{"action":"created","issue":{"url":"https://api.github.com/repos/ForestryMC/ForestryMC/issues/735","labels_url":"https://api.github.com/repos/ForestryMC/ForestryMC/issues/735/labels{/name}","comments_url":"https://api.github.com/repos/ForestryMC/ForestryMC/issues/735/comments","events_url":"https://api.github.com/repos/ForestryMC/ForestryMC/issues/735/events","html_url":"https://github.com/ForestryMC/ForestryMC/issues/735","id":91111072,"number":735,"title":"rewrite arboretum multifarms so they dont need so many updates per tick","user":{"login":"Starless2001","id":7054515,"avatar_url":"https://avatars.githubusercontent.com/u/7054515?v=3","gravatar_id":"","url":"https://api.github.com/users/Starless2001","html_url":"https://github.com/Starless2001","followers_url":"https://api.github.com/users/Starless2001/followers","following_url":"https://api.github.com/users/Starless2001/following{/other_user}","gists_url":"https://api.github.com/users/Starless2001/gists{/gist_id}","starred_url":"https://api.github.com/users/Starless2001/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Starless2001/subscriptions","organizations_url":"https://api.github.com/users/Starless2001/orgs","repos_url":"https://api.github.com/users/Starless2001/repos","events_url":"https://api.github.com/users/Starless2001/events{/privacy}","received_events_url":"https://api.github.com/users/Starless2001/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/ForestryMC/ForestryMC/labels/Needs%20Validation","name":"Needs Validation","color":"fef2c0"}],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":6,"created_at":"2015-06-26T00:23:48Z","updated_at":"2015-07-20T15:00:33Z","closed_at":null,"body":"arboretum farms cause a lot of lag to players close to them. I think maybe it has something to do with the constant update of the arboretum appearance being sent to the client? I don't know but maybe if the constant leaves decay, apple dropping and cutting of wood was replaced by mathematical formulas that would dictate the output of the farm, and the appearance of the farm would remain constant then this machine would cause less overhead"},"comment":{"url":"https://api.github.com/repos/ForestryMC/ForestryMC/issues/comments/122911547","html_url":"https://github.com/ForestryMC/ForestryMC/issues/735#issuecomment-122911547","issue_url":"https://api.github.com/repos/ForestryMC/ForestryMC/issues/735","id":122911547,"user":{"login":"Starless2001","id":7054515,"avatar_url":"https://avatars.githubusercontent.com/u/7054515?v=3","gravatar_id":"","url":"https://api.github.com/users/Starless2001","html_url":"https://github.com/Starless2001","followers_url":"https://api.github.com/users/Starless2001/followers","following_url":"https://api.github.com/users/Starless2001/following{/other_user}","gists_url":"https://api.github.com/users/Starless2001/gists{/gist_id}","starred_url":"https://api.github.com/users/Starless2001/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Starless2001/subscriptions","organizations_url":"https://api.github.com/users/Starless2001/orgs","repos_url":"https://api.github.com/users/Starless2001/repos","events_url":"https://api.github.com/users/Starless2001/events{/privacy}","received_events_url":"https://api.github.com/users/Starless2001/received_events","type":"User","site_admin":false},"created_at":"2015-07-20T15:00:33Z","updated_at":"2015-07-20T15:00:33Z","body":"@leagris yes, that's my idea: instead of actually dropping the stuff and making the leaves decay, everything should be just math: given E power, N trees planted, then a certain number of saplings, wood and apples should appear into the inventory of the multifarm. the use of fertilizer and the turning of soil into sand should be a function of the total amount of output accumulated since the last time a fertilizer unit was used and the last time a block of soil has turned to sand.\r\n\r\nthe multifarm could even have a cool futuristic look with a glass dome over it or something, maybe. whatever it takes to reduce the generation of entities and client updates."}}