Factorization also seems to be going some quite considerable way towards processing as blocks interacting with other blocks instead of blocks-with-a-gooeey. In fact, with the slag furnace so easy to get and power, and with the good fuel-to-process ratio of the new lacerator, FZ is making some really very persuasive arguments as early industrial tech.
No, but you're better off running with the upgrades instead. Beyond a few machines the box transformers are a hindrance as opposed to a benefit.
I like using transformers.
It adds mechanicalliness
+1
anoffdayTo be changed whenever Anoffday gets around to it.Registered Userregular
edited November 2013
Been out of the minecraft loop for awhile. There looks like there's a lot of cool new things. But I can't get this new launcher to play the game. I have version 1.7.2 and when I click play the launcher disappears for a little bit and then just comes back up without launching the game. Anyone know what's up?
Also having trouble running the new launcher. After installing it, I click the icon on the desktop and it keeps loading the old launcher?
anoffday on
Steam: offday
0
AkimboEGMr. FancypantsWears very fine pants indeedRegistered Userregular
Been out of the minecraft loop for awhile. There looks like there's a lot of cool new things. But I can't get this new launcher to play the game. I have version 1.7.2 and when I click play the launcher disappears for a little bit and then just comes back up without launching the game. Anyone know what's up?
Also having trouble running the new launcher. After installing it, I click the icon on the desktop and it keeps loading the old launcher?
Make sure to fully remove any previous installations of Minecraft. Do a complete wipe by deleting everything in the folder %appdata%/.minecraft
Then run the new launcher and try running an instance. If it still doesn't work, check the "development console" tab to see what broke where.
edit: You can also edit an instance profile to keep the launcher visible after launching the game, allowing you to see the log running in real time.
AkimboEG on
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
I must apologise in advance to all the haters, but saw this 'mod spotlight' by the Yogscast and thought it was actually pretty cool. FF'd through the preamble.
E: Oh dear, can't you link to times during a video? Skip to 9:40 to avoid the usual Yogscastery.
Also, there's apparently somebody working on a bridge-mod between Tinker's Construct and Metallurgy. I'm pretty excited about this, because I love the different colors of metal from Metallurgy and the fact that you can craft them into blocks for aesthetic purposes. The only thing that made me stop using it was the fact that it messes with ore gen for stuff like copper and tin that is so necessary to the other tech mods.
The other problem with it, that didn't bother me quite so much but seemed to bug other folks, was that a number of the metals were functionally superfluous -- why use Manganese, when Iron does all the same things? Like I said, didn't bug me, but I totally get the reasoning.
But meshing Metallurgy with TinCon is actually genius, if they can get it done. There's enough modifiers and mechanics in play with TinCon tool construction to make it worthwhile to have variety, plus who doesn't want more metals to melt down and display in liquid form? Hell, get some of that alloy mechanic in play, and you've got a good thing going.
Plus, if there's a good bridge-mod for TinCon and Metallurgy, maybe Metallurgy will get included in some FTB-friendly texture packs. :P
I'll give that a try once I get some spare time to fool around on the server.
---
TiCo already has a problem with having all metals with clear non-overlapping purposes as aluminite is totally useless outside of one very tiny niche tier. Steel tools perform at the same functional capacity (with a difference in durability, but the much higher availability of steel trumps that IMHO) as cobalt; and manylluriuniuminwhatever is virtually only useful as weapons for the extra damage.
My beef with metallurgy is the dreaded rainbow caves problem. Too many ores, not enough stone. Biome restricting ore generation to reduce the number of available ore types can lead into the above problem of metals not having clear uses if you try to avoid massive roadblocks if you get unlucky with biome placements.
So in my opinion, yeah but no. I'm very very wary of adding more ore types to the world gen simply because the world cannae handle any more cap'n! If the ground had a height of 96 or 128 instead of 64, yeah there should be enough space to spread out the ores to prevent ore density from taking over.
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Trying to set up a home server. Friend wants an improved terrain generation mod. Tried to get Bukkit and Forge working through some peculiar hybrid build but couldn't pull it off.
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
I'd love to see a system like that using ComputerCraft, but mostly because it would be vulnerable to cleverly-coded exploits.
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
Tried to get Bukkit and Forge working through some peculiar hybrid build but couldn't pull it off.
Warning flag. Right there. Oil and Water do not mix. You can attempt to emulsify them, but they do not mix. Don't attempt to do it unless you know damn well what you're doing. For the most part, unless you must have the administrative tools of Bukkit, stick with pure Forge servers for content and try not to think of the performance enhancements of the Spigot fork.
You thinkin' what I'm thinkin'? Head on over to the last few minutes of the video if you're not.
Someone linked a video showing the Deep Dark earlier. Unfortunately it seems the whole concept of the place is to have an open cave with ridiculous amount of monsters where the darkness hurts you, with more iron than usual (unless there is a lot more to the place than the videos have shown). If they plan to make something the style of Twilight Forest that would be awesome though.
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Assuming a completely bullshit exchange rate of 1 Gold bar per 1000 EU (or whatever fits in a battery), for the sake of easy math:
1. Player drops 1 gold bar into an ender chest in their house, which pairs with one at the power company.
2. Using those transfer pipes and item filters, gold bars are sent to a vault -- anything else is sent to public storage, to avoid people paying with dirt or some shit.
3. WHY IS THE FORUM AUTOMATICALLY ADDING NUMBERS TO THIS LIST
4. WHAT WITCHCRAFT IS THIS
5. Like, at first I thought I was just typing faster than I was thinking, which I can do at the best of times and I'm pretty drunk right now, so
6. Anyway, when the gold bar passes through the filter and heads down the vault-ward path, it will pass over a BUD, which will blink once.
7. This redstone signal causes a charged battery to drop down into your discharging system of choice, emptying its power into the transfer node. Once empty, it is sent back to the charging station.
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Two fairly straightforward ways would be to simply use energy storage blocks, ideally redstone energy cells. A player can either buy a set amount of energy, in which case you can just hook up filled cells to his frequency or hand over a charged cell, or they can pay a constant rate per day for a certain amount of MJ/t.
I kind of want to see, out in the middle of a desert, a huge obsidian tower that looked like one of those people pod towers from the matrix, as the power plant, sending power wirelessly across all dimensions.
now I have this overwhelming urge to secretly build a massive tree farm/HP boiler complex somewhere secluded and at base rock, and wait for you guys to unveil your power scheme to the world.. then immediately ruin everything by giving my power away for free.
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Two fairly straightforward ways would be to simply use energy storage blocks, ideally redstone energy cells. A player can either buy a set amount of energy, in which case you can just hook up filled cells to his frequency or hand over a charged cell, or they can pay a constant rate per day for a certain amount of MJ/t.
Nah, my idea is for an automated system. No meat-bag to meat-bag interaction required. You rock up to a CC terminal. Log in with your client ID and password. Drop in the agreed payment, CC reads it from the inventory, sucks it up and pumps the required power into the target client buffer pool. Put in more payment than the buffer can hold in raw energy? It keeps track of that. When the buffer can hold another package of power, it'll pull it down and the overflow amount is updated.
Setting up a new connection? Grab a client ID, set your password, drop in your transmitter item and the system will deposit it in an unused buffer/transmitter hub automagically. Then you can fill it up with power.
Bonus points if the power company provides all the necessary computer equipment for in-home operation, including a monitor offering a constant readout of available power levels.
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Two fairly straightforward ways would be to simply use energy storage blocks, ideally redstone energy cells. A player can either buy a set amount of energy, in which case you can just hook up filled cells to his frequency or hand over a charged cell, or they can pay a constant rate per day for a certain amount of MJ/t.
Nah, my idea is for an automated system. No meat-bag to meat-bag interaction required. You rock up to a CC terminal. Log in with your client ID and password. Drop in the agreed payment, CC reads it from the inventory, sucks it up and pumps the required power into the target client buffer pool. Put in more payment than the buffer can hold in raw energy? It keeps track of that. When the buffer can hold another package of power, it'll pull it down and the overflow amount is updated.
Setting up a new connection? Grab a client ID, set your password, drop in your transmitter item and the system will deposit it in an unused buffer/transmitter hub automagically. Then you can fill it up with power.
Meatbag to meatbag interaction is part of the fun though! Let's not kid ourself, there is pretty much no way for there to be a true economy on a FTB/Tekkit minecraft server. The only way I see it even being a thing is with pre-assigned roles, as someone suggested earlier. That said your idea does sound pretty cool!
0
AkimboEGMr. FancypantsWears very fine pants indeedRegistered Userregular
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Two fairly straightforward ways would be to simply use energy storage blocks, ideally redstone energy cells. A player can either buy a set amount of energy, in which case you can just hook up filled cells to his frequency or hand over a charged cell, or they can pay a constant rate per day for a certain amount of MJ/t.
Nah, my idea is for an automated system. No meat-bag to meat-bag interaction required. You rock up to a CC terminal. Log in with your client ID and password. Drop in the agreed payment, CC reads it from the inventory, sucks it up and pumps the required power into the target client buffer pool. Put in more payment than the buffer can hold in raw energy? It keeps track of that. When the buffer can hold another package of power, it'll pull it down and the overflow amount is updated.
Setting up a new connection? Grab a client ID, set your password, drop in your transmitter item and the system will deposit it in an unused buffer/transmitter hub automagically. Then you can fill it up with power.
Meatbag to meatbag interaction is part of the fun though! Let's not kid ourself, there is pretty much no way for there to be a true economy on a FTB/Tekkit minecraft server. The only way I see it even being a thing is with pre-assigned roles, as someone suggested earlier. That said your idea does sound pretty cool!
I still believe that on a small sized server, limiting each player to a specific role (and 'skillset') could be quite a thing. At the very least, an interesting experiment.
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
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Two fairly straightforward ways would be to simply use energy storage blocks, ideally redstone energy cells. A player can either buy a set amount of energy, in which case you can just hook up filled cells to his frequency or hand over a charged cell, or they can pay a constant rate per day for a certain amount of MJ/t.
Nah, my idea is for an automated system. No meat-bag to meat-bag interaction required. You rock up to a CC terminal. Log in with your client ID and password. Drop in the agreed payment, CC reads it from the inventory, sucks it up and pumps the required power into the target client buffer pool. Put in more payment than the buffer can hold in raw energy? It keeps track of that. When the buffer can hold another package of power, it'll pull it down and the overflow amount is updated.
Setting up a new connection? Grab a client ID, set your password, drop in your transmitter item and the system will deposit it in an unused buffer/transmitter hub automagically. Then you can fill it up with power.
Meatbag to meatbag interaction is part of the fun though! Let's not kid ourself, there is pretty much no way for there to be a true economy on a FTB/Tekkit minecraft server. The only way I see it even being a thing is with pre-assigned roles, as someone suggested earlier. That said your idea does sound pretty cool!
I still believe that on a small sized server, limiting each player to a specific role (and 'skillset') could be quite a thing. At the very least, an interesting experiment.
The funny thing about it is that it would essentially be communism for the sake of faking capitalism. It might be difficult to have only one person for each role though, in case vital resources were not made available because the one nether miner on the server could not log in for a week. Really cool idea though, if we could somehow execute on it properly.
Some roles are easy, but others might be tricky to make wide enough to be fun for more than a week.
Miner - Straightforward, everyone needs metals
Farmer - Everyone needs food and other animal products, but not everyone would find it fun to bake cakes for weeks on end
Power - Makes a lot of sense
Manufacturing - Making advanced machines and tools not linked to one of the other roles, but this one might be tricky to define
Wood - Not sure if there would be a big enough market for the cool forestry type woods for this to be a proper role
Dimensional explorer - Someone needs to gather all that glowstone and endstone
Wizard - Maybe?
Beekeeper - Weird one, no one needs the unique bee resources but eventually they can create limitless amounts of some that are already covered by other roles like minerals and fuel
I remember on a Tekkit server I ran (a LONG time ago) I became a car manufacturer. I made shitty cars out of RP Frames. Since I was the only person who bothered to make large amounts of blutricity (and the cars had no generators) everyone came to me because they stopped working. It was awful.
1) Mo' Creatures. Because fuck yeah. I understand there's some optimization issues that get out of hand on a 24/7 server, though.
2) HarvestCraft, coupled with a hunger overhaul and with Thaum aspects added in small amounts to the different crops. Also, villagers who will trade rare resources for complicated dishes.
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
The question at that point would be to figure out a way to automate the purchase and provisioning of power.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Two fairly straightforward ways would be to simply use energy storage blocks, ideally redstone energy cells. A player can either buy a set amount of energy, in which case you can just hook up filled cells to his frequency or hand over a charged cell, or they can pay a constant rate per day for a certain amount of MJ/t.
Nah, my idea is for an automated system. No meat-bag to meat-bag interaction required. You rock up to a CC terminal. Log in with your client ID and password. Drop in the agreed payment, CC reads it from the inventory, sucks it up and pumps the required power into the target client buffer pool. Put in more payment than the buffer can hold in raw energy? It keeps track of that. When the buffer can hold another package of power, it'll pull it down and the overflow amount is updated.
Setting up a new connection? Grab a client ID, set your password, drop in your transmitter item and the system will deposit it in an unused buffer/transmitter hub automagically. Then you can fill it up with power.
Meatbag to meatbag interaction is part of the fun though! Let's not kid ourself, there is pretty much no way for there to be a true economy on a FTB/Tekkit minecraft server. The only way I see it even being a thing is with pre-assigned roles, as someone suggested earlier. That said your idea does sound pretty cool!
I still believe that on a small sized server, limiting each player to a specific role (and 'skillset') could be quite a thing. At the very least, an interesting experiment.
The funny thing about it is that it would essentially be communism for the sake of faking capitalism. It might be difficult to have only one person for each role though, in case vital resources were not made available because the one nether miner on the server could not log in for a week. Really cool idea though, if we could somehow execute on it properly.
Some roles are easy, but others might be tricky to make wide enough to be fun for more than a week.
Miner - Straightforward, everyone needs metals
Farmer - Everyone needs food and other animal products, but not everyone would find it fun to bake cakes for weeks on end
Power - Makes a lot of sense
Manufacturing - Making advanced machines and tools not linked to one of the other roles, but this one might be tricky to define
Wood - Not sure if there would be a big enough market for the cool forestry type woods for this to be a proper role
Dimensional explorer - Someone needs to gather all that glowstone and endstone
Wizard - Maybe?
Beekeeper - Weird one, no one needs the unique bee resources but eventually they can create limitless amounts of some that are already covered by other roles like minerals and fuel
Yeah, if each player was assigned a class and that limited what they could harvest and craft, I think it could be a lot of fun. Basically an MMO without the skill grinding.
+1
IanatorA predator cannot differentiatebetween prey and accompliceRegistered Userregular
Jiminy jillikers, I think I finally got my modpack working properly! WANGCRAFT LIVES ONCE MORE!
...Ahem. Does anyone have experience with MFR's Rednet controllers? I need some help putting together some safety gates for my train crossing.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg) Backlog Challenge List
0
BrodyThe WatchThe First ShoreRegistered Userregular
All I could ever make the rednet do was an on/off switch with two buttons.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Buttcleft=Chuwero in DayZ, I forgot he is like me and uses a different forum name. Us siblings man, always thinking alike I guess!
Any ways, I would maybe like to build you guys a Bororm Statue, although in some likelihood I will probably get annoyed at the monsters and short day/night cycles as I usually do and possibly give up! Seriously, between the monsters and 20 minute days how are you supposed to build anything in minecraft any more?
Posts
I like using transformers.
It adds mechanicalliness
Also having trouble running the new launcher. After installing it, I click the icon on the desktop and it keeps loading the old launcher?
Then run the new launcher and try running an instance. If it still doesn't work, check the "development console" tab to see what broke where.
edit: You can also edit an instance profile to keep the launcher visible after launching the game, allowing you to see the log running in real time.
E: Oh dear, can't you link to times during a video? Skip to 9:40 to avoid the usual Yogscastery.
The other problem with it, that didn't bother me quite so much but seemed to bug other folks, was that a number of the metals were functionally superfluous -- why use Manganese, when Iron does all the same things? Like I said, didn't bug me, but I totally get the reasoning.
But meshing Metallurgy with TinCon is actually genius, if they can get it done. There's enough modifiers and mechanics in play with TinCon tool construction to make it worthwhile to have variety, plus who doesn't want more metals to melt down and display in liquid form? Hell, get some of that alloy mechanic in play, and you've got a good thing going.
Plus, if there's a good bridge-mod for TinCon and Metallurgy, maybe Metallurgy will get included in some FTB-friendly texture packs. :P
I'll give that a try once I get some spare time to fool around on the server.
---
TiCo already has a problem with having all metals with clear non-overlapping purposes as aluminite is totally useless outside of one very tiny niche tier. Steel tools perform at the same functional capacity (with a difference in durability, but the much higher availability of steel trumps that IMHO) as cobalt; and manylluriuniuminwhatever is virtually only useful as weapons for the extra damage.
My beef with metallurgy is the dreaded rainbow caves problem. Too many ores, not enough stone. Biome restricting ore generation to reduce the number of available ore types can lead into the above problem of metals not having clear uses if you try to avoid massive roadblocks if you get unlucky with biome placements.
So in my opinion, yeah but no. I'm very very wary of adding more ore types to the world gen simply because the world cannae handle any more cap'n! If the ground had a height of 96 or 128 instead of 64, yeah there should be enough space to spread out the ores to prevent ore density from taking over.
You thinkin' what I'm thinkin'? Head on over to the last few minutes of the video if you're not.
Those Ender Receptors make it viable -- easy, even -- to sell power to other players.
I've got an idea in my head on how to do it... but it's rather convoluted and requires Ender IO (in addition to Computer Craft at the very least...)
Warning flag. Right there. Oil and Water do not mix. You can attempt to emulsify them, but they do not mix. Don't attempt to do it unless you know damn well what you're doing. For the most part, unless you must have the administrative tools of Bukkit, stick with pure Forge servers for content and try not to think of the performance enhancements of the Spigot fork.
Someone linked a video showing the Deep Dark earlier. Unfortunately it seems the whole concept of the place is to have an open cave with ridiculous amount of monsters where the darkness hurts you, with more iron than usual (unless there is a lot more to the place than the videos have shown). If they plan to make something the style of Twilight Forest that would be awesome though.
Assuming a completely bullshit exchange rate of 1 Gold bar per 1000 EU (or whatever fits in a battery), for the sake of easy math:
1. Player drops 1 gold bar into an ender chest in their house, which pairs with one at the power company.
2. Using those transfer pipes and item filters, gold bars are sent to a vault -- anything else is sent to public storage, to avoid people paying with dirt or some shit.
3. WHY IS THE FORUM AUTOMATICALLY ADDING NUMBERS TO THIS LIST
4. WHAT WITCHCRAFT IS THIS
5. Like, at first I thought I was just typing faster than I was thinking, which I can do at the best of times and I'm pretty drunk right now, so
6. Anyway, when the gold bar passes through the filter and heads down the vault-ward path, it will pass over a BUD, which will blink once.
7. This redstone signal causes a charged battery to drop down into your discharging system of choice, emptying its power into the transfer node. Once empty, it is sent back to the charging station.
Viable?
Two fairly straightforward ways would be to simply use energy storage blocks, ideally redstone energy cells. A player can either buy a set amount of energy, in which case you can just hook up filled cells to his frequency or hand over a charged cell, or they can pay a constant rate per day for a certain amount of MJ/t.
That's why god invented nuclear weapons.
Nah, my idea is for an automated system. No meat-bag to meat-bag interaction required. You rock up to a CC terminal. Log in with your client ID and password. Drop in the agreed payment, CC reads it from the inventory, sucks it up and pumps the required power into the target client buffer pool. Put in more payment than the buffer can hold in raw energy? It keeps track of that. When the buffer can hold another package of power, it'll pull it down and the overflow amount is updated.
Setting up a new connection? Grab a client ID, set your password, drop in your transmitter item and the system will deposit it in an unused buffer/transmitter hub automagically. Then you can fill it up with power.
Meatbag to meatbag interaction is part of the fun though! Let's not kid ourself, there is pretty much no way for there to be a true economy on a FTB/Tekkit minecraft server. The only way I see it even being a thing is with pre-assigned roles, as someone suggested earlier. That said your idea does sound pretty cool!
The funny thing about it is that it would essentially be communism for the sake of faking capitalism. It might be difficult to have only one person for each role though, in case vital resources were not made available because the one nether miner on the server could not log in for a week. Really cool idea though, if we could somehow execute on it properly.
Some roles are easy, but others might be tricky to make wide enough to be fun for more than a week.
Miner - Straightforward, everyone needs metals
Farmer - Everyone needs food and other animal products, but not everyone would find it fun to bake cakes for weeks on end
Power - Makes a lot of sense
Manufacturing - Making advanced machines and tools not linked to one of the other roles, but this one might be tricky to define
Wood - Not sure if there would be a big enough market for the cool forestry type woods for this to be a proper role
Dimensional explorer - Someone needs to gather all that glowstone and endstone
Wizard - Maybe?
Beekeeper - Weird one, no one needs the unique bee resources but eventually they can create limitless amounts of some that are already covered by other roles like minerals and fuel
1) Mo' Creatures. Because fuck yeah. I understand there's some optimization issues that get out of hand on a 24/7 server, though.
2) HarvestCraft, coupled with a hunger overhaul and with Thaum aspects added in small amounts to the different crops. Also, villagers who will trade rare resources for complicated dishes.
Yeah, if each player was assigned a class and that limited what they could harvest and craft, I think it could be a lot of fun. Basically an MMO without the skill grinding.
...Ahem. Does anyone have experience with MFR's Rednet controllers? I need some help putting together some safety gates for my train crossing.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
Backlog Challenge List
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
You're probably prettier than my sister.
A were-churro?
This:
Any ways, I would maybe like to build you guys a Bororm Statue, although in some likelihood I will probably get annoyed at the monsters and short day/night cycles as I usually do and possibly give up! Seriously, between the monsters and 20 minute days how are you supposed to build anything in minecraft any more?