Getting Started (Forestry)

This is a community created article by SunnyDaze

Currently in its original format. Please add formatting, crafting recipes, images, spelling, grammar, etc. Don't forget to cite the original author!

Forestry is a mod designed to enhance the agricultural aspects of MineCraft. It adds many machines which can construct and maintain an area of farmland for different crops or resources, an extensive and rewarding beekeeping system, and also introduces it's own versions of "green" fuel and engines. Special honey-based foods, Survivalist's Tools, and Backpacks are noteworthy.

Forestry is designed to be compatible with BuildCraft (BC) and IndustrialCraft (IC2). In particular, BuildCraft engines can be used to power Forestry machines, it's pipes are all compatible for automation, and Forestry's Electrical Engine will not work without IC2 installed.

What Foestry adds to the World Generation

Upon starting a new game and exploring, you'll probably notice colored blocks with stripes around the biomes of the world. These are beehives, and while you can break them easily with anything, only a Scoop will yield Bees and maybe a Honeycomb. Different biomes will house different colored beehives, with different species of bees.

If you find a village, you might see a yellow-colored house, with a new yellow-robed Villager. This Beekeeper Villager will trade with you in Bee products only, and he always has two Apiaries in his yard, possibly with goodies stored inside.

Finally, Forestry adds Apatite gems, for fertilizer, and Copper and Tin Ores, which will yield the Ore (like Iron) and can be smelted to produce Ingots. Copper and Tin are both used extensively throughout the mod, either directly in recipes or combined to create Bronze (3:1 Copper to Tin). Bronze is used in machines, as well as for a new set of armor and tools, with strength and durability just above Iron. In a few cases, such as for Buckets, Tin can be substituted for Iron in the Vanilla recipe.

Starting a New Game

To get started in Forestry, you'll want to do some mining and exploring to collect some resources, just like Vanilla MC. Keep an eye out for Copper and Tin on top of the usual Iron, Gold and Diamond -- you'll need all of these for machines sooner or later. Apatite is the only way to make fertilizer at the start, but other options will open up, and the demand will never be heavier than you can handle.

You should collect sand and dirt -- at least a few stacks of each -- because when a machine builds a farm it will lay out the growing space, and you will need to supply dirt, or use these to craft Fertilizer and Humus for that space. Keep in mind that whatever automated farms you build will also need some seeds or saplings to get started.

You'll want to collect wood, some wool and string for Backpacks (and Scoops if you're bee-inclined).

Power

If you're strictly sticking to Forestry, or utilizing BC, IC2 or maybe another mod like Thermal Expansion, that may change how you power your first machines. Forestry machines use MJ power. Within Forestry, you have two basic choices for power: Peat or Biogas. Like BuildCraft Engines, Forestry Engines needs a redstone signal to run; unlike BuildCraft engines, they cannot blow up!

Peat Engine: Runs on Peat or Bituminous Peat. Peat is really easy to produce, by crafting Bog Earth from dirt, sand and water, and placing it next to a water source block to let it 'moisten'. When it turns dark, you can harvest it. This process can be automated with a PeatBog and Turbary, which will place the Bog Earth, water sources, harvest the Peat, and replace it with new Bog Earth. Peat will burn for 5000 ticks! However, a Peat Engine will only produce 1 MJ/tick. You can craft 2 Peat with 2 Ash (from burning Peat in a Peat Engine) and 1 Propolis (bee product) to create Bituminous Peat, which will burn in the Engine for 6000 ticks at 2MJ/tick. Peat does have one advantage over Bituminous Peat: you can use Peat in a Furnace to smelt 20 items each, in a Sterling Engine just like coal (BC), or in an IC2 Generator for 5000 EU. You can't do any of this with Bituminous Peat.

Biogas Engine: Runs on various organic fuels -- water, liquid honey, milk, seed oil, or Biomass. It's a tad pricier than Peat Engines to startup, requiring Bronze instead of Copper. Biomass is your end-game Forestry power, so you could essentially invest in Biogas Engines and use them even as you work your way up the fuel chain. However, with Forestry alone, you might find you never need that much power. Biogas Engines output different amounts of MJ depending on the fuel used (up to 5MJ/tick with Biomass), can only hold one type of fuel at a time, and they require some lava when at start up while they get hot, which can be added by bucket. Note that water as a fuel source requires a constant input of lava. You can use BC waterproof pipes to fuel them.

If you have IC2 installed, you can also use an Electrical Engine, which does not need it's own fuel, but instead draws EU power from a source (for example, from a Batbox through Insulated Copper cables) and converts it to MJ, at a 6:2 ratio. This ratio can be altered using Circuit Boards with Electron Tubes.

All Forestry Engines are compatible with BC Conductive pipes.

Machines

Once you have power, you will need two simple crafting machines: Thermionic Fabricator and Carpenter. The Thermionic Fabricator makes various electron tubes, and the Carpenter makes circuit boards. All farm machines require some combination of both.

The Thermionic Fabricator needs at least 2 MJ of power: 1-2 Forestry Peat Engine(s) (depending on the peat), 1-2 Biogas Engine(s) (depending on the fuel), 1 Electrical Engine, or 2 BC Stirling Engines should do the trick. It needs this steady stream of 2 MJ to stay hot enough to melt glass. In the GUI, the left side shows the conversion to liquid glass. You will need to supply Glass blocks, Glass panes, or Sand in the top left slot to melt. The slider indicates how much heat you need for the recipe. By left-clicking an item in a spot on the crafting grid, you shape the recipe (you don't place the items there like you would in a crafting table -- instead you store the needed materials in the inventory spaces below). If you right-click a spot in the crafting grid, you'll remove the ingredient. Once the recipe is valid, the item will appear in the bottom right spot, and when there's enough heat and liquid glass, you can click to take one. It will automatically draw from it's own inventory. The last spot - the top left - is for a wax cast, for making stained glass.

The Carpenter also needs at least 2(?) MJ of power; more power supplied will make it operate faster. It needs some amount of liquid, usually water or seed oil, depending on the recipe. You can fill up the tank by bucket, or you can use BC pipes to pump it in from a source into any side. The liquid level is shown on the right side of the GUI. The crafting table functions more like a normal crafting grid: you can leave a stack of items in any slot, and you arrange items to produce an item in the slot next to it. Unlike a crafting table, the Carpenter will start automatically crafting if every slot has more than 1 available. If any ingredient only has one, it will not craft, but you can manually grab it from the slot above the arrow. Some recipes require certain "boxing" items, like crates -- these go in the top right slot. As the Carpenter automatically crafts, it will move the products to the bottom right slot. If there is no room, it will pause production until the slot is open.

There is no right or wrong farm to start with, athough some work well hand in hand, and operating them is relatively simple and consistent. All farm machines require a supply of 1 MJ of power, from some kind of engine - A single Peat Engine, or Stirling from BC, works. There are two basic types of farm machines: ones that create and maintain the farm, and ones that harvest. Not all farms need both; for example, cactus and sugarcane regrow, so they only need harvesters (there is no machine to plant). Machines that create have storage for dirt (or Humus, Bog Earth, etc.) and seeds/saplings, and sometimes a spot for biproduct. Machines that harvest need storage to dump their produce, like an adjacent chest, or BC transport pipes. Some farms only need an initial stash of dirt or seeds, while others will need a constant supply. All farm machines have a designated area around them that they can reach, with a 9x9 hollow center; for example, a Farm will maintain a wheat farm in a 15x10x15 area, centered on the machine.

Some farms also benefit from a Forester, a special extra machine that distributes Catalyst to speed up the farm's growth.

See the pages for each farm for specific details: (links) Trees: Arboretum / Logger / Forester Wheat: Farm / Combine / Forester Pumpkin/Melon: Pumpkin Farm / Pumpkin Harvester Mushroom: Mushroom Farm / Mushroom Picker Netherwart: Netherwart Farm / Infernal Combine Peat: PeatBog / Turbary Cacti: Cacti Harvester Sugarcane: Sugarcane Harvester

Bees

Beekeeping is a huge part of Forestry, and can be intimidating. It can get very in-depth but you don't have to map entire genomes to start producing those sweet bee products. Here's what you need, and how to get it:

Bees - Breaking a beehive with a Scoop (sticks and 1x Wool, shaped like a slingshot) will yield one princess and usually one drone. The species depends on the biome; there are 6 starting species of bees: Forest, Meadow, Tropical, Marshy, Modest, and Wintry. Keep in mind: bees don't stack! Forest and Meadows are very similar species and make good starters.

Apiary - You can craft these for the low (total) price of 10 logs, but the process requires a Carpenter and a Squeezer (to make seed oil). You can get started before you've even gone mining by finding a Village with a Beekeeper. He can offer a trade of 1 Apiary for 24 logs, and he will always have two free Apiaries in his yard. They might even have Frames and Queens inside. You can find him quickly in a Village, because his house is uniquely yellow. Apiaries must be broken with a Stone pick or better to drop.

Frames - You will want 3 of these per Apiary to maximize honeycomb production. Bees can work and produce without them but you'll get noticeably more with them. They have durability, and come in 3 flavors: Untreated, Impregnated, and Proven. The first two can be crafted through similar means as an Apiary (requiring a Carpenter and a Squeezer). Proven Frames are the best however, and can be bought from Beekeeper Villagers - 6 Proven Frames for 1 Emerald. Beekeeper Villagers will also offer to buy Princesses for 1 Emerald, so you can trade exclusively with him, if you prefer.

Flowers - Forest and Meadow bees like Flowers, but Tropical bees (from Jungles) prefer Vines and Ferns, Marshy bees (from Swamps) need mushrooms, Modest bees (from Desert) need cacti, and Wintry bees (from Taigas) need snow. One near the Apiary is good enough, and they will actually create more flowers in the vicinity as they work.

When you place your Apiary, you can right-click to open the GUI, and check the middle tab on the right to see what the temperature and humidity of the area is -- this is dependant on the biome, and different bees like different climates, but if you're having trouble, remember they will produce in a climate like their native biome. For example, Forest bees will breed and produce in Forests and Plains. You can also craft a Habitat Locator, place honey and your bee inside, to locate a suitable home.

Once you find a place for your Apiaries, put your frames in the 3 slots down the middle, and then place a princess and a drone in the left slots (top and bottom respectively). The bar on the left will fill up, your princess will be replaced with a Queen, and the drone will dissapear. The full bar on the left now represents your Queen's life, and she will produce honeycomb (appears in the right-side honeycomb-shaped slots) until she dies. How much honeycomb a single Queen can produce varies, but there are traits that can be improved through breeding, such as working speed and life length; however, you can't see these traits without analyzing the bee in a Beealyzer. The type of honeycomb produced depends on the species. When the Queen dies, she will leave a princess, and 1-3 drones inside the Apiary.

You can simply put a same species princess and drone in an Apiary, to produce honeycomb, and that encompasses the basics of beekeeping. A Centrifuge will break down honeycomb into other honey products. You can also use honeycomb to craft the Apiarist's Chest and Apiarist's Backpack, which will each store 125 bees.

Placing different species together in an Apiary will attempt to crossbreed them, yielding hybrid bees and sometimes completely mutating into new species. There are many advanced species, with their own special traits and honeycombs, that can be created only from crossbreeding. The affects of crossbreeding won't always be readily apparent - the Queen will keep the traits of the Princess, but her offspring can have traits from the pools of the princess and the drone. All bees have active and inactive traits, and crossbreeding can create bees with traits unusual to their species, such as nocturnal Forest bees, poison-less Tropicals, or Marshies that like Normal climates and flowers. Breeding a new species, special traits into (or out of) a species, or refining a species with all the best traits, is an end-product of experimentation, persitance, and chance. A Beealyzer is an essential tool for this manual process.

Beekeeping can be automated to different degrees depending on which mods you are using. Forestry includes Apiarist Pipes, which can be used to sort bees, sending a princess and drone back to the Apiary, and products to storage. Buildcraft pipes are also compatible.

Beekeeping is necessary to craft foods like Honey Bread and Ambrosia, and items like Woven Backpacks (45 slots vs. the standard 15), stained glass, and wax capsules.

This is a community created article by ShneekeyTheLost

Currently in its original format. Please add formatting, crafting recipes, images, spelling, grammar, etc. Don't forget to cite the original author!

Forestry for Newbies (A reference guide for the rest of us)

So first off, what does this mod do:

Automate production of renewable resources Provides alternative fuels for MJ energy production Contains several machines designed for utility and automation Bees Backpacks with a lot of utility built in

Why might you want to use this mod:

You are wanting large-scale production of renewable resources You are concerned about the sustainability of your fuel sources Your mining expeditions are always cut short because you run out of inventory space Because you want to make more things out of renewable resources Bees

What mods have synergy with Forestry:

Any mod that uses MJ energy can benefit from the fuel and energy production Railcraft’s Feeding Station particularly works well to automate your animal husbandry while this mod automates your farming Thermal Expansion has some machines that work very well with the machines found here Buildcraft’s pipes are going to be essential in setting up the automation

To start with this mod, you will need the following already established:

A base or home sufficient to keep the creepers off Some mining and ores, particularly tin, copper, and iron An already established MJ power system can make this start up faster, but not strictly necessary

Backpacks: Because there is no such thing as ‘too much inventory space’

It’s happened to the best of us. You’re branch mining down at Y10, and your inventory fills up. So you then have to shuffle all the way back up to drop off your load and go back down. This is all very time consuming. Fortunately, I’ve got your answer… Backpacks. There’s two of them immediately useful to you: the Digger’s Backpack and the Miner’s Backpack.

A chest, some wool, some string, and a couple of other things is all you need. These backpacks are great, because they have some extra functions. First off, only certain things can go in the backpacks. Digger’s backpack gets things like cobblestone, dirt, sand, and gravel. Miner’s backpack picks up anything from the Ore Dictionary, so ores, gems… things like that. Anything you pick up that should go in your backpack automatically does so without hitting your inventory first. You can also click a chest with your backpack and dump its entire contents into said chest.

Shift + Right-click with the backpack selected. You’ll notice the icon now has a green arrow. Basically, if you click on a chest, then anything that is supposed to go into that backpack goes into it until it is full, so the reverse functionality of what it normally does. Shift+Right-click again, and now it’s a yellow arrow. This is really handy on the digger’s backpack when building things, because it will automatically fill stacks in your inventory. So you could have fifteen stacks of cobblestone in your backpack and one in your inventory, while building your Great Wall, that stack in your hand keeps getting refilled by the stuff in the backpack until it runs out. Pretty nifty. Clicking on a chest with the bag now dumps everything into that chest. Shift+Right Click again, and now you’ve got a picture of a lock. Basically, nothing goes in and nothing comes out unless you say so.

These are a great help when doing branch mining or any kind of excevation or building project where inventory space is at a premium. You can also increase the size of the backpack, but that will require a lot more. Look up the recipe for the woven backpack and you’ll see what I mean.

The Basics: Setting up your infrastructure

Right, so you want to ‘go green’ with your industrial bent. Well, you’ve come to the right place. We’ve got biomass production which can run biogas engines, refined in a Still into Biofuel which can go into buildcraft Combustion engines and Railcraft boilers, fully automated farms for most things that grow out of the ground, and bees which can produce resources which are otherwise not necessarily renewable, or produce alternatives for them. But first, we’re going to need to build some infrastructure to support all this.

For all of your farm and plantation type machines, you’re going to need some vacuum tubes. For that, we need a Thermionic Fabricator. Look it up in NEI. That hardened machine? You are going to see it a lot in this mod. Virtually every single machine in this mod requires it. Yea, it’s some bronze. Wait… what?

Bronze is an alloy, you don’t dig it up. It’s made with one tin and three copper to get four bronze. Right, so let’s keep going.

Okay, so this Thermionic Fabricator… it needs at least 2 MJ/tic to function. And you’ll need to give it some time to warm up, and feed it some glass. Look up the recipe for any of the glass tubes, and you’ll quickly see that the recipes are pretty standardized. Five of the material being used and a couple of glowstone. For our first farm, you are going to need copper and tin tubes, but later on gold and diamond tubes will also be necessary.

FYI: The Thermionic Fabricator can also be used to make stained glass, although you’ll need quite a bit of bee production, since it requires a wax mould and propolis. Look up the recipe in NEI if you are curious.

Next we need a Carpenter. You can look up the recipe in NEI. Hey look, it’s our old friend the Sturdy Machine. The rest isn’t too bad either. It’s going to need power, and it can be a real power hog if you let it. The more power you feed it, the faster it goes. This is a very handy machine that produces a lot of things you will need. Many of its recipes also require some form of liquid to run. Typically, it’s water, but some things require more… esoteric liquids. If you like, an Aqueous Accumulator can be used to keep it topped off with water.

Another machine we’re probably going to want sooner than later is a Squeezer. Looking up the recipe in NEI won’t yield any surprises. This can be used to produce liquid out of things you put in. Apples produce apple juice, honey produces liquid honey, seeds produce seed oil. There’s a few more things it can do, check it out. Yes, it also requires power.

With these two machines hooked up and running, we can proceed to automated production.But first, I’d like to briefly mention something that probably requires a guide all to itself: Bees.

Bees: A very brief overview

In short, you’ve probably seen the beehives out in the world already. You might’ve even tried to break one, only to find that nothing happened, and been discouraged. That’s because you need a Scoop to break one and get the bees. Watch out, though… bees don’t stack, you can quickly get your whole inventory filled up very quickly. Just one wool and six sticks are all you need.

Having obtained some bees, you now need a place to house them. That’s called an Apiary. Remember that Carpenter we just made? Yea, we’re going to need that, and a BUNCH of seeds. That impregnated casting is going to need eight logs in the carpenter shaped like a chest, but it’s going to need seed oil to produce. Which means firing up that squeezer we just made, and piping it over to the carpenter.

Now we need to make the bees feel at home. There’s a few conditions that need to be met for bees to start working. First, it needs to be in a suitable climate. Forest and meadows bees work just fine in their respective biomes, but the desert would be too hot and dry, and the jungle too humid for them. Generally, they work best in the biome they are found in. Next, they need flowers to pollinate to produce their combs. However, not every bee just wants the red or yellow flowers commonly found. Desert bees, for example, like cactus. Jungle bees, however, prefer vines or ferns. This ‘flower’, whatever it might be, needs to be fairly close to the apiaries. Most bees also only function during the day, and they won’t leave the hive when it rains. You might be able to find exceptions, though.

You can pipe stuff out of apiaries, and put them in with pipes as well. However, they won’t produce very much without some frames. There’s two types you can make: Untreated and Impregnated. The former is just eight sticks around a piece of string, not too hard. The latter, however, requires a carpenter recipe. Two logs in a carpenter in a stick shape with seed oil makes the material to use. And yes, you still need eight of them around a piece of string. However, these last MUCH longer. You can put up to three frames into an apiary for maximum output. At least, for an apiary. There’s also a multi-block structure called an Alviary, but that requires a LOT of bee products that you probably don’t have yet (pollen and royal jelly), so I’ll let you discover those on your own.

Right. So, you’ve got some bees in their apiaries happily producing combs. What do you do with them? Well, for that, you need yet another machine… the Centrifuge (NOT to be confused with the Centrifuge Extractor, nor the Industrial Centrifuge, which are associated with different mods). Most of the combs you’ll be seeing right now are probably going to be producing beeswax and honey drops when spun out.

I won’t even begin to get into bee breeding, that’s a guide all to itself. Look up Florastar’s videos on Bee University if you are curious.

Ol’ McSengir Had a Farm

So now we’ve got that all settled, let’s get some automated farming going. The first one we’re going to be doing is a Peat Bog with its accompanying Turbary. For that, we’ll need Tin Glass Tubes, Copper Glass Tubes, a couple of those circuit boards, and some other stuff that shouldn’t surprise you by now. So get your Thermionic Fabricator and your Carpenter fired up. By the way, this format of needing three tubes, a circuit board, and the hardened machine is going to be the standard for all this type of machine.

For the Peat Bog to work, you’ll need to supply it with Bog Earth. This is why I suggested you get some bee production going, because you’ll be wanting to make wax capsules to fill with water to make bog earth to maximize returns out of renewable resources. And you will need a lot of it. Like two stacks of it. Fortunately, it’s just sand and dirt around that water filled wax capsule, so not anything too expensive. Good thing you don’t have to blow tin on cans.

Both the Peat Bog and the Turbary are going to need power, but they only need about 1 MJ/tic each. Which is why we’re going to be making some peat-fired engines. Go look it up in NEI. Gonna need a bit of copper for this ‘un. Ayup. Peat fired engines are good for producing 1 MJ/tic over longer periods of time. Which makes them ideal for running machines like these. Runs on peat that the peat bog produces. Mind you, if you want to get started, just toss down eight bog earth and put a water source block in the middle, and they’ll make peat naturally, just to get you started.

You’ll want a sizable plot of land for this, however it can also be done underground. Gonna need a five block high ceiling, though. 15 x 15, centred around the peat bog. Drop the turbary down right next to it. So that’s basically seven out on each side. Yea, you’ll need a good bit of real estate for this. Toss at least two stacks of bog earth and turn on the engine to get it started. If the land isn’t clear, it’ll clear it for you, much like a filler. Then it’ll start putting down the bog earth and water source blocks. The turbary will need either a pipe or a chest adjacent to it to output the peat it collects. As it does so, the peat bog will replace the resulting dirt with more bog earth to keep the cycle going. The peat bog will also try to spit the dirt out if you attach a pipe or chest to it.

Right, that’s going to take a while. You’ve got better things to do than watch dirt grow, like setting up your next farm, this time a tree farm, called an arboretum, with its accompanying logger. Yep, and when you look up the recipe in NEI, you won’t like what you see. But don’t worry, those diamonds are a worthwhile invested, honest. Oh, and the Arboretum requires Humus, which is just dirt surrounding some fertilizer or compost. You remember all that Apatite you’ve been mining, wondering when you’re going to use it? Well, now’s the perfect time. Look up the recipe for fertilizer. Again, you’ll want a minimum of two stacks of Humus, preferably four.

It’ll take up a 13 x 13 area. You’ll also probably want a fairly high ceiling if you are doing this underground, to accommodate the treetops.

Now you’ll have plenty of saplings, which you will need in significant quantities for the next step. Oh, you can also put rubber trees in an Arboretum, just make sure you also put an Automatic Treetap in as well to collect all that rubber. It’ll automatically double-tap the spots, though, so just have a logger in as well.

If you are in need of seeds, start up a Farm and Combine as well. There’s a few other similar machines, look up NEI for details. Right now, we’re going to head on to green energy production

Green Energy: renewable fuel sources for the sustainability-minded

You’ve seen oil, but you also know that every oil spawn has its bottom. What if you run out? What if there aren’t any oil spawns nearby? Well, don’t worry, we have a 100% renewable fuel source. So, let’s get started by building a few more machines.

First, the Fermenter. It’s going to require Fertilizer or Compost, plus either water or liquid honey, plus something to ferment. Honestly, the best thing is just saplings, but if you don’t have a lot of those, grabbing a chainsaw or a pair of shears can net you a lot of leaves which you can turn into plantballs. Don’t bother with any of the other plantball recipes though, because it’s best to just use the item itself in the fermenter. If you use liquid honey, it’ll produce 50% more biomass. However, it eats up a LOT of honey to do so, therefore to begin with, you are probably just going to stick an Aqueous Accumulator from Thermal Expansion under your Fermenter and call it a day. This produces Biomass.

So what is Biomass good for? Well, it can run in a Biogas Engine, which uses Bronze to create. It produces 4 Eu/t, and NEVER explodes. However, you need some lava to start it up from a cold start. Not too shabby. It can also be refined in a Still (I guess you *could* use a Refinery, but that’s awfully expensive) to make Biofuel, which can go into Combustion engines, or even Liquid Fueled Firebox for a Steam Boiler from Railcraft. It can also go into a Bio Generator to produce EU, biofuel produces more EU than biomass does. Biofuel does NOT go in a Biogas engine, ONLY biomass (the green stuff) will.

In short, Forestry is a great mod for anyone. Yes, even mad scientists and evil geniuses can benefit from this mod. Heck, even necromancers go green. After all, reduce, reuse, reanimate. Every zombie and skeleton is 100% post-consumer product!