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[Minecraft] Kneel before your bee overlords.

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  • Bloody JackBloody Jack Registered User regular
    Bah! 16x16s are more efficient!

  • BremenBremen Registered User regular
    edited November 2013
    I'm also kind of split on the fuel change. On the one hand, I've always felt biofuel was a bit too useful for the effort required, and pretty much obsoletes all of the other potential fuels like oil or creosote (never mind the expense and effort of setting up a nuclear reactor). Even if you're right next to an oil source, it's often easier to set up a tree farm and fermenter than a well and refining operation.

    On the other hand, the things I'm hearing about it taking multiple pipes just to start a boiler up, and taking all or most of a boiler's power just to run the refining, make the change seem like an overreaction. I guess I'll withhold judgement until I get a chance to play around with it.

    Bremen on
  • TakelTakel Registered User regular
    Biofuel is useful because it's a 'renewable' loop. Not because oil isn't a superior option (in the case of the Oil Fabricator loop, Oil is the primary fuel, Ethanol/Biofuel is the top up input). Creosote, biogas, methane and all of the other 'exotic' fuels already have terrible production rates, energy densities or problems in acquiring solid supply, so that's their problem. They're more of an 'additional' source of power rather than ever becoming a base load power source of the likes of solar, biofuel/ethanol and lava. Methane in particular has a really poor energy yield to the amount of overhead required to produce it.

    To acquire more oil, you need to explore and thus have manual intervention in the process. I've read that they've added oil springs that slowly create more oil over time, but it's insignificant in the long haul if you are using boilers. Biofuel/Ethanol requires more infrastructure but once it's done, you have a closed loop power system and never need to touch or think about it again. At least until you decide that you need more power capacity.

    I'd rather that oil got reworked in how much energy it produces, how it's acquired and how it's utilised. At the moment, it's the non-renewable poor cousin to ethanol that can't even get a look-in at the early stages because the infrastructure to employ it is not that much of a step down from the infrastructure requirements of an Ethanol based system. Part of that is the Refinery machine that is required to prop up the yield of oil is inferior to the Stills that are used for Ethanol. While you can re-appropriate the refineries, doing so just cuts into your already diminished energy net gain. That and a charcoal solid fuel boiler is even easier and has the better trifecta of net energy yield, automation simplicity and footprint requirements.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • Bloody JackBloody Jack Registered User regular
    On a semi-related note, is the server down?

  • TakelTakel Registered User regular
    Checking... yes it is. And the server is totally borked which means I need access to the control panel to fix it. Which I don't have from work (password DB is only on my home comp)

    I'll fix it in about 1.5 hour's time when I get back from work.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • BremenBremen Registered User regular
    Takel wrote: »
    Biofuel is useful because it's a 'renewable' loop. Not because oil isn't a superior option (in the case of the Oil Fabricator loop, Oil is the primary fuel, Ethanol/Biofuel is the top up input). Creosote, biogas, methane and all of the other 'exotic' fuels already have terrible production rates, energy densities or problems in acquiring solid supply, so that's their problem. They're more of an 'additional' source of power rather than ever becoming a base load power source of the likes of solar, biofuel/ethanol and lava. Methane in particular has a really poor energy yield to the amount of overhead required to produce it.

    To acquire more oil, you need to explore and thus have manual intervention in the process. I've read that they've added oil springs that slowly create more oil over time, but it's insignificant in the long haul if you are using boilers. Biofuel/Ethanol requires more infrastructure but once it's done, you have a closed loop power system and never need to touch or think about it again. At least until you decide that you need more power capacity.

    I'd rather that oil got reworked in how much energy it produces, how it's acquired and how it's utilised. At the moment, it's the non-renewable poor cousin to ethanol that can't even get a look-in at the early stages because the infrastructure to employ it is not that much of a step down from the infrastructure requirements of an Ethanol based system. Part of that is the Refinery machine that is required to prop up the yield of oil is inferior to the Stills that are used for Ethanol. While you can re-appropriate the refineries, doing so just cuts into your already diminished energy net gain. That and a charcoal solid fuel boiler is even easier and has the better trifecta of net energy yield, automation simplicity and footprint requirements.

    True. And ideally I think there should be room for both renewable and non-renewable energy; Oil and coal to get started, maybe, then solar and biofuel taking over as the more limited resources get strained. Then again, that's just me; I know a lot of people don't play Minecraft for the challenge of building up quite like I do. Of course, in this case any balance changes are limited by the fact that it's a bunch of different mods interacting, making it hard to comprehensively balance them.

  • Bloody JackBloody Jack Registered User regular
    I was just gonna log in to see how the main base system was holding up, since I haven't checked it in a while. I suppose it may have blown up the server :P

  • TakelTakel Registered User regular
    edited November 2013
    Server is booting up again

    Edit: Performing a world backup as well. It'll take ~15mins and the server will be laggy while it's happening.

    Takel on
    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • TakelTakel Registered User regular
    edited November 2013
    Bremen wrote: »
    Takel wrote: »
    Biofuel is useful because it's a 'renewable' loop. Not because oil isn't a superior option (in the case of the Oil Fabricator loop, Oil is the primary fuel, Ethanol/Biofuel is the top up input). Creosote, biogas, methane and all of the other 'exotic' fuels already have terrible production rates, energy densities or problems in acquiring solid supply, so that's their problem. They're more of an 'additional' source of power rather than ever becoming a base load power source of the likes of solar, biofuel/ethanol and lava. Methane in particular has a really poor energy yield to the amount of overhead required to produce it.

    To acquire more oil, you need to explore and thus have manual intervention in the process. I've read that they've added oil springs that slowly create more oil over time, but it's insignificant in the long haul if you are using boilers. Biofuel/Ethanol requires more infrastructure but once it's done, you have a closed loop power system and never need to touch or think about it again. At least until you decide that you need more power capacity.

    I'd rather that oil got reworked in how much energy it produces, how it's acquired and how it's utilised. At the moment, it's the non-renewable poor cousin to ethanol that can't even get a look-in at the early stages because the infrastructure to employ it is not that much of a step down from the infrastructure requirements of an Ethanol based system. Part of that is the Refinery machine that is required to prop up the yield of oil is inferior to the Stills that are used for Ethanol. While you can re-appropriate the refineries, doing so just cuts into your already diminished energy net gain. That and a charcoal solid fuel boiler is even easier and has the better trifecta of net energy yield, automation simplicity and footprint requirements.

    True. And ideally I think there should be room for both renewable and non-renewable energy; Oil and coal to get started, maybe, then solar and biofuel taking over as the more limited resources get strained. Then again, that's just me; I know a lot of people don't play Minecraft for the challenge of building up quite like I do. Of course, in this case any balance changes are limited by the fact that it's a bunch of different mods interacting, making it hard to comprehensively balance them.

    Yeah, that's what I was kinda alluding to. Coal and oil should fill that role where if you have it, you can run a rather powerful energy generation system for sometime, so long as your reserves are there. Sustaining it would require mining and exploration and hence would gradually become more difficult as you tap out the resources around your base's area of influence. 'Renewable' energy IMHO should fill the power needs at the top end of the scale. Sure, you can have low scale options, but the top end stuff, the stuff that can serve base load power demands should require some degree of infrastructure but not necessarily resourcing.

    I really like the fundamental idea of Factorisation's solar boilers. What I'd really love to see is someone taking that idea a step further and implement solar furnaces. You pump in a resource, say molten redstone in the place of molten salts in RL. It gets heated by the solar furnace and pumped out as heated molten redstone. You then pipe that heated molten redstone and water to a turbine which cools it over time and generates power. That requires solar mirrors, a tower structure, piping, molten redstone (for this example), water generation, a generator. You can store the heated molten redstone but you also need a decent quantity of it as the turbine holds it for some time while it's extracting the energy from it. Scaling the system will require more mirrors, ie landmass as 'payment', more of the liquid medium and obviously more turbines to increase the peak output. As it is solar based, you cannot vertically stack the principle generation of the energy. That means you are restricted to how much area you can cover, which ties into chunk loaders. If the server restricts chunkloaders via a fuel cost and/or hard limits, that places a limitation of how much power you can generate via this method.

    Edit:
    Oh yes, forgot one last thing about my 'proposal': Since it's not steam based (it's all internalised by the 'turbine') it's free to implement its own output numbers and without messy engines. Think of it as a solar version of GregTech's energy plasma but it consumes heated 'salts', water and outputs cooled 'salts' and energy.

    Takel on
    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • AkimboEGAkimboEG Mr. Fancypants Wears very fine pants indeedRegistered User regular
    Anyone have any idea what mod those fancy bricks-with-an-outline in the last couple of Direwolf FC2 videos are from?

    Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
  • RadiationRadiation Registered User regular
    Man, Tekkit is pretty awesome, but I miss some things. Like Iron tanks.
    I need to get a screenshot to show you guys my current base. It's crazy. (This should surprise no one)

    PSN: jfrofl
  • ButtcleftButtcleft Registered User regular
    Radiation wrote: »
    Man, Tekkit is pretty awesome, but I miss some things. Like Iron tanks.
    I need to get a screenshot to show you guys my current base. It's crazy. (This should surprise no one)

    The surprising part is you sticking with it after you've built some huge monstrosity of engineering with creative mode.

  • AkimboEGAkimboEG Mr. Fancypants Wears very fine pants indeedRegistered User regular
    This is insane.
    It's like Archimedes' Ships, so you can allocate an area and then have it fly around, but
    - The metaworlds can have arbitrary positions and orientations relative to the stationary world
    - The metaworlds are fully editable at all time just like the normal world
    Fully editable. There aren't two seperate states like other mods that do this, where it's either blocks, or a vehicle. This is both, at the same time.
    You can see it in action at around 1:20
    https://www.youtube.com/watch?feature=player_embedded&v=a8KrqXiK3WI

    Granted, probably buggy, likely doesn't work well with mods, and possibly derpy in smp.
    Still, super impressive.

    Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
  • ZetxZetx 🐧 Registered User regular
    Based on the usage instructions, it seems like for each independent moving structure, a 'full world' would have to be inserted into your current world. That would cause a lot of memory usage in a multiplayer setting. :\ Definitely looking forward to how he progresses though.

    I liked his other example...

    5cBOtQv.png

  • MadpandaMadpanda suburbs west of chicagoRegistered User regular
    Looking for some recommended single player 1.7 mods that don't have to do with creating fission reactors to strip mine the world for me or an engineering degree to install. The last time I installed one of the mod packs I kept getting eaten by tigers right out of the gate which was.. interesting but made the world really busy, i think that was mocreatures. Looking more for stuff that has to do with mining/adventuring/building and simple quality of life changes.

    Is optifine still needed?

    camo_sig2.png
    Steam/PSN/XBL/Minecraft / LoL / - Benevicious | WoW - Duckwood - Rajhek
  • AkimboEGAkimboEG Mr. Fancypants Wears very fine pants indeedRegistered User regular
    Madpanda wrote: »
    Looking for some recommended single player 1.7 mods that don't have to do with creating fission reactors to strip mine the world for me or an engineering degree to install. The last time I installed one of the mod packs I kept getting eaten by tigers right out of the gate which was.. interesting but made the world really busy, i think that was mocreatures. Looking more for stuff that has to do with mining/adventuring/building and simple quality of life changes.

    Is optifine still needed?
    Still quite some time before any (forge) mods show up on 1.7.
    If you want to stick to 1.6.4, there's a million mods you could try. Hit me up on steam (link in sig) and I'll link you around.
    As for OptiFine - it's great and can usually boost your fps and remove stuttering, especially on heavily modded instances. However, it's a double-edged sword, since many mods don't play nice with it at all.

    Give me a kiss to build a dream on; And my imagination will thrive upon that kiss; Sweetheart, I ask no more than this; A kiss to build a dream on
  • RadiationRadiation Registered User regular
    edited November 2013
    Buttcleft wrote: »
    Radiation wrote: »
    Man, Tekkit is pretty awesome, but I miss some things. Like Iron tanks.
    I need to get a screenshot to show you guys my current base. It's crazy. (This should surprise no one)

    The surprising part is you sticking with it after you've built some huge monstrosity of engineering with creative mode.

    Hey. This time I'm actually sticking with not creative. Which makes this building even crazier.
    Which I think is my crutch. Because the "oh look what I can do with machines" gets old when you have unlimited cosmic powers.

    Edit:
    Here is a picture, off to the left was the old house, which is currently being striped for parts and such. On the note of the towers, those are glass tanks. The left is lava, oil on the right. Behind that is fuel(backright) and biofuel(backleft).
    The half globe is the main farm. I am going to set up a few smaller ones to hold cows (and then have the towers hold sewage and water...and other liquids, but unsure which ones yet.)
    Inside the globe, the two tin upgraded tree farms power the main setup with steam engines. The wood gets burned to charcoal, and powers 8 steam engines. Currently there is an excess of charcoal that I'm unsure what to do with.
    2013-11-06_164822_zpsb083174f.png

    Radiation on
    PSN: jfrofl
  • TakelTakel Registered User regular
    AkimboEG wrote: »
    Madpanda wrote: »
    Looking for some recommended single player 1.7 mods that don't have to do with creating fission reactors to strip mine the world for me or an engineering degree to install. The last time I installed one of the mod packs I kept getting eaten by tigers right out of the gate which was.. interesting but made the world really busy, i think that was mocreatures. Looking more for stuff that has to do with mining/adventuring/building and simple quality of life changes.

    Is optifine still needed?
    Still quite some time before any (forge) mods show up on 1.7.
    If you want to stick to 1.6.4, there's a million mods you could try. Hit me up on steam (link in sig) and I'll link you around.
    As for OptiFine - it's great and can usually boost your fps and remove stuttering, especially on heavily modded instances. However, it's a double-edged sword, since many mods don't play nice with it at all.

    Forge mods for 1.7, especially the bigger ones, ain't going to be out for 1.7 any time soon because of the drastic low level changes being made for 1.7. It's best to think of 1.7 as being on the level of 'expansion pack' territory in terms of time lag than 'content patch'.
    Radiation wrote: »
    Buttcleft wrote: »
    Radiation wrote: »
    Man, Tekkit is pretty awesome, but I miss some things. Like Iron tanks.
    I need to get a screenshot to show you guys my current base. It's crazy. (This should surprise no one)

    The surprising part is you sticking with it after you've built some huge monstrosity of engineering with creative mode.

    Hey. This time I'm actually sticking with not creative. Which makes this building even crazier.
    Which I think is my crutch. Because the "oh look what I can do with machines" gets old when you have unlimited cosmic powers.

    There's only so much you can do with unlimited power before you get bored with it... which is why I'm enjoying my altered play-style and self imposed restrictions.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • ButtcleftButtcleft Registered User regular
    Radi just does not know the meaning of the word small.

  • RadiationRadiation Registered User regular
    Oh, I should also note that the fuel towers are hollow 6x6's. Except the Oil one, which has a 2x2 of equal height inside as a reserve for refining.

    PSN: jfrofl
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    1.7 is the one that's removing the block ID limit entirely, right? By moving to a name-not-a-number system?

    PEUsig_zps56da03ec.jpg
  • TakelTakel Registered User regular
    edited November 2013
    Buttcleft wrote: »
    Radi just does not know the meaning of the word small.
    To be honest, that word doesn't exist in Minecraft in general. Instead, it's "Prototype" or "Test"

    I was initially a bit confused with those tank columns. I was trying to parse them as columns of BC tanks (the single block ones) and was wondering why do they have such intricate textures. Then after reading the text, looking at the picture some more, the truth dawned. That's no moon BC tank. It's a column of stacked cuboids with an edge length of 8 blocks...

    Takel on
    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • RadiationRadiation Registered User regular
    edited November 2013
    Takel wrote: »
    Buttcleft wrote: »
    Radi just does not know the meaning of the word small.
    To be honest, that word doesn't exist in Minecraft in general. Instead, it's "Prototype" or "Test"

    I was initially a bit confused with those tank columns. I was trying to parse them as columns of BC tanks (the single block ones) and was wondering why do they have such intricate textures. Then after reading the text, looking at the picture some more, the truth dawned. That's no moon BC tank. It's a column of stacked cuboids with an edge length of 8 blocks...

    I don't know what this even means.
    They are just tanks. Glass on all edges in crafting table (hollow middle, like a forge pattern).

    Radiation on
    PSN: jfrofl
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    But you've built them in 8x8x8 cubes, right?

    PEUsig_zps56da03ec.jpg
  • Duke 2.0Duke 2.0 Time Trash Cat Registered User regular
    It's several columns of the basic Buildcraft tanks stacked next to eachother and framed with a block lattice.

    A smaller Railcraft tank could probably hold more but who gives a crap that looks a lot better than how most people build tanks. Connecting them with balance pipes from Extra Pipes would make all their storage unified too.

    VRXwDW7.png
  • TerrendosTerrendos Decorative Monocle Registered User regular
    Has there been any word on a release date for the 1.6 FTB update? I kind of figured they'd have announced it during Minecon but I haven't heard anything.

  • Bloody JackBloody Jack Registered User regular
    Hopefully they're waiting to include TE3 :P

  • RadiationRadiation Registered User regular
    But you've built them in 8x8x8 cubes, right?

    Here is a picture of the inside of the oil tank tower. The others are similar, just without the middle 4.

    2013-11-06_212946_zpsad1489de.png

    PSN: jfrofl
  • TakelTakel Registered User regular
    So the latest change in Railcraft halves the fuel values of coal, charcoal, coke and coke blocks.

    But doesn't touch planks.

    Crafting a wooden log into planks gives 300 heat per plank, ergo 1200 heat per log if you take this option. Charcoal has been reduced from 1600 to 800 heat, so it's more effective to feed planks into boilers again... Yay for intelligent balancing!

    In other words, more pants on head retardedness.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • Dronus86Dronus86 Now with cheese!Registered User regular
    I'm not seeing this on railcraft.info. Where are you seeing it?

    Look at me. Look at me. Look at how large the monster inside me has become.
    Crunch Crunch! Munch Munch! Chomp Chomp! Gulp!
  • RadiationRadiation Registered User regular
    So, I am generating a crapton of excess charcoal. What should I do with it? Seriously, I have nearly 10 Iron chests full of it. Also unrelated, but man do I miss barrels.
    I was thinking maybe build a bunch more steam engines and add them to the autoline, but I don't really want more stuff in there. I could tesseract them away though to the other section of base...

    PSN: jfrofl
  • Gandalf_the_CrazedGandalf_the_Crazed Vigilo ConfidoRegistered User regular
    Are they at least doing this shit via configs, so that we can undo their "genius" for our server?

    PEUsig_zps56da03ec.jpg
  • ButtcleftButtcleft Registered User regular
    Takel wrote: »
    So the latest change in Railcraft halves the fuel values of coal, charcoal, coke and coke blocks.

    But doesn't touch planks.

    Crafting a wooden log into planks gives 300 heat per plank, ergo 1200 heat per log if you take this option. Charcoal has been reduced from 1600 to 800 heat, so it's more effective to feed planks into boilers again... Yay for intelligent balancing!

    In other words, more pants on head retardedness.

    Lets make stupid changes that do nothing but make life more miserable for players without actually doing anything functional!

    On another subject, anyone know how to recharge Power Armor in a mod pack that doesn't have IC2? Besides just installing the kinetic generator on the legs and running in circles for an hour?

  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Apparently Mojang just recently hired the guy behind the Minecraft Coder's Pack.

  • TakelTakel Registered User regular
    Dronus86 wrote: »
    I'm not seeing this on railcraft.info. Where are you seeing it?
    Dev build changelogs.
    Are they at least doing this shit via configs, so that we can undo their "genius" for our server?
    No idea for this one. I'm assuming yes given the liquid fuel changes were configurable.

    Steam | PSN: MystLansfeld | 3DS: 4656-6210-1377 | FFXIV: Lavinia Lansfeld
  • RadiationRadiation Registered User regular
    Holy crap. I'm currently generating an excess for two tin upgraded tree farms, pumping charcoal into powering 24 steam engines. 8 power the farms, the other 16 power a quarry through a tesseract. Also I've decided I don't like even number things (was trying to give it a go based on chunk loading and such). Odd number building layouts for life, which of course means a redesign. Though this time I'll be using a filler a lot more.

    PSN: jfrofl
  • ButtcleftButtcleft Registered User regular
    Radiation wrote: »
    Holy crap. I'm currently generating an excess for two tin upgraded tree farms, pumping charcoal into powering 24 steam engines. 8 power the farms, the other 16 power a quarry through a tesseract. Also I've decided I don't like even number things (was trying to give it a go based on chunk loading and such). Odd number building layouts for life, which of course means a redesign. Though this time I'll be using a filler a lot more.

    Specifically avoiding boilers?

  • RadiationRadiation Registered User regular
    Are there boilers in Tekkit?

    PSN: jfrofl
  • ButtcleftButtcleft Registered User regular
    edited November 2013
    oh, Tekkit..I don't know.

    Speaking of tekkit, how the hell do you recharge your power armor without IC2?

    Buttcleft on
  • LorahaloLorahalo Registered User regular
    If it has railcraft, it should have boilers.

    I have a podcast about Digimon called the Digital Moncast, on Audio Entropy.
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