Tree breeding - Need more apples!

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Airship

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Jul 29, 2019
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Would people please realise that there is such a thing as a config file before freaking out over an unreleased mechanic? Thanks.

Yes, you will be able to increase the sapling output back to its previous level via config file. Like almost any other balance point in the mod btw.

Any chance of bringing back the old fertilizer recipe as an option in the configs as well? :p Forestry is my favourite mod bar none, but the fertilizer mining kinda messes me up a bit on my friends' server when I only play every other week ... :)
 

Omicron

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Jul 29, 2019
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If you only play every other week, how does the fertilizer requirement mess you up?

I realize that some people have higher requirements than me - I generally only produce what I need, instead of producing crazy amounts of everything just because I can - but seriously: in my current singleplayer map, I only mined a single apatite vein ever, without fortune or silk touch or anything. That was well over a month ago, and I still have over half of it left, while already having filled an extradimensional barrel with excess wood (of course not counting the wood I was actively using all these weeks). Which I reckon is far, far more than I will ever need until 1.5.1 rolls around.

Basically, less than half an apatite vein was enough to last me through an entire map's lifetime. When you play so little, you should make easily make do with even less.

And in 1.5.1:
- Apatite veins will spawn much more often
- Apatite ore will drop more apatite per block
- Most farms will require less fertilizer per action
- The arboretum is being changed to execute less actions for the same output, which again reduces fertilizer consumption

Seriously, fertilizer was basically irrelevant in farm operation in 1.4.7, and in 1.5.1 it will be so even more. I'm probably going to have so much excess apatite, I'll be crating it in a carpenter and filling a barrel with stacks of crates just to keep my storage chests free.
 

baw179

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Jul 29, 2019
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who uses apatite when you got swag Steve carts?

Forestry saps don't with with Stevie's carts though Drav, hence being forced down the multi-farm path if you want to keep your biomass production level up (unless you increase your current SC set-up by 4x size). :(
 

Dravarden

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Jul 29, 2019
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Forestry saps don't with with Stevie's carts though Drav, hence being forced down the multi-farm path if you want to keep your biomass production level up (unless you increase your current SC set-up by 4x size). :(

Steve carts will be compatible in the future with mod items, I think that feature is being worked on.
 
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slay_mithos

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Jul 29, 2019
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Seriously?

Can't wait to see the cart taking on the redwood trees then.
The major problem with Forestry saplings is that they tend not to stack too easily, just like for drones, you need them to be exactly the same. That means you need to work a bit more before farming them, and make sure that no bees are in range.
 

baw179

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Jul 29, 2019
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Seriously?

Can't wait to see the cart taking on the redwood trees then.

Agreed. That would be awesome. I could even tolerate the grind of having to 'do' bee and tree breeding to get the saps if I could put them in Stevie's carts and automate it. Vswe are you reading this?! ;):D
 

Omicron

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Jul 29, 2019
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You actually don't have to breed the bees if you don't want to. As long as any bee pair, even a bog standard nonbreeding one harvested from a natural hive, is nearby the tree breeding process will happen.

It's just usually convenient to also do bee breeding while you have the apiaries anyway.
 

ultradolp

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Jul 29, 2019
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Breeding down the line to Cherry tree will be the easiest one for your to solve the apple problem.

Basically Cherry tree has "highest sappiness" and "normal yield" which are the best currently in both traits. And cherry tree is not that hard to get to. After you have the cherry tree, keep cross breeding with your oak tree until you have a tree that has "highest sappiness", "normal yield" and bear "apple" as fruit (not necessary an oak tree)

After that, use bonemeal and several grafter to get about a stack of sapling of your gene-advanced tree. Put them into the multiblock farm and you will soon fill with excess sapling and apples.

The plus side? Highest sappiness sapling is going to give more biomass in 1.5 than now.
 

Airship

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Jul 29, 2019
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Don't forget to breed those cherries with balsa to get that delicious triple saplings trait as well!
 

Maldroth

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Jul 29, 2019
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I also plan to use a small multi farm for my trees powered by a windmill, with a blue electric engine. It won't be fast but that is the point. It will operate a bit like a choke and not flood me with wood. The goal is to get some automation but not crazy amounts since I won't be using the wood to fuel a boiler or anything, just need it for crafting and building materials. Plus I dig the windmill look to cover the multiform up a bit.
 

plzent3r

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Jul 29, 2019
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That actually sounds like a really cool idea! As for the SC cart with forestry saplings - that needs to happen! (*nudges vswe*)
 

Omicron

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Jul 29, 2019
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I also plan to use a small multi farm for my trees powered by a windmill, with a blue electric engine. It won't be fast but that is the point. It will operate a bit like a choke and not flood me with wood. The goal is to get some automation but not crazy amounts since I won't be using the wood to fuel a boiler or anything, just need it for crafting and building materials. Plus I dig the windmill look to cover the multiform up a bit.

You might be surprised - a small size (3x3) multi-arboretum runs pretty well on a single 1 LP boiler providing 2 MJ/t. I made a fun little setup where the boiler runs off of planks from the farm processed by a TE sawmill. It only consumes a single log every 3.75 minutes while letting the farm run at near top speed under 1.4.7 mechanics.

It's not quite enough to keep up with the tree growth, but almost... And then again, the multi-arboretum is getting less energy drain per action and less actions to execute per tree chopping in 1.5.1, so it should make do with noticably less energy than before. A vertical wind turbine could probably let it run at full speed constantly, if it was built in a high place. ;)

Obviously a horizontal windmill at sea level is still going to throttle quite a bit, as it'll average around 0.6 to 0.7 MJ/t. Depending on how the changes pan out, you might be getting half or a little less than half speed.
 

Maldroth

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Jul 29, 2019
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You might be surprised - a small size (3x3) multi-arboretum runs pretty well on a single 1 LP boiler providing 2 MJ/t. I made a fun little setup where the boiler runs off of planks from the farm processed by a TE sawmill. It only consumes a single log every 3.75 minutes while letting the farm run at near top speed under 1.4.7 mechanics.

It's not quite enough to keep up with the tree growth, but almost... And then again, the multi-arboretum is getting less energy drain per action and less actions to execute per tree chopping in 1.5.1, so it should make do with noticably less energy than before. A vertical wind turbine could probably let it run at full speed constantly, if it was built in a high place. ;)

Obviously a horizontal windmill at sea level is still going to throttle quite a bit, as it'll average around 0.6 to 0.7 MJ/t. Depending on how the changes pan out, you might be getting half or a little less than half speed.

Yeah this won't be much higher than sea level as I'm building in a meadows biome. The purpose of the build is more for ascetics first and then slower function. Good to hear about the up coming changes in Forestry as that will make the multifarm seem a bit less power hungry. I'm planning a few windmill based farms for sustainability with some bee support. I don't care how fast they work I just want to minimize their maintenance. My power grid would support the farms normally but again the goal for this build is something a bit different so efficiency isn't needed.