Which is only going to lead to power creep IMHO. There's almost been a "gentleman's agreement" when it comes to ore multiplication as anyone jumping ahead of the pack of 2x with some tiny extras will just lead to an arms race and the so called balance being thrown out the window, especially if GT is involved. Factorisation's chain skirted that by tacking on a hard-to-automate system to it as well as a large time requirement that necessitated scaling out, but still only provided 3x.
to be fair the rotarycraft extractor takes so damn long its only worth it on things like reactor fuel and rare ore.
Backup schedule has been moved to a 2hour schedule with a 2 day retention. I've still got half a mind to change it to hourly but the constant spam of 'Server backing up!' may grate. Even if it's a nice hourly reminder of how much of your life is going into Minecraft
Mod updates sometime this week. Probably in time for the Easter long weekend.
I'm contemplating boosting the heat value of solid/liquid fuels in boilers by a sizable margin. Thinking of a starting point of a 40% boost, which will mean your solid boilers will require 29% less fuel, and the same again on top of that for liquids.
There's two levers that I can operate in regards to boilers - Heat value for fuels as a multiplier, and steam production as a multiplier. The second, steam production, is rather unwieldy as it does add additional complications in extracting the energy out of the boiler as you need moar pipes.
Basically, I'm pondering a much larger 'house rule' modification, possibly pushing steam boilers into a mid tier option for power but the top end would be more Big Reactors/Reactorcraft. Thoughts?
On the topic of modifications, I'm, again, contemplating adding alternative means to get certain decorative blocks like marble via means other than quarrying out the entire world and more. It'll involve crafting Magical Crop essences and/or vending block purchases. Thoughts on this?
I do like the idea of vending blocks for marble. I mean, it hasn't been an issue yet, as part of the build I'm doing requires me to quarry out, but I know I'm going to be needing more, and will possibly deplete everyone's supply.
Once again Takel, you are a gentleman and scholar.
BrodyThe WatchThe First ShoreRegistered Userregular
Is there somewhere I can find a list of the basics for an operable ME Net? I'd like to get one going, especially when we start moving into the final construction, but I always get lost somewhere between the access terminal and accidentally creating a second crafting interface.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
It's actually pretty simple. You need an ME Controller to supply power to the network, an ME Chest or Drive to hold storage cells (a chest can hold a single cell, a drive can hold 10), and some access terminals for basic item storage. It all needs to be either touching, or connected by ME cable. The Controller accepts MJ or RF.
The autocrafting is a little more complicated (Especially if you want external crafting like furnaces or grinders in there) but once you do it once or twice it's really easy to get the hang of. The problem is that I'm always short on Certus to do anything really cool with my ME net.
It's actually pretty simple. You need an ME Controller to supply power to the network, an ME Chest or Drive to hold storage cells (a chest can hold a single cell, a drive can hold 10), and some access terminals for basic item storage.
The autocrafting is a little more complicated (Especially if you want external crafting like furnaces or grinders in there) but once you do it once or twice it's really easy to get the hang of. The problem is that I'm always short on Certus to do anything really cool with my ME net.
There's a vanilla recipe using snowballs to make the snow covering that weather produces, but most biomes will melt it. Carpenters blocks can be covered with snow through a different means which will not melt. Ice in carpenters blocks also won't melt.
Alumentum-fired solid boilers are so incredibly easy to set up into perpetual-motion with a little thaumcrafting that I wouldn't boost solid boilers. Liquid boilers may need an anti-nerf though, never really got why the Railcraft/Buildcraft people agreed on that one.
Backup schedule has been moved to a 2hour schedule with a 2 day retention. I've still got half a mind to change it to hourly but the constant spam of 'Server backing up!' may grate. Even if it's a nice hourly reminder of how much of your life is going into Minecraft
Mod updates sometime this week. Probably in time for the Easter long weekend.
I'm contemplating boosting the heat value of solid/liquid fuels in boilers by a sizable margin. Thinking of a starting point of a 40% boost, which will mean your solid boilers will require 29% less fuel, and the same again on top of that for liquids.
There's two levers that I can operate in regards to boilers - Heat value for fuels as a multiplier, and steam production as a multiplier. The second, steam production, is rather unwieldy as it does add additional complications in extracting the energy out of the boiler as you need moar pipes.
Basically, I'm pondering a much larger 'house rule' modification, possibly pushing steam boilers into a mid tier option for power but the top end would be more Big Reactors/Reactorcraft. Thoughts?
On the topic of modifications, I'm, again, contemplating adding alternative means to get certain decorative blocks like marble via means other than quarrying out the entire world and more. It'll involve crafting Magical Crop essences and/or vending block purchases. Thoughts on this?
I think the easiest way to do it with magic crops would be just add a new recipe using some combination of earth/water/fire/air essence from the earth/water/fire/air essence plants.
Like..Maybe 8 earth essences in a circle with a fire in the middle gives 32 marble?
Lora, I will literally give you anything you ask of me for nature essence. Its only gatherable as a byproduct from manual harvesting, and I need a lot of it for..reasons.
Also, apparently Big Reactor reactors chunkload themselves. Because even though I had no chunkloader at my base, it pointlessly consumed all 10 stacks of uranium I had in its feed chest over night, when no one else was around.
Buttcleft is doing creepy and evil blood magic! He needs your nature essence so he can continue sacrificing his blood to the Blood God! At least that's what I'm using nature essence for
All my nature essence disappeared somewhere in the base reorganization.
Also, in case anyone else didn't know, portal guns now use 'fuel' in the form of ender dust. It uses the dust whether or not a portal is successfully placed, so you have to go slow and carefully aim at the middle of the block or you might get stuck. You also cannot load the dust into the gun itself, so you have to waste another inventory slot for it, and this pretty much ruins the tactic of using a portal gun for gathering mobs. Annoyance.
Buttcleft is doing creepy and evil blood magic! He needs your nature essence so he can continue sacrificing his blood to the Blood God! At least that's what I'm using nature essence for
I actually need about 900-1000 lilypads for..reasons.
Buttcleft is doing creepy and evil blood magic! He needs your nature essence so he can continue sacrificing his blood to the Blood God! At least that's what I'm using nature essence for
Alumentum-fired solid boilers are so incredibly easy to set up into perpetual-motion with a little thaumcrafting that I wouldn't boost solid boilers. Liquid boilers may need an anti-nerf though, never really got why the Railcraft/Buildcraft people agreed on that one.
Because 'everyone' used ethanol boilers, never mind that plank/slab fired boilers were even easier to manage since boilers pulled from adjacent inventories. Not to mention, things were done during that era due to the lack of viable alternatives. Bees were bred because there were no real alternatives to generating resources outside of the limited UU-Matter infrastructure and devouring worlds. Also, boilers were a huge single shot energy generator rather than scaling out with fuel refineries and micromanaging combustion engines. I recall posts where people were asking others why they needed TWO self-contained perpetual lava boiler modules that produced 70+ MJ/t each.
Quick clarification:
I noticed a question being floated in the server and I was busy doing other stuff (like work that pays the bills! Imagine that I don't work on the server 24/7!)
Anyhow, Hunger Overhaul does indeed modify most of the growable foodstuffs it can tag. It does this by tweaking a few things:
Growth Speed
Crop Yield
Seed Yield
For the most part, the time taken to grow stuff has been doubled. However, at minimum each crop harvesting will yield 2 crops up to a maximum of 4, while seeds are 1-3 per harvest.
I haven't noticed the crop yields to be on the low side, but for the stuffs that are affected by Hunger Overhaul, they are guaranteed to drop at least one seed, hence 100% guaranteed to be sustainable and expandable. On top of that, you can simply right-click on a mature crop with an empty hand to harvest and reset the plant to 0% growth without destroying the plant, hence hand-harvesting you are guaranteed to come out ahead in seeds. In fact, you don't even need to replant and that includes stuff like potatoes and carrots.
In short; Hunger Overhaul's config makes hunger a bit more of a constant thorn in the side, which obviously can be mitigated with automated farming, feeding and crafting the higher end foods. However, it shouldn't make farming more tedious than standard mechanics. If anything, it's a yield increase if you're mining/doing other stuff while waiting for stuff to grow because you can spend longer doing other stuff without having to baby-sit your crops. If you are desperate; watering can or bone meal. Don't forget a flint hatchet is a totally serviceable weapon to chop up zombies, spiders, skeletons and pigs.
I noticed the lettuce was dropping zero seeds, but yielding more than one head of lettuce on average, so turning some of the lettuce back into seeds works more or less.
I think updates are planned for before the weekend aren't they? Hopefully they don't break anything.
Also if it isn't too much work can we get vendor or recipe for some of the either blocks like abbysal stone or quarried or...whatever else there is?
Yeap. I'm planning on going through and checking for mod updates tomorrow before testing, making the appropriate config updates then deploying hopefully in time for the Easter weekend.
The lettuce behaviour certainly doesn't sound like it's being touched by Hunger Overhaul. If you're not getting at least two heads of lettuce per harvest, it's unmodified.
To the nutter in this thread; you know who you are. You're nuts. And thanks.
I think really MFR is just having some problems. The problem with the blaze seeds is similar to one I had with coal seeds (although that one had something to do with pipes backing up), and it's probably related to the lettuce seed problem. I also do not get seeds from my tomatoes, although it is less of a problem since the plants are not harvested when the tomatoes are picked. I just want to automate my BLT production
I need to figure out a way to control a big reactors reactor with rednet so when it senses my total power storage capacity is under 50% it'll activate the reactor until everything is fully charged before powering it back down.
It seems impractically wasteful to run big reactors all the time without some renewable source of fuel.
Posts
to be fair the rotarycraft extractor takes so damn long its only worth it on things like reactor fuel and rare ore.
New hosting invoice *not so subtle hint*
Backup schedule has been moved to a 2hour schedule with a 2 day retention. I've still got half a mind to change it to hourly but the constant spam of 'Server backing up!' may grate. Even if it's a nice hourly reminder of how much of your life is going into Minecraft
Mod updates sometime this week. Probably in time for the Easter long weekend.
I'm contemplating boosting the heat value of solid/liquid fuels in boilers by a sizable margin. Thinking of a starting point of a 40% boost, which will mean your solid boilers will require 29% less fuel, and the same again on top of that for liquids.
There's two levers that I can operate in regards to boilers - Heat value for fuels as a multiplier, and steam production as a multiplier. The second, steam production, is rather unwieldy as it does add additional complications in extracting the energy out of the boiler as you need moar pipes.
Basically, I'm pondering a much larger 'house rule' modification, possibly pushing steam boilers into a mid tier option for power but the top end would be more Big Reactors/Reactorcraft. Thoughts?
On the topic of modifications, I'm, again, contemplating adding alternative means to get certain decorative blocks like marble via means other than quarrying out the entire world and more. It'll involve crafting Magical Crop essences and/or vending block purchases. Thoughts on this?
Once again Takel, you are a gentleman and scholar.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
So scary.
The autocrafting is a little more complicated (Especially if you want external crafting like furnaces or grinders in there) but once you do it once or twice it's really easy to get the hang of. The problem is that I'm always short on Certus to do anything really cool with my ME net.
Certus magic plants?
Greatest.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Ugh...going to have to plan a portion for reactors and all the fun toys!
Also if you haven't yet seen my glorious hole (heh), go check it out, because the guard building is about to be removed!
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
I know there is an unmelting ice recipe with the mod. Sorry I can't help more from work
How have you been man?
@Takel
I think the easiest way to do it with magic crops would be just add a new recipe using some combination of earth/water/fire/air essence from the earth/water/fire/air essence plants.
Like..Maybe 8 earth essences in a circle with a fire in the middle gives 32 marble?
Between working and generally wasting my free time, rather alright
May hop back into the server for a project I FINALLY have a blueprint for
Also, apparently Big Reactor reactors chunkload themselves. Because even though I had no chunkloader at my base, it pointlessly consumed all 10 stacks of uranium I had in its feed chest over night, when no one else was around.
Blindduke for striking the earth
Want to play co-op games? Feel free to hit me up!
Also, in case anyone else didn't know, portal guns now use 'fuel' in the form of ender dust. It uses the dust whether or not a portal is successfully placed, so you have to go slow and carefully aim at the middle of the block or you might get stuck. You also cannot load the dust into the gun itself, so you have to waste another inventory slot for it, and this pretty much ruins the tactic of using a portal gun for gathering mobs. Annoyance.
I actually need about 900-1000 lilypads for..reasons.
I can make lilypads with nature essence.
Classy would-be evil overlords 'employ' flesh golems...
Because 'everyone' used ethanol boilers, never mind that plank/slab fired boilers were even easier to manage since boilers pulled from adjacent inventories. Not to mention, things were done during that era due to the lack of viable alternatives. Bees were bred because there were no real alternatives to generating resources outside of the limited UU-Matter infrastructure and devouring worlds. Also, boilers were a huge single shot energy generator rather than scaling out with fuel refineries and micromanaging combustion engines. I recall posts where people were asking others why they needed TWO self-contained perpetual lava boiler modules that produced 70+ MJ/t each.
As of the next server reboot, they won't.
I noticed a question being floated in the server and I was busy doing other stuff (like work that pays the bills! Imagine that I don't work on the server 24/7!)
Anyhow, Hunger Overhaul does indeed modify most of the growable foodstuffs it can tag. It does this by tweaking a few things:
Growth Speed
Crop Yield
Seed Yield
For the most part, the time taken to grow stuff has been doubled. However, at minimum each crop harvesting will yield 2 crops up to a maximum of 4, while seeds are 1-3 per harvest.
I haven't noticed the crop yields to be on the low side, but for the stuffs that are affected by Hunger Overhaul, they are guaranteed to drop at least one seed, hence 100% guaranteed to be sustainable and expandable. On top of that, you can simply right-click on a mature crop with an empty hand to harvest and reset the plant to 0% growth without destroying the plant, hence hand-harvesting you are guaranteed to come out ahead in seeds. In fact, you don't even need to replant and that includes stuff like potatoes and carrots.
In short; Hunger Overhaul's config makes hunger a bit more of a constant thorn in the side, which obviously can be mitigated with automated farming, feeding and crafting the higher end foods. However, it shouldn't make farming more tedious than standard mechanics. If anything, it's a yield increase if you're mining/doing other stuff while waiting for stuff to grow because you can spend longer doing other stuff without having to baby-sit your crops. If you are desperate; watering can or bone meal. Don't forget a flint hatchet is a totally serviceable weapon to chop up zombies, spiders, skeletons and pigs.
Want to play co-op games? Feel free to hit me up!
Also if it isn't too much work can we get vendor or recipe for some of the either blocks like abbysal stone or quarried or...whatever else there is?
The lettuce behaviour certainly doesn't sound like it's being touched by Hunger Overhaul. If you're not getting at least two heads of lettuce per harvest, it's unmodified.
To the nutter in this thread; you know who you are. You're nuts. And thanks.
That's a weird way of spelling Mystcraft
It seems impractically wasteful to run big reactors all the time without some renewable source of fuel.