I've been playing around trying to figure out what the quickest/cheapest ways to build a sustainable reactor laser system is cause now with the recent update big reactors are the only power source aside from requesting refills from the Jaded, after I get the stats on mining frequency I'll release the findings.
the short of it is thou: it is not as hard as I was expecting. not Easy but not all that difficult.I was able to achieve sustainability with 1 small and passively cooled reactor (no turbine needed, thou still desired)
I have been told by my sponsors to work on Blightfall for about 4 hours a day 5 days a week, so stuff should go pretty fast until I'm asked to switch projects. So things are going to go pretty fast! I really appreciate the bug reports, guys. My goal is for 2.1.0 to be bug free! (Which, I mean is a nice goal to get as close to as possible, but... lol!)
The rest of the floors of the jaded are doing to be for future decorative rooms, rooms with NPCs with quests, etc. They're mostly barren because they're unimplemented, but that should be fine because you shouldn't be able to get to them without breaking blocks, which, as the sign mentions, is forbidden by executive mandate. Speaking of which... I hereby look at you sternly and accuse you of cheating.
I plan to include Archimedes ships, yes! There's one spot where it's very obvious a ship should be, but there are stained glass blocks as "Placeholders" for the ship helm and shore buffers. The Jaded itself is way to big and complex to be a ship, though.
The colonists on the Jaded don't have Mystcraft. They're not familiar with magic mods at all; they only ever use vanilla enchanting and potion-making. If Mystcraft were ever a thing, it'd only be on the new world, and I'm strongly leaning towards not including it at all. I kind of have in my mind a list of what mods the colonists use/are familiar with and which ones the indigenous people of the new world have. There's some overlap, but a lot of the answer for "Why don't they just use mod X?" is "They don't have mod X."
The "Language Samples" are for a quest you haven't unlocked yet. Keep them around!
Antrusant - Bug report Legend:
Broken repeatable quest: Bug with HQM, out of my control. The authors have discontinued support for HQM until they release their next version, which they're being really slow about. This bug only seems to happen when playing multi-player. It's frustrating. If you are in op-mode, you can use /hqm Edit, then shift click on the quest icon a few times to force complete-uncomplete it. That "unsticks" it. I know two separate people working on mods to "Replace" HQM. If either becomes stable enough to use, I'm totally gonna swap it out.
Hmm... hadn't thought of the 100% issue with the AE2 replacement quest. I'll also make it repeatable: Bug Logged.
Rubber hard to get then sustainable: Working as intended. Lots of stuff is supposed to be "Hard to get at first then sustainable." I'll certainly revisit my intentions, though, because I may have been wrong. Bitumen might merit a buff, and rubber trees a nerf.
Tech difficult to get: Working as intended. I wanted tech to be available but very rare and valuable, and wanted to encourage people to develop thaumcraft ways of doing things. Golems can replace lots of Thermal Dynamics and MFR functionality. AE is a sign of great wealth and conspicuous consumption. Always turn it off when not in use!
Will revisit Yellorium. Have you tried looking for it in the caches of tech metals? It's much more common there, if my world-gen is working right.
Geologist lignite: Crap, thought I fixed that. Logged for fix next version.
Melting silverwood trees: Working as intended. Not all silverwoods have nodes. All the ones the scout locations lead you to should have nodes, however, but the ones around the peripheries might not.
Tainted nodes: Working as intended. There are ways to safely use tainted nodes within your base.
Dark one quests: Good point. There are also two extra knives in the world that you can find, but they're hard enough to find they probably don't count as "Backups"...
Hostile mob spawns: Not the case, but thanks for your observations! (Hostile mobs spawning is weird and taint interferes with it in a strange way. We've verified hostile mobs spawning normally after about a 200x200 area is cleared.) As for the newly spawned animals: normal animals do spawn randomly in vanilla, it's just much more rare. The constricted space available for passive mods to spawn "concentrates" all possible passive spawns into a single area. I do need to find a way to nerf it, though. Passive animals should spawn in clean areas, but my goodness, not that many. :/
Zombies spawn near totems, and definitely in large cleaned areas.
In our alpha test, over the course of a week, we've cleaned the entire magical forest, Eerie island, and half the swamp. I want to make late-game cleaning easier, but making blooms and totems less expensive is not the way to do it. I'd rather find a way to ramp up production. I'm planning on adding some mods that allow for greater thaumcraft automation, like that one that lets you store essentia in an ME network. A magi-tech Hybrid mod would be great for the theme of the pack.
End stone quest repeatable: Bug logged. Thanks!
Purity focus woes: I dunno. I use the same code Thaumcraft uses when cleaning land with a bloom. I could look into it... :/
Blood orb woes: I could mess around with NBT insensitive variants. Logged for investigation.
Galacticraft is one of the mods under investigation for possible addition. I've got to look at the configs and play the mod enough to scope out it's tech tree and "feel". After you clean the world, the air should totally be breathable, but I'm not sure if that's possible.
If you find a mod with tainted sharks, I'll add it.
You got a sustainable reactor with an MFR Laser Drill? How sustainable? Can I see your setup? Sustainable reactors are meant to be very late game tech... :/
This is great, guys. I'm gonna monitor this thread far more closely these days. Keep the reports coming!
I've been working on making food more engaging and less annoying. Here's the new rebalanced diminishing returns curve I've been working on:
Note: This new curve will apply to all foods! No more nonsense where steaks diminish faster than berries!
The most recent update has caused the game to crash most of the time when I teleport or enter/exit the nether.
the nether realm was banned,
so sad to, it was like candy land compared to the blight fall planet, you could just get 10 clay buckets and mold your self a obsidian gate then just hop through, ore hunting was easier and abundant, there were nether trees and no taint anywhere, after surviving a 2 tainted chickens a horde of normal zombie pig men wasn't that bad.
by the way does the planet have a name or is it blight fall???
ok so for making a sustainable reactor, I have the fine details of the data on excel but I'll just give you guys the quick of it
as it stand in the 2.04 update
using a lime focus
using a pulverizer , a laser drill, a laser drill precharger, a cyanite re-processor, and a few flux ducts and a transfer node and some transfer pipes to supply the re-processor with water, and a few item ducts, making the system very tight you don't need very many pipes or ducts, less than 6 of each
using the lime focus laser drill it will produce fuel often enough that you can just use the 3 by 3 by 3 that you get from the supplier slap in the 4 yelloium ingot and run it at 100%
using a lime focus laser I had it run till it produced 189 ores, 1 was a yellorite ore, and 16 were uranium ore, you can make both into yellorium dust and then to ingots. if you pulverize the nether uranium ore for 4 dust a piece, then count in the fact that the re-processor will effectively double your fuel each piece of nether uranium will give you 8 fuel ingots over its entire life, for 16 ores this gives 128 ingots (16*8=128) and you only mined 189 ores, with that said goodbye lime lasers.
For yellow focus
using 6 yellow focus in the laser (you know for the yellorite)
with the same extra pipes and machines as the lime focus
I had developed the needed formula to calculate the reactor efficiency need I just need the mining stats
I used creative power cells to power the yellow focus laser , it produced 2113 ores , 104 of them were yellorium ore, using the pulverizer re-processor method this will yield 472 yelloium ingots, but you could get up to 50% more with cinnabar and the induction smelter, but still assuming the 472 ingot minimum I found that you could get build a 3 by 3 by 4 reactor and run the rods at 24% and get this efficiency,
this is the 2nd smallest reactor size possible, and you use 2 fuel rods for the inside squares. I was surprised by this , but this work because the reactor is 3 times more efficient than the smallest reactor because of fuel reactivity
with out using laser focus
same setup as last time the laser produced 2740 ores, 7 were yellorium, 14 were nether uranium you can get up to 154 fuel ingots out of this,
given this output of fuel you could achieve required efficiency if your reactor system rating was 106753.2 (energy per tick divided by ml buckets of fuel burned per tick) you get get this reactor system rating with the 3 by 3 by 4 reactor, make it a actively cooled reactor and hook it up to a 5 by 5 by 5 turbine with a gold coil, 5 by 5 by 5 is the smallest you can make a turbine btw. after tweaking the rod and steam input settings it was running at a rating of 109153.
I can post pictures later and if you want more specifics I can send you the excel sheet after I'm done with a few points
well if you disable the pulverizer recipe for the nether uranium then people can't turn it into fuel, then its just like all the other unusable ore that the laser drill outputs.
i didn't test the other color focus but I did keep the chest with the ore that the laser spat out.
attached is the images of the reactors I was testing with
on the left you have the turbine of minimum size and beside it is the 3 by 3 by 4 reactor generating steam for it. to the right of that is the other reactors I was playing around with but realized that they were much bigger than I actually needed.
the other images are the stats for the reactor as it was actively cooled, passively, and with the connected turbine.
so guess I'm going to figure out what the cheapest way to go if uranium is no longer going to be a thing
and that's the swamp island after its been artificially expanded.
Weird. This has only happened once before, to my knowledge. The guy said he fixed it by deleting the world folder and reloading it from the zip. If that doesn't work, and the server works just fine for everybody else... then I don't know what to tell you. Does anybody else have this issue?
Edit: New laser drill proportions coming in Blightfall 2.1.0:
Dunno if you can tell, but I'm not the sort of guy that likes to keep his mechanics hidden from the players.
Is there anyway to take the data (map, player data etc.) from the 2.0.3a server and transfer it into the 2.0.4 server? My cousin and I have put a ton of hours into this and would hate to have all our progress wasted.
Yes! You should be able to just replace everything in the "world" folder with the contents of the old "world" folder.
The only thing you *cannot* save is the HQM data. If it tries to load the old HQM data, it will crash the game for some reason. To get past this, you can delete the "HardcoreQuest" folder in the world folder and let it regenerate.
If this is a huge problem, remember that you can use the "\hqm edit <playername>" command to get a special quest book that lets you shift-click quests to insta-complete them for whatever player you specify. Using that, you can get your progress back pretty quickly.
Hope it works out for you! Let me know if there end up being any problems!
I've tried what you said. Whenever I use my old world folder it sends me a bunch of weird errors then asks me if I'd like /fml confirm to run it without some mods. I typed /fml confirm so it continues loading then stops at
Attemping to load JABBA data.
If I try to load a new world it will spawn me somewhere in the wilderness without taint and generate infinite errors on the command prompt.
Edit: Nevermind I got it working! Thanks for your help.
Browser: Thanks for the warning on Archimedes ships. I'll look into the helicopter thing, but part of the reason why I want to include Archimedes ships was to explain how the deceased inhabitants of the world were able to get to the floating islands. I'll make sure to test the ships mod in a "Try and break it" sort of way before I think further about including it! Good call.
Valirius: Is this is single player or multiplayer? If multiplayer, is this on a dedicated server or a LAN world?
warpath: I can't reproduce this on my end. I wish I could help, but I'd need more information. The server is working fine for at least three other people I know of... :/
what about the other ships mod i mentioned? whats it called.... umm.... oh yeah. its Cuchaz Interactive Ships. they are pretty cool, with ship blocks that limit the size of your ship, the need for a paddle, or on bigger ships, you can make it use wool to get you moving. its weight based and very cool looking. ship projectors (makes a hologram of a ship) ship lists, ship erasers (for those naughty game breaking ships) and the max building limit reaches like 3000 blocks with the highest tier of shippage. the original recipes also make alot of sense as the very first one requires the terrestrial metal known as iron, so its very mid gamey. if it sounds interesting have a look and maybe support cuchaz (god i sound like a marketing advertizer) as he also is developing a modding platform for 1.8.3 with his own intentions to make it even greater than fml, and he is developing cubic chunks! I kid you not, the feature that gives almost limitless terrain generation by cutting up chunks and changing the way worlds load. it is an amazing mod and once its out of its alpha states I imagine it even picking up the lieks of mojang. soz foar the long post and advertisements
Rollback Post to RevisionRollBack
On a Quest To Become The Biggest Modder Eva!!! (and possibly on youtube aswell)
for DeadeyePT, it should generate a forge log inside the server location or client location of installation, they are txt files and inside the server package they are in the logs folder, just scroll her down to da bottom of the folder, bing batta boom fml server latest should be the one you want. the client side ones also are located inside the logs folder of the location blightfall is installed too, same dealio for the log obtaination.
so i signed up for this website just to post. first off i love this modpack. it is amazing. i love it. i have a problem though. after i play for a while all of a sudden i get a CTD and then my save game gets erased. i hate to have to start all over again. is there any fix. i noticed the times it happenes it is when i am attacking a mob. any help would be really nice. thank you