Sawmill in 1.5.2 (this was a bug, Mod author knows)

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Fuzzlewhumper

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Jul 29, 2019
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I've been aggressively updating my 1.5.2 ultimate client with all the mods I like and I was wondering why my boiler system wasn't working very well any more. I was running negative on my planks production and finally took a sawmill off to the side and put in an oak log. Got 4 planks and 1 sawdust. Apparently it's no longer producing the 6 planks + 1 sawdust of old.

Bummer... Now got to decide on my next way to be efficient. :)
 

ThemsAllTook

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Jul 29, 2019
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Interesting. Has the same change been applied to the GregTech sawmill, or does it still give you 6 planks?
 

Shakie666

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Jul 29, 2019
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Yet another pointless, unnecessary nerf. Now we get an extra 1/8 of a plank per log, making it worthless.

The GT sawmill better be unchanged, given its mammoth cost (for what it does). I guess we'll have to use charcoal for our boilers now (though given the OPness of MFR tree farms, thats hardly an issue :D).
 
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BlackFire

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Jul 29, 2019
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With that change it makes the sawmill useless. The point of it is to get more planks, not a net gain of a single saw dust for energy.
 

Fuzzlewhumper

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Jul 29, 2019
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GregTech sawmill still makes 6 planks 1 sawdust and your container (bucket or cell ... Or I suppose you could just supply it with a pipe of water)

Cost 6400 eu though ...

So I think that's probably even more negative on energy production ... unless you have a free source of EU like solar or something. :)
 

ThemsAllTook

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Jul 29, 2019
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Macerator gives 5 blaze powder, though! One of the few things it's still best at even when Thermal Expansion and GregTech are present.
 

EternalDensity

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Jul 29, 2019
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It still gives 4 powders. But EE3 cheaty blaze rod is not there though.

It's really annoying that two useful things combined to form a positive feedback loop so one of them had to be removed. And really, isn't getting more blaze powder per rod (at a small MJ cost) more 'cheaty' than a simple reversal of the vanilla recipe? Perhaps a better fix would have been to make the extra-powder-giving pulverization more energy expensive.
Eh, it doesn't really matter to me either way now.
 
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Daemonblue

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Jul 29, 2019
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It's really annoying that two useful things combined to form a positive feedback loop so one of them had to be removed. And really, isn't getting more blaze powder per rod (at a small MJ cost) more 'cheaty' than a simple reversal of the vanilla recipe? Perhaps a better fix would have been to make the extra-powder-giving pulverization more energy expensive.
Eh, it doesn't really matter to me either way now.


Think of it like this, with a proper grinding machine you get more usable dust than just pounding it across a work bench. Also, the EE3 recipe for it allowed you to get rods before entering the nether by going to a desert biome and getting those flowers (cinderbloom iirc).
 

Omegatron

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Mar 29, 2013
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Why can't EE3 detect if thermal expansion or industrialcraft are installed and if they are change its transmutations to 6 planks/5 blaze powder equals 1 log/1 blaze rod? Some other mods adjust their recipes if they detect certain other mods installed don't they?
 

Omicron

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Jul 29, 2019
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Are you sure that's a TE change though? The changelog doesn't mention any sawmill changes other than "Sawmill is better about cross-mod support".

Wouldn't be the first time that some TE recipes get changed in the presence of other mods. For example, on my server (running TE 2.4.20 and GregTech 3.05g) the induction smelter reciper for bronze always returns only 1 ingot, regardless of what the config is set to, and even if allowing of recipe overloading is disabled. And as soon as I remove GregTech, the recipe works fine again. The funny part: Greg swears he's never touched the induction smelter at all...
 

ShneekeyTheLost

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Dec 8, 2012
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Lost as always
Ah, that is true, just double checked it. Forestry trees still give 6 planks. However Twilight Forest trees and rubber trees give 4.
Rubber trees normally only give three planks when done manually, so making 4 through the Sawmill is a 33% increase in productivity. Not too shabby.

I think this was an unintended bug which occurred when he provided extended mod support. Expect it to be swatted, if you report it through proper channels.
 
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Omicron

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Jul 29, 2019
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Now now, King. Maybe Fuzzle just noticed it today and wanted to check first if anyone knew anything about it before making a bug report that might turn out not to be a bug at all...?
 

tehBlobLord

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Jul 29, 2019
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So, fun fact. On the Thermal Expansion wiki (http://thermalexpansion.wikispaces.com/) there is an issue tracker. You will notice that NOBODY HAS REPORTED THIS. So, it's not a nerf, it's a bug. The sky isn't falling and I'm human. Sorry about that.

If one of you would report stuff like this in the future, that'd be great, thanks.

I suppose sometimes it can be quite hard to tell the difference between bug and feature...
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