Comprehensive Guide:Production: Difference between revisions

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#REDIRECT [[Mechanics and Plugins]]
{{See also|Comprehensive Guide}}
Mechanics that change how resources are found, produced and traded.
== FactoryMod ==
[[File:FactoryMod infographic.png|thumb|350px| Factorymod single image summary]]

''Efficient production of items {[https://github.com/CivClassic/FactoryMod source], [https://github.com/CivClassic/AnsibleSetup/tree/master/templates/public/plugins/FactoryMod config]}''

Factories produce items with a higher yield then vanilla crafting. Some items may only be produced with factories. There are many factory types, each containing distinct recipes.

=== Setup ===
Create a factory by placing a furnace, a crafting table and a chest (or trapped chest<ref>https://github.com/CivClassic/FactoryMod/pull/24</ref>) side by side. Hitting a factory component with a stick in hand is used to interact with the factory.

* The furnace is used to run the factory. Place charcoal in either or both furnace slots. Hit the furnace with a stick to toggle the factories activation.

* The crafting table is used to select which factory recipe to run. Hit the crafting table with a stick to open the 'Select a recipe' GUI. Mouse over an item to see which recipe it corresponds to and the number of times it has been run. Left click an item to switch recipe.

* The chest is where recipe inputs and outputs are deposited. The chest may be a double chest. Hit the chest with a stick to see the factory type and health.

Complete the factory setup by placing exactly the ingredients required for a desired factory in the chest. Use the commands <code>/fm</code> and <code>/fm [factory name]</code> to see all factories and their recipes.

=== Mechanics ===
Factories have health which degrades over several months{{Clarify}}. When the health reaches zero only the repair factory recipe can be ran. This recipe is found in every factories 'Select a recipe' GUI and is symbolized by the furnace item. The cost to repair a factory ranges from 5 to 15% of setup cost{{Citation needed}}. After 1000 days in a broken state the factory will break permanently and irreparably. If a component (furnace, crafting table and chest) or all components of the factory are physically broken they can be replaced in the same location and the factory can be recreated for half of the initial factory setup creation cost.

==== Details ====
* The crafting tables 'Select a recipe' GUI has two settings consistent across all factories. The 'Toggle auto select' setting, symbolized by a redstone block when turned on causes the factory to automatically select any recipe it has the ingredients to run whenever it is activated. Be careful as some factories create an output in one recipe and take it as input in another recipe meaning the two products cycle until charcoal runs out. The 'Open menu' setting symbolized by a painting opens a GUI equivalent to the <code>/fm [factory name]</code> command.

* If the chest becomes full during a factory run, the factory will stop. <ref>https://github.com/CivClassic/FactoryMod/pull/13</ref> <ref>https://github.com/CivClassic/FactoryMod/pull/27</ref> The only exception might be printing presses which will continue to run and may waste materials in the process (Bug) <ref>https://github.com/CivClassic/FactoryMod/issues/25</ref>.
* Redstone that activated the factory furnace will cause the factory to run

* Factories can be [[:File:Vertical Factory configuration.png|placed vertically]]

=== Special factories ===
==== Compactor ====
[[File:Compacted items.png|thumb|250px|Compacted items look no different, yet their lore text can be found on mouse over]]

* The compactor turns a stack of items and a crate (which is made in a carpentry factory) into one lored compacted item, making it useful for carrying resources. The compacted item stacks meaning a compacted stack can hold the square of said item stack size. For example, a compacted stack of stone (which stacks to 64) fits into one inventory slot yet contains 4096 stone. A compacted stack of ender pearls (which stacks to 16) fits into one inventory slot yet contains 256 ender pearls. The exception is items which do not stack, such as swords, as 8 of any unstackable item will compact into one. All compacted items must have the same NBT data, for example, you can only compact eight swords if each has same enchantment and enchantment order{{Citation needed}}.) Unlike compacted blocks, which cannot be placed, compacted tools armor, ender pearls and so on can be used as normal. Be warned this provides no advantage and waste resources (For example when you use a compacted sword and uncompact it the durability of each uncompacted sword equals the durability on the compacted input object effectively using durability 8 times faster). Selecting the 'Uncompact' recipe will return a full stack of items taking ingredient of 1 compacted item. Crates are not returned.

==== Cauldron factories ====

* [[Comprehensive_Guide:Production#OldEnchanting|Experience]] cannot be gained through vanilla means and must be made in cauldron factories. These create XP from large amounts of crops. The advanced cauldron factory takes and returns compacted materials.

==== Printing press ====
* A signed book can be turned into a printing plate. The printing plate can then be used in the following recipes : 'Print Book' which makes multiple book copies (without appending 'copy of'); 'Print Note' which makes a readable pamphlet from the first page of a book; 'Print Secure Note' which prints a note and appends the printing plates unique serial number.

==== Other ====
Additional factories with special outputs include the Bastion factory which creates lored bastion blocks (see : [[Comprehensive_Guide#Bastion | Bastion]]) A small number of factory recipes are in fact less efficient than vanilla. Smelt lapis into lapis blocks in ore smelter gives slightly less output than using fortune III on lapis ore (avg 13.5 vs 14.3).

=== Factories ===
A list of all factories, their recipes and costs, can be found in the [[Factories|factories page]].

== OldEnchanting ==
''Enchantment requires extensive infrastructure {[https://github.com/CivClassic/OldEnchanting source], [https://github.com/CivClassic/AnsibleSetup/tree/master/templates/public/plugins/OldEnchanting config]}''

=== Acquiring Experience ===

Experience is not dropped by any vanilla means (mobs, ores, smelting). Instead it must be made using a Cauldron factory. Each has four recipes taking various [[Botting|farmable]] items as input. Upgraded cauldron factories provide more efficient conversions.

* The only way to get XP is by crafting bottle o' enchanting by placing an emerald in a crafting grid.
* Enchanting does not consume any Lapis Lazuli and works in a similar manner than the pre 1.8 enchanting system, taking the full amount of experience.
* One bottle o' enchanting will always give 10 XP points. This means that a level 30 enchant will require 140 bottles.
* Items can be infinitely repaired and the repair cost is capped at level 35. (Items will be repairable forever but will be expensive to repair in the long run, capping out at 35 levels with no reset.)
* It is not possible to enchant books (although Enchanted books can be found in naturally generated chests (e.g: dungeons and abandoned mines)
** The Mending and Frost Walkers enchantments are disabled.

=== Experience Storage ===

Experience exists in four forms: in a player's experience bar, as experience bottles, as Emeralds, and as Emerald blocks. All these can be converted into each other: crafting 9 experience bottles created 1 Emerald, 9 Emeralds make an Emerald block, and vice versa. By clicking on an enchanting table while holding bottles you can turn all of your levels into experience bottles. One bottle o' enchanting will give exactly 10 XP points. By right clicking an enchantment table or anvil while holding emeralds, the emerald XP is transferred directly to your player.

{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | Bottles needed per level
!Level
!Bottles needed
|-
|1
|0.7
|-
|2
|1.6
|-
|3
|2.7
|-
|4
|4
|-
|5
|5.5
|-
|6
|7,2
|-
|8
|11.2
|-
|9
|13.5
|-
|10
|16
|-
|11
|18.7
|-
|12
|21.6
|-
|13
|24.7
|-
|14
|28
|-
|15
|31.5
|-
|16
|35.2
|-
|17
|39.4
|-
|18
|44.1
|-
|19
|49.3
|-
|20
|55
|-
|21
|61.2
|-
|22
|67.9
|-
|23
|75.1
|-
|24
|82.8
|-
|25
|91
|-
|26
|99.7
|-
|27
|108.9
|-
|28
|118.6
|-
|29
|128.8
|-
|30
|139.5
|-
|31
|150.7
|-
|32
|162.8
|-
|33
|175.8
|-
|34
|189.7
|-
|35
|204.5
|}

== RealisticBiomes ==
''Alters the growth rate for plants and animals {[https://github.com/CivClassic/RealisticBiomes source], [https://github.com/CivClassic/AnsibleSetup/blob/master/templates/public/plugins/RealisticBiomes/config.yml.j2 config]}''

=== Growth rate ===
Growth rates drastically vary across biome type. In some biomes certain plants will not grow at all. There are two types of growth rate:
* Fixed (Persistent plants such as wheat, potato and beetroot) : growth rate given in hours
* Percentage based (Non-persistent plants such as cactus, melon, mushroom) : growth rate given as percent of vanilla growth chance.
A biomes growth rate can be checked in multiple ways:
* Left clicking the ground with plant item in hand
** Returns the growth time of the item in hand at the free block above the block you're hitting, or the block on the side relative to where you're hitting if it is not the top side. For cocoa for example, you will want to hit a jungle tree on it's side to get meaningful growth time. This growth time includes all factors such as biome, light, and surrounding blocks. You can also do this with fishable items, but in this case the fishing probability will only be reported if it is not zero to spare you from chat spam.
* Right clicking a plant block with a stick
** Returns how long it will take until fully grown for fixed growth time crops. This can also be done to view animal growth rates (as fraction of vanilla).
* typing <code>/rb</code> which brings up a GUI containing the growth rates of plants in current biome.
* The player created [https://docs.google.com/spreadsheets/d/1isYlMQkJnYE065UAkZN7drongeYg73CwdjMrIXcf_Ns/edit?usp=sharing growth rate spreadsheet]
In an optimal setting growth takes around 3 hours for small crops like wheat and potatoes, and for trees between 3 to 8 hours. Growth rates are generally lowest in realistic or reasonable corresponding biomes. For example, the biome of deep ocean has one of the worst growth rates. ReaslisticBiome's also changes fishing probabilities and one can hit the ground with a fishable item to see its fishing probability (if it is not zero). Fishing is restricted to water biomes{{Citation needed}}.

{{Template:RealisticBiomesConfig (CivClassic 2.0)}}

=== Soil Bonus ===
The growth rate of a tile can be improved by placing clay blocks directly beneath. Placing more than 4 clay block below will not improve the rate further. Two exceptions exist.

* Netherwart growth rates are not improved by clay, but by soulsand. The soulsand block the warts are planted on is not counted for boost.
* Cocoa growth rates are improved by up to 25 blocks of vine placed immediately below the cocoa bean.

[[File:Realisticbiome clay setup.png|thumb|4 blocks of clay directly below a crop will significantly speed up the growth]]

{| class="wikitable"
|+Growth improvement
!Blocks of clay
!Crop with fixed growth time
!Crop with fixed growth time (cumulative)
!Crop with percentage based growth
!Crop with percentage based growth (cumulative)
|-
|1
| -33%
| -33%
| +50%
| +50%
|-
|2
| -25%
| -50%
| +50%
| +100%
|-
|3
| -20%
| -60%
| +50%
| +150%
|-
|4
| -16.5%
| -66%
| +50%
| +200%
|}

=== Persistence ===
Crop growth is persistent, meaning crops will continue to grow when chunks are unloaded

=== Sunlight ===
Most plants need sunlight, either directly above, or through transparent blocks such as glass. This is not the case for netherwarts and mushrooms.

=== Greenhouse ===
Placing a glowstone (or redstone-lamp{{Citation needed}}) block above or adjacent to a crop lets the crop grow (albeit slower) in situations it normally would not. This includes crops which are underground or in inhospitable biomes. To grow pumpkins and melons with greenhouse, place the glowstone block adjacent to the free block where the fruit block will grow, and block all other free spots so that the fruit can only grow next to glowstone.

== HiddenOre ==
Ores have a random chance of spawning adjacent to (or replacing) blocks which a player mines ([https://github.com/CivClassic/HiddenOre HiddenOre]). If the block is stone or terracotta the ore will be an overworld ore{{Clarify}}. If the block is Netherrack the ore will be a Nether ore{{Citation needed}}. The chance of an ore block spawning is based upon: <code>number of faces revealed by breaking a block + block itself</code>. Ore spawn chances are dependent on y-level, with probabilities roughly corresponding to vanilla.

=== General mining strategies ===
Ore spawning decreases after many blocks in a chunk have been mined.
* Mining blocks which cannot generate ores (such as gravel) will thus decrease ore spawn chances{{Clarify}}. This also applies to placing blocks such as torches.
* Attempts to abuse HiddenOre, such as mining and replacing the same block multiple times will likely also decrease ore spawn chances.

=== Emeralds ===
Emerald Ore is not spawned via HiddenOre. It can be found only in the <code>Extreme Hills +</code> biome in bunches of 1 to 10 ore blocks, making it considerably rare (whereas in vanilla they only spawn as single blocks and also in "normal" <code>Extreme Hills</code>).

=== Diamond mining ===
Diamonds spawn at the vanilla height, below layer Y=17. Unlike all other ores, diamonds will spawn in HiddenOre veins. Finding a diamond thus indicates a cluster of nearby diamonds. Veins are randomly generated using a Perlin noise. The vein itself is a disc rotated in 3d space. The diamond density in a vein is higher near the center. A message will be displayed every time a diamond ore spawns.

==== Strategies ====

Mining a long tunnel is a good way to find veins. If a player already possess resources, one of fastest ways to mine is using a haste II beacon and efficiency V silk touch pickaxes. Cheaper diamond mining methods include [https://www.reddit.com/r/CivEx/comments/ai651b/how_to_mine_good_by_w_the_juice_juice/ wjkroeker's method], one of the most space efficient. If a player has a minimap mod, it can be useful to waypoint or otherwise mark diamonds to discern the shape and center of the vein.

=== Fossils ===
Mining stone blocks has a random chance to drop a fossil. Fossils are a lored Prismarine Shard. They can be cracked by using the "Ore Smelter" factory for random, albeit unlikely, treasure.

{| class="wikitable "
|+Fossils drop
!Drop
!Probability (%)
!Amount
|-
|Dirt!
|89.4945318
|1
|-
|Player Skull (any)
|9.11764684
|1
|-
|Spawn egg {{efn|any of the following: Vindicator, Vex, Silverfish, Endermite, Zombie Horse, Skeleton Horse, Donkey, Polar Bear, Parrot, Llamma, Wolf, Squid, Ocelot, Rabbit, Horse, Mooshroom.|group=note}}
|0.470588224
|1
|-
|City bastion
|0.037037
|1
|-
|Jukebox
|0.029411764
|1
|-
|Prismarine crystals
|0.029411788
|3
|-
|Prismarine shards
|0.029411764
|5
|-
|Bucket
|0.029411764
|1
|-
|Iron horse armor
|0.029411764
|1
|-
|Minecart
|0.062352939
|1
|-
|Disk (any)
|0.035294119
|1
|-
|Lapis/Iron/Redstone Block (any)
|0.088235292
|1
|-
|Emerald/Diamond (any)
|0.058823528
|1
|-
|Noteblock
|0.029411764
|5
|-
|Iron pickaxe
|0.29411764
|1
|-
|Iron spade/sword/axe (any)
|0.088235292
|1
|-
|Beacon
|0.0037037
|1
|-
|Charcoal
|0.0037037
|2048
|-
|Spawn eggs {{efn|any of the following: Zombie Pigman, Enderman, Cave Spider, Villager, Witch, Slime, Magma Cube, Guardian, Ghast, Blaze, Spider, Skeleton, Zombie, Creeper|group=note}}
|0.0518518
|1
|-
|Diamond block
|0.0037037
|1
|-
|Iron ingots
|0.0037037
|64
|-
|Piece of diamond armor (any)
|0.0148148
|1
|-
|Diamond axe/pickaxe/shovel
|0.0111111
|1
|-
|Bastion
|0.0037037
|1
|-
|Diamond horse armor
|0.0037038
|1
|-
|Silk Touch book
|0.00110909
|1
|-
|Enchanted Books {{efn|any of the following: Power V, Infinity, Efficiency V, Unbreaking III, Sharpness V, Protection IV|group=note}}
|0.00725454
|1
|-
|Imcando Pick {{efn|Lored diamond pickaxe with Efficiency V and Unbreaking III |group=note}}
|0.00040909
|1
|-
|Apollo's Bow {{efn|Lored bow with Power V, Unbreaking III, Flame I and Infinity|group=note}}
|0.00040909
|1
|-
|Clockback {{efn|Lored watch with Knockback III|group=note}}
|0.00040909
|1
|-
|Gezo {{efn|Lored paper|group=note}}
|0.00040909
|1
|-
|Egg of Creation {{efn|Lored dragon egg|group=note}}
|0.00000001
|1
|}

{{notelist|group=note}}


== ItemExchange ==

See [[Item Exchange]].

== Botting ==

See [[Botting]].

== Brewery ==

See [[Brewery]].

== Arthropod egg ==

See [[Arthropod Egg]].

== RailSwitch ==

See [[RailSwitch]].

==Notes==
{{notelist|group=lower-alpha}}

Latest revision as of 23:44, 9 July 2022