Ancient Warfare Automation Crop Farmer

Strangely enough, Buildcraft Robot Harvesters can already recognize and break mature plants as long as they are planted on crops. However, the Planters cannot plant seeds on crops, only on tilled soil. As a result, the compatibility is incomplete.

  1. Although you manage a Town/Colony, it is not as rigid as Ancient Warfare when it comes to instructions and automation. It is more friendly to users and encourage you to enjoy managing NPC as a person and your are 'administrator/chief' of the colony. Almost the same as Ancient Warfare 2 in spirit but pretty much focus on town rather than war.
  2. Crop farm harvests small shrooms so you need to let them spread into the crop farm bounding box. If you actually want to grow big mushrooms you need to use tree farm which accepts small ones in the sapling slots, fertilizes them and then is able to cut down the big ones when they grow.
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With my limited (read: zero) knowledge of java, I see two fixes:. Allow Buildcraft Robot Planters to plant Agricraft seeds onto Agricraft crops (in addition to tilled soil). Allow Buildcraft Harvesters to harvest mature Agricraft plants grown on tilled soil (in addition to mature Agricraft plants grown on crops)Is there anything that can be done here, or is this something to take up with Buildcraft? Means that from our side, what is the best way to plant and harvest crops that will continue to work in the future?E.g.

Since there is no API way of giving the crops a seed I've had to create a fake player and get that player to right click on the crops in order to plant the seed. The same for harvesting (fake planter right clicks and I grab anything that drops). For most of the other functions (weeds, empty, crosscrop) I'm directly reading the NBT data, which is probably not the best way of doing things. The reason why buildcraft robots (and a lot of other mods without adding anything special in) work for harvesting is that the agricraft crops DO implement the normal IGrowable functions that say when the plant is mature, so then the mod breaks the tile (which is the standard thing to do with vanilla crops). Thx Vanhal.I actually played a bit with Agricraft and I noticed it even is more difficult, as the canTake should return 'yes', 'no' or 'yes, but only if the block below is tilled first'.And if it wasn't apparent, I'm working on the Ender IO Farming Station.The Farming Station looks at each block of the field. If it is empty (a.g. Air) it tries to prepare the block below (e.g.

By tilling) according to the needs of the seed item in the input slot, then tries to plant it. If it is not empty, it tries to harvest it using all available harvesters (wheat, trees, melons.). If that doesn't work, it tries to apply bone meal (if available).So into this work flow I need to integrate Agricraft. The first step is the detection if a space on the field is empty.

Here a Crops without plant needs to be 'empty' and one with needs to be 'full'. Then the preparing step.

It needs to know how to prepare the field for a Agri-Seed, e.g. Place crops/use empty crops/till land below crops/. Or just reject field space for this seed. The harvesting then needs to be able to 'harvest' weeds, so it needs a way to detect them and remove them (using rakes in a machine tools slot). And actually harvesting a mature plant should not just break the crops.

Ancient Egyptian Farming,Ancient Egypt Agriculture:Seasons,Techniques,Animals,Crops The people of ancient Egypt were, to a great extent self-sufficient. The proximity to the Nile river and its frequent flooding were advantageous to farming.

The 'apply bonemeal' step can stay dumb, or it could skip applying bonemeal to crosscrops/empty crops. (However, crosscrops don't make much sense on a machine-harvested field.). Wait, can't CC/OC turtles 'dumb' harvest crops? They have a generic fake player use action that you can aim. Does this not cause a mature crop to be harvested? While a peripheral proxy would certainly be nice, I don't see that the bot needs to know anything, just periodically walk the crops and try to harvest each one. In fact, if I don't miss my mark, it should even be able to 'use' a seed on a crop, which should plant on an empty drop and harvest a mature crop.Dangit, I'm supposed to be writing quests for my pack, not theorycrafting turtles and agricraft:P.

Love that you are all trying to make this work. Make no mistake, I'm no programer. Unless you count my artful logic arrangements made within Pneumaticcraft and SFM. But let me just lay out what I see as the problem that prevents truly automatic farming with AgriCraft, both large scale automated production and full-auto breeding.Some of these mods can detect the presence of weeds. Very valuable, but very few can do it. Some of these mods can perform a fake player r-click, but not even all of them can do it with crop sticks or applied to crop sticks.

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They refuse to 'place' an item when there is already an item there. Some can detect the growth stage of a crop, weeds or otherwise. And finally, some can detect just what will be returned if a crop is broken.But there is not a lot of overlap with these features. A turtle can read growth but not weed vs. It also has r-click issues. A drone can place or break sticks, but can't read the plant within. And when it is clicking blocks, it can't be told to specify what item to click with.

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SFM can tell when breaking a crop will give seeds or not, but can't tell if it is breaking a plot with weeds or just empty sticks that don't have seeds yet.Frankly, I don't know what the answer is. Tweaking the automation mods to r-click better? Or read deeper into the crop API and returning more values that the player can act on? Giving drones and others a few more IF-THEN options in their programing? Or maybe just have AgriCraft generate and supply more data.

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Not having read or understood the code, I'm not the one to ask. Just thought I'd lay these out in a somewhat reasoned order. Hope it helps to kill these incompatibilities one by one.Cheers.