I've never had to wrench my magmatic engines before. They just reduce their power output to something like 0.4mj/t until I actually use some power when they kick back in again.
Started a single player world to check things out first hand while waiting to get whitelisted, and discovered how dangerous this modpack is. Vanilla was bad enough for my OCD but this - there are a million different resources and I must collect them all
Also for some reason my rubber trees never, ever produce sticky resin. Not even the untouched ones I found in the swamp
I have tree taps, but the sticky resin spots never appeared. I've seen them in a number of videos, just not in my world. I ended up just growing and chopping down trees to get the white rubber drops and cooking those into rubber bars to make my insulated wire.
Now i'm not 100% sure but it depends on what modpack or whatever but there are two rubber tree types? But yeah sometimes trees will simply have none.
And this mod will make you go crazy sorting everything until you get Applied Energistics set up and can just dump everything into a searchable database
Magmatic engines shouldn't overheat if they are powering an energy conduit because conduits always act as a slight power sink even when the power has nowhere to go. They will overheat if hooked up to BC conductive pipes.
The original power setup was a magmatic engine powering a lava pump in the nether, and that never needed wrenching.
According to the wiki, there are two types but these are the right ones. Maybe just bad luck, but no matter. I've finally got a generator and batbox and electric furnace. Next will be an extractor then I can just extract the black rubber globs from the rubber tree logs. After that, if I can ever find any gold, a pulverizer so I can stop grinding everything by hand.
According to the wiki, there are two types but these are the right ones. Maybe just bad luck, but no matter. I've finally got a generator and batbox and electric furnace. Next will be an extractor then I can just extract the black rubber globs from the rubber tree logs. After that, if I can ever find any gold, a pulverizer so I can stop grinding everything by hand.
Just a heads up, the Pulverizer uses buildcraft power (MJ, not EU) to double your ores. You may prefer to use a Macerator, which does the same thing but with EU. It also doesn't need gold.
I have tree taps, but the sticky resin spots never appeared. I've seen them in a number of videos, just not in my world. I ended up just growing and chopping down trees to get the white rubber drops and cooking those into rubber bars to make my insulated wire.
That sounds pretty much like Minefactory Reloaded rubber trees, which don't have tap spots and must be chopped down to get that goodness. The Industrialcraft trees have a much darker wood, drop round orange rubber and smelt into black blobs of rubber. They are interchangeable though, so it doesn't really matter. Get yourself some auto-treefarms.
Wierd. I am just running whatever is the default in the FTB pack. It's running 1.4.7 and loads tons and tons of crap when it starts up. I have not added or removed anything. The wiki does appear to be woefully incomplete however, and the trunks of the trees before being chopped down are not as dark as described (more of a mottled orangey color) though the logs collected are dark on the outside and lighter in the middle. Maybe I did just manage to find some third type of rubber tree in my little swamp. They do seem different than in the videos now that I think of it (and have gotten a little sleep).
The macerator recipes in this pack do not match the recipe in the tutorial by Direwolf20; they need diamond and industrial diamonds and diamond dust and diamond cutters and a variety of high tech parts that seem to be rather extreme and out of reach anytime in the near future.
Yeah you've got GregTech turned on. It modifies recipes and adds some great machines but most people consider it annoying as hell because it changes basic recipes into super expensive ones. It's probably not too smart to play with it if it's your first time playing with mods.
Finally, the flooring of B5F of the mega workshop has been completed. I've started installing some features for the upcoming power systems.
@Radiation: What do you want to do with the current set up? Leave it as an independent set up? I've installed a switching system between apple juice and water to keep the biofuel pumping along nicely.
The first of many tanks. This will be the primary fuel tank.
And that's a lot of basalt pavers...
I've also done some more testing. Each of my tree farm 'modules' will provide enough saplings for one fermenter and each fermenter will need around 3-4 stills to process all the biomass. I don't intend to get 100% conversion rates, I want to stockpile biomass, but I do not want to stockpile saplings. If I get any saplings hitting the overflow void pipe, that's wasted fuel. Also spent a fair bit of time prototyping an above ground farming/biofuel refinery. The bugger is pretty big, but that's mainly due to all the space required for the farms. I'm looking at maybe 8 oak modules plus 2-3 orchards. Yes, I'm totally aware that this setup will produce one huge crap load of fuel that'll probably surpass what we feasibly need several times over.
The Fermenter module. 8 Fermenters in one complete module, or splittable into a 4 or 2 unit module.
The details for the fuel/resource system. No overflow and very little fuss.
Top gate is a Gold OR Gate. It's set to emit a Red Wire signal if the fermenter is below 10% resource. It'll emit a blue wire signal if the fuel is below 10%. The top ender chest is the fuel chest (mulch) and the bottom is the resource (saplings). The blue wire chest must have a gold autarchic gate since it needs to pulse to pull items out and it needs access to the blue wires. It's set to pulse if it receives a blue signal. The red chest can use an iron autarchic gate as it doesn't use the blue wires. Same set up as the blue chest, just with red.
Now, what happens with this set up is that the fermenter's gate is able to signal for more resources independently. As soon as the fermenter gets more resources, it'll shut off the signal and the chests wills top pumping, never filling more than 75% capacity of the fermenter in either resource. The iron transport pipes prevents contamination of the ender chests.
Since all the valves are distinct and the resources are only called as they are needed, you can selectively disable each fermenter by flipping the power and/or the liquid valve. The entire full module is 10*7*4 W*B*H, and yes if you were crazy enough and wanted MOAR FUEL you can repeat the module as many times as you like. (It's actually 5*7*4 and consists of 4 fermenters, this picture just demonstrates that you can stack the 4 unit modules together endlessly [And actually, if you wanted to be really fussy, you can squeeze it down to 6 breadth. I just like symmetry and being able to stick an output pipe smack bang in the middle of the modules])
Wierd. I am just running whatever is the default in the FTB pack. It's running 1.4.7 and loads tons and tons of crap when it starts up. I have not added or removed anything. The wiki does appear to be woefully incomplete however, and the trunks of the trees before being chopped down are not as dark as described (more of a mottled orangey color) though the logs collected are dark on the outside and lighter in the middle. Maybe I did just manage to find some third type of rubber tree in my little swamp. They do seem different than in the videos now that I think of it (and have gotten a little sleep).
The macerator recipes in this pack do not match the recipe in the tutorial by Direwolf20; they need diamond and industrial diamonds and diamond dust and diamond cutters and a variety of high tech parts that seem to be rather extreme and out of reach anytime in the near future.
If you don't mind starting a new world, I'd recommend using the Direwolf20 pack for your first game.
Whitelist has been updated. @Takel, endertank current supply and move as necessary. I don't really know what plans are at this point, as I wasn't expecting the use of the entire underground area. I figure Lobby would be main easy access stuff (powering up power suits, ME Terminal, and some storage for items to build with {the tree farm thingie}). Since you have underground cleared out that could be communist haven, power supply and such and upstairs could be sectioned off for people if they like? I don't really know. Also, I'm not sure I like the red tube thing going up the stair as a power trunk, but I think we should do something like that especially if we make upstairs for people to set up their own workshops if they so desire.
Or perhaps we make different tech tree machines be housed upstairs.
I just build the buildings(poorly). You guys get to fill them :P
If I do crank out something as absurd as loading 8 fermenters, we could just use energy tesseracts and ignore the 25% hit because 75% of infinity is still infinity
Discovered something interesting with the energy bridge last night.
I have mine set up to produce IC2 LV, MV, and HV, plus MJ.
But when I have my two magma crucibles burning full bore at 30MJ/t each to funnel lava into my industrial centrifiuge, the energy bridge chokes and stops producing HV, its not a steam issue because its not even dinging my boilers steam supply.
Anyone got an idea on if this is a bug or if theres just some limit to how much a energy bridge can do at once?
Might be an excuse just to build another boiler tonight, and another energy bridge and just have one produce MJ and the other produce IC2's various voltages.
Yeah I know it's technically possible to have an energy bridge output that many different kinds of power, but it seems like it'd be pretty messy.
Without seeing your setup, my guess is going to be something like this: The energy bridge has a maximum throughput, based on its internal charge capacity. Your LV, MV and MJ modules are pulling enough power, by themselves, to max out that throughput, leaving none for the HV module. This might be kinda-fixed by moving the producer blocks to different sides of the bridge, assuming that producers receive priority based on which side of the bridge they're attached to, but it's not going to actually fix the problem of maximum throughput.
The best thing to do, IMO, would be to just build another energy bridge. Or, I suppose, you could have everything output through HV and use transformers where necessary -- but you're still going to be outputting the same energy per tick, regardless, and it's not enough to run all your machines.
I would use transformers, but I dont know how to use them, so it was just easier to have a producer for each voltage, because god forbid gregtech machines be able to take transformer upgrades like standard machines.
If it wasnt for the stupid industrial centrifuge and industrial elecrolyzer I'd be entirely on HV.
I've just recently gotten into minecraft, and only played vanilla. What mod is this 'bee' mod? And are most of you playing on a server?
LoL Tribunal:
"Was cursing, in broken english at his team, and at our team. made fun of dead family members and mentioned he had sex with a dog."
"Hope he dies tbh but a ban would do."
Just tried to connect and got a whole list of mods that were required that the game could not find. Which modpack should I be selecting before connecting? Also, any texture pack recommendations?
FTB Ultimate Pack is the one I am running, although it appears to have updated when I ran it this morning. I should learn to not hit enter so fast Anyone know of a way to roll back easily?
edit: oops there is a button right on the main launcher window - lets see if this works
I recently built a nifty redstone subway station in vanilla Minecraft that automatically launches you and sets up a new cart and on return kicks you out of your cart (facing the right way, too!) and loads it into the hopper to continue the cycle. It's all hidden pretty decently, too. I was super proud until I read the last page or so of this thread.
That actually sounds way too complicated without mods.
Kudo's to you sir!
Come join us in the land of mods where things make you lazy....and then you start delving into bees...or machines or something. And then you'll end up like takel or Gandalf.
With the mod stuff? I recomend loading up the Direwolf20 pack and following his videos for a bit to kind of get you used to some of the mods.
It doesn't prepare you entirely, but gives you a good idea.
The penis spawn area is a giant communist commune. You are welcome to setup with us and help out as you can/see fit or go set up on your own.
If you're into building stuff I have a few projects you could help out with.
Primarily, can i introduce say noble drones into another breed princess in the hopes of turning it into a noble line, or is the way only to mutate and hope
Just all the stuff at spawn was a bit overwhelming. I didn't know what I could touch or take and what I couldn't, and was a bit worried I would break something and make all the stuff explode
Posts
Also for some reason my rubber trees never, ever produce sticky resin. Not even the untouched ones I found in the swamp
Want to play co-op games? Feel free to hit me up!
And this mod will make you go crazy sorting everything until you get Applied Energistics set up and can just dump everything into a searchable database
Want to play co-op games? Feel free to hit me up!
The original power setup was a magmatic engine powering a lava pump in the nether, and that never needed wrenching.
Want to play co-op games? Feel free to hit me up!
Just a heads up, the Pulverizer uses buildcraft power (MJ, not EU) to double your ores. You may prefer to use a Macerator, which does the same thing but with EU. It also doesn't need gold.
That sounds pretty much like Minefactory Reloaded rubber trees, which don't have tap spots and must be chopped down to get that goodness. The Industrialcraft trees have a much darker wood, drop round orange rubber and smelt into black blobs of rubber. They are interchangeable though, so it doesn't really matter. Get yourself some auto-treefarms.
The macerator recipes in this pack do not match the recipe in the tutorial by Direwolf20; they need diamond and industrial diamonds and diamond dust and diamond cutters and a variety of high tech parts that seem to be rather extreme and out of reach anytime in the near future.
Yeah you've got GregTech turned on. It modifies recipes and adds some great machines but most people consider it annoying as hell because it changes basic recipes into super expensive ones. It's probably not too smart to play with it if it's your first time playing with mods.
@Radiation: What do you want to do with the current set up? Leave it as an independent set up? I've installed a switching system between apple juice and water to keep the biofuel pumping along nicely.
The first of many tanks. This will be the primary fuel tank.
And that's a lot of basalt pavers...
I've also done some more testing. Each of my tree farm 'modules' will provide enough saplings for one fermenter and each fermenter will need around 3-4 stills to process all the biomass. I don't intend to get 100% conversion rates, I want to stockpile biomass, but I do not want to stockpile saplings. If I get any saplings hitting the overflow void pipe, that's wasted fuel. Also spent a fair bit of time prototyping an above ground farming/biofuel refinery. The bugger is pretty big, but that's mainly due to all the space required for the farms. I'm looking at maybe 8 oak modules plus 2-3 orchards. Yes, I'm totally aware that this setup will produce one huge crap load of fuel that'll probably surpass what we feasibly need several times over.
The Fermenter module. 8 Fermenters in one complete module, or splittable into a 4 or 2 unit module.
The details for the fuel/resource system. No overflow and very little fuss.
Top gate is a Gold OR Gate. It's set to emit a Red Wire signal if the fermenter is below 10% resource. It'll emit a blue wire signal if the fuel is below 10%. The top ender chest is the fuel chest (mulch) and the bottom is the resource (saplings). The blue wire chest must have a gold autarchic gate since it needs to pulse to pull items out and it needs access to the blue wires. It's set to pulse if it receives a blue signal. The red chest can use an iron autarchic gate as it doesn't use the blue wires. Same set up as the blue chest, just with red.
Now, what happens with this set up is that the fermenter's gate is able to signal for more resources independently. As soon as the fermenter gets more resources, it'll shut off the signal and the chests wills top pumping, never filling more than 75% capacity of the fermenter in either resource. The iron transport pipes prevents contamination of the ender chests.
Since all the valves are distinct and the resources are only called as they are needed, you can selectively disable each fermenter by flipping the power and/or the liquid valve. The entire full module is 10*7*4 W*B*H, and yes if you were crazy enough and wanted MOAR FUEL you can repeat the module as many times as you like. (It's actually 5*7*4 and consists of 4 fermenters, this picture just demonstrates that you can stack the 4 unit modules together endlessly [And actually, if you wanted to be really fussy, you can squeeze it down to 6 breadth. I just like symmetry and being able to stick an output pipe smack bang in the middle of the modules])
If you don't mind starting a new world, I'd recommend using the Direwolf20 pack for your first game.
Steam Support is the worst. Seriously, the worst
@Takel, endertank current supply and move as necessary. I don't really know what plans are at this point, as I wasn't expecting the use of the entire underground area. I figure Lobby would be main easy access stuff (powering up power suits, ME Terminal, and some storage for items to build with {the tree farm thingie}). Since you have underground cleared out that could be communist haven, power supply and such and upstairs could be sectioned off for people if they like? I don't really know. Also, I'm not sure I like the red tube thing going up the stair as a power trunk, but I think we should do something like that especially if we make upstairs for people to set up their own workshops if they so desire.
Or perhaps we make different tech tree machines be housed upstairs.
I just build the buildings(poorly). You guys get to fill them :P
I have mine set up to produce IC2 LV, MV, and HV, plus MJ.
But when I have my two magma crucibles burning full bore at 30MJ/t each to funnel lava into my industrial centrifiuge, the energy bridge chokes and stops producing HV, its not a steam issue because its not even dinging my boilers steam supply.
Anyone got an idea on if this is a bug or if theres just some limit to how much a energy bridge can do at once?
Might be an excuse just to build another boiler tonight, and another energy bridge and just have one produce MJ and the other produce IC2's various voltages.
Yeah.
Steam boiler > Liquiducts > Liquid Tesseract On Boiler> Liquid Tesseract At Bridge > Steam Consumer > Energy Bridge > IC2 LV Producer/IC2 MV Producer/IC2 HV Producer/BC Producer.
Energy Tesseracts do yeah. 25% power loss.
Without seeing your setup, my guess is going to be something like this: The energy bridge has a maximum throughput, based on its internal charge capacity. Your LV, MV and MJ modules are pulling enough power, by themselves, to max out that throughput, leaving none for the HV module. This might be kinda-fixed by moving the producer blocks to different sides of the bridge, assuming that producers receive priority based on which side of the bridge they're attached to, but it's not going to actually fix the problem of maximum throughput.
The best thing to do, IMO, would be to just build another energy bridge. Or, I suppose, you could have everything output through HV and use transformers where necessary -- but you're still going to be outputting the same energy per tick, regardless, and it's not enough to run all your machines.
...so yeah. Second energy bridge.
If it wasnt for the stupid industrial centrifuge and industrial elecrolyzer I'd be entirely on HV.
update
Boiler + Tesseract
Energy Bridge Back
Energy Bridge Front
Bonus Image! BEEEEEEEEEES
When looking at the back of the energy bridge, top is my BC Producer, Left is my HV Producer, front is my MV producer and bottom is my LV Producer.
Ignore the arrow on the tesseract piping, accidentally thumped it before i took the picture, and fixed it after.
"Was cursing, in broken english at his team, and at our team. made fun of dead family members and mentioned he had sex with a dog."
"Hope he dies tbh but a ban would do."
On the server we run the feed the beast ultimate pack
But for single player dire wolf 20 is a good mod to start with as well as watching and playing along with direwolf20 season 5 let's play
Want to play co-op games? Feel free to hit me up!
edit: oops there is a button right on the main launcher window - lets see if this works
....and it appears I spawned next to a penis drawn on the ground, and no one else is around. Odd that I don't remember drinking last night.
Kudo's to you sir!
Come join us in the land of mods where things make you lazy....and then you start delving into bees...or machines or something. And then you'll end up like takel or Gandalf.
Edit: This was aimed @UEAKCrash
It doesn't prepare you entirely, but gives you a good idea.
The penis spawn area is a giant communist commune. You are welcome to setup with us and help out as you can/see fit or go set up on your own.
If you're into building stuff I have a few projects you could help out with.
Edit: video link (
Primarily, can i introduce say noble drones into another breed princess in the hopes of turning it into a noble line, or is the way only to mutate and hope
Want to play co-op games? Feel free to hit me up!
Because I dont want to accidentally actually update and screw up my configs/getting on the server.
Trying to fix the server....if I can?
Fair warning I have no idea what I'm doing. Everything may die.
Please update as you see fit to play with us.
Also hopefully this doesn't break everything.
Edit: Seems the server is working mostly fine. Let me know if you guys have issues.