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Tree Growth Simulator can now harvest leaves and fruits, using appropriate tools. #839
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Tree Growth Simulator can now harvest leaves and fruits, using appropriate tools. #839
Dream-Master
merged 15 commits into
GTNewHorizons:master
from
AbdielKavash:TreeGrowthSim
Feb 28, 2024
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for fruit harvesting you could do something like this: https://www.starkbros.com/products/tools-and-supplies/tools-and-equipment/seymour-fruit-picker |
Right, I didn't want to add a whole new tool just for this. But if someone does the art for me, I might consider it! It should also be easy to make it increase apple drops from leaves and such, when used in-world, to give it a purpose beyond just this. |
BlueWeabo
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Feb 28, 2024
...d/gregtech/common/tileentities/machines/multi/production/GregtechMetaTileEntityTreeFarm.java
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BlueWeabo
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Code wise is fine now. Someone with balance thoughts should chime in to make sure everything is okay.
This was referenced Mar 24, 2024
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Inspired by GTNewHorizons/GT-New-Horizons-Modpack#15513 and my own desire to have a method to farm fruit trees that is more scalable and less laggy then either Forestry multifarms or TC golems.
The Tree Growth Simulator multiblock can now farm all parts of a tree: logs, saplings, leaves, and fruits. To do this, it must be equipped with a proper tool: saw for logs, branch cutter for saplings, shears for leaves, and knife for fruit. Like before, more "advanced" versions of the tools (chainsaw, grafter, automatic snips...) increase output.
In order to be able to use different tools, the tools are now taken from an input bus, and the sapling needs to be placed in the controller slot. This way, multiple different tools can be used together to get all the different outputs at the same time. Previously, the item placement logic was reversed: the saw used to go in the controller slot, and saplings in an input bus. The new logic can recognize this setup and correctly swap the positions of items, without interrupting operation of existing setups.
Processing speed, wood output amount, energy use and scaling, and damage done to tools has not been changed from previous versions. Existing setups should continue running uninterrupted with the same specifications as before. Output amounts of other products scale with energy tier using the same formula, but are proportionally lower than wood output. (Nobody needs five thousand pineapples per second.)
Farming saplings no longer consumes fertilizer, instead, damage to the branch cutter tool is the resource cost. If a player used the TGS to farm saplings previously, they will need to insert a branch cutter to continue. I have briefly considered adding a slow rate of fertilizer consumption to all working modes; but this would break far more existing setups for no real reason.
Miscellaneous notes:
ProcessingLogic
.Balance effects (all likely very minor):
Potential future work:
Image gallery (click to expand)