the engine.
 

dc0110

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Jul 29, 2019
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So after reading through this yesterday the first thing I did when I got home was to make a redstone energy cell and add it into the power supply line to my farms.
It works a treat!! My TE machines are receiving power faster and there is no noticeable loss in farm output :)
I set mine to max input 15 and max output 10, I have 2 arboretums, 2 loggers, a farm and a combine, so I'm thinking I need 6.
I'm also using it as a little bit of a buffer/store incase I need to work on my engines.
 
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