Doctadeth wrote: I need some help. Trying to set up a basic Rotarycraft assembly (extractor) and it's not really letting me....ANNOYING.
The RotaryCraft handbook has a lot of the necessary information nowadays; its recipe should be visible with NEI.
I don't know where you need help specifically, so i'll just summarize some of the important bits to set up an extractor.
The extractor needs power from below using a bevel gear, water for two of the intermediate stages and has different minimum power/torque/angular velocity requirements for its four stages. Most RotaryCraft machines process tasks faster with more angular velocity than required as long as the minimal torque/power requirement is fulfilled. For the four extractor stages the minimal and maximal (useful) values are:
1) 512 Nm torque, 65,536 W, i.e. 128rad/s ang. vel. with minimum torque (512 Nm and 32,768/s for maximum speed)
2) 8 Nm at 2,048/s (maximum speed with 1 Nm and 1,048,576/s)
3) 4 Nm at 8,192/s (maximum speed with 1 Nm and 1,048,576/s)
4) 256 Nm at 256/s (maximum speed with 256 Nm and 32,768/s)
If the extractor is not powered with enough torque or speed to process a later stage the ores or intermediate products will just sit in the machine until it is supplied with enough power (or a factorization router pulls them out of the different slots). To power all four stages in a single extractor without additional external input you therefore need a minimum of 512 Nm torque and 8,192 rad/s speed. That amount of power can be supplied with a couple of gears and two microturbines, higher tier magnetostatic engine(s), a jet engine or several lower tier engines combined with shaft junctions.
A better approach for the beginning is to change the input power during ore processing so that e.g. stages 1 and 4 get 512 Nm at >= 128 rad/s and stages 2 and 3 get 4 Nm at >= 8,192 rad/s. This can be achieved with an alternating redstone signal and a variable gearbox, the CVT or with (omni-directional-) clutches and different non-variable gearboxes. The minimum power requirements would be 65,536 W (a single gasoline engine with a four-times gearbox) and 32,768 W (two steam engines with gearboxes). Combined in a single machine you could use a gasoline engine, connect it to an omni-directional-clutch with alternating redstone signal and set to output to one of two different sides, place a single four-times gearbox set to torque mode on one branch and a four- and eight-times gearbox both set to speed on the other, and combine both branches with a bevel and shaft junction. The output of the shaft junction will be either 512 Nm at 128/s or 4 Nm at 16,384/s depending on the redstone signal and can directly power all four stages of an extractor (it will process stages 1 and 4 in parallel while waiting for 2 and 3 until the redstone signal switches).
If you have access to two factorization routers and several extractors a faster and energy efficient way to power the ore processing is to use different extractors for single or double stages, e.g. power an extractor with 512 Nm of torque and as much speed (128/s <= speed <= 32,768/s) as you can supply, have a router pull out the intermediate products after stage one and feed those into another (set of) extractor(s) set to 1 Nm and 32,768 rad/s to 1,048,576 rad/s. The next router pulls out the products after stage three and feeds them into the last set of extractors set to 256 Nm and 256 rad/s to 32,768 rad/s.
To build, power and lubricate all of the necessary machines and parts mentioned above you probably need a blast furnace (there's one at spawn), grinder and fermenter. The latter two can be powered with a low tier magnetostatic engine if you have the RF from some other mod, steam or dc engines from RotaryCraft or a fuel powered engine again from RotaryCraft in case you have access to refined BC oil. A canola farm and grinder setup allows the use of hydrokinetic engines if you don't want to go the gasoline - jet fuel or the RF - magnetostatic route.
I would recommend magnetostatic engines at some point though as RF is so much easier to transport than RotaryCraft shaft power (or alternatively ElectriCraft induction motors).
Yeah, I read the whole rotarycraft book. It gave me a headache. But yeah, I needed that bevel gear....Thats a really tough mod, so I'm actually going to do it!
Another reminder for those that aren't actively playing and seeing the in-game messages:
I'd like to shut the old Monster server down for good by September 9th.
If people still haven't gotten around to moving items across, I'm ok to leave it running until then, but if everyone is completely finished with it and there's no point keeping it running, I could also shut it down early.
I know people have asked for a fun send off for the old server, so I would be willing to enable creative mode for a few days. (after disabling the Qcraft portal link of course ).
No, it's not a poll, just a warning to anyone who still has stuff on the old server to speak up and let me know if they are going to stash their stuff or if they need more time etc.
If no-one is speaking up despite these warnings, it's probably safe to say that the old server can be shut down early.
I can always retrieve items from backups in an absolute worst case scenario.
I have a surplus of diamond, glowstone, creeper and skeleton seeds. If anyone needs some of them feel free to take them from my mailbox-ender chest at spawn.
I've also tried to craft mariculture blue neon lamps but all the NEI recipes only produce white neon lamps. Does anyone know the correct recipe or a way to colour them?
darkinnit wrote: Another reminder for those that aren't actively playing and seeing the in-game messages:
I'd like to shut the old Monster server down for good by September 9th.
If people still haven't gotten around to moving items across, I'm ok to leave it running until then, but if everyone is completely finished with it and there's no point keeping it running, I could also shut it down early.
I know people have asked for a fun send off for the old server, so I would be willing to enable creative mode for a few days. (after disabling the Qcraft portal link of course ).
I'll try to get my stuff in the next few days. Thanks for the heads up!
darkinnit wrote: Another reminder for those that aren't actively playing and seeing the in-game messages:
I'd like to shut the old Monster server down for good by September 9th.
If people still haven't gotten around to moving items across, I'm ok to leave it running until then, but if everyone is completely finished with it and there's no point keeping it running, I could also shut it down early.
I know people have asked for a fun send off for the old server, so I would be willing to enable creative mode for a few days. (after disabling the Qcraft portal link of course ).
I'll try to get my stuff in the next few days. Thanks for the heads up!
Cool. Also another friendly reminder to try not to take too much through the portal at once (there seems to be a limit). As a rough estimate, try to avoid taking more than 20 AE 16K storage cells worth of stuff at a time. Also use the "/qcraft verify" command after travelling through the portal if you don't immediately receive your items on the other side.
Finally, if it's your first trip to the new server, keep three or four slots empty for the various tutorial books that it spawns you with. There's a trash can by the portal for any unwanted items. (Completely unrelated statements of course )
My fiery thaumcraft pants just melted the ice block underneath the portals quantum computer on the old server. I'll try to repair it in the next few minutes/hours depending on where i can find ice
Melissia wrote: Grab snowballs and stuff them in a compressor.
I already found some ice; good idea though.
Unfortunately spawn protection keeps me from repairing the portal. I'll leave the ice in a chest near the portal and wait for our beloved god-emperor admin.
Dark, something just happened. I just started spontaeously combusting and interacting with everything around me. I tried to limit the damage, but I screwed up big. It was really weird and I don't know what caused it. Sorry for the inconvenience.
Automatically Appended Next Post: Going to relog.....fairly sure I didn't have any in Inv. I don't tend to mine ore I don't know. Yeah, don't have it in inventory. Argh, And I just got clocked for like 5 fire damage, and looks like spawn damage is huge, What the heck....I'm really upset,
Edit 2.
Somehow I had some in my inventory. I don't remember mining any, so server needs a rollback. Really weird.
The server doesn't need a rollback just because you burned a few logs by accident. I repaired the logs and leaves etc by hand, only took a couple of minutes.
I just found one of the roguelike dungeons, first couple of floors are being ransacked, ....all I can say is WOW.
All but the main room of the bottom floor are ransacked. Please do not loot this. I will be organising an expedition of various players to have a bit of fun down there. Feel free to take some bits and pieces from the chests, there are plenty of Staves of travelling (I believe 4 or 5 at last count).
Dark, Do we have display cases or somesuch things, I have some unusual items for display.
Anvildude wrote: I am horrendously saddened that Dark did not include the Ziggurat of Kur in his list of shinies.
I never said I was finished
I assume you mean this?
Spoiler:
The shaders go a bit wierd in the deep dark, or around certain mod blocks. I had to take this one using Sildur's shaders (the previous ones were using Sonic Ether's).
Oh, as I'm starting on the surrounding temple city, I'd like to open an invitation to everybody on the server to come down and build a house. All I ask is that you keep an inward slant and make it out of basalty material (there's plenty available). Don't care about where or how big- I'm gonna have the whole place be rather haphazard and labyrinthine.
I've taken the Monster server offline for the time being as there's a problem with it. Once I've finished upgrading the vanilla server to 1.8, I'll take a look at it.
Server's back up while I investigate the issue. It doesn't seem to be causing any problems except spamming the logs
I'd like to make a request to everyone to turn off any machines, systems and chunkloaders that aren't needed to run 24/7. Some of you are building amazing things that stockpile massive quantities of items and it's all very impressive, but it's causing quite a lot of lag on the server. There's no one culprit, this is a cumulative effect of so many systems all running at the same time.
It can be very offputting to play on a server with such lag, and I'm willing to suspect these massive stockpiles of items will never be used.
Systems that are particularly stressful on the server are anything that repeatedly spawns entities (both mobs and items). So things like mob farms and crop farms (magic crops in particular due to the amount of drops and them usually needing convoluted systems to gather them).
Things that are not stressful on the server and can keep running are things with "no moving parts", like passive big reactors, MFR mining lasers, ender quarries and enderpumps.
Please set up systems to gather items on-demand or to keep a reasonable amount in stock, turning off when "full", rather than stockpiling all the things.
I've already removed any buildcraft quarries that were finished and sitting idle in the mining age and placed them in a chest at the quarries' respective locations.
But these are small compared to the various systems people have running to gather various resources.
My main issue is with systems that are running constantly, consuming server time, to increase some resource count from so-many-thousand to even-more-thousand, when the person will only possibly use a couple of hundred of that resource in their entire playtime on the server.
If you're gathering/harvesting resources and actually using them, it's fine by me.
Also final reminder to everyone, that the old Monster server will be "shut down" tomorrow evening UK time. Shut down in that I'll no longer allow transferring items between the servers. So if you haven't got your stuff yet, hurry up.
I'll leave it running but remove the link between the servers and put it into creative mode and re-enable nukes etc so that people can vent on it all they want
I won't be keeping backups of it past that point so if it gets completely broken I'll just take it offline or otherwise take it offline at the end of the weekend, whichever happens first.
foto69man wrote: Aw man, back after a two week vacation, go for my minecraft fix, and no server...the gods are punishing me for abandoning minecraft for so long...
You know it's the old Monster server that's closing right? Not the current one... Actually you were whitelisted after the current server started, you've never been on the old server
Automatically Appended Next Post: Ok, so the OLD Monster server will be in creative mode in about 10 minutes time.
Those of you wanting to connect can add the server:
old.darkinnit.com:25585
I've retrofitted the current whitelist to the old server so even those who've never played on the old server can join in.
The current Monster server is still in survival mode and isn't going away any time soon.
Automatically Appended Next Post: Oh almost forgot
DONT use the search TAB in the creative menu, for whatever reason in Monster 1.1.2 it crashes your client and you'll have to start it up again.
Set NEI to "Cheat" mode using the "Options" button in the bottom left and then the "Inventory" button and then use NEI's search to find and give yourself items, rather than the normal vanilla creative search tab.
I already turned off the MFFS system at those coke ovens. If you have a chunk loader covering that area, disabling it or shrinking the area to not cover the coke ovens would be beneficial if you're not using them. No need to demolish them if they're not loaded.
They're pretty straightfoward. What's the problem?
You can't link within the same dimension using linking books unless you add gold to the ink solution. If you're willing to just save on costs, just link across dimensions for the time being.
To add to that, be careful when you add gold as it flashes between 3 states. Adding more gold increases the time the 'Intra-Linking' state (green) appears. The other types you can get are disarming (bad) and platform generating (never seen that ever make a platform, though).
I have "disarm" disabled in the server config and the platform only applies to creating new ages I believe. So it's just the gamble whether it's intra-linking or not.
Did I leave the MFFS on? Whoops. Nothing there is chunkloaded, so hopefully I'm not contributing much to the problems. Do let me know if there is anything I can do to help you out with them.
foto69man wrote: Aw man, back after a two week vacation, go for my minecraft fix, and no server...the gods are punishing me for abandoning minecraft for so long...
You know it's the old Monster server that's closing right? Not the current one... Actually you were whitelisted after the current server started, you've never been on the old server
Tried to get on the new server. Isn't that the one you have down while working the lag issues?
No, I posted that it was back up back then, but Dakka collapsed my subsequent post together into the original. I don't like that it does that and doesn't mark the thread as having a new post :/
darkinnit wrote: No, I posted that it was back up back then, but Dakka collapsed my subsequent post together into the original. I don't like that it does that and doesn't mark the thread as having a new post :/
Today the server had crashed, I've restarted it.
Must have been my internet...but got back on today and almost finished making my hole in the ground less of an eyesore took me a bit longer, but said I would. Now just need to make more hardened glass and it'll be complete!
There was no creeper hole near it, I'm assuming someone else had a hand to it. I tried to pick up the big reactors stuff, but coolant dropped it into the quarry pit
It doesn't look exploded to me. More like "dismantled" and the owner didn't want the blocks that were left behind. It's mostly just the function blocks that are missing (e.g. controller, power port, input port, control rod, etc). I'm mainly thinking dismantled because there's nothing left nearby that it would have been powering. Looks like the owner just took it apart and didn't care about what was left or the flowing water.
Spoiler:
This sign is probably unrelated as I've passed this sign many times before the reactor was there.
darkinnit wrote: It doesn't look exploded to me. More like "dismantled" and the owner didn't want the blocks that were left behind. It's mostly just the function blocks that are missing (e.g. controller, power port, input port, control rod, etc). I'm mainly thinking dismantled because there's nothing left nearby that it would have been powering. Looks like the owner just took it apart and didn't care about what was left or the flowing water.
Spoiler:
This sign is probably unrelated as I've passed this sign many times before the reactor was there.
................... Guilty as charged. I was dismantling it, fell in, got trapped, and promptly drowned. Embarrassing I know. And then...my lovely Turkish provided interwebs crashed. Forgot about the reactor in the process. I'll go clean it up tomorrow when I login, it being 10:30pm here and PT early in the am. Sorry bout that guys.
Server's still there - I was playing just last night! A lot of people seem to have lost interest though.
Some 1.7 packs are on the way, but not sure which one to go for. Looks like the Direwolf20 pack will be the only "general mix" pack, with there still being separate Tech and Magic packs.
I don't blame them for losing interest in maintaining Monster (or similar "huge" packs). It was a huge amount of mods to try to maintain working together.
There's also going to be various questing packs which could be interesting depending on how they turn out.
I'll probably not run an Agrarian Skies server though as the main focus of that pack seems to be "build a lag machine to make 50,000 lettuce/8 octuple compressed cobble". While that is a good challenge in single player or with one other friend, I don't want to spend my entire time troubleshooting lag issues.
Weird, I was trying last night and couldnt connect! Musta been on my end thoug. Prolly get back home tonight and try again.
Definitely understand whatcha mean- Monster was wickedly huge (part of the reason I like it!), but the hugeness also gives people a huge amount of lag.
And yeah. No agrarian should be needed xD I cant imagine more than a few people playing that. On mine, I get bursts of massive lag linked to Tinkers Construct. I cant even imagine haveing multiple people doin that!!
I do really like the mix of magic and tech. Lets people choose their playstyle or do things differently when they max out one particular mod.
I won't do a transfer to a 1.7 pack. Too much will have changed.
I only did transfers from the Direwolf20 1.4 pack to Ultimate and from Monster 1.0.9 to Monster 1.1.1 because there were such minor mod changes.
Something Tikka suggested has had me thinking. I was saying how Minecraft mostly only makes use of one CPU core on the server, while the other seven CPU cores mostly sit idle. Tikka half-jokingly suggested having the Mystcraft ages in a separate server with Qcraft portals to transfer items between them. I thought this was an interesting idea, but probably too late to start doing it for the Monster server now.
However, with the FTB Team's split into smaller, more focused packs, I have thought about running multiple server packs, running two or three of the more popular packs, spreading the load and overall making more efficient use of server resources. However, as the packs are different, Qcraft portals wouldn't be available and this approach would also fragment the already rather small Dakka FTB player base quite a bit. But then again, many of you do all just fly off and build somewhere on your own anyway and there are mods that will show chat across multiple servers...
It might not be sustainable to have a live map for each server pack if this approach was taken. But it might also be a bit more interesting to have an "unknown" world to explore.
We could also trial the multiple server packs approach for a while, see if it's working out and if not, choose the most popular one and stick with that.
I'm open to discussion and other people's opinions, this is all mostly just me pondering things at this stage, especially as none of the FTB 1.7 packs are final yet.
Direwolfs pack is always good, I agree that monster was too good to last, and it'll be good to start again afresh, though I know some people will cease at another restart. Any links to the new pack/thoughts.
I dunno.... Im fine with losing IC2. At least this most recent version. Its just too useless compared to every other mod, especially Thermal Expansion. Everything is weighted towards the extreme late game with no measurable benefit.
very true, but I still maintain that IC2 in its current form simply isnt worth pursuing. Alternatives exist that do the same job but -better-. All IC2 does now is take up space.
Without anything industrial to replace it, I wouldn't want to play on that modpack. Sadly, I tried rotarycraft, it sucks and it's not really all that useful compared to IC2.
I want an industrial-style mod which allows for solar power, not some steampunk pseudo-magic nonsense like TE.
I get what ya mean. I really would like to see another mod that was how IC2 used to be. Solar power is invaluable for just about everything that needs power.
As much as I really like the concept of the mod, RotaryCraft is really rough starting out. Power transfer makes sense, but is difficult to pull off... Even when you have near unlimited resources and can build anything from the mod, its often really resource intensive to the point of being unusable.
Twitter gets a few more details every now and again, but it's just little things like the new Tech pack will be called inFlux. The FTB Team had previously mentioned that official packs will be focusing on Redstone Flux power and the name of the pack seems to suggest this is the case.
The 1.7 Direwolf20 pack will most likely have IC2, as Direwolf20 is a fan of the mod. In fact the IC2 hammer can be seen here at about 38:26 http://www.twitch.tv/wyld/b/578154202
The only hesitation I have with the Direwolf20 pack is it's "the same thing we do every time". Which is fine, and isn't really that big of a deal to me. However, the new questing packs do add an interesting element and provide motivation for those who normally "get bored" or are overwhelmed with unknown mods.
Sadly, to me at least, redstone flux is boring and not really very techy, to me. When I look at a tech-mod, I want electricity, not some mystical magical dust-energy
That's neat in some settings (the FF settings have done some good work with this, for example), but it doooooesn't feel like it works in minecraft, to me. Never was that in to redstone to begin with except as a simplistic stand-in for electricity
To be fair, Minecraft is, at its core, a Fantasy game. It has undead, and dragons, and enchanting and potions and portals to hell and everburning torches and all that good stuff. I think the only reason that the techy mods even exist is because people realized that Redstone mechanics let them build computers, and went "That's technology, right?"
Melissia wrote: Don't be too sure; even without any mods, Minecraft has a sunlight detector that's basically a low-tech solar panel.
IC2 feels like a much more natural progression in Minecraft than mods like Thaumcraft.
Sundials are basically low-tech clocks, but you see those in plenty of fantasy.
Then again, arguing against my position, you could always assume that the potion brewing is actually mixing up chemical serums and the enchanting system is actually imbuing your items with nanotechnology.
Another update on coming FTB modpacks. There's apparently now apparently one more "new FTB Pack. Codenamed Resurrection. A modpack based on the old FTB Ultimate modpack"
It has Gregtech and Bluepower, thus giving the feel Ultimate had with Gregtech and Redpower.
No ETAs yet, it's still in early beta.
Sounds like it could be interesting. I got this news from FireBall1725's Twitch stream here (if he's still live when you read this):
http://www.twitch.tv/fireball1725dev
Sounds good, Dark.
Just looked at the complete modlist for it and I'm liking it.
there being quite a few magic mods makes me happy, though I doubt I'll get around to using witchery
When was the last time you logged in to play Monster?
Nobody here seems to play Monster anymore, and the new Direwolf20 pack is running Minecraft 1.7 (and all the updated mods to go with it). The other pack they're working on (Resurrection) doesn't seem to be as varied a mix of mods and the new Questing modpacks they're working on might still be a while off yet.
Well my desktop (before it broke...again) couldn't handle Monster, but it did OK with the Direwolf pack, and my laptop can sort of run Dire, enough to get me setup with a space while I try to fix my main comp. So I'm happy for this
The version of DW20 1.7 I was using when I was testing it out has Power Suits, Angel Rings etc. I think I was using version 1.0.1 of the modpack.
Be warned, Angel Rings are pretty expensive, costing 1 nether star and 2 unstable ingots, but that makes sense as it is free flight as oppossed to MPS power-costing flight, Thaumcraft's essentia-costing flight and morph's bat form.
Yeah, looks like it. From what Dire said in his Lets Play series the team are fixing a few things, like making Big Reactors more balanced by reducing the total amount of power per yellow ingot and changes in the configs to make it so that elevators don't cost experience among others.
So I generated a Direwolf20 world over the weekend. But due to me foolishly misreading "chunk" as "block" on the ACT wiki page, I accidentally generated sixteen times too much world. (I wondered why it was taking sooo long ). There's 27GB of Direwolf20 world sitting on the server at the moment...
However, looking at the map I generated of the world, I can see that I set the chance of Taint biomes to be a little too high.
I'm going to delete the world, lower the taint biome chance and pre-gen (a much smaller amount) again. As I'm going to delete it, you can take a look at the map if you like:
https://www.darkinnit.com/direwolf2014map/
The map stops at a 5000 radius because I configured it to not draw any further past that, the world is much larger than the map shows. Oops!
Absolutionis wrote: Do those giant orange lava-dongs outcropping all over the place serve any purpose?
Project Red volcanoes. They're supposed to be like the Redpower 2 volcanoes.
Do they do anything? I understand the desire for nostalgia from RP2, but they look more like pillars of inexplicable flowing lava more than a "volcano".
I was thinking about it, but with Botania, Blood Magic and Thaumcraft (and its addons) I don't know if I will, at least not until the late game.
It certainly looks cool though, and I do hope I can find something to do with it.
I was thinking about it, but with Botania, Blood Magic and Thaumcraft (and its addons) I don't know if I will, at least not until the late game.
It certainly looks cool though, and I do hope I can find something to do with it.
I'm definitely going into witchery right off. I love the mod, and have yet to check out this new version.
Dark, you might want to think about setting up a statue of the goddess at spawn. That way poeple who aren't going into it have some defense against people wanting to mess with them.
I was thinking about it, but with Botania, Blood Magic and Thaumcraft (and its addons) I don't know if I will, at least not until the late game.
It certainly looks cool though, and I do hope I can find something to do with it.
I'm definitely going into witchery right off. I love the mod, and have yet to check out this new version.
Dark, you might want to think about setting up a statue of the goddess at spawn. That way poeple who aren't going into it have some defense against people wanting to mess with them.
I was thinking about it, but with Botania, Blood Magic and Thaumcraft (and its addons) I don't know if I will, at least not until the late game. It certainly looks cool though, and I do hope I can find something to do with it.
I'm definitely going into witchery right off. I love the mod, and have yet to check out this new version.
Dark, you might want to think about setting up a statue of the goddess at spawn. That way poeple who aren't going into it have some defense against people wanting to mess with them.
Pshh no way, why would witches mess with people
You gotta love the curse of insanity.
Witchery, while being a quite recent mod, really does have a lot of stuff. I am really interested in where it will be going
Co'tor Shas wrote:Is is just me, or is there more taint generated in the recent editions of thaumcraft?
Don't take the map I posted as a good example of taint quantity. The default "taint biome weight" is 2 and that apparently suits vanilla minecraft biomes, but I saw some instructions that said when using Biomes O' Plenty you should increase the taint biome weight to 20 so the taint biomes aren't drowned out by the many many biomes in biomes o plenty. That map is the result of setting it to 20. I've now set it to 7 and I'll see how that turns out.
Co'tor Shas wrote:Dark, you might want to think about setting up a statue of the goddess at spawn.
I did have one at that world's spawn before I deleted the world, as I heard it recommended by someone earlier. There will be one at spawn.
I should also say that those who do get into Witchery, only use the curses for fun and pranks on those who are up for it, don't go doing them on players who want no part of it. Assume nobody is interested unless they say otherwise.
I'll start by saying that I'm fair game for Witchery curses (even if I regret it later )
Co'tor Shas wrote: Do we have a rough estimate on when the server will be ready?
I'm currently aiming for this weekend, as long as all goes well. I see that the 1.0.2 update is now listed in the launcher, but not set as Recommended just yet.
I'm leaving most settings as they come with the Direwolf20 pack, but have tweaked a few things just to make the experience a bit more "user friendly":
EnderIO Enderminys will not attack creepers.
The first world I created had a crater right at spawn within minutes because of these critters angering the creepers.
IC2 Nuke is disabled.
I always do this because they're only ever used to make a mess.
Mystcraft Disarm feature is disabled.
This is really only used to annoy people and is too risky for loss given the high value of certain items.
Mystcraft Binder is disabled.
The Binder is required to create new ages. I want to keep the number of dimensions down (and numerous other reasons).
Mystcraft Instability is disabled.
As the only ages will be created by me, I don't want to mess about forever tweaking an age to get no instability. We want to play asap right?
Minefactory Reloaded Sacred Rubber Sapling is disabled.
That's just silly. Sorry, but no.
Minefactory Reloaded Sludge and Sewage Lakes are disabled.
These were unsightly blots on the landscape and especially marred the mining age causing quarries to fill with the sludge/sewage. These fluids are trivial to obtain via machines.
Thaumcraft Taint Spread is disabled.
A good challenge for a single player world where someone chose to install Thaumcraft? Yes. On a multiplayer world where some are not interested? No
Thaumcraft Taint From Flux is disabled.
Similar to the one above, you probably don't want your place overrun with taint because your neighbour is careless with Thaumcraft
Thaumcraft Taint Biome Weight increased from 2 to 4.
This is mainly to balance the chance of Taint biomes against Biomes O' Plenty's many additional biomes.
Thaumcraft Magical Forest Biome Weight increased from 2 to 8.
As above but a higher number to allow for more Silverwood trees to go around.
Hope this lot seems sensible. If anyone wants to remind me of something I've forgotten or point me in the direction of a particularly dubious setting, let me know. PM if you're shy
* Edit: Forgot to mention the Sludge/Sewage lakes.
Dark, there is only one other thing I can see that is a bit dubious that yuo may want to tweak: Thaumic Tinker's elemental fire. Ordo and Perditio fire aren't bad, the former doesn't spread and only burns ore (for a chance to turn it into a block of that ore) and Perditio only stops the other elemental fires, but the rest... just no.
The others spread rapidly over a massive area and changes blocks to other types; Ignis to Nether blocks, Aqua to Snow and Ice, Terrae to Dirt (just dirt...) and Aer to Desert blocks. From what I've seen only Perditio fire stops them. These 4 items ruin large areas of the world and I have no idea why the mod creator thought they were a good idea...
Matt.Kingsley wrote: Dark, there is only one other thing I can see that is a bit dubious that yuo may want to tweak: Thaumic Tinker's elemental fire. Ordo and Perditio fire aren't bad, the former doesn't spread and only burns ore (for a chance to turn it into a block of that ore) and Perditio only stops the other elemental fires, but the rest... just no.
The others spread rapidly over a massive area and changes blocks to other types; Ignis to Nether blocks, Aqua to Snow and Ice, Terrae to Dirt (just dirt...) and Aer to Desert blocks. From what I've seen only Perditio fire stops them. These 4 items ruin large areas of the world and I have no idea why the mod creator thought they were a good idea...
Thanks for bringing this to my attention. I've had a play with it and I'm agreed, they should be disabled.
I can see they're clearly intended for terraforming, but it's such an inefficient (doesn't hit all blocks) and uncontrolled way to do it - the intended perditio solution is mostly thorough, but mostly isn't enough - it doesn't undo every fire block and then leaves plain fire everywhere that you also have to put out. It would be quicker, easier or both to manually terraform an area if the fire method means you have to go over the whole area again anyway either undoing fire or filling in all the missed spots. The unfortunate inability of the perditio fire to adequately stop every fire block and the buggy interaction with some mod blocks that causes some fire to respawn and start all over again means this has to go.
Maaaaaan! So glad the sewage lakes are gone... Theres one pain in the ass taken care of.
Looking forward to starting anew, though Im gonna miss my sea lab of world destroying TOTALLY LEGITIMATE SCIENCE.
Co'tor Shas wrote: Do we have a rough estimate on when the server will be ready?
I'm currently aiming for this weekend, as long as all goes well. I see that the 1.0.2 update is now listed in the launcher, but not set as Recommended just yet.
I'm leaving most settings as they come with the Direwolf20 pack, but have tweaked a few things just to make the experience a bit more "user friendly":
EnderIO Enderminys will not attack creepers.
The first world I created had a crater right at spawn within minutes because of these critters angering the creepers.
IC2 Nuke is disabled.
I always do this because they're only ever used to make a mess.
Mystcraft Disarm feature is disabled.
This is really only used to annoy people and is too risky for loss given the high value of certain items.
Mystcraft Binder is disabled.
The Binder is required to create new ages. I want to keep the number of dimensions down (and numerous other reasons).
Mystcraft Instability is disabled.
As the only ages will be created by me, I don't want to mess about forever tweaking an age to get no instability. We want to play asap right?
Minefactory Reloaded Sacred Rubber Sapling is disabled.
That's just silly. Sorry, but no.
Minefactory Reloaded Sludge and Sewage Lakes are disabled.
These were unsightly blots on the landscape and especially marred the mining age causing quarries to fill with the sludge/sewage. These fluids are trivial to obtain via machines.
Thaumcraft Taint Spread is disabled.
A good challenge for a single player world where someone chose to install Thaumcraft? Yes. On a multiplayer world where some are not interested? No
Thaumcraft Taint From Flux is disabled.
Similar to the one above, you probably don't want your place overrun with taint because your neighbour is careless with Thaumcraft
Thaumcraft Taint Biome Weight increased from 2 to 4.
This is mainly to balance the chance of Taint biomes against Biomes O' Plenty's many additional biomes.
Thaumcraft Magical Forest Biome Weight increased from 2 to 8.
As above but a higher number to allow for more Silverwood trees to go around.
Hope this lot seems sensible. If anyone wants to remind me of something I've forgotten or point me in the direction of a particularly dubious setting, let me know. PM if you're shy
* Edit: Forgot to mention the Sludge/Sewage lakes.
I have the weekend off so if we are up and running then it would be awesome
Co'tor Shas wrote: Do we have a rough estimate on when the server will be ready?
I'm currently aiming for this weekend, as long as all goes well. I see that the 1.0.2 update is now listed in the launcher, but not set as Recommended just yet.
I'm leaving most settings as they come with the Direwolf20 pack, but have tweaked a few things just to make the experience a bit more "user friendly":
Ooh, good news.
Minefactory Reloaded Sacred Rubber Sapling is disabled.
That's just silly. Sorry, but no.
Doctadeth wrote: Any tips for someone starting in Thaumcraft? I would like to have some real thaumcraft fun, but yeah would like some tutoring.
Have a decently established base. Then, sneak around other people's bases and scan their stuff. Try and get every aspect discovered first. Scanning nodes is also good. Once you've done that, look online for a calculator that'll help you link aspects in the required amount of steps. Research everything.
The thing with Thaumcraft Aspects is that you can't find all of them by scanning, so you'll want to make a research table as soon as possible to combine the aspects you've found to discover new aspects. You'll want to get Victus as soon as possible
Spoiler:
by combining aqua and terra
as this allows you to scan plants and plant-based things.
Spoiler:
Victus is one some objects, but they typically include more complex aspects that you can't scan early on, so waiting until that stage is shooting yourself in the foot
You'll more often than not want to get a small tree farm up and running chopping greatwoods (which unfortunately MFR planters can't handle, but the way greatwoods grow is weird and you'll often get a few trees from one sapling) for their aspects. You'll also want to get chiseled stone bricks (either with TConstructs chisel or some other method) as they have ordo, one of the more scarce primals. Also, a TConstruct cleaver is a good idea as you'll be wanting a crazy number of heads to make infusion crafting safer.
I recommend amassing a large number of ores and similar first as you are going to need a lot of iron and a good amount of gold, not to mention a good number of shards. You'll want to get to the nether as soon as possible to get soul sand, as it has a very important aspect on it that you need if you want to do anything with golems.
I recommend getting a Thaumic Exploration Think Tank ASAP (you'll need to get a good amount of research first, but it isn't too hard to unlock) as it can randomly turn books into knowledge, which you can 'eat' to get primal research points (important!) or craft together to get a random research note (also nice in case you missed some object required to get a certain bit of research).
I think that's a good starting guide to Thaumcraft in DW20 1.7 without ruining the experience, though I will put one last thing is spoilers...
Spoiler:
Deconstruct crafting tables, they get you all the primals bar ignis which is next useless research-wise
Also, dark, could you set up a void dimension of something and have us submit the materials to get linking books to our bases as a quick travel hub? Blatantly ripping off forgecraft, but I though the idea was great.
Automatically Appended Next Post: The place I'm heading for is right here
I myself am hoping to set up somewhere around here, if only for easy early access to mana beans, silverwoods and greatwoods (and a cool ridge area that looks like it is begging to be built in )
Most things are ready to go, but I need to tie up a few loose ends. It's late now so I'll do those tomorrow. Can't guarantee a time, it depends how lazy I am.
It is the Direwolf20 pack, version 1.0.2, so you have to change the dropdown on the launcher from Recommended to 1.0.2 (unless 1.0.2 goes recommended before I make it live). Just letting you know so you can update ahead of time if you want.
I don't currently have plans for a Nexus dimension. Intra-linking books are possible using gold dust, silver dust or lead dust etc (see the modifiers section here), so a Nexus can be made in the overworld. For those too cheap to use the modifier materials, they can put linkbooks in the Nether, Twilight Forest or MIning Age. As I said earlier I'd like to avoid any unnecessary extra dimensions. On the Monster world, people set up a computerised Mystcraft link-book system that used intra-linking books.
Terrain generation in 1.7.10 is significantly laggier than in previous versions, so try to avoid exploring ungenerated land (outside what the map shows) while others are playing. It's ok to go exploring if you're the only one online of course. The server is running Fastcraft, but it's not a magic bullet. Those of you who have performance problems on your own computer can give Fastcraft a try, but it's not required and can cause interesting rendering issues (similar to how Optifine can).
The server's not ready just yet, I'll post again when I have more news.
darkinnit wrote: On the Monster world, people set up a computerised Mystcraft link-book system that used intra-linking books.
Last time i checked ComputerCraft or more precisely the CC addon OpenPeripherals wasn't quite ready for 1.7 yet. As a consequence turtles and computers cannot access most other blocks using the peripherals api and my old code and portal system from the monster server won't work anymore. Until we can find some kind of workaround an overworld intra-linking hub room, building or place sounds like a good alternative.
Melissia wrote: How about we use the mining age as the nexus?
I guess it might be a pain for people who do frequent manual mining...
I've started a small nexus at spawn, but if people want a hub in the mining age, go for it.
However, technically it's the "Automated Mining Age". Any manual mining should really be done in the Overworld where you won't annoy people who've set up a quarry and find all the lower ores have been mined out by someone with a pick.
It's much easier and less tedious to do manual mining in the overworld too, with all the caves, mineshafts and ravines etc to make moving around quicker than mining endless stone.
Spawn is quite sparse at the moment, I'm getting the bare essentials in (like wheat, some cows and sheep and the portals), but there isn't anything in the way of machines. I like to play survival, so if people want to help build up spawn (and/or a mining age nexus) as a community thing, that'd be cool.
I'm currently expecting to open the server at 4:15pm GMT today (about 1 hour 50 mins from the time of this post). It will be the same server address as the Monster server used to be: ftb.darkinnit.com:25585
I'll update the original post with full details shortly.
I was originally excited for the DW20 pack, but with the 1.7.10 version not containing Ars Magica, I don't think it'll be enough to pull me back to the server. =|
Deathklaat wrote: odd, i have seen a few villages with villagers in them already.
I repopulated two other villages near spawn. However, it does seem that many if not all villages have no villagers. I'm happy to respawn some in to any naturally occurring village.
Warning to people: In Morph form, your nametag does not show up. I just ended up whacking ETomb because he was in Blaze form.
Just a warning for you folks that like to run around in Creeper form.
Automatically Appended Next Post: Another warning: Morphing into a Taint Swarm has a lingering particle effect. This particle effect never goes away even after server resets. Don't use it.
As of right now I can't log into the server. I get the error:
Failed to login: The server encountered an unexpected condition which prevented it from fulfilling the request.
Automatically Appended Next Post: Never mind, it decied to work again
Found schellan's graves. Shoved the contents into a chest at spawn. The graves in the Nether were creating a ton of hostile skeletons.
Also, the Mining Age is very problematic with 150 layers of nothing you have to dig through before you find any ores. I think the "Extreme Hills" biome worldgen doesn't have any ore to allocate above layer 50, so it just puts nothing but solid stone and dirt.
Absolutionis wrote:Warning to people: In Morph form, your nametag does not show up. I just ended up whacking ETomb because he was in Blaze form.
Waila shows the player name if you need to be sure.
Absolutionis wrote:Another warning: Morphing into a Taint Swarm has a lingering particle effect. This particle effect never goes away even after server resets. Don't use it.
Are you sure it doesn't go away after you restart your game client-side? It sounds like it is a client-side bug to me.
Absolutionis wrote:Also, the Mining Age is very problematic with 150 layers of nothing you have to dig through before you find any ores. I think the "Extreme Hills" biome worldgen doesn't have any ore to allocate above layer 50, so it just puts nothing but solid stone and dirt.
Yes, I think I'm going to have to recreate the Mining Age to be less trolly In previous versions, they'd scaled the ore gen to take up the extra height, but not this time it seems. I'll choose a biome that settles the horizon around y 64 as no ores seem to be set to spawn higher than that. It should also get rid of the annoying cloud level thing.
Everyone evacuate the current mining age...
Co'tor Shas wrote:Apparently I die a lot.
Melissia wrote:The Grim Reaper has been busy at your place.
Ha ha, I imagined (in Death's voice from Family Guy) "Will you stop respawning?!"
Automatically Appended Next Post:
Matt.Kingsley wrote: Well that once again makes me want to skip a BC quarry all together and get the much more expensive ender quarry
Meant to add that I am ok with Ender Quarries being used in the overworld, as they don't create the huge ugly world holes. Also as before, I'm ok with quarries/fillers being used in the overworld as long as you actually make use of the resulting hole to build something in there and not just leave it and move on.
The Taint Swarm effect was client-side after all. I didn't think it was because ETomb could see the residual effects as well. It goes away after client reset, it seems.
Absolutionis wrote: Found schellan's graves. Shoved the contents into a chest at spawn. The graves in the Nether were creating a ton of hostile skeletons.
Thank you so much!
I'd just kind of given up after a point.
For those who weren't on earlier, the Ender Dragon has been defeated so the End is safe to farm Endermen in! (though I don't think there is a link book there yet, unless one was added after I logged off)
Nnh, I need to do more work . Only got up to extractor+furnace+batbox+generator before I logged off yesterday, though in my defense, we've done a lot of work on the villager farm.
Melissia wrote: If someone gets on in the next three hours, check on my quarry to make sure it's not leaking? It shouldn't be, but just in case...
I was on a little while ago, it didn't look like anything was wrong. I would reccomned putting a void upgrade on your barrels if you are worried about that.
A small warning to everybody, yellorium does not make yellorium blocks, but uranium blocks for some reason. And AFAIK, there is no way to turn it back. Just be careful. Don't end up with 32 useless blocks like I did
I might have crashed the server just now. I was toying around with turtles (using their new inspect command to watch plants grow) and helium seeds from pneumaticCraft.
I'll try to switch off the turtles if the server starts again and keeps running long enough. Sorry everyone
Automatically Appended Next Post: The past few server crashes have been to do with the IC2 energy network. If you've recently set up something with IC2 and the crashes are still happening, try changing the layout or checking for any strange interactions with other nearby mod blocks.
I have a quarry-- which is finished and turned off-- plus a generator (off), batbox (Full), extractor (off), and electric furnace (off) from IC2. So... unless a population explosion happened beyond what should be possible in Iustis' villager farm, we couldn't be lagging the server.
Co'tor Shas wrote: I think it might be someones automated stuff. It seems to happen randomly with no correlation to who is on (besides me).
Might also be the cause of the lag I'm getting. That or my computer can't handle this pack, which I don't think is the case since I could run Monster fairly well.
Honestly, I'm not even gonna bother with Dakka modded multiplayer. I mostly do vanilla on Dakkacraft because I've put so much work into the Mesa, and I get to show it off to folks. But building something like the Mesa is no big deal on Modded, and my method of mostly manual magical methodicalness just doesn't fit with most of the tech mods in there.
Anvildude wrote: Muahaha! Tremble all at the Vanilla Master Race!
Honestly, I'm not even gonna bother with Dakka modded multiplayer. I mostly do vanilla on Dakkacraft because I've put so much work into the Mesa, and I get to show it off to folks. But building something like the Mesa is no big deal on Modded, and my method of mostly manual magical methodicalness just doesn't fit with most of the tech mods in there.
Between Blood Magic, Thaumcraft, Witchery and the tech/magic Botania there is plenty of magic mods. Chisel and Carpenter's blocks also adds a lot of magical-looking blocks.
Issue on modded minecraft seems to be that not many people focus on aesthetics. It's often always functionality.
My personal issue with those magic mods is that I just plain dislike them--Thaumcraft especially. I'm not entirely sure why, but they all just feel... unlikeable to me. Ars Magica is the only magic mod I've ever managed to get into, and it was in DW's previous pack, but not this one. =(
Avatar 720 wrote: My personal issue with those magic mods is that I just plain dislike them--Thaumcraft especially. I'm not entirely sure why, but they all just feel... unlikeable to me. Ars Magica is the only magic mod I've ever managed to get into, and it was in DW's previous pack, but not this one. =(
Have you tried Blood Magic's custom spells system? You essentially chain 'modules' in order to create an effect and shape it however you want with modifiers. Also similar to Ars Magica, you end up building an altar along the way. There is no customization of icons and no burnout, however. There also aren't any character/player levels.
Thaumcraft tends to be more of an item/block building system anyways. That's probably why I like it. I'm more of a builder. Botania has a similar appeal in that it's a tech mod with flowery-magicy stuff added on.
Anyone figured out what, specifically, was causing the crashes? We know what in general but still wondering if we have something more specific, so I can avoid it.
I doubt it's related, but my NEI bugged earlier and wouldn't get off of my most recent search even after I cleared the search bar. It wouldn't let me search for anything else even after I turned it off then on again and then left and rejoined the server.
Holy gak, I had the same problem, actually. My NEI was stuck on my previous search and I had alt-tabbed out to search for a solution to the problem. Next thing I know, server is down.
I think I will be sticking to vanilla MC for a while as well. I really enjoyed Tekkit because it was easy to mass produce items needed for crazy massive builds that normally would have taken ages to make.
Monster was fun too but I just cant keep up with all of the new mods plus the old mod changes and revamps. I did enjoy TE3 and Thaumcraft.
I am completely lost in this current pack, nothing really pops out at me as really interesting. Ars Magica 2 looks really cool but as it has already been pointed out, not in this pack which is a shame.
I have been trying to find a pack that runs AM2 but have not really been able to find a good one. Could anyone suggest a pack with AM2 in it? I know I can always download the yogs complete but I was hoping there would be something available in the FTB launcher selections.
Deathklaat wrote: I think I will be sticking to vanilla MC for a while as well. I really enjoyed Tekkit because it was easy to mass produce items needed for crazy massive builds that normally would have taken ages to make.
Monster was fun too but I just cant keep up with all of the new mods plus the old mod changes and revamps. I did enjoy TE3 and Thaumcraft.
I am completely lost in this current pack, nothing really pops out at me as really interesting. Ars Magica 2 looks really cool but as it has already been pointed out, not in this pack which is a shame.
I have been trying to find a pack that runs AM2 but have not really been able to find a good one. Could anyone suggest a pack with AM2 in it? I know I can always download the yogs complete but I was hoping there would be something available in the FTB launcher selections.
I think the problem is that AM2 for 1.7 is still in beta. We know dire loves AM, so I'd expect to see it once it's finished.
I'm having no luck at all getting in. I've opened up port 25585 on the Uni firewall but still I'm getting cannot connect to server. The vanilla one seems fine- did I miss some obvious step?
Maybe. Seems the last time someone was on was ~5 hours ago. Either the server went down then and didn't come back or some automated system crashed the server. Maybe IC2 again?
Melissia wrote: Not all crashes are equal Did someone go hunting in the twilight forest again?
I was in the TF a little over a day ago, just kind of muddled around. Nothing weird seemed to happen with the server while I was there or after I left.
Melissia wrote: Not all crashes are equal Did someone go hunting in the twilight forest again?
I was in the TF a little over a day ago, just kind of muddled around. Nothing weird seemed to happen with the server while I was there or after I left.
It was a specific monster whose death crashed the server.
Unstable Ice cores in Twilight Forest - apparently it's fixed in a newer version of Twilight Forest, so avoid them until the pack is updated.
The other error is to do with the IC2 Energy network, which could be anything using IC2 power (it doesn't have to be an actual "network"). There's a reason IC2 is labelled experimental
For now to get around these errors, I've set a check that runs every 10 minutes and restarts the server if it's down.
Just a preemptive apology, I'm now at my parent's house for winter break, and we have a pretty bad internet connection, so my responses might be a tad late.
Also, after about 20 gold chests of ores and such, I have a crap-load of materials, so anyone short of stuff can feel free to mooch off the AE system at my house.
Looks like server went down suddenly again, guess gotta see if dark's script works.
edit: whoops, spoke too soon, the script did work
Automatically Appended Next Post: And now back down again.
Automatically Appended Next Post: Yeh, it's stuck in a crash loop now.
Automatically Appended Next Post: OKay it's up this afternoon. ANyone know where the IC2 configuration file is for the direwolf mod? looking to enable sounds.
Automatically Appended Next Post: Found it, it's not a cfg file at all, it's an ini file lol
I've placed an enderchest of Alumentum at spawn for people to use to power the generators/vibration chamber/ect. The chest should automatically refill, though it may be a bit slow.
As an aside, Hungry Nodes apparently can pull you, damage, you, and then crash your client. I thought Hungry Node pull was disabled like in Monster. I'm afraid of logging back in. Dark, are we allowed one teleport-to-safety token?
It appears as though enetbridge only converts EU to RF, not the other way around. Anyone find a way to convert RF to EU?
Automatically Appended Next Post: Found it! You have to have an energy cell of some kind adjacent to your power supply. I'm using a Redstone Energy Cell, but leadstone and the others would probably also work.
IC2 has been "experimental" for so long now with an unfinished power system that it's hard to write stable mods that can interact with it.
RF has become the new leader because it is stable and has an API that mods can easily hook into.
Anyway, to completely change the subject. There's been some lag on the server for a while and I've traced it down to three turtles that were running the classic:
This loop used to be fine, because there was an auto-throttle to stop the loop running exceedingly fast and causing lag on the server. Unfortunately that auto-throttle no longer seems to be present. On the three turtles I have added a single line to solve the lag:
For those who don't follow ComputerCraft the sleep function tells the program to pause (for half a second in this case) and even the slightest pause is good enough to let the server run smoothly.
There was one turtle in the nether, one in the end and the third in the overworld belonged to ETomb who was online at the time, so he's already aware of it.
Anyone writing the classic attack loop on a turtle, please include a sleep line to take it easy on the server. Many thanks.