...which requires coal to make HSLA steel. We've gone in full circle here. So while the bucket itself may only require steel plates to make and not HSLA steel, it is still gated behind the ability to make HSLA steel to make a power source to power the rolling machine, which is what I was commenting on in the first place. We're back to my initial complaint that it takes FAR too much work to be able to make a simple bucket, and the suggestions given to me have not changed this.
Getting a bucket was meant to feel like an achievement. Sorry its getting frustrating. Part of the confusion comes from a number of machines with the same name in different mods and part has been our fault.
I'll try to list the steps so they're clearer in the guide. In the mean time, here's the first draft:
Build a RotaryCraft blast furnace. Note, that if you build this over existing lava, you will not need a clay bucket to move the lava.
You will need sand, gunpowder, coal, iron, and lava to produce HSLA steel in the blast furnace. You should put the coal in the big grid by itself first, to make coal coke. Using this instead of coal will yield bonus HSLA steel. Sand goes in the top left slot, coal coke (or coal) in the middle left slot, and gunpowder in the bottom left slot. It's best to fill the grid with 3x3 iron (9 ingots), as this will maximize the bonus chance and fuel efficiency per coal coke.
Smelt at least 23 HSLA ingots in the blast furnace. At a minimum, this will take 18 iron ingots if you get lucky with bonuses, otherwise, do 3 batches.
You will also need one copper ingot, 3 electrum ingots, and 5 more redstone dust. Electrum can be made more efficiently in a tinkers smeltery using equal amounts of gold and silver ore.
Build a RotaryCraft worktable.
Build the Rotational Dynamo and DC Engine on the work table. Some of the subcomponents will need to be crafted on a standard crafting table and then moved to the work table.
Build the RailCraft rolling mill using iron ingots and pistons
Place the DC engine and Rotational Dynamo so that the dc engine points into the back of the rotational dynamo.
Put the rolling mill in front of the Rotational Dynamo and a redstone torch next to the dc engine.
Congratulations, you've made and powered the rolling mill, you're halfway there. Now to make steel.
You have several options for making steel: RailCraft Blast Furnace, Immersive Engineering Blast Furnace, and Mekanism's Metallurgic Infuser.
If you have a leveled up pick that can mine Osmium, the Metallurgic Infuser is easiest to craft. A simple Mekanism heat generator can power it until you have enough materials for a mekanism wind turbine. Anyway, put charcoal and iron in the infuser to make alloy. Then put the alloy back into the infuser with charcoal to make steel dust (note, 1 charcoal will cover two operations: iron=>alloy=>steel). Now, put the dust in a regular furnace and you've got steel for the rolling mill.
Both blast furnaces require a visit to the nether. If you don't have a levelled up pick, this will be your easier route.
Once you have 8 steel ingots from any of the above methods, place them in the rolling mill in a 2x2 pattern. After the first set of plates crafts, you'll need to click on the plate in the GUI to make the rolling mill use the last four ingots.
Congratulations! You now have 8 steel plates. Proceed to your nearest crafting table and arrange them in a U shape (you'll have one spare).
Oh come on, it ate my post again? Anyway all I really said was that lucky finds allow some skipping, notably hobbyist engine + rolling machine spawns in the railcraft building in villages which skips the entire rotational dynamo nonsense, the requisite nether resources also spawn in the nether themed levels of roguelike dungeons including blazes so access to the nether isn't required if you brave those. I also seemed to find a bucket somehow in loot, couldn't remember where I got it but I made full use of it.
Really I find thaumcraft being gated behind steel plates much more annoying then the bucket thing, it and Ender IO are the only two mods that are afaik and it really doesn't make much sense to me as it's far better suited earlier game as you're going to be spending a lot of time angry at the minigame for having to do it for the billionth time.
Also I recommended that the chalcedony tools from apple & milk & tea were disabled, the stone cutter is a flint pickaxe that has a mining level of stone so skips the first several tiers of mining leveling and the two swords are pretty amazing for damage, the normal chalcedony one is on par with a vanilla diamond sword and the onyx one which is just 1 iron ingot and 2 black dye more is 1 damage higher at +8 damage. They're really rather OP for their cost, basically invalidate all pickaxes and melee weapons until you hit top tier overworld metals.
It fleshes out the entire armor and weapons systems; quite substantially... that is substance, substance I would argue this pack lacks at the moment. Right now, in this pack, there is no armor between durability 800 (obsidian chestplate) and unbreakable bedrock. That is a gap to me. Ultimately it is Haggle's choice so I won't belabor this any further. Maybe a good compromise would be to disable alot of the sub 800 durability armor from metallurgy and lock all enabled metallurgy metals in different dimensions. That would also keep intact the progression of the early game tinkers tools.
Terrain generation does take a long time, but if you follow the recommended /pregenspawn 50 step when setting up a new world, it makes things better. It makes early game exploration (which is limited in range anyway) much better as it causes no terrain generation while exploring. The only thing it costs you is 10-15 minutes up front. Launch a world, open it to lan with cheats, set yourself into creative and run that cmd.... go get coffee or something. When you get back, close and save, launch again and don't open it to lan this time... tada... all done.
On the reset topic. This is a pre 1.0 release... alpha in other words. I think resets are expected.
I am curious, is there a reason you haven't updated the Reika mods to v7 yet? I had tried simply dropping updates into the pack's folder for single player, but the java ATLauncher console zipped past them saying it couldn't read the .jar files. Also, have you considered a Backpacks mod? Other than that, I am loving this fiendishly difficult pack. I was a little irritated about the loss of the original tools and recipes, but if I treat this as a brand new experience, it's a quite a bit of fun. And I've loved Tinkers' Construct since Hexxit was new, so it doesn't hurt my feelings to truck down that path.
Keep up the awesome work. Packs like this have got to be a ton of work and it's appreciated!
Just came across some of the food changes, and now food gives practically no nourishment. kinda curious what type of play style this pack is going for, as most of the changes I've been seeing so far seem to be geared more towards causing tedium and grind work than actual difficulty or unique gameplay. Making me find/make/eat 10 different foods to get full is not difficult, but it sure is annoying. If the pack is going in this direction, I'm not sure I'll find much interest in it, which is a shame considering it's the only one I've seen featuring rotarycraft and reactorcraft. What's wrong with letting these mods stand on their own difficulty level without trying to artificially inflate it with more grind?
I haven't had any food problems in the game, myself. Eating only when my hunger dropped below half, my food never did seem to hit that diminishing returns point. And cooked clams were a full hunger bar of saturation! (Assuming that golden border around the foods was saturation.) And I'd played in long enough to get copper tools. Even got to the nether after luck finding a thaumic pickaxe and what looked to be a meteor crash site. Noticed no nether ore. That one did bum me out.
Just came across some of the food changes, and now food gives practically no nourishment. kinda curious what type of play style this pack is going for, as most of the changes I've been seeing so far seem to be geared more towards causing tedium and grind work than actual difficulty or unique gameplay. Making me find/make/eat 10 different foods to get full is not difficult, but it sure is annoying. If the pack is going in this direction, I'm not sure I'll find much interest in it, which is a shame considering it's the only one I've seen featuring rotarycraft and reactorcraft. What's wrong with letting these mods stand on their own difficulty level without trying to artificially inflate it with more grind?
I've noticed this too now, even the more "difficult" foods to make that require several steps to produce all give either 1 or 1/2 a hunger.
Is this the intended difficulty? If so I agree that there's a fine line between a challenge and just plain tedious. This would be on the tedious side.
Or is it just the new hunger overhaul mod messed some stuff up?
The change to 12 foods remembered in spice seems enough without nerfing most foods down to 1 hunger.
No, this is not the intended difficulty. There will be a new update to the pack this evening or tomorrow with rebalance changes. While I'm not nerfing the difficulty added by HO and new crops, I will be buffing the food values somewhat to be more in line with difficulty of construction, as well as increasing the number of free meals for new players and slightly increasing the food value of already eaten items.
What I didn't want in the pack are the easy superfoods from AMT: clams, baked apples, candy, fondue, etc. These provided a full saturation bar and with little effort, you could avoid the hunger mechanic entirely.
If you haven't discovered the lunch box from Spice O' life, I highly recommend it.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/17/2012
Posts:
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Didn't think it made any sense being intentionally brutal and making almost all foods give the same hunger/sat. I'm all for variety. I'll have to wait for the patch before I update my server though, at the moment its basically a game of don't starve, especially with the new starving mechanic. Spending far too long eating each day.
I was wondering if you could put this on the FTB launcher. I'm asking you this because my ATLauncher won't let me add any new modpacks. If you could do this, not only would it help the folks with my problem, but your pack could also be introduced to a wider audience!
I was wondering if you could put this on the FTB launcher. I'm asking you this because my ATLauncher won't let me add any new modpacks. If you could do this, not only would it help the folks with my problem, but your pack could also be introduced to a wider audience!
If you can't install packs, you probably just need to reinstall ATLauncher. It seems as if the ATLauncher gets significantly out of date and stops updating entirely -- to the point to where you can't add packs.
I haven't looked into listing on FTB. Not all of the mods I use are available on curseforge, so it may be a bit of work to get distribution right. ATLaucher makes my life very easy.
If you can't install packs, you probably just need to reinstall ATLauncher. It seems as if the ATLauncher gets significantly out of date and stops updating entirely -- to the point to where you can't add packs.
I haven't looked into listing on FTB. Not all of the mods I use are available on curseforge, so it may be a bit of work to get distribution right. ATLaucher makes my life very easy.
I don't think listing on the ftb launcher requires curse support too. Your mod would be listed under the 3rd party pack section of the ftb launcher, not AS a FTB pack. You just have to contact the ftb team about adding your pack is all.
I am curious, is there a reason you haven't updated the Reika mods to v7 yet? I had tried simply dropping updates into the pack's folder for single player, but the java ATLauncher console zipped past them saying it couldn't read the .jar files. Also, have you considered a Backpacks mod? Other than that, I am loving this fiendishly difficult pack. I was a little irritated about the loss of the original tools and recipes, but if I treat this as a brand new experience, it's a quite a bit of fun. And I've loved Tinkers' Construct since Hexxit was new, so it doesn't hurt my feelings to truck down that path.
Keep up the awesome work. Packs like this have got to be a ton of work and it's appreciated!
v7 doesn't seam interoperable yet by the looks of Reika's thread. Up to v7d, in 1 day... Several conflicts with other mods ATM.
I don't think listing on the ftb launcher requires curse support too. Your mod would be listed under the 3rd party pack section of the ftb launcher, not AS a FTB pack. You just have to contact the ftb team about adding your pack is all.
Wow, ask and ye shall recieve. V7 reika mods. Part of me is super thrilled for this update. Part of me finally got the server started for the first time last night and is all, "Aaaagghhhh, the uploadsssss. T_T" But mostly thrilled.
**0.9.1 Updates Reika's Mods, Matter Overdrive, JurassiCraft, and rebalances food**
Version 0.9 brings a lot of interesting changes to the pack, with some new mechanics and mods, as well as the highly-anticipated v7 updates to Reika's mods.
***Before updating, you'll want to make sure you've emptied any OpenBlocks luggage you've had following you around, as well as remove any equipment from the Nether and Twilight Forest. After backing up your world, you'll want to delete the DIM-1 and DIM7 folders from your save folder if you want to access the new world gen (details below).***
Okay, on to the changes! First off, we've made hunger and food a bit more interesting with the additions of Hunger Overhaul and HarvestCraft. For existing worlds, you'll have to break grass for the seeds, or venture into the Twilight Forest for fruit trees. We also added the Storage Drawers add-on packs, so you can now make your drawers in the various woods.
Opis was added as a map option primarily for server admins. FogNerf helps with FPS and clears up some of the visual gunk.
Sadly, Electrical Age is departing from the pack -- it was a challenging mod that didn't fit well with anything else in the pack. In an effort to keep the pack size down, it went on the chopping block. You're welcome to manually add it to the pack if you have invested in this tech mod -- it will work fine.
No, this is not the intended difficulty. There will be a new update to the pack this evening or tomorrow with rebalance changes. While I'm not nerfing the difficulty added by HO and new crops, I will be buffing the food values somewhat to be more in line with difficulty of construction, as well as increasing the number of free meals for new players and slightly increasing the food value of already eaten items.
What I didn't want in the pack are the easy superfoods from AMT: clams, baked apples, candy, fondue, etc. These provided a full saturation bar and with little effort, you could avoid the hunger mechanic entirely.
If you haven't discovered the lunch box from Spice O' life, I highly recommend it.
0.9.1 improves food values a bit. You'll definitely want to push into HarvestCraft quickly.
I'm not quite happy with the balancing yet -- saturation is still a tad too low on foods and I feel like I'm getting tired a little too quickly now, so look for those to get buffed slightly in a 0.9.1.1 (config-only update) once I gather a little more feedback from players.
Also, I had to revert the Matter Overdrive update again -- it crashes on servers.
0.9.1.1 pushed to the launcher. This further reduces hunger and sleeping difficulty. There are no mod updates -- only bettersleeping.cfg and hungeroverhaul.cfg were modified.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
Thanks for getting Reika's v7 mods in so quickly, I know there were some issues (mainly with Gendustry) when 7a came out and the time and work you've put in is appreciated!
Getting a bucket was meant to feel like an achievement. Sorry its getting frustrating. Part of the confusion comes from a number of machines with the same name in different mods and part has been our fault.
I'll try to list the steps so they're clearer in the guide. In the mean time, here's the first draft:
Oh come on, it ate my post again? Anyway all I really said was that lucky finds allow some skipping, notably hobbyist engine + rolling machine spawns in the railcraft building in villages which skips the entire rotational dynamo nonsense, the requisite nether resources also spawn in the nether themed levels of roguelike dungeons including blazes so access to the nether isn't required if you brave those. I also seemed to find a bucket somehow in loot, couldn't remember where I got it but I made full use of it.
Really I find thaumcraft being gated behind steel plates much more annoying then the bucket thing, it and Ender IO are the only two mods that are afaik and it really doesn't make much sense to me as it's far better suited earlier game as you're going to be spending a lot of time angry at the minigame for having to do it for the billionth time.
Also I recommended that the chalcedony tools from apple & milk & tea were disabled, the stone cutter is a flint pickaxe that has a mining level of stone so skips the first several tiers of mining leveling and the two swords are pretty amazing for damage, the normal chalcedony one is on par with a vanilla diamond sword and the onyx one which is just 1 iron ingot and 2 black dye more is 1 damage higher at +8 damage. They're really rather OP for their cost, basically invalidate all pickaxes and melee weapons until you hit top tier overworld metals.
It fleshes out the entire armor and weapons systems; quite substantially... that is substance, substance I would argue this pack lacks at the moment. Right now, in this pack, there is no armor between durability 800 (obsidian chestplate) and unbreakable bedrock. That is a gap to me. Ultimately it is Haggle's choice so I won't belabor this any further. Maybe a good compromise would be to disable alot of the sub 800 durability armor from metallurgy and lock all enabled metallurgy metals in different dimensions. That would also keep intact the progression of the early game tinkers tools.
Terrain generation does take a long time, but if you follow the recommended /pregenspawn 50 step when setting up a new world, it makes things better. It makes early game exploration (which is limited in range anyway) much better as it causes no terrain generation while exploring. The only thing it costs you is 10-15 minutes up front. Launch a world, open it to lan with cheats, set yourself into creative and run that cmd.... go get coffee or something. When you get back, close and save, launch again and don't open it to lan this time... tada... all done.
On the reset topic. This is a pre 1.0 release... alpha in other words. I think resets are expected.
I am curious, is there a reason you haven't updated the Reika mods to v7 yet? I had tried simply dropping updates into the pack's folder for single player, but the java ATLauncher console zipped past them saying it couldn't read the .jar files. Also, have you considered a Backpacks mod? Other than that, I am loving this fiendishly difficult pack. I was a little irritated about the loss of the original tools and recipes, but if I treat this as a brand new experience, it's a quite a bit of fun. And I've loved Tinkers' Construct since Hexxit was new, so it doesn't hurt my feelings to truck down that path.
Keep up the awesome work. Packs like this have got to be a ton of work and it's appreciated!
Just came across some of the food changes, and now food gives practically no nourishment. kinda curious what type of play style this pack is going for, as most of the changes I've been seeing so far seem to be geared more towards causing tedium and grind work than actual difficulty or unique gameplay. Making me find/make/eat 10 different foods to get full is not difficult, but it sure is annoying. If the pack is going in this direction, I'm not sure I'll find much interest in it, which is a shame considering it's the only one I've seen featuring rotarycraft and reactorcraft. What's wrong with letting these mods stand on their own difficulty level without trying to artificially inflate it with more grind?
I've noticed this too now, even the more "difficult" foods to make that require several steps to produce all give either 1 or 1/2 a hunger.
Is this the intended difficulty? If so I agree that there's a fine line between a challenge and just plain tedious. This would be on the tedious side.
Or is it just the new hunger overhaul mod messed some stuff up?
The change to 12 foods remembered in spice seems enough without nerfing most foods down to 1 hunger.
I haven't had any food problems in the game, myself. Eating only when my hunger dropped below half, my food never did seem to hit that diminishing returns point. And cooked clams were a full hunger bar of saturation! (Assuming that golden border around the foods was saturation.) And I'd played in long enough to get copper tools. Even got to the nether after luck finding a thaumic pickaxe and what looked to be a meteor crash site. Noticed no nether ore. That one did bum me out.
No, this is not the intended difficulty. There will be a new update to the pack this evening or tomorrow with rebalance changes. While I'm not nerfing the difficulty added by HO and new crops, I will be buffing the food values somewhat to be more in line with difficulty of construction, as well as increasing the number of free meals for new players and slightly increasing the food value of already eaten items.
What I didn't want in the pack are the easy superfoods from AMT: clams, baked apples, candy, fondue, etc. These provided a full saturation bar and with little effort, you could avoid the hunger mechanic entirely.
If you haven't discovered the lunch box from Spice O' life, I highly recommend it.
Didn't think it made any sense being intentionally brutal and making almost all foods give the same hunger/sat. I'm all for variety. I'll have to wait for the patch before I update my server though, at the moment its basically a game of don't starve, especially with the new starving mechanic. Spending far too long eating each day.
Hello Haggle,
I was wondering if you could put this on the FTB launcher. I'm asking you this because my ATLauncher won't let me add any new modpacks. If you could do this, not only would it help the folks with my problem, but your pack could also be introduced to a wider audience!
I kind of would like what the person above said too, if only because i like to control my instances a bit more closely (though MultiMC reflection).
If you can't install packs, you probably just need to reinstall ATLauncher. It seems as if the ATLauncher gets significantly out of date and stops updating entirely -- to the point to where you can't add packs.
I haven't looked into listing on FTB. Not all of the mods I use are available on curseforge, so it may be a bit of work to get distribution right. ATLaucher makes my life very easy.
I don't think listing on the ftb launcher requires curse support too. Your mod would be listed under the 3rd party pack section of the ftb launcher, not AS a FTB pack. You just have to contact the ftb team about adding your pack is all.
v7 doesn't seam interoperable yet by the looks of Reika's thread. Up to v7d, in 1 day... Several conflicts with other mods ATM.
I'll look into it.
Wow, ask and ye shall recieve. V7 reika mods. Part of me is super thrilled for this update. Part of me finally got the server started for the first time last night and is all, "Aaaagghhhh, the uploadsssss. T_T" But mostly thrilled.
Pack Version 0.9.0 - The 'I Hunger!' Update!
**0.9.1 Updates Reika's Mods, Matter Overdrive, JurassiCraft, and rebalances food**
Version 0.9 brings a lot of interesting changes to the pack, with some new mechanics and mods, as well as the highly-anticipated v7 updates to Reika's mods.
***Before updating, you'll want to make sure you've emptied any OpenBlocks luggage you've had following you around, as well as remove any equipment from the Nether and Twilight Forest. After backing up your world, you'll want to delete the DIM-1 and DIM7 folders from your save folder if you want to access the new world gen (details below).***
Okay, on to the changes! First off, we've made hunger and food a bit more interesting with the additions of Hunger Overhaul and HarvestCraft. For existing worlds, you'll have to break grass for the seeds, or venture into the Twilight Forest for fruit trees. We also added the Storage Drawers add-on packs, so you can now make your drawers in the various woods.
Opis was added as a map option primarily for server admins. FogNerf helps with FPS and clears up some of the visual gunk.
Sadly, Electrical Age is departing from the pack -- it was a challenging mod that didn't fit well with anything else in the pack. In an effort to keep the pack size down, it went on the chopping block. You're welcome to manually add it to the pack if you have invested in this tech mod -- it will work fine.
Check out the full changelog here
0.9.1 improves food values a bit. You'll definitely want to push into HarvestCraft quickly.
I'm not quite happy with the balancing yet -- saturation is still a tad too low on foods and I feel like I'm getting tired a little too quickly now, so look for those to get buffed slightly in a 0.9.1.1 (config-only update) once I gather a little more feedback from players.
Also, I had to revert the Matter Overdrive update again -- it crashes on servers.
0.9.1.1 pushed to the launcher. This further reduces hunger and sleeping difficulty. There are no mod updates -- only bettersleeping.cfg and hungeroverhaul.cfg were modified.
Thanks for getting Reika's v7 mods in so quickly, I know there were some issues (mainly with Gendustry) when 7a came out and the time and work you've put in is appreciated!