IC2 Crops: Difference between revisions

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Added information on Crop manager usage.
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This page is a longer and more technical version of [[IC2 Crops Guide]], which covers the math, automation and detailed mechanics of IndustrialCraft 2 crops.
{{WIP}}
This page contains information on the general IC2 Crops mechanics. For a list of crops, see [[IC2 Crops List|IC2 Crops List]].
 
* For a list of crops, see [[IC2 Crops List]].
== Usage ==
* This page assumes a full familiarity with the beginner concepts covered by [[IC2 Crops Guide]].
Crops with no seed can only be produced through crossbreeding. Crops which list the same special drop multiple times have a higher chance of dropping that special drop.
 
== Automation ==
Certain crops may require an ore block of the type of metal that they produce to fully mature to their harvestable stage. Place the ore block underneath the farm block that contains the crop.
All IC2 crops can be automatically harvested for their resources when they reach their final growth stage with right-click, and return to an earlier stage without needing to be replanted. [[Automated Farming]] machines will harvest crops in exchange for power and resources without player interaction, with the exception of Ender IO's [[Farming Station]] which is not compatible with IC2 crops. Crop stat gain can be fully automated with [[Open Computers Crop Breeding]] in Late HV/early EV.
 
The [[Crop Harvester]] from IC2 will harvest crops, but not fertilize or hydrate them and it will attempt to harvest plants as early as possible, potentially before they reach full maturity (e.g. Oreberries, Stickreed). For crops with high stats it needs to be paired with a [[Crop-Matron]] and a large supply of fertilizer and water or they may die, depending on [[biome]] and elevation.
Some crops are identical in appearance until they reach their final stage. Crops can be scanned with the [[Portable Scanner (GregTech 5)|Portable Scanner]] to identify it as it is growing. It will tell display the plant type, the plant's stats (Growth, Gain and Resistance), the environment stats (Nutrients, Humidity and Air-Quality), the plant's attributes and who discovered the plant. This is very useful if the player is crossbreeding to get new crop types or to increase stats as all the information will be displayed on the crop before it fully matures.
 
Be careful that you doDo not place seed bags with high stats onto crop sticks that youra Forestry farm or Crop-Matron hasn't yet fertilized and hydrated. They could possibly die before the machine even gets to them.
== Farming ==
IC2 crops can be farmed in a couple ways. The first way is using the Crop Harvester from IC2 itself. This will harvest crops, but not fertilize or hydrate them. You will need a Crop-Matron and a large supply of fertilizer and water, or crops with high stats may die, depending on biome and elevation. The other way to farm IC2 Crops is using the Forestry farm multiblock, set to orchard mode using an intricate circuit board. This will harvest, fertilize, and hydrate the crops, using only a very small amount of fertilizer and water. It will also cover a larger area than the Crop Harvester, making it a very attractive option.
 
The '''[[Multifarm]]''' waters, fertilizes and harvests, but has no slot for Weed-Ex. It requires Uranium238 Electron Tubes in an Intricate Circuit Board to operate with IC2 crops, which extends its range up to an eleven radius octagon covering 1149 blocks (1136 after water blocks are placed). While the Multifarm will only handle a single layer of crops, it can be powered by RF generators such as EnderIO's Photovoltaic Cells effectively for free. This makes it convenient for farming operations far from a main base. Unlike the Crop Manager, Water and Fertilizer are not optional with the Multifarm.
Be careful that you do not place seed bags with high stats onto crop sticks that your Forestry farm or Crop-Matron hasn't yet fertilized and hydrated. They could possibly die before the machine even gets to them.
 
 
== Tips and Tricks ==
{| class="wikitable"
IC2 Crops can receive bonus environmental statistics based on biome!
|+Automation Options
!Machine Name
!GT Tier !! Source !! Harvests !! Item Use !! Spaces !! Notes
|-
|[[Crop-Matron]] || LV || IC2 || || X || 81 ||Singleblock, 9x9 area, cannot harvest crops, automatically applies water, fertilizer and Weed-Ex
|-
|[[Crop Harvester]] || LV || IC2 || X || || 121 ||Singleblock, 11x11 area, needs Cropnalyzer to harvest only in last growth stage
|-
|[[Crop Manager]] || LV+ || GT++ || X || X || 121-1521 || Singleblock, 11x11 - 39x39 & Y range 3, tiered up to UV, EU cost/area/output amount increase every tier
|-
|[[Multifarm]] || HV || Forestry || X || X || 72-1149 || Multiblock, much bigger diamond shaped farm area, very low EU consumption, high fertilizer efficiency, cannot use weed-EX
|}
[[File:Crop Manager positioning.png|200px|thumb|Cross-section of a three layer Crop Manager farm]]
Historically the '''Crop Harvester''' and '''Crop-Matron''' were paired together for IC2 crop automation. They each use 1 LV amp to run continuously, and together they need 2 amps to keep all crops growing fast and harvested constantly, but were less expensive to craft than the Multifarm for small applications and at a lower tier. They have been superseded by the '''Crop Manager''', which does both tasks in one block. The Crop Manager can handle three levels of farms if placed as shown to the right (just above the dirt of the middle level). Horizontal range varies with the tier of the Crop Harvester, and a few blocks are likely to be sacrificed for hydration and power delivery infrastructure. It is possible to replace dirt with fertilized dirt removing the need for water.{{clear}}
<gallery mode="packed-hover">
Multifarm Sizes.png|Multifarm range (medium green) vs. IC2 mode (pastel green)
Multifarm Screenshot.png|Optimal water placement
</gallery>
 
== Weeds ==
Weeds are a crop that will spread to empty crop sticks and destroy many other crops. Weeds and weed-like crops with higher growth stats attempt to spread weeds more often. Weeds can be removed using a Weeding Trowel or a Crops++ Spade or by breaking the crop stick and replacing it. Normally, weeds will only naturally spawn on empty crop sticks or double crop sticks. This means that you only need to watch for weeds while cross-breeding; once you have a full field of crops being automatically harvested, weeds will no longer be able to spawn. Weeds also spread normal tall grass to adjacent grass blocks.
 
However, there is an exception to this. Normal crops with 24 growth or higher are also considered weeds (or "weed-like") when they are at a growth stage of 2 or more (Venomilia, an exception, is weed-like when it is at its 5th growth stage and it has a growth stat of 8 or higher). Specifically, this means that the crop will attempt to spread weeds (real weeds, not copies of themselves) to adjacent empty crop sticks or to other crop sticks that do not contain weeds, overwriting any crops inside. However, other weed-type crops are immune to this effect. Because some crops do not revert all the way to their first growth stage upon harvest, this means that a standard, flat, fully filled field can contain a stable population of automatically harvested high-growth crops without needing to apply Weed-EX if the following conditions are met:
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== Weed-EX ==
Weed-EX is an item which can be applied to crop sticks manually or by a Crop-Matron, similar to water and fertilizer. Weed-EX will not be applied by a Forestry farm. Each crop stick has a storage for up to 100 units of Weed-EX (150 if applied by the Crop-Matron), which depletes by 5 each time a weed tries to spread to or spawn in the crop and must be replenished over time. It also has a 10% chance of depleting by one if it is in empty crop sticks and weeds do not try to spawn there in a crop tick. 50 units will be added each time Weed-EX is applied. When a crop stick has Weed-EX in its storage, weeds will never naturally spawn in it, and it will be immune to all weed-spreading effects.
 
Contrary to popular belief, Weed-EX causes no negative effects on crops which are not considered weeds (generally, crops with less than 24 growth or crops with 24+ growth that are at their first growth stage). However, Weed-EX can cause negativestat effectsloss if used on a crop which is considered a weed. Specifically:
 
-Stat loss occurs only on the application of the Weed-EX.
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-Once the decline is triggered, one stat is randomly chosen and that stat is permanently reduced by one point. There is a 20% chance for Growth to be chosen, a 20% chance for Gain to be chosen, and a 60% chance for Resistance to be chosen.
 
-Also contrary to popular belief, use or overuse of Weed-EX will not trigger any kind of 'flag' to be genetically passed down in the crop's NBT data. Weed-EX does not affect crop breeding, and no data related to Weed-EX is stored in a seedbag's [[NBT]] data. The only possible negative effect of Weed-EX is the stat reduction described above.
 
When it comes to usage strategy, Weed-EX can be indiscriminately applied to a breeding field to prevent weeds when a player is breeding plants with growth stats of 23 or less. When working with plants with 24+ growth, care must be taken not to apply Weed-EX (at least not to beyond 75) to plants at their second growth stage or higher. Weed-EX can still safely be applied to empty crop sticks (in preparation to plant or to crossbreed) or to crop sticks containing plants at their first growth stage. It is recommended to do so, because if Weed-EX is not used in this case, weeds are very likely to destroy those crops before they can grow.
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First, the "base growth rate" is calculated based on the crop's growth stat, Gr and a random number between 0 and 6, inclusive, denoted X below.
 
<math>base = 3 + X + Gr</math>
 
Next, the crop's "environment value" and "needed environment value" are calculated:
 
<math>value = 5\times(w_H\times H + w_N\times N + w_A\times A)</math>, where H, N and A are the crop's humidity, nutrients and air quality stats.
value = (Humidity + Nutrients + Air Quality) * 5
 
<math>needed = 4 \times ((Tier T - 1) * 4) + Gr + Ga + Re</math>, where TierT is the crop's tier and Gr, Ga, and Re are the crop's growth, gain, and resistance stats.
 
 
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{| class="wikitable mw-collapsible mw-collapsed"
!Crop
!Humidity Weighting (w<sub>H</sub>)
!Nutrients Weighting (w<sub>N</sub>)
!Air Quality Weighting (w<sub>A</sub>)
|-
|Default
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|.8
|}
 
 
Then, if the environment value is greater than or equal to what is needed, the final growth rate (in growth points) gets a bonus of (value - needed)%:
 
<math>rate = \left \lfloor base *\times (\frac{100 + (value - needed))}{100} /\right 100\rfloor</math>
 
If the environment value is less than what is needed, the growth rate is steeply penalized, being reduced by 4 * (needed - value)%:
 
<math>rate = \left \lfloor base *\times (\frac{100 - (4 *\times (needed - value)))}{100} \right \rfloor</ 100math>
 
If applicable, the growth rate is always rounded down.
 
If this process attempts to reduce the crop's growth rate by more than 100%, the growth rate will instead be only reduced to zero, and the crop will attempt to die due to lack of environmental stats. Crops with higher resistance stats are more likely to resist this death, and crops with the maximum 31 resistance are completely immune to death by bad environment. However, a high resistance stat is undesirable because it increases the needed environment value, reducing the growth rate as described above.
 
Using these formulas, we can find that with good environmental stats, a crop with 31 growth grows 22-24% faster than a crop with 23 growth. A crop with 0 resistance usually grows 2-4% faster than a crop with 10 resistance, though this may vary slightly in some cases.
 
<br />
==Special Behaviors ==
Some crops have special behaviors which happen every crop tick (12.8 seconds) (only base IC2 is currently covered in this table):
{| class="wikitable mw-collapsible"
!Crop
!Special Behavior
|-
|Eating Plant
|When size > 1: Drops a rotten flesh if it did damage last crop tick. Then: deals damage to all mobs and players in a 2x2 area centered on the middle of the crop. Unless the target is a player with metal armor, it also inflicts a slowness, invisibility, and blindness effect. If it did damage: adds an additional 50% of its normal growth points per tick.
|-
|Nether Wart
|If there is a soulsand block below: adds an additional 50% of its normal growth points per tick. If there is a snow block below: 1/300 chance of turning into Terra Wart.
|-
|Terra Wart
|If there is a snow block below: adds an additional 50% of its normal growth points per tick. If there is a soulsand block below: 1/300 chance of turning into Nether Wart.
|}
 
 
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''Content in this page has been copied and possibly modified from the FTB Gamepedia Wiki ([{{{https://ftb.gamepedia.com/index.php?title=Crop_Breeding_(IndustrialCraft_2)}}} {{{Crops Industrialcraft2}}}]). Such content is under the [https://creativecommons.org/licenses/by-nc-sa/3.0/ CC BY-NC-SA 3.0 License].''
 
[[Category:IndustrialCraft 2]][[Category:Guides]][[Category:Crops]]
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