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IC2 crops notes from Bedrill #4372
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About verification of other blocks below cropstick beside dirt, I already checked it ingame while I was breeding, works as described, you lose 3(or 4, do not recall correctly) nutrition stats if you are using any other block than dirt, this also is a reason to put oreblock at 4th layer of dirt, because it checks in chain, not certain height, if there is dirt -> dirt -> oreblock -> dirt, its only gonna register 2 dirts. Another thing worth mentioning is that any block that speeds up crop growth speed doesnt work with crops placed on cropsticks, enchanted earth, lamp of growth etc, haven't checked blooming bee effect but I assume it doesn't work either. Only thing that can speed up crop growth beside of its stats and enviromental stats are world accelerators in TileEntity(not sure name, this 6A one) mode. About block requirement for breeding and 4th stage, works for now for crops added by gregtech, which contains most of crops used for ore quadrupling. Farmblocks: cropstick -> 3x dirt -> oreblock/block of metal if required, otherwise 4th dirt -> farmblock. Basic breeding setups I can think of without opening the game: Basic breeding chain I'd reccomend, easy and gonna work after 3rd stage breeding fix(in near future all crops are going to have max stage to be crossbred) Other chains I can think of now: Fertilia <- zomplant <- corpseplant(appears randomly when breeding, I do not know what is best for this atm) I think it covers most of crops I use in my farm, any other 'best' routes can be checked using new cropnalyzer feature as it does not require seeds and you have ready list of all crops so you can just check all possible combinations you want. For more info just ask questions, gonna try to elaborate as much as my knowledge allows on given topics. |
^ launching game to check this, but I might be mistaken, it may be 2 humidity what you lose cause hydrated farmland gets this bonus. Gonna do bunch of testing just to be sure, starting guide today, ask questions if you want something clarified. |
Yup, I was wrong about that, I knew there is a difference, but its humidity that differ as I mentioned above. Also, here is a prove that how important enviromental stats are for high tier crops: For 1 growth tick stickereed I'm using to test gets twice as much growth points with 2 more humidity stats than one with humidity equal zero. It applies for low enviromental stats and high tier crop, lets say crop has barely enough enviromental points to survive and grow, then each point you can get is crucial. For higher tier crops small enviromental stat difference even high enviromental stats matters as they need more total enviromental stats to survive. For lower tier crops like stickereed, assuming high enviromental stats difference like 2 humidity is neglible(shown in screens below), tho as mentioned before, higher tier crops needs more enviromental(basically growability points) to grow or grow fast enough to be viable. Even if difference is small for low tier crops it scales over time, in this case its 20% faster growing on hydrated dirt than on ztones garden soil. So again, summarizing data above, dirt > ztones gardensoil or any other block like enchanted earth. Also it proves how important and suprerior to other swamp biome is, its free stats just for setting farm in such biome, so its basically free crop growing efficiency. I'm using mountain biome with low stats because I'm lazy and that's all I really need for now, but if you'd want to get something really maxed out, swamp is suprerior as it boosts your efficiency for free. |
So another thing to sum up, You can get free stats with proper setting of your farm. Nutrients:
Humidity:
Air quality:
No empty spaces around crop [0 bonus points] 4 empty spaces around crop [2 bonus points] All 8 spots free around crop [4 bonus points]
So, summarizing, Proper management of farm can lead to significant boost to your crops growability thus efficiency of your farm, beside that each biome has its own initial enviromental stats values, biomes can be checked in this spreadsheet: |
Time for some basics, growability gonna be kinda hard to explain in simple way but lets start from crop stats. Crops has three basic stats: growth, gain and resistance, each of them is responsible for different crop properties, and they are connected with each other. Each stat can vary between 0 and 31, though it doesn't mean that 31 is best possible value. Growth: Gain: Resistance: Stat breeding basics: Seedbag chance: Where Re, Gr, Ga are rescpectively Resistance, Growth and Gain stat of the crop. |
GROWABILITY: Growability is connected with crop tier, crop stats and enviromental stats available for crops. Growability for each crop may be calculated differently, so do not assume that two different tier 10 crops with the same stats can survive in the same enviromental conditions. So, basic is like that, crop have two things that are checked, lets call them: 'have' and 'need' Need stat is determined by crop tier and total amount of crop stats: growth, gain and resistance. Knowing that there are two stats lets move on. As crop is planted it checks if it can grow, if need stat is higher than have stat, crop dies. Simply disappears leaving empty cropstick which can be infected with weeds(so its important to maintain high enviromental stats or you can lose your farm due to weeds). The higher have stat in comparison to need stat, faster crop gonna grow. By faster growth I mean it's going to get more growth points per growth tick. Total amount of growth points crop can get is limited by growth stat of the crop, so the same crop with 10 growth is going to grow slower than 20 growth crop if 'have' is much higher than 'need'. Example of crop growability is shown few answers above where I explain difference between Ztones Garden soil and dirt. |
Forestry Manual Orchard Multifarm Sizes(Gonna write about setup later) Max size compared to max size arboretum: Harvest areas for each of circuits used for setting manual orchard mode. All green areas are being harvested. Basic Circuit Board: Enhanced Circuit Board: Refined Circuit Board: Intricate Circuit Board: Optimal water source placement: |
Bedrill, |
Crops can have roots 1-4 blocks deep. |
Good to know, gonna do some testing then, for all of mine crops rule I mentioned worked for me. |
sthegreat2 kindly decompiled ic2 source to provide this stickreeds have a 1.17% chance from the crossing. About 250 crosses are needed for a 95% chance of getting a stickreed. OdionToday at 4:46 PM moronwmachinegunToday at 4:46 PM if (diff < -3) {
value -= -diff;
} That's odd sthegreat2Today at 4:48 PM OdionToday at 4:48 PM sthegreat2Today at 4:48 PM int[] ratios = new int[crops.length];
int total = 0;
for (int i = 0; i < ratios.length; i++)
{
CropCard crop = crops[i];
if (crop.canGrow(this)) {
for (TileEntityCrop te : cropTes) {
total += calculateRatioFor(crop, te.getCrop());
}
}
ratios[i] = total;
}
int search = IC2.random.nextInt(total);
int min = 0;
int max = ratios.length - 1;
int cur;
while (min < max)
{
cur = (min + max) / 2;
int value = ratios[cur];
if (search < value) {
max = cur;
} else {
min = cur + 1;
}
}
assert (min == max);
assert ((min >= 0) && (min < ratios.length));
assert (ratios[min] > search);
assert ((min == 0) || (ratios[(min - 1)] <= search));
this.upgraded = false;
this.crop = crops[min]; moronwmachinegunToday at 4:48 PM sthegreat2Today at 4:49 PM moronwmachinegunToday at 4:49 PM sthegreat2Today at 4:50 PM OdionToday at 4:51 PM moronwmachinegunToday at 4:51 PM sthegreat2Today at 4:52 PM moronwmachinegunToday at 4:52 PM OdionToday at 4:53 PM moronwmachinegunToday at 4:53 PM sthegreat2Today at 4:55 PM moronwmachinegunToday at 4:55 PM sthegreat2Today at 4:55 PM moronwmachinegunToday at 4:55 PM OdionToday at 4:55 PM moronwmachinegunToday at 4:56 PM sthegreat2Today at 4:56 PM moronwmachinegunToday at 4:57 PM OdionToday at 4:57 PM sthegreat2Today at 4:57 PM OdionToday at 4:58 PM sthegreat2Today at 4:58 PM OdionToday at 4:59 PM sthegreat2Today at 4:59 PM moronwmachinegunToday at 4:59 PM sthegreat2Today at 4:59 PM moronwmachinegunToday at 4:59 PM repoToday at 4:59 PM moronwmachinegunToday at 5:00 PM sthegreat2Today at 5:00 PM moronwmachinegunToday at 5:00 PM repoToday at 5:00 PM OdionToday at 5:00 PM sthegreat2Today at 5:00 PM repoToday at 5:01 PM sthegreat2Today at 5:01 PM moronwmachinegunToday at 5:01 PM repoToday at 5:01 PM OdionToday at 5:02 PM sthegreat2Today at 5:02 PM repoToday at 5:03 PM sthegreat2Today at 5:03 PM moronwmachinegunToday at 5:04 PM repoToday at 5:04 PM sthegreat2Today at 5:04 PM moronwmachinegunToday at 5:05 PM repoToday at 5:05 PM moronwmachinegunToday at 5:05 PM repoToday at 5:06 PM moronwmachinegunToday at 5:06 PM repoToday at 5:06 PM moronwmachinegunToday at 5:07 PM sthegreat2Today at 5:07 PM repoToday at 5:07 PM moronwmachinegunToday at 5:07 PM repoToday at 5:07 PM OdionToday at 5:07 PM repoToday at 5:07 PM OdionToday at 5:08 PM moronwmachinegunToday at 5:08 PM OdionToday at 5:08 PM repoToday at 5:08 PM OdionToday at 5:09 PM moronwmachinegunToday at 5:09 PM OdionToday at 5:09 PM moronwmachinegunToday at 5:10 PM OdionToday at 5:10 PM moronwmachinegunToday at 5:10 PM OdionToday at 5:11 PM repoToday at 5:11 PM moronwmachinegunToday at 5:11 PM OdionToday at 5:11 PM moronwmachinegunToday at 5:11 PM OdionToday at 5:12 PM repoToday at 5:12 PM moronwmachinegunToday at 5:12 PM repoToday at 5:12 PM sthegreat2Today at 5:12 PM moronwmachinegunToday at 5:12 PM OdionToday at 5:12 PM sthegreat2Today at 5:13 PM moronwmachinegunToday at 5:13 PM OdionToday at 5:14 PM sthegreat2Today at 5:14 PM moronwmachinegunToday at 5:14 PM OdionToday at 5:14 PM moronwmachinegunToday at 5:14 PM sthegreat2Today at 5:15 PM moronwmachinegunToday at 5:15 PM sthegreat2Today at 5:17 PM moronwmachinegunToday at 5:18 PM sthegreat2Today at 5:19 PM moronwmachinegunToday at 5:19 PM sthegreat2Today at 5:19 PM moronwmachinegunToday at 5:19 PM sthegreat2Today at 5:19 PM sthegreat2Today at 5:20 PM |
crops++ add aditional bonuses to humidity in CropsPP-1.3.5.jar!/com/github/bartimaeusnek/cropspp/BiomeHumidityBonus.class: public class BiomeHumidityBonus
{
public static void apply()
{
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.HOT, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.COLD, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.SPARSE, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.WET, 10);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.DRY, -10);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.SAVANNA, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.CONIFEROUS, 7);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.JUNGLE, 10);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.SPOOKY, 7);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.DEAD, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.LUSH, 7);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.NETHER, -10);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.END, -10);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.MUSHROOM, 8);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.MAGICAL, 6);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.OCEAN, 10);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.RIVER, 9);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.WATER, 10);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.MESA, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.FOREST, 6);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.PLAINS, 0);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.MOUNTAIN, 5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.HILLS, 4);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.SWAMP, 10);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.SANDY, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.SNOWY, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.WASTELAND, -5);
Crops.instance.addBiomehumidityBonus(BiomeDictionary.Type.BEACH, 6);
}
} |
The Famous Crops.zip |
23 growth not 24, 24 growth gonna spread weeds to nearby crops
If I'm in LV and wanting to get crops, what's the best way to get these crops? Is the Ztone garden soil good in this case?
ThorpianToday at 3:40 PM
No
Just breed up netherwarts or stickreed (from reeds)
Use dirt, four deep
Crop matron with water for some assists
NEEDS VERIFICATION - If you use any other block than dirt for plant you are going to lose all benefits from 4 dirt height check, crop checks 4 blocks below cropstick for dirt, which gives addtional enviromental nutritient stat, for low stat crops shouldn't matter much, but for maxed crop difference is significant, each enviromental stat boosts speed of crop growth.
Ohhh so 4 deep dirt and netherwart or stickreed is the best for breeding big stats in this case?
bartimaeusnekToday at 3:43 PM
stickreed for stats
since it has the lowest growth time
bedrillToday at 3:44 PM
Unless you are trying to breed crops++ crops I'd recommend breeding crops on running forestry farm in orchard mode, it automatically waters and fertilizes crops, which is 10 hydration stats and 5 nutrition stats which speeds growth drastically.
NOT TRUE FOR FERRU AND AURELIA - Stickereed is fast af, as is reed, tbh any fast growing crop does a trick, but stickereed is highest tier fast growing crop and worked for me, about autoharvesting, if you want ore quadrupling crops forestry is fine, it can spread and crossbreed at 3rd stage without block, so it stays at this stage while being hydrated and fertilized
bedrillToday at 3:49 PM
for ore quadrupling crops, I'd say if breed stickereed until you get coppon/tine, then breed the hell out of it to get rest of the oreplants, once you get argentia, breed those, get platina, and then breed platina for high tier crops
Bluebine🍞Today at 3:51 PM
i've been growing netherwarts. they seem to be growing a nice variety
bedrillToday at 3:51 PM
Also at 1st I'd start with getting max stat stickereed, but as you are in LV Piky you can't really check their stats, its easiest with cropnalyzer + tricorder as tricorder can check stats without getting seed, on living plant, very handy with new NEI plugin
ThorpianToday at 3:52 PM
Any way to double good seed bags?
bedrillToday at 3:52 PM
plant seed, plant good stickereed next to it, w8 till your crop pops out, slap it with spade
botToday at 3:53 PM
what are the benefits of using spade?
ThorpianToday at 3:54 PM
Growth stage ignored
bedrillToday at 3:54 PM
^
ThorpianToday at 3:54 PM
Don't have to wait to slap em
botToday at 3:54 PM
is it the crop++ spade you have to use?
bedrillToday at 3:54 PM
Tbh at later stages for high tier crops I used hand with mature crops, in theory it should have lower chance for seedbag, but in practice I was getting more.
Yeah
one made with double/dense steel plates iirc
That's my setup
Stacking forestry for crops is bad as you lose enviromental stats
bedrillToday at 3:56 PM
for low stat crops doesn't really matter, but for high stat ones each point is lifesaver
And max size forestry manual orchard is 1081 potential crops
its plenty.
I used stacked one for oreberries, but in current version they can't grow to 4th stage without block nor be harvested at any harvest stage, gonna be changed as bart informed me some time ago
ELABORATE PLZ, WHERE IS FARM BLOCKS IN PIC? - bedrillToday at 4:03 PM
as above
35 radius and wider side 19 blocks
as in my screen
its one big working farm
Cropsticks -> 3 dirt -> oreblock (or whatever) -> farmblock
BREEDING RECCS? - bedrillToday at 4:08 PM
Fertilia is handy way to sustain fertilizer for this massive badboy, I'm using 25 maxed ones and I'm getting overflow, plus its free phosphate and apatite
OR JUST DON'T WORRY ABOUT MAXING STATS! :D - bedrillToday at 4:15 PM
Back to maxing stats, if you are not fertilizing nor hydrating crops while maxing them, at some point they will start to grow noticeably slower, or even disappear to thin air, which is kinda dangerous because you can obtain empty cropstick -> weed -> potentially lost crops, if you are maxing crops I'd recommend doing this with cropmatron/forestry farm running as they keep enviromental stats at constant high. If you want to fertilize/hydrate manually be careful, because as fertilizer/water disappear crop gonna die due to not enough growability. Another thing, you can apply water/fertilizer to empty cropstick, if you are planting high stat seed, do that or crop can disappear instantly before farm can fertilize/hydrate it.
MUST BE REAL BIOMES, CHECK SPREADSHEET FOR ACTUAL NUMBERS - bartimaeusnekToday at 4:16 PM
thats why you use swamp or jungle biomes at y=128+
for natural fertilizing and hydrating
count is as 5 for fertilizer
because it goes back to 100(which is 5), and then boosts it again to 10
water stays at 200 which is 10 hydration stat
about air, you do not get any boost beside empty space around crop + height
oh, and sky visibility
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