Thanks, CosmicDan. I will add these in the next update. RotaryCraft coal coke will not be made cross-mod compatible. But IE and RailCraft are completely legitimate.
Yeah that makes perfect sense.
Now I have an issue - Immersive Engineering cable connections are disappearing after I restart the client guess I will report it. Quite annoying.
EDIT: It's an ongoing bug, I added a comment (along with possible advice for developer, since I am a novice modder - but it's probably not useful) here.
EDIT2: I just removed Aroma Backup and the wires didn't disappear after a client restart. Could be coincidence, but this isn't the first time Aroma Backup has caused world saved data issues by far....
Wasn't food difficult enough already? It's already the most difficult aspect of the pack, in the early game I would consider it as "hard" rather than "medium" as the pack description says. I just hope that canola plants aren't affected.
BTW, as a general comment, this "creeping difficulty" is something that appears to affect quite a few packs. Somehow, nothing ever gets any easier, while many things get harder. That people get used to a certain difficulty is, in my opinion, no reason to increase it, and in a more general sense, changing rules are undesirable, and become more undesirable over the lifetime of a pack.
Wasn't food difficult enough already? It's already the most difficult aspect of the pack, in the early game I would consider it as "hard" rather than "medium" as the pack description says. I just hope that canola plants aren't affected.
BTW, as a general comment, this "creeping difficulty" is something that appears to affect quite a few packs. Somehow, nothing ever gets any easier, while many things get harder. That people get used to a certain difficulty is, in my opinion, no reason to increase it, and in a more general sense, changing rules are undesirable, and become more undesirable over the lifetime of a pack.
I completely disagree. If you check the last page, I shared a couple pictures and info of my food setup.... it's *extremely* easy for one person to survive on a 7x7 AgriCraft farm, so I made the suggestion to nerf growth rates. I think the game is much more difficult in the beginning; then once you get established it becomes exponentially easier - like every packs.
But for early game food, you can just go hunting for berry bushes and technically survive on the four (possible only three) different berry types. Also the Harvestcraft Gardens "spread", which are a nice source of food (assuming you don't break every single one you find).
AFAIK, Canola (and probably Hemp) are unaffected by Hunger Overhaul. At least they shouldn't be because they're not used in food at all.
I don't know what you mean by "creeping" difficulty. Can you share some examples of things that get harder as you progress? Because I don't think any pack or mod succeeds at all with doing this - a game getting more difficult as you progress is how videogames are supposed to be, but Minecraft mods and packs always fall short in this regard.
Especially now that I have an Alumite cleaver with Smite and Sharpness, and 90% of the mobs I encounter at night are Zombies who die in one hit lol. But that's OK IMO as it's only my base, if I went wandering then it's much more difficult - as it should be.
(1) Since when is AgriCraft in the pack? I do not see it in the mod list. Also, I have no idea what you mean with "leveling up your seeds" in your post on the previous page. From the items you mention I suppose you mean Pam's Harvestcraft, but I am unaware of any mechanism of leveling up seeds in it. Actually, my main problem is with Spice of Life in the early game. Perhaps it would be more correct to say it annoys the hell out of me rather than being too difficult as such, and adding on top of that does not appeal.
(2) "Creeping difficulty" is what I call the phenomenon that the creators of themed packs tend to make things more difficult over the lifetime of the pack, and almost never any easier. This is unpleasant since it can force you to change existing builds at short notice, without much time for planning, sometimes to the point that the layout of a part of your base becomes nonfeasible. Not in this case of course. What makes it worse is that such changes tend to affect the early game, which is already the most difficult part, more drastically.
(1) Since when is AgriCraft in the pack? I do not see it in the mod list. Also, I have no idea what you mean with "leveling up your seeds" in your post on the previous page. From the items you mention I suppose you mean Pam's Harvestcraft, but I am unaware of any mechanism of leveling up seeds in it. Actually, my main problem is with Spice of Life in the early game. Perhaps it would be more correct to say it annoys the hell out of me rather than being too difficult as such, and adding on top of that does not appeal.
(2) "Creeping difficulty" is what I call the phenomenon that the creators of themed packs tend to make things more difficult over the lifetime of the pack, and almost never any easier. This is unpleasant since it can force you to change existing builds at short notice, without much time for planning, sometimes to the point that the layout of a part of your base becomes nonfeasible. Not in this case of course. What makes it worse is that such changes tend to affect the early game, which is already the most difficult part, more drastically.
(1) Ooops! That was one of the few mods I added myself, very sorry. Before I settled on Revolution I was playing other packs, and discovered that mod and decided to add it into Revolution. It *may* have made things easier for me. Levelling-up seeds is a part of AgriCraft, so ignore that (I have ignored it, since level 1 seeds seemed to grow plenty fast anyway). My fast growing crops might have been because of AgriCraft, thanks for pointing that out and apologies to all for the confusion.
Spice of Life did annoy the hell out of me for a long time too, mainly the crafting tedium. But I decided to bite the bullet when I tried this pack, once you've got Tofu + Railcraft Workbench setup with choice foods and ingredients it becomes trivial (especially when everything you need fits into one Workbench). You could always disable it I guess, or nerf the penalties/memory in SoL config - assuming you're playing SP.
(2) Oh I get you - not the game itself but the mods and their config. Well, considering the pack is indeed advertised as *medium* difficulty, I do somewhat agree then. It's definitely on the medium-hard difficulty line; but once you get Steel (or similar) to mine Osmium things become a lot easier (and that sense of accomplishment practically drops dead, at least for me. Sure I could work on going to the moon or whatever, but what for? Then again I am playing single player and that can be awfully lonely, but I digress lol)
But yes, the food and Spice of Life situation is something I've always been iffy about - it's an artificial difficulty that only applies early game in my opinion. After you're established, it's little more than a nuisance. I've been trying to think of ways on how to balance out difficulty progression in modded Minecraft myself for a long time, and while Revolution is on the right track for my play style I still feel there is something missing or not quite right myself. As you suggest, it seems brutal at first but then once you get Alumite stuff the difficulty curve starts to drop off.
But hey, it's a pretty new modpack - right? The maker is active here and with the updates, so let's try and think of suggestions on how to tune and improve it
Maybe a well-thought HQM would make things interesting...
...or a progressive spawn rate on mobs, i.e. nothing in first few days, then over the next few "weeks" in-game, more and more mobs will be spawnable at night?
I understand, and agree with, your point about creeping difficulty. I'm happy with the current difficulty of Revolution and have no plans to make it more difficult. I do have plans to expand progression.
I classify 'difficulty' as times where the pack plays you, versus 'progression' which is times where you play the pack. An example of difficulty is the permanent blood moons -- this is a time when more mobs spawn and interfere with your playing. I don't want any more of this. Progression is about expanding the game play by increasing the effort required to achieve your end goals. I want more of the latter, and perhaps a tad less of the former (though right now, selecting which difficulty mods you want is up to the player: this is good).
As far as the food nerf goes, I didn't in any way affect food values, how often you must eat, or how much variety you must consume. The sole change was increasing the amount of time it takes for plants to grow, depending on a number of external factors. CosmicDan wasn't the only person to suggest changes to food -- there have been several players over the last while. As a player on the pack's development server, I play strictly legit (except when helping other players with issues). I noticed, with a tiny farm area on my offshore base, I was able to supply myself with a large variety of decent quality meals with minimal work, after a short effort of collecting Pam's gardens. Food, prior to 1.1.1.2, was at best a 60 minute distraction to setup and then just a nuisance.
The goal of the changes in 1.1.1.2 was to make it even more tempting to actually bother to automate crops. Basically, the change made it so you need 2x to 3x more crop land to supply the needs of one individual. I'm tempted to decrease the growth rates further, but I want to observe how the current rate works out.
With the exception of sleep (which can be minimized, but not averted entirely), there is a way to completely mitigate just about every difficulty of this pack. Need more food? Make more crops (or use fertilized dirt to increase the growth rate). Problems with zombies griefing your crops? Make base defenses. Need more power for those defenses? Make big reactors. Need lots of fuel for those reactors? Automate mining on the moon. Automatic mining too boring? Research bees to produce alternative fuels forever.
I fully expect more progression changes in the future. The next one I am tinkering with is item transportation. As it stands now, once you have steel, you can pretty much pick any of the transport mechanisms (BC pipes, EIO conduits, AE2, IE conveyors, Logistics Pipes, ASM, RoC, etc.) What I'd like to see is a progressive approach where you must invest in BC pipes first, and then through unlocking tech progression, open up access to more powerful transport mechanisms.
I classify 'difficulty' as times where the pack plays you, versus 'progression' which is times where you play the pack. An example of difficulty is the permanent blood moons -- this is a time when more mobs spawn and interfere with your playing. I don't want any more of this. Progression is about expanding the game play by increasing the effort required to achieve your end goals. I want more of the latter, and perhaps a tad less of the former
(though right now, selecting which difficulty mods you want is up to the player: this is good).
Even if you're playing on a server? Are those mods client-based?
The goal of the changes in 1.1.1.2 was to make it even more tempting to actually bother to automate crops. Basically, the change made it so you need 2x to 3x more crop land to supply the needs of one individual. I'm tempted to decrease the growth rates further, but I want to observe how the current rate works out.
Hmm...I understand. I'm not sure how CosmicDan did things, but as I started to automate food after the nerf of the Ruskea crystals, I did it based on the info that you need 12 different food items in order to keep the listed food values, which means that you need at least two quartered 7x7 fields plus a source of milk and pork, or three quartered 7x7 fields, or two quartered 7x7 fields plus a source of milk and a peppercorn tree (which proved impossible to find). Probably there are more working variations. You would get a surplus of food that way, but automating smaller patches is tricky.
I fully expect more progression changes in the future. The next one I am tinkering with is item transportation. As it stands now, once you have steel, you can pretty much pick any of the transport mechanisms (BC pipes, EIO conduits, AE2, IE conveyors, Logistics Pipes, ASM, RoC, etc.) What I'd like to see is a progressive approach where you must invest in BC pipes first, and then through unlocking tech progression, open up access to more powerful transport mechanisms.
Another pack I played did this, and it was actually a nice nostalgic feeling having to start with BC pipes. At the moment, some of the transport mechanisms are gated by mined or looted materials - AE2 needs inscriber presses, LP needs diamonds, EIO needs ender pearls and nether quartz. Maybe these could be replaced by RoC gating materials - aluminium alloy, inductive metal, spring steel, sintered tungsten, bedrock alloy. And may I suggest for AE2 a way to make the inscriber presses? I don't know about everyone else, but if I could use, for instance, some blast glass (requires pulse jet furnace) and four bedrock alloy ingots (requires 4MW power and tungsten) in a BC assembly table in order to make an inscriber silicon press and avoid having to dig up those meteorites I'd consider it perfectly worthwhile, and it would put AE2 into a fitting place in the progression.
I cannot seem to find emerald ore at all. Am I just looking in all the wrong places, or are they just that rare?
I don't think emerald ore spawns in the overworld at all. However, emeralds are rather common as loot in the deepest levels of those dungeons under the towers. I got my first 30 or so from there. Apart from that, they're relatively common in the Twilight forest, though if you don't have automated mining, it can still take some time before you find them.
Finaly a pack for 1.7 with rotary, reactor and chromaticraft :D, havent played it yet, but looks like a good pack. But the official server listed in atlauncher servers listings tells whitelisted by thous who wana help test end develop thes erver, but i cant find any place to apply to play on the server. IS it intended to be for only players who you happen to get to know? or can others get in too in some way? just wondering sins its in the list.
(yes this is my first post on this account cus i havent had any use for being in the MC forums till now. Even thou I have played modded MC quite a bit)
Here's the next part of my chronicle. I'm not in the mood to stay in-world this time, and many things are too technical to describe, so I'll keep it to the point and illustrate things with screenshots. Also, there isn't much pack-specific stuff in here so I'll dispense with the spoiler tags.
First and foremost, it is remarkable how many standard things I don't have - because I don't need them. I have no mobtrap, because I don't need a steady influx of mob resources. I don't have a tree farm, since the one I had became superfluous for a long time after having given me 10k wood and saplings, I don't need that much wood and I don't need it for power. I don't have a fully automated mining and processing system. If I need ores, I set down my digital miner somewhere, if I need metals, I put a few stacks of ores in the chest that feeds the extractor. No doubt that will change when I get to the point where I need 10k+ of something to make reactor components, but for now it serves me well.
Quite a bit of time was spend progressing in ChromatiCraft. Unfortunately, there isn't much to show for since I've just arrived at the point where I can build crystal repeaters. Making one looks like this:
Even getting here was quite a bit of work. Hours and hours of exploring, seeking out the crystal burrows for info shards. Tons of casting for all those runes. Planting of dye trees for berries, searching for rare plants that drop certain dusts. Mining for the underground resources was easy, fortunately, since these resources are common.
Also, I did a lot of landscaping. Note the turret in the next screenshot. My standard method of defense is to separate my lighted areas by a 3-block drop, so that nothing except spiders can reach my base, but at the entrance that obviously doesn't work.
In the next screenshots, an impression of what will likely be the final layout of my base. Everything else will go underground. The fields in the foreground will grow canola. I have calculated that with fertilized dirt and sprinklers alone, these 8 fields will make enough canola to run three HP turbines from the lubricant. Should I get to build tile accelerators (an uncertain proposition since one required resource for ChromatiCraft endgame stuff proves extremely hard to find), the fields may get even smaller. The upper level will contain a small tree farm and my apiaries, and a large expanse of formal garden. I still have no idea what to do with the empty roofs of some of the towers. I tried a pointed roof using Carpenter's slopes, but I didn't like the appearance of the result.
Meanwhile, a few changes happened with my farms. I'm now growing 16 different ingredients for food. Together with my store of pork, beef and chicken (about 5000 each after running my spawners for a while) I shouldn't have any more problems with food after the ruskea crystals stopped working.
Also I have automated the production of jet fuel ingredients. The last piece was the grinder. I had previously set it up with my other AE2-integrated machines and powered it with a magnetostatic engine, but that was an ugly-looking build, and I realized it doesn't matter where my AE2-autocrafting machines are placed, as long as there's a cable connection. So I put it where the power was and now power is automatically routed its way if there's something in the grinder. The power otherwise runs my extractor - but since it's running constantly, switching it off for a minute or two now and then won't matter.
And here a few of the other small things I did. On the left there's a production facility for ice and liquid nitrogen. I don't exactly need it anymore since I replaced the magnetostatic engine, but I keep it on since it doesn't cost me anything - it all runs on steam. Later I'll have to build a very much bigger facility when I'll need to cool the toroids of the fusion reactor. In the far corner on the left my water bucket filling station and my dirt production setup - whenever I need a steady supply of dirt I can start up a tree farm and this machine will make infinite dirt from sand and ground saplings. One pack-specific problem I have to mention: there is significant recipe overlap in the assembly table because a lot of other mods' circuitry is made in it, so I'll need three assembly tables if I want to integrate them in AE2, since for instance, if I put redstone in as part of a recipe, a table can't tell if I want to make a redstone chipset (BC) from the redstone alone, a basic capacitor (EIO) or a basic control circuit (Mek).
Impressive designs,like the eastern sandstone hosue designs. its more fun to look at and play with when it not only works, but looks good. Althou you havent integrated it into the lanskape, insted its designed indipendent from the landskape. But nice work
Impressive designs,like the eastern sandstone hosue designs. its more fun to look at and play with when it not only works, but looks good. Althou you havent integrated it into the lanskape, insted its designed indipendent from the landskape. But nice work
If this was about my post, the layout of the house *did* follow the contours of the land, and I selected the place because it made a nice peninsula of just the right size to fit everything I anticipated in. I tend to select places that are too small, but this time it worked nicely. Apart from that, there's little you can do if you need a lot of flat space for farms.
It seems that the ChromatiCraft Saturation effect from the Ruskea crystal and pendant are not restoring hunger at all; I know in previous versions of the pack they would get you back up to 8 1/2 hunger, but now only the enhanced crystal and pendant's Saturation effect (level 3) work.
Reika added the Hunger Overhaul awareness per a conversation I had with him. The Ruskea crystals are easy to find and more or less made food production useless. Why invest in planting if all you had to do was locate and brown crystal and setup shop around it (or silk-touch it).
Ruskea crystals and pendants will now give you enough food so that you don't starve to death, nor suffer any hunger-related penalties. So, if you're working inside your base, you don't have to worry about starving. However, if you're going out and adventuring, you're going to need to bring food with you (so that you can heal), but the crystal/pendant let you forgot about things so long as you're not fighting zombie hordes.
Server has a new ip address, but you're still whitelisted. I don't have it handy (on vacation), but maybe someone can post it. Or you could connect to IRC channel... its in the #revolution topic.
Hmm... I'm stuck crafting steel buckets. I have my 8 steel plates from a rolling machine using railcraft steel. I put them in the vanilla crafting table in a U shape and a v shape, and neither worked. Any hints on that front? NEI isn't helping (it just tells me to use a v shape of iron ingots)
Edit: I'm on pack version 1.1.0.0, if that's important. Nervous about updating and messing up the server settings.
Hmm... I'm stuck crafting steel buckets. I have my 8 steel plates from a rolling machine using railcraft steel. I put them in the vanilla crafting table in a U shape and a v shape, and neither worked. Any hints on that front? NEI isn't helping (it just tells me to use a v shape of iron ingots)
Edit: I'm on pack version 1.1.0.0, if that's important. Nervous about updating and messing up the server settings.
Didn't you look up the bucket recipe in NEI? It's 3 steel plates in a v shape, not 8.
Yeah that makes perfect sense.
guess I will report it. Quite annoying.
Now I have an issue - Immersive Engineering cable connections are disappearing after I restart the client
EDIT: It's an ongoing bug, I added a comment (along with possible advice for developer, since I am a novice modder - but it's probably not useful) here.
EDIT2: I just removed Aroma Backup and the wires didn't disappear after a client restart. Could be coincidence, but this isn't the first time Aroma Backup has caused world saved data issues by far....
*sigh* I just read the 1.1.1.2 changelog.
Wasn't food difficult enough already? It's already the most difficult aspect of the pack, in the early game I would consider it as "hard" rather than "medium" as the pack description says. I just hope that canola plants aren't affected.
BTW, as a general comment, this "creeping difficulty" is something that appears to affect quite a few packs. Somehow, nothing ever gets any easier, while many things get harder. That people get used to a certain difficulty is, in my opinion, no reason to increase it, and in a more general sense, changing rules are undesirable, and become more undesirable over the lifetime of a pack.
I completely disagree. If you check the last page, I shared a couple pictures and info of my food setup.... it's *extremely* easy for one person to survive on a 7x7 AgriCraft farm, so I made the suggestion to nerf growth rates. I think the game is much more difficult in the beginning; then once you get established it becomes exponentially easier - like every packs.
But for early game food, you can just go hunting for berry bushes and technically survive on the four (possible only three) different berry types. Also the Harvestcraft Gardens "spread", which are a nice source of food (assuming you don't break every single one you find).
AFAIK, Canola (and probably Hemp) are unaffected by Hunger Overhaul. At least they shouldn't be because they're not used in food at all.
I don't know what you mean by "creeping" difficulty. Can you share some examples of things that get harder as you progress? Because I don't think any pack or mod succeeds at all with doing this - a game getting more difficult as you progress is how videogames are supposed to be, but Minecraft mods and packs always fall short in this regard.
Especially now that I have an Alumite cleaver with Smite and Sharpness, and 90% of the mobs I encounter at night are Zombies who die in one hit lol. But that's OK IMO as it's only my base, if I went wandering then it's much more difficult - as it should be.
@CosmicDan:
(1) Since when is AgriCraft in the pack? I do not see it in the mod list. Also, I have no idea what you mean with "leveling up your seeds" in your post on the previous page. From the items you mention I suppose you mean Pam's Harvestcraft, but I am unaware of any mechanism of leveling up seeds in it. Actually, my main problem is with Spice of Life in the early game. Perhaps it would be more correct to say it annoys the hell out of me rather than being too difficult as such, and adding on top of that does not appeal.
(2) "Creeping difficulty" is what I call the phenomenon that the creators of themed packs tend to make things more difficult over the lifetime of the pack, and almost never any easier. This is unpleasant since it can force you to change existing builds at short notice, without much time for planning, sometimes to the point that the layout of a part of your base becomes nonfeasible. Not in this case of course. What makes it worse is that such changes tend to affect the early game, which is already the most difficult part, more drastically.
(1) Ooops! That was one of the few mods I added myself, very sorry. Before I settled on Revolution I was playing other packs, and discovered that mod and decided to add it into Revolution. It *may* have made things easier for me. Levelling-up seeds is a part of AgriCraft, so ignore that (I have ignored it, since level 1 seeds seemed to grow plenty fast anyway). My fast growing crops might have been because of AgriCraft, thanks for pointing that out and apologies to all for the confusion.
Spice of Life did annoy the hell out of me for a long time too, mainly the crafting tedium. But I decided to bite the bullet when I tried this pack, once you've got Tofu + Railcraft Workbench setup with choice foods and ingredients it becomes trivial (especially when everything you need fits into one Workbench). You could always disable it I guess, or nerf the penalties/memory in SoL config - assuming you're playing SP.
(2) Oh I get you - not the game itself but the mods and their config. Well, considering the pack is indeed advertised as *medium* difficulty, I do somewhat agree then. It's definitely on the medium-hard difficulty line; but once you get Steel (or similar) to mine Osmium things become a lot easier (and that sense of accomplishment practically drops dead, at least for me. Sure I could work on going to the moon or whatever, but what for? Then again I am playing single player and that can be awfully lonely, but I digress lol)
But yes, the food and Spice of Life situation is something I've always been iffy about - it's an artificial difficulty that only applies early game in my opinion. After you're established, it's little more than a nuisance. I've been trying to think of ways on how to balance out difficulty progression in modded Minecraft myself for a long time, and while Revolution is on the right track for my play style I still feel there is something missing or not quite right myself. As you suggest, it seems brutal at first but then once you get Alumite stuff the difficulty curve starts to drop off.
But hey, it's a pretty new modpack - right? The maker is active here and with the updates, so let's try and think of suggestions on how to tune and improve it
Maybe a well-thought HQM would make things interesting...
...or a progressive spawn rate on mobs, i.e. nothing in first few days, then over the next few "weeks" in-game, more and more mobs will be spawnable at night?
I understand, and agree with, your point about creeping difficulty. I'm happy with the current difficulty of Revolution and have no plans to make it more difficult. I do have plans to expand progression.
I classify 'difficulty' as times where the pack plays you, versus 'progression' which is times where you play the pack. An example of difficulty is the permanent blood moons -- this is a time when more mobs spawn and interfere with your playing. I don't want any more of this. Progression is about expanding the game play by increasing the effort required to achieve your end goals. I want more of the latter, and perhaps a tad less of the former (though right now, selecting which difficulty mods you want is up to the player: this is good).
As far as the food nerf goes, I didn't in any way affect food values, how often you must eat, or how much variety you must consume. The sole change was increasing the amount of time it takes for plants to grow, depending on a number of external factors. CosmicDan wasn't the only person to suggest changes to food -- there have been several players over the last while. As a player on the pack's development server, I play strictly legit (except when helping other players with issues). I noticed, with a tiny farm area on my offshore base, I was able to supply myself with a large variety of decent quality meals with minimal work, after a short effort of collecting Pam's gardens. Food, prior to 1.1.1.2, was at best a 60 minute distraction to setup and then just a nuisance.
The goal of the changes in 1.1.1.2 was to make it even more tempting to actually bother to automate crops. Basically, the change made it so you need 2x to 3x more crop land to supply the needs of one individual. I'm tempted to decrease the growth rates further, but I want to observe how the current rate works out.
With the exception of sleep (which can be minimized, but not averted entirely), there is a way to completely mitigate just about every difficulty of this pack. Need more food? Make more crops (or use fertilized dirt to increase the growth rate). Problems with zombies griefing your crops? Make base defenses. Need more power for those defenses? Make big reactors. Need lots of fuel for those reactors? Automate mining on the moon. Automatic mining too boring? Research bees to produce alternative fuels forever.
I fully expect more progression changes in the future. The next one I am tinkering with is item transportation. As it stands now, once you have steel, you can pretty much pick any of the transport mechanisms (BC pipes, EIO conduits, AE2, IE conveyors, Logistics Pipes, ASM, RoC, etc.) What I'd like to see is a progressive approach where you must invest in BC pipes first, and then through unlocking tech progression, open up access to more powerful transport mechanisms.
Even if you're playing on a server? Are those mods client-based?
Hmm...I understand. I'm not sure how CosmicDan did things, but as I started to automate food after the nerf of the Ruskea crystals, I did it based on the info that you need 12 different food items in order to keep the listed food values, which means that you need at least two quartered 7x7 fields plus a source of milk and pork, or three quartered 7x7 fields, or two quartered 7x7 fields plus a source of milk and a peppercorn tree (which proved impossible to find). Probably there are more working variations. You would get a surplus of food that way, but automating smaller patches is tricky.
Another pack I played did this, and it was actually a nice nostalgic feeling having to start with BC pipes. At the moment, some of the transport mechanisms are gated by mined or looted materials - AE2 needs inscriber presses, LP needs diamonds, EIO needs ender pearls and nether quartz. Maybe these could be replaced by RoC gating materials - aluminium alloy, inductive metal, spring steel, sintered tungsten, bedrock alloy. And may I suggest for AE2 a way to make the inscriber presses? I don't know about everyone else, but if I could use, for instance, some blast glass (requires pulse jet furnace) and four bedrock alloy ingots (requires 4MW power and tungsten) in a BC assembly table in order to make an inscriber silicon press and avoid having to dig up those meteorites I'd consider it perfectly worthwhile, and it would put AE2 into a fitting place in the progression.
I cannot seem to find emerald ore at all. Am I just looking in all the wrong places, or are they just that rare?
I don't think emerald ore spawns in the overworld at all. However, emeralds are rather common as loot in the deepest levels of those dungeons under the towers. I got my first 30 or so from there. Apart from that, they're relatively common in the Twilight forest, though if you don't have automated mining, it can still take some time before you find them.
Finaly a pack for 1.7 with rotary, reactor and chromaticraft :D, havent played it yet, but looks like a good pack. But the official server listed in atlauncher servers listings tells whitelisted by thous who wana help test end develop thes erver, but i cant find any place to apply to play on the server. IS it intended to be for only players who you happen to get to know? or can others get in too in some way? just wondering sins its in the list.
(yes this is my first post on this account cus i havent had any use for being in the MC forums till now. Even thou I have played modded MC quite a bit)
They are being made. Current quest count: 43 of planned 120. It'll be a few weeks still, with testing and all.
Here's the next part of my chronicle. I'm not in the mood to stay in-world this time, and many things are too technical to describe, so I'll keep it to the point and illustrate things with screenshots. Also, there isn't much pack-specific stuff in here so I'll dispense with the spoiler tags.
First and foremost, it is remarkable how many standard things I don't have - because I don't need them. I have no mobtrap, because I don't need a steady influx of mob resources. I don't have a tree farm, since the one I had became superfluous for a long time after having given me 10k wood and saplings, I don't need that much wood and I don't need it for power. I don't have a fully automated mining and processing system. If I need ores, I set down my digital miner somewhere, if I need metals, I put a few stacks of ores in the chest that feeds the extractor. No doubt that will change when I get to the point where I need 10k+ of something to make reactor components, but for now it serves me well.
Quite a bit of time was spend progressing in ChromatiCraft. Unfortunately, there isn't much to show for since I've just arrived at the point where I can build crystal repeaters. Making one looks like this:
Even getting here was quite a bit of work. Hours and hours of exploring, seeking out the crystal burrows for info shards. Tons of casting for all those runes. Planting of dye trees for berries, searching for rare plants that drop certain dusts. Mining for the underground resources was easy, fortunately, since these resources are common.
Also, I did a lot of landscaping. Note the turret in the next screenshot. My standard method of defense is to separate my lighted areas by a 3-block drop, so that nothing except spiders can reach my base, but at the entrance that obviously doesn't work.
In the next screenshots, an impression of what will likely be the final layout of my base. Everything else will go underground. The fields in the foreground will grow canola. I have calculated that with fertilized dirt and sprinklers alone, these 8 fields will make enough canola to run three HP turbines from the lubricant. Should I get to build tile accelerators (an uncertain proposition since one required resource for ChromatiCraft endgame stuff proves extremely hard to find), the fields may get even smaller. The upper level will contain a small tree farm and my apiaries, and a large expanse of formal garden. I still have no idea what to do with the empty roofs of some of the towers. I tried a pointed roof using Carpenter's slopes, but I didn't like the appearance of the result.
Meanwhile, a few changes happened with my farms. I'm now growing 16 different ingredients for food. Together with my store of pork, beef and chicken (about 5000 each after running my spawners for a while) I shouldn't have any more problems with food after the ruskea crystals stopped working.
Also I have automated the production of jet fuel ingredients. The last piece was the grinder. I had previously set it up with my other AE2-integrated machines and powered it with a magnetostatic engine, but that was an ugly-looking build, and I realized it doesn't matter where my AE2-autocrafting machines are placed, as long as there's a cable connection. So I put it where the power was and now power is automatically routed its way if there's something in the grinder. The power otherwise runs my extractor - but since it's running constantly, switching it off for a minute or two now and then won't matter.
And here a few of the other small things I did. On the left there's a production facility for ice and liquid nitrogen. I don't exactly need it anymore since I replaced the magnetostatic engine, but I keep it on since it doesn't cost me anything - it all runs on steam. Later I'll have to build a very much bigger facility when I'll need to cool the toroids of the fusion reactor. In the far corner on the left my water bucket filling station and my dirt production setup - whenever I need a steady supply of dirt I can start up a tree farm and this machine will make infinite dirt from sand and ground saplings. One pack-specific problem I have to mention: there is significant recipe overlap in the assembly table because a lot of other mods' circuitry is made in it, so I'll need three assembly tables if I want to integrate them in AE2, since for instance, if I put redstone in as part of a recipe, a table can't tell if I want to make a redstone chipset (BC) from the redstone alone, a basic capacitor (EIO) or a basic control circuit (Mek).
Impressive designs,like the eastern sandstone hosue designs. its more fun to look at and play with when it not only works, but looks good. Althou you havent integrated it into the lanskape, insted its designed indipendent from the landskape. But nice work
If this was about my post, the layout of the house *did* follow the contours of the land, and I selected the place because it made a nice peninsula of just the right size to fit everything I anticipated in. I tend to select places that are too small, but this time it worked nicely. Apart from that, there's little you can do if you need a lot of flat space for farms.
It seems that the ChromatiCraft Saturation effect from the Ruskea crystal and pendant are not restoring hunger at all; I know in previous versions of the pack they would get you back up to 8 1/2 hunger, but now only the enhanced crystal and pendant's Saturation effect (level 3) work.
Reika added the Hunger Overhaul awareness per a conversation I had with him. The Ruskea crystals are easy to find and more or less made food production useless. Why invest in planting if all you had to do was locate and brown crystal and setup shop around it (or silk-touch it).
Ruskea crystals and pendants will now give you enough food so that you don't starve to death, nor suffer any hunger-related penalties. So, if you're working inside your base, you don't have to worry about starving. However, if you're going out and adventuring, you're going to need to bring food with you (so that you can heal), but the crystal/pendant let you forgot about things so long as you're not fighting zombie hordes.
Hey, I wanted to ask about the server being up, since last time I tried to connect, I couldn't. Thanks!
Server has a new ip address, but you're still whitelisted. I don't have it handy (on vacation), but maybe someone can post it. Or you could connect to IRC channel... its in the #revolution topic.
Hmm... I'm stuck crafting steel buckets. I have my 8 steel plates from a rolling machine using railcraft steel. I put them in the vanilla crafting table in a U shape and a v shape, and neither worked. Any hints on that front? NEI isn't helping (it just tells me to use a v shape of iron ingots)
Edit: I'm on pack version 1.1.0.0, if that's important. Nervous about updating and messing up the server settings.
Didn't you look up the bucket recipe in NEI? It's 3 steel plates in a v shape, not 8.