Probably more an issue with the IndustrialCraft NEI plugin (which I believe is updated by the makers of IC, not of NEI)
Would make sense seeming FTB has the experimental version of IC
In which case it probably is my fault, however I don't know what part of the tunnel borer will have broke things,as it was working earlier on, however removing the ender chest from on top of the turtle would fix it, if I could get to it .
So the FTB team are against the idea of multiple energy systems in most modpacks.
Linky
Spoiler:
Jadedcat, post: 623024, member: 1388 wrote:As Eyamaz and I have started looking towards official 1.7 modpack builds we have noticed many changes in MC mods. We are not comfortable with continuing to attempt to balance multiple energy systems against each other in every pack. Packs always end up feeling like they have one main energy system and every other system is just on the side. There are also less mods with native support for only IC2 or BC at this point. Most mods have swapped to or are at least compatible with RF. Going forward to 1.7 modpacks our main energy system will be RF. We may make packs that focus on other energy systems as well depending on how viable it is to find enough addons for other energy systems. With the ID change in 1.7 it will not be nearly as difficult for players to drop mods into the packs after creation or even to combine many of the packs into 1 large pack. This is nothing against IC2 or BC. Most of the modding community has adopted or added support for RF and for the first time in quite a while modded minecraft has a nearly universally accepted energy system.More and more it feels off to place a few mods that don't support RF in packs that are mainly powered by RF.
What this means:
Mods we will be looking at most closely for inclusion in most 1.7 official packs will be mods with native RF support.
Mods without native RF support but with native MJ support will be considered based on what they add that isn't present in the other mods.
EU mods will probably be in their own pack assuming there are enough of them to fill out a pack that is significantly different from the main packs
Our goal going forwards is to keep a consistent modpack feel in the main packs. 1 energy system per pack not 3 or 4 or 5.
This means our Flagship pack and Tech 3 will be RF based with only mods that can be powered by or provide power for RF. Magic 3 of course won't have an energy system unless someone adds a magic energy system. The plan is to make a magic themed pack that isn't just a collection of every magic mod we can find. Lite3 will probably closely resemble Lite2. A new to be named pack or packs may be created to showcase the other energy system mods. More quest books and more maps will be making an appearance in 1.7 since we won't need to spend so much time dealing with ID conflicts. As we get closer to having official 1.7 packs we will be providing you with more information and lore. Right now Eyamaz and I are making our modlists and planning the themes for 1.7.
We realize this decision may upset some die hard traditionalists. However the modpack team has decided to move forwards with the rest of the MC community. For those that absolutely have to have every mod in a single pack 1.7 will make it possible for you to do so on your own. Again this does not mean that non-RF mods will not be in any packs, just that the main packs will be focused on a single energy system.
Edit to Add: The only mods not natively supporting RF one way or another are IC2, BC, RailCraft and Forestry. And the last 3 can be powered by RF through conversion.
Pahimar, developer of EE3, is not a fan. Nor am I.
I'm just now getting to read @FTB_Team's stance on mod packs in MC 1.7. Respectfully, I very much disagree with their plans.
4oursword wrote: So the FTB team are against the idea of multiple energy systems in most modpacks.
Linky
Spoiler:
Jadedcat, post: 623024, member: 1388 wrote:As Eyamaz and I have started looking towards official 1.7 modpack builds we have noticed many changes in MC mods. We are not comfortable with continuing to attempt to balance multiple energy systems against each other in every pack. Packs always end up feeling like they have one main energy system and every other system is just on the side. There are also less mods with native support for only IC2 or BC at this point. Most mods have swapped to or are at least compatible with RF. Going forward to 1.7 modpacks our main energy system will be RF. We may make packs that focus on other energy systems as well depending on how viable it is to find enough addons for other energy systems. With the ID change in 1.7 it will not be nearly as difficult for players to drop mods into the packs after creation or even to combine many of the packs into 1 large pack. This is nothing against IC2 or BC. Most of the modding community has adopted or added support for RF and for the first time in quite a while modded minecraft has a nearly universally accepted energy system.More and more it feels off to place a few mods that don't support RF in packs that are mainly powered by RF.
What this means:
Mods we will be looking at most closely for inclusion in most 1.7 official packs will be mods with native RF support.
Mods without native RF support but with native MJ support will be considered based on what they add that isn't present in the other mods.
EU mods will probably be in their own pack assuming there are enough of them to fill out a pack that is significantly different from the main packs
Our goal going forwards is to keep a consistent modpack feel in the main packs. 1 energy system per pack not 3 or 4 or 5.
This means our Flagship pack and Tech 3 will be RF based with only mods that can be powered by or provide power for RF. Magic 3 of course won't have an energy system unless someone adds a magic energy system. The plan is to make a magic themed pack that isn't just a collection of every magic mod we can find. Lite3 will probably closely resemble Lite2. A new to be named pack or packs may be created to showcase the other energy system mods. More quest books and more maps will be making an appearance in 1.7 since we won't need to spend so much time dealing with ID conflicts. As we get closer to having official 1.7 packs we will be providing you with more information and lore. Right now Eyamaz and I are making our modlists and planning the themes for 1.7.
We realize this decision may upset some die hard traditionalists. However the modpack team has decided to move forwards with the rest of the MC community. For those that absolutely have to have every mod in a single pack 1.7 will make it possible for you to do so on your own. Again this does not mean that non-RF mods will not be in any packs, just that the main packs will be focused on a single energy system.
Edit to Add: The only mods not natively supporting RF one way or another are IC2, BC, RailCraft and Forestry. And the last 3 can be powered by RF through conversion.
Pahimar, developer of EE3, is not a fan. Nor am I.
I'm just now getting to read @FTB_Team's stance on mod packs in MC 1.7. Respectfully, I very much disagree with their plans.
Forestry also MJ as its 'core' energy unit. I really doubt they'd ever take Foresty out of the game considering it's so fundamentally unique and quite comprehensive.
Plus, there's Rotarycraft that everyone has just started to toy around with.
All this standarization of energy systems seems to be backlash against BC and (to a lesser degree) IC due to mod author drama.
Oops. Well we just found out what happens when the server's disk gets full. Sorry I've been too busy and forgot to keep an eye on it. Don't worry, I have backups - it's the backups that have filled the drive. I'll fix it when I get home.
Absolutionis wrote: All this standarization of energy systems seems to be backlash against BC and (to a lesser degree) IC due to mod author drama.
Yeah, and that's a really stupid way to do your mod, but meh, I've seen worse decisions from indie devs.
A tech based mod without IC2 feels like having a Winter Olympics without skiing. Just make a goddamned adaptor block that converts EU to RF and vice versa, and deal with it.
If you don't want your cobble, you can give it to me. I need a few thousand cobble, though I don't have enough storage for how much I need (a few barrels should be enough mind you).
My IC2 induction furnace is constantly on anyway, might as well put it to use
Server goes into its second sleeptime in 1hr 30min. It may just wake up on its own.
Automatically Appended Next Post: Server's back up after the scheduled downtime.
As an aside, I've been exploring a bit and I've found that a lot of "Volcano" biomes are inexplicably just tall pillars of stone. I'm thinking this is a bug. What the hell is up with Volcanoes?
The weird volcano gen is ATG messing with things, also I decided to dsu cobble stone, so it will only be voided after I reach 2 billion stacks. The server weirdness may be the miners fault, I'll attempt to put a system in place to stop it prior to a restart in order to reduce weirdness.
Honestly, even with a full-blown Direwolf20 style strip-miner powered by Nether Stars, you'd probably still never take up more than 57 bits (and only up to 8 item types) in an ME system that auto-compresses them. I doubt that you'll end up going through actual billions.
Still, if you do, being able to build out of nearly black, blast-proof, almost mine-proof blocks of cobblestone would be kinda neat.
At the very least, I'd be willing to take them off your hands.
Yo everybody. Just got whitelisted and gonna be playing some FTB with all you Dakkanauts.
Minecraft name is Bob_the_Bad_Guy.
*sigh...
Guess its time to go punch some trees
edit: Ok, having a problem.
I sign in and I'm at spawn, but after only a couple seconds my entire launcher shuts down. I'm not getting any error messages or anything saying I was booted for connection issues. I've got decent connection to the server. The program just shuts down on my computer.
This pack is particularly CPU/RAM heavy... What kind of rig do you have running? have you adjusted the settings graphics-wise? Finally, How much RAM do you have allocated to FTB?
What I built this morning. Going to have a pyramid underneath it as soon as I get reliable flight. But for now, Iustis' blood magic platform is complete
Automatically Appended Next Post: BTW what were those little balls of light from Thaumcraft called? I want to make use of them and blood magic lights to light this place up, and replace all the torches.
I could be the source of the lag problems, however i think the minecraft servers, and the general connection to the sever have been poor lately, as i have been having trouble, mainly with time-out errors.
I've been creating chunk-lag by loading in new chunks by exploring recently, but that only happens when I'm online. Just found a new place yesterday and settled in, so no more need for new chunks.
Nothing is operational aside from two refineries in a single loaded chunk. I doubt I'm the source of lag.
Doing "/cofh tps" seems to show lag on the "Overall" section rather than any specific world. It may simply be server-side.
Anyone have nitor lights to spare? I need at least... 24, but would prefer to have more (about... 32-ish, I think).
Automatically Appended Next Post: Can someone link to me/type up a good basic guide on the new Thaumcraft? Especially how to avoid creating taint, but I just need the basics, enough to create Nitor, boots of the traveler, and other low-level stuff.
Taint is now, I think, back to the Thaumcraft 2 variant of it- it's mostly a Biome/Tainted Node thing.
However, it can show up with Infusion crafting, if you don't have enough 'stabilization elements' around your altar and the infusion process goes unstable. Tallow candles, skulls, mob heads and crystals can all reduce instability, as well as making sure that you place the infusion ingredients in a balanced, symmetrical way around the altar.
I'd suggest a large tower with the infusion altar in the center, with many mob heads, crystals and candles all around it (I think they work within a, what, 10 block radius?).
The only thing you'd need the infusion altar for, though, are the Boots of the Traveler and any fancy wand caps, like Portable Hole or Lightning- Nitor and Alum and a lot of the other 'consumables' are simple crucible recipes, and you can even eventually get an Auto-Crucible.
Make sure to work out a little bit of Golemancy and Arcane Alembics as early as you can, and you should be pretty well off.
Nuggets in a 'helmet' shape to make wand caps. 2 wand caps on either end of a stick (start with Iron). Smack a bookshelf block with it. That'll get you the Thaumanomicon, which can then teach you everything else.
I have a fully stocked infusion altar at spawn you can use. But nitor is made with just the crucible I think. If you leave the essence in too long, it will splat taint all over the ceiling and floor, but you can clean it up with a bucket of water
Yeah, but making a hat uses the same interface as building a nuclear reactor core. That's just the way Minecraft's crafting system is. Changing that is a dumb move.
If you think about it, there may be an explaination.
Building a Nuclear Reactor Core is, essentially, crafting something. So, you use a crafting grid. Similarly, even in Thaumcraft, when you're crafting (most) things you use a crafting bench- sometimes a specialty bench, and sometimes with odder 'ingredients' as well (vis costs), but its still crafting.
However, when making, for example, Boots of the Traveler, or other magic items- that's Infusion. For those, things like the Infusion Altar are more like the Enchanting mechanic- you put something in a slot (or on a pillar) then pay stuff to make that item better- in Vanilla it's Exp and will eventually include Lapis- in Thaumcraft, it's things and Vis and Aspects, and you get more powerful items in return for the more complex 'sacrifices'.
I do agree, the current cauldron mechanics are a pain- I personally think they should go back to Thaumcraft 3, where at least the aspects didn't drain themselves or break down- or maybe even back to Thaumcraft 2 days where you could pipe directly into and out of the cauldron. Witchery has done Thaumcraft one better, in my opinion, on the 'brewing' side of things, though at least Thaumcraft 4 has the 'auto crucible' system that you can use, though it's clunky and higher tier than it needs to be.
I actually wouldn't be sad if Thaumcraft started doing more with the valves and pressure systems it has- maybe drop the 'classic' crucible for something more like, say, a Rolling Machine, where you would feed vis in to 'power' it, and it would procedurally craft the ingredients into the end product. Maybe do like MFR and have Taint build up in an internal buffer that you could then pipe out and use for something. I actually miss that from Thaumcraft 2.
The end result is similar though- you're combining items together to create new items.
Having said that, there's other things in Thaumcraft which annoy me far more than the crafting system, so meh. There's nothing I want from that mod at all, so it's irrelevant to me. Most other mods I've looked at has a couple of things which draw me in or keep me coming back, but not Thaumcraft.
Tinkers will have tiers, so wood, smeltery, and the third and final stage which is mechanics. So yeah they are going to add stuff to Tinkers Construct to make it more dynamic and more interesting.
Also, I hate his ideas for game design. I want more GUI, not less. The worst parts of thaumcraft and tinkers and the new ME and pretty much every other mod are the parts that don't have a GUI-- would be better if I could just right click the goddamned cauldron and put gak in it instead of tossing stuff in the air or setting up some machine to toss it in for me. Hell, the Research part of Thaumcraft is actually kidn of interesting now, and a great deal of that is UI-based. And his pathological need to force players to have multiple bases just to power their stuff in ONE base just infuriates me.
Half the time he's basically saying "I don't like tech mods because they don't suck", and the only good ideas he had were the warp machine and the power conduit machine. And really, those aren't unique..
Also, I hate his ideas for game design. I want more GUI, not less. The worst parts of thaumcraft and tinkers and the new ME and pretty much every other mod are the parts that don't have a GUI-- would be better if I could just right click the goddamned cauldron and put gak in it instead of tossing stuff in the air or setting up some machine to toss it in for me. Hell, the Research part of Thaumcraft is actually kidn of interesting now, and a great deal of that is UI-based. And his pathological need to force players to have multiple bases just to power their stuff in ONE base just infuriates me.
Half the time he's basically saying "I don't like tech mods because they don't suck", and the only good ideas he had were the warp machine and the power conduit machine. And really, those aren't unique..
True. Nor do I agree with him on the game design aspect. The game should be fully accessible and easy. But making something different is difficult.
This is why, if I ever got into modding, I'd stick to interesting blocks and items. For instance, I'd still like to eventually create a "FleshCraft" mod, where you can craft rotten flesh into Flesh Blocks and use those to create various Fleshy items. They'd squish when you touch them, and one of the things you could make would be a sphincter door. Just because.
Maybe Bone blocks as well. Maybe let you use Bone and Flint to make tools, too.
Anvildude wrote: This is why, if I ever got into modding, I'd stick to interesting blocks and items. For instance, I'd still like to eventually create a "FleshCraft" mod, where you can craft rotten flesh into Flesh Blocks and use those to create various Fleshy items. They'd squish when you touch them, and one of the things you could make would be a sphincter door. Just because.
Maybe Bone blocks as well. Maybe let you use Bone and Flint to make tools, too.
If I ever got into modding, I would make it a horror game, or a strategy game where you can control an empire from heads up display. But eh. to each their own fancy.
Also I sitll think it's your little drawbridge door leading outside.
Automatically Appended Next Post: I logged off like half an hour ago, and yet it still says I'm on...
Automatically Appended Next Post:
Asherian Command wrote: If I ever got into modding, I would make it a horror game, or a strategy game where you can control an empire from heads up display. But eh. to each their own fancy.
Personally, I'd probably be banned from FtB for making too many multi-block structures
I do love me some multiblocks. I'm planning on switching these Openblocks tanks I have for Railcraft ones if only because Railcraft tanks look that much more multiblocky.
I will second the "Multiblocks are cool" statements. Not every machine can be a perfect cubic meter in size, can it?
That's why I prefer lots of smaller machines working together to a couple of Magic Blocks that do everything for me.
Do any of them have non-primal Aspects to them? Because there's a research tree that'll let you charge from compound aspects as well, and if there's a compound aspect including water, that'd help.
I'm not sure, with Thaumcraft 4, but I think that having crystal clusters around the node helps it regenerate faster.
As far as I know, there's no known way to brighten a Node- the only way to change that particular property is to over-drain them, and that can only cause them to become dimmer than they originally were.
cptprice0330 wrote: unfortunately no..
however at my base there is a node recharge station, it will fill a silverwood wand
Yeah but I'd have to go to your base to do that. How would I set up that station for my own base?
Anvildude wrote: Do any of them have non-primal Aspects to them? Because there's a research tree that'll let you charge from compound aspects as well, and if there's a compound aspect including water, that'd help.
Due to an alchemical accident, most of them now have Lux in addition to everything else they had. Which still means only one with Water :/
Hey, I'm trying to open the monster pack cus I want to play FTB again, but whenever its loading in the Mojang screen it just freezes in it then crashes. Anyone got any ideas as to why? Iv'e tried searching and nothing clear so far...
Ok I've sorted that jazz out, but now the IP is claiming it cant reach the server. I'm defo whitelisted and I turned on the 3 mods mentioned in the first post, as well as zans minimap. Is the server down?
Hello, Blood Lance has introduced me to these fourms and also your server, and we would like to go on it together. However, I need to be whitelisted, if possible, can you whitelist me?
The console has recorded the following reason I can't stay logged on.
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000069a25560, pid=10012, tid=8776
#
# JRE version: Java(TM) SE Runtime Environment (7.0_45-b18) (build 1.7.0_45-b18)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (24.45-b08 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [atio6axx.dll+0x9f5560]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
I have no idea what this means. Do I need to open an access port or something?
The console has recorded the following reason I can't stay logged on.
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000069a25560, pid=10012, tid=8776
#
# JRE version: Java(TM) SE Runtime Environment (7.0_45-b18) (build 1.7.0_45-b18)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (24.45-b08 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [atio6axx.dll+0x9f5560]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
I have no idea what this means. Do I need to open an access port or something?
atio6axx.dll is part of your graphic card drivers. Perhaps you need to update or at least re-install them. There's also some advice in this post/thread.
Mel. I also have a wand recharge station with a bunch of nodes nearby for charging a thaumium wand. feel free to use it all you want. We worked together to get all the research, so we can make you a tome too if you want it. If you want to make your own recharging station, moving pure nodes is your best bet.
I have everything I wanted out of thaumcraft right now, and two nice additions to the blood magic island as well, so no worries about the recharge station thing.
Automatically Appended Next Post: FtB is getting unplayable for a lot of people. Maybe we DO need a new map... and a rule against making lag-inducing monstrosities....
I almost wonder if setting up a custom modpack might not be a better idea- Can't you have it set up, through the FtB launcher, to be able to 'distribute' custom modpacks with a code? So Dark could take a poll of which mods are seriously wanted, make a pack with just those mods, and put the 'custom pack' code up on the server thread?
Back to the 1.7 update and all the adding of mods will be easier as there are no block id's, also i get the feeling something closer to the DW20 pack will be being played in the future
From what I've seen, the Direwolf pack could be cool.
I've talked to three people that stopped playing the FtB server because of how it's become unplayable. And though it is... mostly playable for me, I kind of agree with them :/
I think ATG has a lot to do with the server not being that much fun to build on.
I think a custom Modpack would be a good idea in the future, but what exactly makes FTB unplayable in your eyes?
turning off ATG will corrupt the world unfortunatly
I don't know about the lag issues i was more meaning the selection of mods for DW20, however it is kept more up to date, and thus has more fixes for memory leaks etc
I assume a new modpack would need a complete reset rather than any item transfers being possible. Could be wrong.
I think I would need Thermal Expansion, Railcraft, IndustrialCraft, Tinker's Construct, Openblocks, Applied Energistics, Iron Chests, ExtraUtilities, and Magic Crops.
I would also like to add MrCrayfish's Furniture Mod. I like that one.
My mandatories, in order: Industrialcraft 2 + expansion Tinker's Construct Iron Chest OpenBlocks Extra Utilities
Things That Would Be Nice To Have: The new portal mod (saw Price setting one up, looks awesome). Big Reactors Chisel Blood Magic Thaumcraft Thaumic Tinkerer
I also think MFR and Reliquary are important, although MFR much more so.
Automatically Appended Next Post: I'm not seeing much on that list that DW20 is missing beyond magical crops, reliquary, and the furniture one (which is in no way essential and doesn't add that much)
4oursword wrote: I also think MFR and Reliquary are important, although MFR much more so.
Automatically Appended Next Post: I'm not seeing much on that list that DW20 is missing beyond magical crops, reliquary, and the furniture one (which is in no way essential and doesn't add that much)
Yeah, DW20 has most of what we need. I could do without magical crops myself, but I understand others love 'em.
Here's a question: How does the Twilight Forest affect stability and runability? Because that's a mod that doesn't really add anything that changes up gameplay- just different blocks, but it has the cross-dimensional stuff going on.
I like a lot of what Reliquary has to offer, like Alkahestry, but yeaaaah, it's mostly the Hunter's Handgun. According to X3n0 it's based on Hellsing, which is awesome. Has to be said that Twilight Forest is just an old classic which has been in modpacks since pre-tekkit, which i think contributes to it's appeal.
I would like to suggest that Mystcraft be omitted from the pack. While ages are cool, the Deep Dark is a mining age and the fast travel feels out of place with Minecraft.
I'm fine without Mystcraft. Maybe people will actually take advantage of the other travel mechanics. Maybe Railcraft might even *gasp* be used to make rails, instead of just as a convenient Steel source!
Ever since I started playing multiplayer Minecraft, I've dreamt of a community-wide, fully functional rail system- not just booster tracks and single-slant loading stations, but proper, full fledged, two-track long platform sending entire trains around rail system.
Apart from Thaumcraft i like all the mods in Monster. I am not sure if i'd like to limit myself to just a few mods.
Are there specific mods that are causing issues, like ATG during exploration? And if those issues are mainly on the client side perhaps there are config options and/or building rules, e.g. separating stuff and not building in just one chunk, to alleviate them somewhat.
@Anvildude: A map-wide rail system sounds awesome. It might need quite a lot of loaded chunks though and i am not sure how that would affect performance.
I like it too, but I don't even get to stay connected to it anymore. Had the sacrificial dagger take all my health instead of the one heart I clicked and disconnected after it, couldn't connect again to try to get my stuff so just given up with this for now.
Now I'm trying to keep my FTL crew from bursting into flames.
Minx wrote: Are there specific mods that are causing issues, like ATG during exploration? And if those issues are mainly on the client side perhaps there are config options and/or building rules, e.g. separating stuff and not building in just one chunk, to alleviate them somewhat.
This is still a good point. What guarantee do we have that a new modpack will fix the problems?
Melissia wrote: Because the problems started when we switched to Monster.
So the problems could be due to either Monster, specific mod(s) in Monster, specific blocks/machines, or modded Minecraft 1.6 in general? It might be helpful if we could narrow it down somewhat.
I am not really experiencing prolonged problems apart from excessive bandwidth usage from larger RotaryCraft installations (all gone now that i have removed all of those machines/blocks) and trouble with a too large number of bees in either the bee indexer or filing cabinets (solved with AE disks and recycling of unused bees).
I'm having very few problems also. I am using a fairly weak PC, so don't have a high render distance and don't use a resource pack. It's no biggie- any lag is down to my internet.
hows about carpenters blocks as well as chisel, assuming we create our own mod pack
Automatically Appended Next Post:
Anvildude wrote: I'm fine without Mystcraft. Maybe people will actually take advantage of the other travel mechanics. Maybe Railcraft might even *gasp* be used to make rails, instead of just as a convenient Steel source!
Ever since I started playing multiplayer Minecraft, I've dreamt of a community-wide, fully functional rail system- not just booster tracks and single-slant loading stations, but proper, full fledged, two-track long platform sending entire trains around rail system.
i've planned on doing that on the monster and unleashed modded servers and never got round to it, mainly due to it being useless
also you can have trains load themselves, so they only load the chunk there in and the chunk ahead of them from what i can tell i testing
I'm pretty sure it's just ATG that's causing the problem. I was flying around Twilight Forest earlier and loading new chunks was easy and smooth. It all seems that extreme lag and crashes occur when new chunks are explored.
Cherry-picking specific mods is too much of a conservative approach. Monster is interesting. I haven't been able to play with Rotarycraft and EnderIO yet, and they seem interesting. I hear Mariculture is a grind, but it at least has new stuff. QCraft is a thing too, I guess... New stuff is interesting and fun, and it'd be a shame to exclude something just because we haven't tried it.
Anyone know if there's a way to automate Alkahest's ability to turn items into their reagent? I tried in Ultimate with no luck, but such an ability would be powerful if automated.
4oursword wrote: Anyone know if there's a way to automate Alkahest's ability to turn items into their reagent? I tried in Ultimate with no luck, but such an ability would be powerful if automated.
As in making glowstone and redstone dust? I would imagine its easier to gather by using magical crops.
Nah, I meant using the item Alkahest (which is disabled in Monster 1.0.9). Craft items with it to dissolve them and get a reagent that you can use to duplicate items with the Tome.
4oursword wrote: Nah, I meant using the item Alkahest (which is disabled in Monster 1.0.9). Craft items with it to dissolve them and get a reagent that you can use to duplicate items with the Tome.
As far as I understand, you just shove in the Tome with redstone (sometimes lapis) to duplicate stuff. What is this reagent you're talking about?
Craft the item Alkahest with most vanilla materials to get an item you can use to dupe things. Like, Alkahest+1 stack of dirt gives a redstone. It's not in any version of monster as far as I can tell.
@Matt.Kingley- I did some Ag Skies, but got bored of the grind quite quickly. I never seemed to have enough food.
4oursword wrote: Craft the item Alkahest with most vanilla materials to get an item you can use to dupe things. Like, Alkahest+1 stack of dirt gives a redstone. It's not in any version of monster as far as I can tell.
If you're looking for redstone, you could just set up a Magical Crops farm or a Bloodwood Tree farm.
Apparently, venting steam means that there are too many places which are trying to "suck" the essentia. That's why there's only one jar- when I put down 9, I had the same problem.
Etho had a system with multiple jars and each marked for a specific essentia. So you can pump it directly to where you need it/store it so you don't have to manually do it.
I don't know if he did a tutorial for how he set it up.
I only need the one (Herba) so I don't know how viable that is, but I will try to take a look at Etho's stuff
Automatically Appended Next Post: No luck with your solution, Melissa- has anyone on the server got Lamps Of Growth set up? I think there's a way to use mirrors...
le sigh. How do I that? I mean, the piping seemed to work- and that was on the newest Monster. I might just need to do one-to one alembic-jar-lamp links.
What're you burning down in the Crucible? Is it an item with pure Herba essentia? Because what might be happening is you may have another Essentia type trying to get out of the Calcinator, through the Alembic, but the jar may already be 'marked' by the system for Herba, so there's nowhere for the other essentia to go.
Do you have access to valves yet? You might want to try putting a valve on with a voided jar, and switch the destination output for a while to see if you have any other essentias that come out.
From what I understand, the Calcinator (That is what the alchemical furnace is, right?) actually always stores all the various essentia it pulls from the things you burn- the purpose of the Alembics is to draw those essentias out one by one.
How do you even tell what aspects things have anymore?
I'm using the cheat sheet, so i have access to everything. And i am indeed just burning leaves- when i first furnaced them, they only gave off herba so I went with it.
The Thaumometer in a power helmet is the way to go. It shows ALL of the essentia. Stack another alembic on top and you'll see any leftover essence for earlier burnings or what-not.
Or I could buy a little bit of it from different people.
I should be able to pay all of the required parts minus thaumcraft-centric bits (nitor, for example) but will make up for the shortfall with other materials. I can do gunpowder, nether wart, and glowstone, which I think a lot of mods use, as well as Ghast Tears, Iron, Gold, Redstone, both types of quartz, and I'm sure I can get some other bits and pieces.
You supplying the Lamps of Growth, Alembics, and Furnaces for their cost in materials (excepting the thaumcraft stuff I can't craft) and some other materials as well?
Or I'll pay you a barrel of Iron Blocks for the whole lot.
Can I also get the tubes off of you, in addition to the rest of the stuff? Melissa has kindly provided the jars. My evil plans are approaching fruition. He he he.
Can I also get the tubes off of you, in addition to the rest of the stuff? Melissa has kindly provided the jars. My evil plans are approaching fruition. He he he.
Check the Obsidian chest in your house, supplies have been left there
What payment do you want then? All the materials or the [MOD EDIT - Ack! Language, please! - Alpharius] of iron? Or some midpoint between the two?
Seeing as that was so quick, I might place another order with you soonish. It'll be more of the same
Automatically Appended Next Post: Whoops, sorry Alpharius- I thought all instances of that word were censored, even as part of a compound word. I'll bear that in mind for the future.
As a curiosity, may I use someone's assembly table? These QuarryPlus items are taking an absurdly long time with my setup. I'll provide the power with Resonant Energy Cells if that's a concern.
EDIT: Nevermind. I figured out a way to just pipe produced items back into the assembly table in order to get the minimal system working overnight.
I need to think of a new project. With Iustis not playing because of technical issues, I don't feel any enthusiasm to finish the current project I had for her.
Dunno, it feels like there's TOO much stuff and I have no idea what to do next. Maybe a reactor from reactorcraft or Big Reactors? Not sure how to start that out...
Big Reactors is actually surprisingly easy. Get a Quarry and you'll have all the Yellorium you'll ever need for a long while. Plus, with the server eventually updating to 1.1.X+ the Big Reactors will have a big update adding actively-cooled reactors.
Reactorcraft/Rotarycraft is mind-blowingly convoluted.
I've been playing around with Rotarycraft a bit in creativemode.
It seems that the difficulty comes from interfacing the blocks and making them work as a coherent whole. It's a puzzle, of sorts. Building the individual pieces doesn't seem like that much of a problem.
Gregtech's difficulty comes from nerfing recipes and making everything take long to make with tons of resources. Plus, many things are 'gated' in that you need one machine before you can build another. It's awful.
Absolutionis wrote: I've been playing around with Rotarycraft a bit in creativemode.
It seems that the difficulty comes from interfacing the blocks and making them work as a coherent whole. It's a puzzle, of sorts. Building the individual pieces doesn't seem like that much of a problem.
A nice feature of these RotaryCraft machines is that you can speed up their operation quite a bit (down to an op. per tick in some cases) if you increase the supplied angular velocity after meeting the minimum torque requirement. The necessary information is mostly available in-game using the mods craft-able handbook.
ReactorCraft on the other hand isn't that well documented (and a bit laggy and perhaps dangerous for the server map with free floating steam blocks). And there've been quite a lot of changes since Monster 1.0.9. I would recommend using a newer version if you'd like to play around with a fission or fusion reactor from said mod.
Melissia wrote: What does the Big Reactor output, is it only the Thermal Expansion's annoying RF energy?
Newer versions with active cooling output steam or RF. I believe our version of Monster has only the RF output option. Both EnderIO and TE (and possibly other mods as well) have convenient and failsafe options to transport RF.
Engineer's Toolkit has a simple converter if you need IC2 power, there's also the mod Power Converters and RotaryCraft can convert most forms of power into its own and then into nearly everything else (some converters explode if they are fed too much power though). TEs energy conduits convert RF automatically into MJ (not the other way around) if the machine needs it.
It's just as difficult as converting between MJ and EU.
As Tikka said, it'd be cool if the server was on the 1.1.1 version. The big reactor could be set to output steam. Then you could just shove it into whatever you want to produce EU, MJ, RF, or even Factorization "Charge" if that's what you're into.
Those ten adapters are enough to power a few overclocked IC2 machines:
Spoiler:
Edit: Big Reactors offer a computercraft interface to control or monitor various parameters, e.g. reactor temperature (~ fuel consumption) or internal RF storage and setting the control rods to adjust the RF output and fuel input according to demand. All of that can be done manually and perhaps with the redstone interface as well. In addition the internal reactor itself can be built in a variety of ways including most of the exotic thermal expansion fluids or solid blocks as moderator / cooling in between fuel rods.
In short, plenty of things to toy around with even though the basic setup is simpler than other mod's nuclear reactor interpretations.
I've built a machine to spawn and kill a wither every few seconds. For testing purposes i'd like to let it run for an hour or two. Unfortunately it's emitting annoying sounds across all dimensions and i would like to apologize for the inconvenience in advance.
Ultimately i would like to only start the process if there is no one on the server. Is there a way to detect if a player is online?
Melissia wrote: That would need to be done with the assistance of Dark, I think (using the admin block).
That could work. I'll have to ask him (or come up with something else).
The server map webpage already shows logged on players. Maybe i could poll that page and parse the relevant data with a computercraft script; although i am afraid that could be rather wasteful resource-wise. Do we have another simpler webpage that shows the online player status of dark's server?
Edit: The problem solved itself in a way. I've apparently increased the spawning rate too much and the wither somehow glitched out of the containment field and destroyed my machine.
Back to the drawing board
I think there's a block that's a "Player Detector" in one of the various mods- Antvenom uses one in his B-Team series, and though B-Team is a different modpack, many of the core utility mods are the same.
Anvildude wrote: I think there's a block that's a "Player Detector" in one of the various mods- Antvenom uses one in his B-Team series, and though B-Team is a different modpack, many of the core utility mods are the same.
Player Detector only detects players within a certain radius of the block.
There's another that detects who right-clicked the block and outputs it to a computer.
The Wither sound can be heard at any distance across dimensions.
You have to name specific people, though, and it emits a redstone signal if they're online.
You can name specific people that are commonly on the sever and scare the gak out of anyone new.
Thank you, i'll try that detector after construction of a failsafe containment and kill zone for FrankenWither mk II. At least i had the foresight to place something like a dead man's switch in the explosion radius of the escaped withers. Otherwise i would still hunt down rogue withers as the spawning mechanism is still operational, just switched off.
In principle the Online Detector block works but i would need a separate block per player and additional blocks to combine the result. For now i will just activate the farm on demand (and perhaps try the http api of computercraft just for fun to get the list of currently logged on players from darkinnit's map).
Looks to be something wrong with an Advanced Genetics DNA Encoder. Anyone done anything with one of those recently and have coords that would help me locate it quicker?
I don't have time tonight to download the world, explore a volcano lair and find a DNA encoder, so instead I just enabled the server config option that deletes erroring blocks.
You probably have plenty of resources to make a new one
darkinnit wrote: I don't have time tonight to download the world, explore a volcano lair and find a DNA encoder, so instead I just enabled the server config option that deletes erroring blocks.
You probably have plenty of resources to make a new one
Melissia wrote: What's the most efficient way to carry RF? I don't know what the loss rate of the pipes are...
The TE3 conduits are lossless and have infinite throughput capacity. Maximum in- and output per side is 10000 RF/t for the highest tier. EnderIOs conduits are similar and their maximum is about 20000 RF/t.
TEs Tesseracts have no intrinsic limit and can be quite useful to transfer power over larger distances.
Absolutionis wrote: It's crazy that whenever we mention the server being down, Darkinnit is summoned.
Maybe if we perform this ritual a few more times, Darkinnit will start playing again.
It's not that I don't want to play, but rather that I don't currently have much free time to do so. I can usually make exceptions for fixing server or player problems, but that's about it for the time being.
I have been making slow progress on preparing the server update, but still don't have much more to tell just yet. I have seen that they are looking at doing another update in the next week or so.
@Melissa- EnderIO adds Capacitor Banks which have quite good storage, retain charge when picked up, and can be made into multiblocks to expand storage space further.
Hah. They're even more of a pain to make than Redstone Energy Cells.
You need to chain Capacitors into Advanced Capacitors using pulverized coal and a decent amount of steel.
If you want to store RF in a cheap manner, just make Leadstone Energy cells. You just need glass, copper, lead, and redstone. If you want a more fancy version, you can then just upgrade those to Hardened Energy cells with Invar ingots.
No need to mess with the Fluid Transposer and such with the lower two tiers of RF storage cells. If space isn't a concern and you just want RF storage, Leadstone and Hardened Energy cells work fine.
Capacitor banks aren't too annoying to make nor are they that expensive. That's why I love EnderIO, it's mid range stuff is between TEs tier 2 and 3 items and are quite cheap.
Double Layered capacitors are probably the most annoying part of the banks, and that's only because EnderIO silicon is a random result of grinding sand, it isn't guarantied.
EDIT: Eh, I feel Cells are annoying, just as they require more machines and power to make. I love banks, indeed I use them to store all my power, if only because they are multiblocks XD.
Ach. Damn these Magical Crops seeds, they keep disappearing from my auto machines. I made two redstone seeds, left the machine to run for a while and came back to find 5 of them (no idea how). Thought to myself "fantastic." Today when I get on the server? Nowhereto be found. I tore apart the machine that was farming them looking for them- not a sausage. The coal seeds next to them and using the same mechanism are all still there, but my redstone ones have disappeared. Talk about annoying.
Guess what? Sometimes machines harvest things either too quickly or with a different mechanism than when you manually harvest them. Some mods, especially Magic mods, don't want you to be able to use their plants in auto-harvest machines. It's one of the ways of increasing rarity and thus value.
Often, though, those mods will have ways of either increasing the yield or improving the growth rate. Try making a regular old, large area farm. You know, like you used to do with wheat? Then just plant, gather seeds, plant, gather seeds, until you've gotten enough that you can leave a large field for a while while you do other stuff, and then simply harvest the whole thing all at once!
I know some plants, like Wormwood in the new Witchery update, have a 'second stage' of growth, and that second stage is what drops the most seeds. But auto-harvesters generally don't realize that they need to wait for the growth, and so pop a non-mature plant- getting, maybe, the 'fruit', but not getting enough seeds over time to have sustainable harvests.
I just did a basic timer + block breaker + auto activator system, with Watering Cans to accelerate growth. Magical crops has a standard drop and the chance of a rare drop, but that rare drop only works if manually harvested. Auto activators don't allow the second rare drop to appear.
ok i have hit a bit of a slowdown in my building on the server. I am making extensive use of Frost Bound blocks from Railcraft.
i have started to automate the process with TE3 and a Glacial Precipitator for all of my ice block needs. I am running into a problem with the blue dye portion, i was using blue dyed tree saplings and just chopping them down but i would like to speed this process up.
I looked into Minefactory Reloaded's planter and harvester and tried to set up a system in single player to see if i could make it work. I have my system set up and the harvester works fine but the planter just sits there doing nothing.
If anyone could shed some light on this id appreciate it, id really hate to have to stand in front of the harvester with saplings and bonemeal.
Not sure if Indigo flowers are on, or any of the other Blue Dye flowers. Could make a SMURF or an auto-flowerer. Actually pretty easy with deployers and hoppers- you can make them in Vanilla now.
Or you could always go with Lapis Bees.
Or maybe you could extract blue dye from blue wool, and grow it on blue sheep?
Deathklaat wrote: I looked into Minefactory Reloaded's planter and harvester and tried to set up a system in single player to see if i could make it work. I have my system set up and the harvester works fine but the planter just sits there doing nothing.
If anyone could shed some light on this id appreciate it, id really hate to have to stand in front of the harvester with saplings and bonemeal.
The planter doesn't work with all saplings. As an alternative you could try planting the saplings with an autonomous activator, maybe some other kind of automatic block placer or with a force field.
i realized that with dyed trees i pretty much need to stand there to collect the dyes and items that drop from them when cut down as the harvester doesn't do that.
What i can do is upgrade the harvester to cover a much larger area for my tree killing needs.
You could theoretically leave gaps between the trees leading to an underground collection area, using watter or something to push the dyes in to a hopper. Or some other similar collection method.
You could use an Item Collector or Advanced Item collector. It's a decent; low-lag device that scans an areas constantly for items and 'poofs' them into the inventory below.
Openblocks Vacuum Hoppers sound like a good one to use here. Fans and Conveyor belts leading to Vacuum hoppers, more so. I had a design for this kind of thing, I shall put it into blocks and post a screenie.
Vacuum hoppers are slow and laggy. Obsidian pipes are short-ranged or require power. Fans and conveyors are obstructive and unnecessary when it comes to just items.
Item Collectors are a single block you place, set their range, and forget about. They poof items within a given height as well. I use it on my Rainbow Tree farm.
Their only drawback is that they'll grab *any* item within their range... including blocks you break while building.
If anyone wants to see them in action, just stop by my base.
i did figure it was that newer versions of monster would have the planter working, one vid was using another mod's dyed trees and worked fine in the planter but wouldnt work in mine.
so the item collector will knock trees down or would that still require the havester?
how do item collectors integrate with RF as that is my source of power.
I am really only after the blue dye and lapis that drops from the blue trees, the wood that can be made into charcoal will be and the rest will be used to power a steam dynamo to power the tree farm.
i did see in another video a system that used fans and conveyors but that is well beyond anything i am capable of making right now. ( i have a basic RF setup with a few TE3 machines)
The MFR Harvester still works on Dye Trees. It's programmed to detect and chop down large groups of logs, and Dye Trees use vanilla and mod logs. It's just that the MFR Planter doesn't recognize Dye Trees saplings.
Auto Placers would work for planting as far as I'm aware. They're crafted with the same sort of recipe as the Dispenser (i think it uses one in the crafting). If not, the Autonomous activator will definitely plant it.
Deathklaat wrote: i will look into these machines and see how they work, im more curious how they will interact with TE3 power.
The autonomous activator is a TE3 machine and does not need any power, vacuum hoppers or item collectors likewise function without power. You just need to connect the mfr harvester to cut down the trees with a TE3 or EnderIO conduit.
Hey Grey Templar, did you ever get the crash-when-loading onto the server problem worked out? I seem to have run into the same issue ever since updating the launcher.
Single player works just fine. Multiplayer crashes and closes program when trying to join server.
I never had this error until two days ago and on that day I was close to maxing my Thaumcraft research. I experienced the crash later that day and thought nothing of it. Then I did more Thaumcraft research the next day and experienced another crash in the same day, followed by a server restart. Yes that's right I didn't crash this time, the server merely restarted and after trying to log back in I got the above crash report.
Seems that a temporary solution is to roll back my player data? Darkinnit, I was joking about invoking you whenever a problem arises, but is this a possibility that I can be rolled back in time slightly? Perhaps even teleported back to spawn?
Additionally, it seems that the problem arises when maxing out Thaumcraft research which I just completely finished yesterday? Or maybe that's just rumorstuffs.
Seems to be solved by the Admin rolling back or deleteing/replacing the player.dat file. Perhaps Grey Templar is witnessing something similar in that his player data is corrupted?
ok i finally got a system that works, still some bugs but it does its thing all by itself.
i have the harvester and flanking it on either side are autonomous activators one for blue saplings one for white. next to each of those is another autonomous activator providing bonemeal.
in the middle there is a vacuum hopper that sucks up all the junk dropped on the ground.
so what goes in the hopper immediately gets the bonemeal filtered out and split to the 2 applying the bone meal, everything else moves along and hooks up with the harvester pipe.
this is where the white and blue saplings get filtered out and go to their own activator, everything else moves along.
I then have another diamond pipe that pulls out most types of wood that can be made into charcoal and dumps them into a hopper-fed chest that leads to a redstone furnace.
All other wood gets put into another hopper-fed chest that leads to the steam dynamo that powers the whole system.
apples, white and blue dye and lapis all go into storage, the charcoal will eventually be networked into my glacial precipitators and some other machines.
Xeriapt wrote: Iv worked on blood magic for a fair while now.
What would you like to know?
Just a couple of bits about Rituals: How do you fuel a ritual?
How do you set up a ritual (specifically, Ritual of the Green Grove)?
Is there a way to fuel a ritual passively (not needing lots of player interaction)?
How far into Blood Magic are rituals?
Rituals are fueled by life essence which you need a blood orb and a blood altar to start gaining, also either a sacrificial knife(to use your own hp as life force) or a dagger of sacrifice to kill mobs near your altar to generate life essence. So right there its costing a few diamonds to get started.
To set up a ritual you need to craft ritual stone and then mark them with dyes crafted in the blood alter, or you can make a ritual diviner which basically will use blank ritual stones from your inventory and auto place/mark the blocks for you when you right click with it.
Rituals require an activation by player plus an initial life force cost, then depending on the ritual they will continue to create an effect. So the ritual of the green grove costs 250 life force to activate (i think its 100 life force is equal to 1 heart), then it will consume 20 life force a second to grow the plant above the ritual.
Rituals can be turned on and off using a lever.
If you try to activate something and you have no life force from your altar it will directly drain your life to the point where you will die. Anything that drains life force overtime like the ritual of the green grove will give you the nausea debuff if you run out of life force untill you have enough to pay the upkeep, so it wont kill you.
So rituals can be made pretty early but having the altar setup to create enough life force is the time consuming part.
So it looks like there's no passive LP generation mechanic? Like a grinder for Life essence? Shame. Ah well, my crops grow fast enough anyway Thanks man!
Automatically Appended Next Post: Aha, well of suffering. Hmm...
Yeah, you can automate it, it just takes a bit of work.
On another note, does anyone have an efficient design of BigReactor? I decided I finally needed a more permanent power source for my base that won't run out super-quick
Note to all: Don't research too far into Thaumcraft and scan everything.
Automatically Appended Next Post: Whatever Grey Templar's problem is logging in, perhaps it could be remedied by outright deleting his character file? He hasn't built anything nor played at all, so I doubt it'd do anything harmful.
Any thaumaturges want to sell me some more things? I need ~16 void jars, I completely forgot to buy them when I got that earlier stuff I have ordinary jars, if that's what is needed to craft them (I have no idea what is). I can supply Raw Materials or can pay with Iron or Tin Blocks, and other things as requested individually.
I've decided I'll use a Cactus farm to fuel my lamps of growth, but that means disposing of the non-herba aspects.
I think me and Anvildude had that thought when we were still entertaining the thought of a custom modpack which excluded Mystcraft, but I didn't think anyone would act on it.