I did some things in both Feed The Factory, and in my earlier pack I had been playing before starting it, FTB Revelation.
In Feed The Factory, I completed the few of the research items I wanted to do, finishing both the Transfer and Power chapters. In Transfer, I got IV tier conduits, and in Power I got Solar Panel VII and VIII. There is one more item I want to unlock, and that is the Simulation Supercomputer from Deep Mob Learning. However, I am going to need to make some more research. I am just about out of the green and red, but have enough blue and purple for it. There is no Chemical or Quantum research needed. It is a 3x3x3 multi-block structure which requires having fusion research started.
I also built a 2nd Crusher in my basement on the other side of the Arc Furnace, and connected inputs/outputs to the existing one. I still need to add another sound muffler for it as that machine is quite noisy.
The rest of the Californium RTGs were built, and I put them in a drawer, except for 2 of them, which I plan to set up at my mining outpost north of the base. I had been using burner drills, and am still using them, but in this case, I won't need a separate item conduit for charcoal. There is only one burner drill left at the outpost, but I have identified 3 chunks with ores in them that are just west of the rails. 2 RTGs will be enough to power all 3 drills. I am also going to use 2 HV Capacitor Banks (10,000,000 RF).
In my other pack, FTB Revelation, I did only one thing, which was to try and locate that missing Excavator that was still drawing 4096 RF/t power from my base. Looking at the Flux Controller, I saw that the network connections all had coordinates, and the one consuming power which had long since stopped mining ores was only about 300m north of the base. I took everything down except for the Mega Torch and the Feral Flare Lanterns there; I may go back later during the daytime to remove them as well.
Edit: I got the drills going at the outpost area, and also unloaded and then loaded the chunks as needed. There is 1 burner drill and 3 powered drills. The capacitor bank is now fully charged. I could add another 2 powered drills here and still have a net power gain of 50 RF/t. At the oil area where I placed the 1st RTG, I am getting a net loss of 50 RF/t at night. The capacitor bank there is also staying fully charged.
Edit 2: I logged back into my FTB Revelation world and restarted all 3 of my trains. But an issue popped up where there spawned invisible blocks (not air) that were right over the high speed section of tracks about 100m from the outpost. All 3 trains were stopped unable to get past the invisible block over the rails. I broke the tracks at the outpost which are all reinforced tier to keep the trains from going, then sent one; this was just after I discovered there was an invisible block, and the train hit it and went boom, destroying itself, but not the World Spike cart, which fell through to the ground as a result of the explosion. That train was also full on ore, so I lost some, though it soon got replaced by the void miner.
I made loads of progress on my large artificial plateau for me and my friends' town. My thinking is, since nobody helped with it, I own it all and I can sell it (we are running out of land, so the plateau was a solution to that.)
Maybe if schoolwork doesn't get in the way I'll get some pictures.
104 chests and there's stuff in all of them, how does this keep happening, am I really such a hoarder.
Ask me, as one who has nearly a thousand chests, many filled with the resources I collect while caving (as mineral blocks, so that's 9 times more items; each corridor of 16 double chests is nearly half a million resources - no Fortune used either), you can also tell that I've expanded it over time, at first by adding more corridors to the north and south, but I had to move everything over if I wanted all the iron, etc to be together so I started extending them to the east:
Ironically, the item with the most chests of storage is rails, since they can't be compacted into blocks (I did add "rail blocks" just for that purpose but only use them while caving and temporary storage at secondary bases so there are no persistent modded items in the world):
This was taken before I used MCEdit to clear away the blocks above my storage room (there are more chests above, more for general items than caving loot); my modded versions show the number of tile entities with a TESR (like chests) as "T:" on the third line, which shows a total of 957, the majority of which are chests (surprisingly, the game still uses only around 60 MB, then again 4 million items isn't really that much when up to 576 can fit in one slot, represented as a single object whose size only differs when there are custom NBT tags, like enchantments). The time is not accurate as this was a Creative test world:
This is a table of the ores and mineshaft/dungeon related blocks I've mined in my top worlds (I've done about 50% more in my current world, TMCWv5.10), which total 4.3 million in my first world, with the vast majority in storage (I mostly only use coal for torches and fuel (about 16% of the total mined), rails for railways (around 10%), and much smaller amounts of iron for anvils and trapped chests and gold and redstone for railways, which are all more than offset by chest loot) plus additional items like enchanted books (around half a double chest of each of the enchantments I use, combined to max levels), horse armor (multiple double chests of only diamond), and music discs (around half a double chest of each type):
104 chests and there's stuff in all of them, how does this keep happening, am I really such a hoarder.
Over the various bases in my world must easily have a 1000+ chests. I usually have a main central storage area but end up having to create an ancillary area to house surplus stuff! Still you never know when something might become useful; i used to hate gravel when mining and would never collect it, just dump it, then they added concrete and them I wanted all the gravel i could get!
I unfortunately lost my og survival world. I didn't play on it for very long before anyway. I have my dad's, but it hasn't been played much in the past few years and he was more exploration focused. There probably are a large amount of chests, but they are spread out over a wide area (in outposts, villages, etc.)
Since my last post here, I have been playing mostly in my Feed The Factory instance, along with one session in FTB Revelation trying to figure out the issue with the trains not able to move.
In that pack, I tried using some Tiny TNT to hopefully destroy whatever invisible blocks were stopping the trains, and while I was able to then walk through the area, the carts still would not move past a certain point, and using explosives (I tried a Causality Collapser from Thaumcraft, and the train still would not move. What I am going to do is move the HS Transition tracks past the point where the trains stop, and replace the HS track prior to that point with Reinforced track.
I thought I had also lost some ores from the train that exploded, but found them scattered on the ground, and what the Magnet enchant on the crowbar, it pulled those ores in and they went into the mining backpack.
With the exception of that one session, the rest of what I did was in Feed The Factory. I processed a couple of stacks of ores (one each) through the full 294x process. I did Iron, Gold, Uranium and Thorium that way, and took some copper ore and bypassed most of the process with it, placing the ore into a single Pulverizer. I have around 49k copper, so that full 294x is not needed.
An additional Crusher was added in the basement, as this machine is relatively slow. I also ran an item conduit under the basement floor up to where I had Petrotheum Dust stored, as I was getting tired of having to restock the chest above the Magma Crucible. And several Thermal machines got Resonant tier upgrades. Those were all the pulverizers and redstone smelters, compactors, a magma crucible and fluid transposer used for things like fluxed electrum and so on, and the energetic infuser, which now charges up the Flux Capacitor very fast. All of the machines around the area except the blast furnace heaters and an igneous extruder I had been using to make obsidian got switched over to the EV line coming from the 625M capacitor bank.
The Nuclearcraft machines used for processing isotopes were moved back to refined fuel, and are no longer coming from the 625M cap.
Lastly, I made some research and unlocked the Simulation Supercomputer. This states it requires starting nuclear fusion research to unlock, but does not appear to be such a requirement in building it. It can be deployed by a single use capsule, made from the multi-block capsule base, 2 compressed reactor casings (9 fission casings each), a simulation chamber and 3 glass. I located it next to where the regular simulation chambers were.
It uses the same amount of power per data model, and consumes polymer clay, but only produces pristine outputs. Furthermore there is no need to level up a data model in it. Even Basic tier ones produce the pristine matter (also called predictions in the regular versions of Deep Mob Learning and Hostile Neural Networks). No ordinary matter is produced, either. It is also super fast, where a standard simulation chamber takes 15s per iteration, this one takes only 2.5s (50 ticks).
The answer to that is complicated - it is both Minecraft and Minecraft meant to be played as a factory game.
In fact all factory games owe their existence to modded Minecraft, specifically 1.2.5 with the classic IC2 and Buildcraft mods. A Czech developer by the name of Michael Kovarik was inspired by these mods to create a game called Factorio. Kovarex, as he is known, is one of the 2 co-founders of Wube, the studio that makes the game.
With packs like Feed The Factory and 2 others called Manufactio and Manufactio II: Nuclear Edition, this has come full circle. And though there are not any modern packs that duplicate playing a factory game as close as those 3, there are a few mods that partially duplicate factory games, such as Dyson Cube Program (it adds only the Rail Ejectors, Ray Receivers and Solar Sails from Dyson Sphere Program), and a new mod called Researchd, which adds Factorio's research system to Minecraft.
Anyway on to what I have done lately. I played a bit more Feed The Factory, spending about 2 hours setting up 16 powered miners. I identified a 4x4 chunk area with every ore except aluminum, gold and diamond, which was south of the rail station. The existing miners had all run out, so I also reclaimed the item/power conduits, chests, drill components/heads, HV capacitor bank and the Cf RTGs. While the capacitors retained their charge when dismantled, the RTGs did not, but as soon as they were placed again would charge back up fully.
Part of the new area is near the village, while a large ravine cuts through a couple of the chunks. So I extended the marble brick platform using the building gadget. I needed 4096 marble bricks, and had to fly back to base several times to craft more of them. Those are made with stone bricks in an 8 block pattern with the center empty, then chiseled into the brick form. I was also low on stone, so I took a good amount of cobble and ran it through the nuclear furnaces, which are faster than the thermal one with the resonant upgrade and 4 reception coil augments. Instead of power, they use uranium or thorium as fuel.
Once the surface was completely filled, I then placed each of the drill components in a 3x3 to make a miner. In each I put an enderium head, and had their outputs go into chests. Then came the tedious part of the build: running power and item conduits. For power, I used 7 of the Cf RTGs at 2800 RF/t total, with 4 HV capacitor banks storing 20M RF. There is also a short track that runs through the center 4 chunks in a loop. There are powered rails every 4 tracks, keeping the cart moving. It has a chunk loader upgrade installed. The chunks themselves are only claimed. I am having to use the minecart loop to load chunks, as I can only load 50 through FTB Chunks, and 40 of those are loaded.
Back at the base I had all of the ores routed to a drawer system, and added a controller to it. The system that filters out copper and sends it to the nullifier was also refined so that no more copper would automatically go in the drawer. This is being done partly due to the number of chunks in the build having copper in them (11). There is a gold chest as an input above the cart hopper, and it was mostly filled with copper, so I filled up my inventory (28 stacks at the time) and manually put it into the drawer. I plan to do this on occasion, saving some of the ore from the nullifier.
I had also done a few more of the items in the nuclear fission chains, getting to around 85% completion.
Last, I logged into my FTB Revelation world to check on the situation with the trains there. There was no longer anything blocking carts from running, so I restarted all 3 and set them to to stagger their time. Then on a later login (currently I am in that instance) I checked and found 2 were about 2-3 chunks apart, which I felt were too close. I did not want another explosion on the HS tracks, so when they arrived at the outpost (which was at the same time), I had to stop one of them while letting the other go for about a minute or so. The other train also had to be pushed into the loading station with the crowbar.
This world has an annoying issue in that it rains extremely often; it is more an issue with the version 1.12.2 of the vanilla game than any mod. I found a tech solution to this that involves the Celestial Manipulator from Draconic Evolution and a Daylight Sensor connected with some Red Alloy Wire. I watched this actually work when it began to rain and the sensor turned on a signal to make the manipulator stop the rain.
Lighting struck my bee farm, came out of my basement to find it halfway burnt down. Guess it is time to put up a lighting rod so it won't happen again.
This world has an annoying issue in that it rains extremely often; it is more an issue with the version 1.12.2 of the vanilla game than any mod.
I can't seem to find any bug reports about this, other than what appears to be an issue with /weather clear (time) in 1.7-1.8 (it does work in 1.6.4) and/or confusion over "/toggledownfall" (which does not reset the timers); are you regularly sleeping? Prior to 1.18 this resets the rain timer so you could prevent it from ever raining by sleeping every night; if anything, I'd expect frequent rainfall to be a complaint in current versions (as indicated by this suggestion), and there is no connection between a particular world and its weather, aside from the occurrence of the first event after the world is created (which itself may be a bug, when the game generates structures like villages it inappropriately sets the "world" RNG to a specific state, which is why you may have noticed that the same passive mob(s) spawn within large areas; the same RNG is used to set the initial time before it rains).
I found a better solution to the rain using a rain sensor from Draconic Evolution connected to a Celestial Manipulator. Only I have to be in the same chunk as the sensor for it to trigger. Since both items and the red alloy wire I used to connect them have EMC, I can simply pull what I need from the transmutation tablet.
Anyway, this is likely going to be my last post here in a while as I started a new game of Satisfactory back on 10/29, and am currently around 172 hours in.
Can anyone recommend a good image hosting site for the UK? My pics were uploaded originally on Imgur, who have now removed accesss of their content from the UK.
Back on topic, found an interesting village the other day with one of the houses seemed to have had a fight with a wreck ...
Can anyone recommend a good image hosting site for the UK? My pics were uploaded originally on Imgur, who have now removed accesss of their content from the UK.
ImgBB and Catbox seem like popular choices for many forums, and both are fairly simple to use. Directly uploading and pasting images from Reddit also works and is what I do.
At the moment on my 15 year old survival world I'm starting my second castle.
Much like the first church, when it came to expanding and improving years ago, it was penned in by a mountain to the side, riht behind it and land that sloped down into the water to the right. Although I found a way around it, in the last year when it came to the new one - I wanted to see what I could do in clearer space and having improved building over the years. This second church ended up becoming a cathedral, my biggest ever build; not just on this world but any world.
Similarly with the castle, the original castle was built out of a cool mountain nearby in Java BETA, where I wanter to replace all the grass/dirt and stone with cobble because it was a cool looking mountain. It was also beset by two chunk walls, one on the third side you wouldn't see intitally and another round the back. For the first few years the intital work stayed the same, 3/4 years later I finally realised how to build out those chunk walls and get round them and extend onto the back of skinny towers on the back of the chunk wall one. It changed, it evolved, towers moved or were pulled down completetly and it has generally changed and evolved over years and I'm happy with it and all the changes.
This time I chose a spot with no mountain, but a few hills to deal with; to see what I could come up with from scratch on my own. Not carving it out of a mountain this time.
I have chosen this spot:
When it comes to designing it, I've only used a referance for the shape of the layout of it, the look will be mine. On my creative copy, I've only built the walls up 3 - 4 blocks high. I'm not going to overly design it first of the test copy of the world as I do want to see what I come up with as I did the original castle. I also want to try and avoid spruce and dark log exterior accents if I can help it, otherwise it will just end up looking like the other one too much.
Something occured recently to me whilst laying out the foundation structure. I had a thought - "What if this foundation level was an entire basement level?" So I have now decided to make it an elevated castle and indeed all this will be covered over for the castle to then be built on top.
After a few weeks this is where I'm at (Xmas resource pack on now):
One one section at the back however there is a very deep cave:
So my plan is to incorporate this and have a long curved slab staircase down to the very depths:
Sections of the staircase may be enclosed giving a reallly 1950s 1960s Hammer horror castle feel. There's other stuff I have done but may cover this in another post, this is the main thing however I am currently working on.
Interested to see your new large-scale building project.
Unless you are willing to terraform the landscape or adapt the foundations to the terrain, building a structure like a castle from scratch is definitely more desirable in a flat area; it offers you more freedom by not imposing size/shape restrictions and doesn't hinder planning. If I ever attempt such a project in the future, I may consider doing so on a plains landscape like yours or large plateau if scenic/mountainous surroundings are preferable.
I like that you've included the ravine as part of the basement rather than simply blocking it off. A walk-through of the underground staircases would be interesting to see once you've completed that section.
On Tuesday I finally covered all of the foundations in time for Christmas. I will have a small tinker over the holidays but the main castle on top will largely start in the new year so I can have a bit of a break.
Here is also a first look at the ravine I will be using for storage. I've lit it up now so there are at least fewer mob noises finally! I've also been trying to do the water elevators over the past few days.
One idea I've had is to have glass floors however, so I could do a fog effect. I've already collected alot of sand however I will be needing one of these on site:
One of the stranger things is walking around the place now it's all covered up and enclosed. So strange. A few rooms have some simple cobble steps going up now as previously I had a one block hole gap for scaffolding to get up through. This and using my elytra to swoop down from the main scaffolding outside were the only ways to get on top as I was slowly closing it up. Now at least I have a few access staircases!
I also decided on a place for the direct portal link, instead of using the xp grinder one and flying over each time. I wasn't sure where it would come out in the nether but thankfully it is near the link to the xp grinder anyway. So I just have to go that way normallly using the ice boat link from the bastion portal (Links directly into my anchanting room back home), so up a dug out staircase next to the grinder link and across a couple of nether dunes following the lit netherrack markers I made; and the permanent portal is right there.
I did some things in both Feed The Factory, and in my earlier pack I had been playing before starting it, FTB Revelation.
In Feed The Factory, I completed the few of the research items I wanted to do, finishing both the Transfer and Power chapters. In Transfer, I got IV tier conduits, and in Power I got Solar Panel VII and VIII. There is one more item I want to unlock, and that is the Simulation Supercomputer from Deep Mob Learning. However, I am going to need to make some more research. I am just about out of the green and red, but have enough blue and purple for it. There is no Chemical or Quantum research needed. It is a 3x3x3 multi-block structure which requires having fusion research started.
I also built a 2nd Crusher in my basement on the other side of the Arc Furnace, and connected inputs/outputs to the existing one. I still need to add another sound muffler for it as that machine is quite noisy.
The rest of the Californium RTGs were built, and I put them in a drawer, except for 2 of them, which I plan to set up at my mining outpost north of the base. I had been using burner drills, and am still using them, but in this case, I won't need a separate item conduit for charcoal. There is only one burner drill left at the outpost, but I have identified 3 chunks with ores in them that are just west of the rails. 2 RTGs will be enough to power all 3 drills. I am also going to use 2 HV Capacitor Banks (10,000,000 RF).
In my other pack, FTB Revelation, I did only one thing, which was to try and locate that missing Excavator that was still drawing 4096 RF/t power from my base. Looking at the Flux Controller, I saw that the network connections all had coordinates, and the one consuming power which had long since stopped mining ores was only about 300m north of the base. I took everything down except for the Mega Torch and the Feral Flare Lanterns there; I may go back later during the daytime to remove them as well.
Edit: I got the drills going at the outpost area, and also unloaded and then loaded the chunks as needed. There is 1 burner drill and 3 powered drills. The capacitor bank is now fully charged. I could add another 2 powered drills here and still have a net power gain of 50 RF/t. At the oil area where I placed the 1st RTG, I am getting a net loss of 50 RF/t at night. The capacitor bank there is also staying fully charged.
Edit 2: I logged back into my FTB Revelation world and restarted all 3 of my trains. But an issue popped up where there spawned invisible blocks (not air) that were right over the high speed section of tracks about 100m from the outpost. All 3 trains were stopped unable to get past the invisible block over the rails. I broke the tracks at the outpost which are all reinforced tier to keep the trains from going, then sent one; this was just after I discovered there was an invisible block, and the train hit it and went boom, destroying itself, but not the World Spike cart, which fell through to the ground as a result of the explosion. That train was also full on ore, so I lost some, though it soon got replaced by the void miner.
That is indeed a custom tree, I got the idea for it after seeing Good Times With Scar's season 9 starter base.
I made loads of progress on my large artificial plateau for me and my friends' town. My thinking is, since nobody helped with it, I own it all and I can sell it (we are running out of land, so the plateau was a solution to that.)
Maybe if schoolwork doesn't get in the way I'll get some pictures.
I ran out of space in my storage room, again.
104 chests and there's stuff in all of them, how does this keep happening, am I really such a hoarder.
Ask me, as one who has nearly a thousand chests, many filled with the resources I collect while caving (as mineral blocks, so that's 9 times more items; each corridor of 16 double chests is nearly half a million resources - no Fortune used either), you can also tell that I've expanded it over time, at first by adding more corridors to the north and south, but I had to move everything over if I wanted all the iron, etc to be together so I started extending them to the east:
This was taken before I used MCEdit to clear away the blocks above my storage room (there are more chests above, more for general items than caving loot); my modded versions show the number of tile entities with a TESR (like chests) as "T:" on the third line, which shows a total of 957, the majority of which are chests (surprisingly, the game still uses only around 60 MB, then again 4 million items isn't really that much when up to 576 can fit in one slot, represented as a single object whose size only differs when there are custom NBT tags, like enchantments). The time is not accurate as this was a Creative test world:
This is a table of the ores and mineshaft/dungeon related blocks I've mined in my top worlds (I've done about 50% more in my current world, TMCWv5.10), which total 4.3 million in my first world, with the vast majority in storage (I mostly only use coal for torches and fuel (about 16% of the total mined), rails for railways (around 10%), and much smaller amounts of iron for anvils and trapped chests and gold and redstone for railways, which are all more than offset by chest loot) plus additional items like enchanted books (around half a double chest of each of the enchantments I use, combined to max levels), horse armor (multiple double chests of only diamond), and music discs (around half a double chest of each type):
World1 TMCWv1 TMCWv4 TMCWv5 TMCWv5.10 Total Coal 2554592 518675 464009 991865 653231 5182372 Iron 934381 191627 168525 363475 245147 1903155 Redstone 149674 28672 22041 60068 40547 301002 Gold 116408 21798 19098 47266 31759 236329 Lapis 44091 7584 6817 16309 10665 85466 Quartz 8518 4913 10345 17922 12227 53925 Diamond 19873 3849 2833 8036 5468 40059 Emerald 3074 947 145 3537 633 8336 Ruby 163 4104 1428 5695 Amethyst 348 997 601 1946 Total Ore 3830611 778065 694324 1513579 1001706 7818285 Rails 283504 21852 35306 65272 44443 450377 Moss Stone 127321 25069 20004 44679 29758 246831 Cobweb 119155 10084 15999 27568 20370 193176 Spawner 5672 616 881 1787 1236 10192 Total Other 535652 57621 72190 139306 95807 900576 Grand Total 4366263 835686 766514 1652885 1097513 8718861 Total Blocks 5428257 1082088 982051 2112764 1433329 11038489 Torches 1121057 255498 227485 470455 306073 2380568TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Over the various bases in my world must easily have a 1000+ chests. I usually have a main central storage area but end up having to create an ancillary area to house surplus stuff! Still you never know when something might become useful; i used to hate gravel when mining and would never collect it, just dump it, then they added concrete and them I wanted all the gravel i could get!
MC things to do ...
1) Update Mesa Base
2) Build a Sphinx at the Desert Base
3) Dolphin Statue
4) Build a base in The End
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!

I unfortunately lost my og survival world. I didn't play on it for very long before anyway. I have my dad's, but it hasn't been played much in the past few years and he was more exploration focused. There probably are a large amount of chests, but they are spread out over a wide area (in outposts, villages, etc.)
Since my last post here, I have been playing mostly in my Feed The Factory instance, along with one session in FTB Revelation trying to figure out the issue with the trains not able to move.
In that pack, I tried using some Tiny TNT to hopefully destroy whatever invisible blocks were stopping the trains, and while I was able to then walk through the area, the carts still would not move past a certain point, and using explosives (I tried a Causality Collapser from Thaumcraft, and the train still would not move. What I am going to do is move the HS Transition tracks past the point where the trains stop, and replace the HS track prior to that point with Reinforced track.
I thought I had also lost some ores from the train that exploded, but found them scattered on the ground, and what the Magnet enchant on the crowbar, it pulled those ores in and they went into the mining backpack.
With the exception of that one session, the rest of what I did was in Feed The Factory. I processed a couple of stacks of ores (one each) through the full 294x process. I did Iron, Gold, Uranium and Thorium that way, and took some copper ore and bypassed most of the process with it, placing the ore into a single Pulverizer. I have around 49k copper, so that full 294x is not needed.
An additional Crusher was added in the basement, as this machine is relatively slow. I also ran an item conduit under the basement floor up to where I had Petrotheum Dust stored, as I was getting tired of having to restock the chest above the Magma Crucible. And several Thermal machines got Resonant tier upgrades. Those were all the pulverizers and redstone smelters, compactors, a magma crucible and fluid transposer used for things like fluxed electrum and so on, and the energetic infuser, which now charges up the Flux Capacitor very fast. All of the machines around the area except the blast furnace heaters and an igneous extruder I had been using to make obsidian got switched over to the EV line coming from the 625M capacitor bank.
The Nuclearcraft machines used for processing isotopes were moved back to refined fuel, and are no longer coming from the 625M cap.
Lastly, I made some research and unlocked the Simulation Supercomputer. This states it requires starting nuclear fusion research to unlock, but does not appear to be such a requirement in building it. It can be deployed by a single use capsule, made from the multi-block capsule base, 2 compressed reactor casings (9 fission casings each), a simulation chamber and 3 glass. I located it next to where the regular simulation chambers were.
It uses the same amount of power per data model, and consumes polymer clay, but only produces pristine outputs. Furthermore there is no need to level up a data model in it. Even Basic tier ones produce the pristine matter (also called predictions in the regular versions of Deep Mob Learning and Hostile Neural Networks). No ordinary matter is produced, either. It is also super fast, where a standard simulation chamber takes 15s per iteration, this one takes only 2.5s (50 ticks).
is that even minecraft anymore? lol
The answer to that is complicated - it is both Minecraft and Minecraft meant to be played as a factory game.
In fact all factory games owe their existence to modded Minecraft, specifically 1.2.5 with the classic IC2 and Buildcraft mods. A Czech developer by the name of Michael Kovarik was inspired by these mods to create a game called Factorio. Kovarex, as he is known, is one of the 2 co-founders of Wube, the studio that makes the game.
With packs like Feed The Factory and 2 others called Manufactio and Manufactio II: Nuclear Edition, this has come full circle. And though there are not any modern packs that duplicate playing a factory game as close as those 3, there are a few mods that partially duplicate factory games, such as Dyson Cube Program (it adds only the Rail Ejectors, Ray Receivers and Solar Sails from Dyson Sphere Program), and a new mod called Researchd, which adds Factorio's research system to Minecraft.
Anyway on to what I have done lately. I played a bit more Feed The Factory, spending about 2 hours setting up 16 powered miners. I identified a 4x4 chunk area with every ore except aluminum, gold and diamond, which was south of the rail station. The existing miners had all run out, so I also reclaimed the item/power conduits, chests, drill components/heads, HV capacitor bank and the Cf RTGs. While the capacitors retained their charge when dismantled, the RTGs did not, but as soon as they were placed again would charge back up fully.
Part of the new area is near the village, while a large ravine cuts through a couple of the chunks. So I extended the marble brick platform using the building gadget. I needed 4096 marble bricks, and had to fly back to base several times to craft more of them. Those are made with stone bricks in an 8 block pattern with the center empty, then chiseled into the brick form. I was also low on stone, so I took a good amount of cobble and ran it through the nuclear furnaces, which are faster than the thermal one with the resonant upgrade and 4 reception coil augments. Instead of power, they use uranium or thorium as fuel.
Once the surface was completely filled, I then placed each of the drill components in a 3x3 to make a miner. In each I put an enderium head, and had their outputs go into chests. Then came the tedious part of the build: running power and item conduits. For power, I used 7 of the Cf RTGs at 2800 RF/t total, with 4 HV capacitor banks storing 20M RF. There is also a short track that runs through the center 4 chunks in a loop. There are powered rails every 4 tracks, keeping the cart moving. It has a chunk loader upgrade installed. The chunks themselves are only claimed. I am having to use the minecart loop to load chunks, as I can only load 50 through FTB Chunks, and 40 of those are loaded.
Back at the base I had all of the ores routed to a drawer system, and added a controller to it. The system that filters out copper and sends it to the nullifier was also refined so that no more copper would automatically go in the drawer. This is being done partly due to the number of chunks in the build having copper in them (11). There is a gold chest as an input above the cart hopper, and it was mostly filled with copper, so I filled up my inventory (28 stacks at the time) and manually put it into the drawer. I plan to do this on occasion, saving some of the ore from the nullifier.
I had also done a few more of the items in the nuclear fission chains, getting to around 85% completion.
Last, I logged into my FTB Revelation world to check on the situation with the trains there. There was no longer anything blocking carts from running, so I restarted all 3 and set them to to stagger their time. Then on a later login (currently I am in that instance) I checked and found 2 were about 2-3 chunks apart, which I felt were too close. I did not want another explosion on the HS tracks, so when they arrived at the outpost (which was at the same time), I had to stop one of them while letting the other go for about a minute or so. The other train also had to be pushed into the loading station with the crowbar.
This world has an annoying issue in that it rains extremely often; it is more an issue with the version 1.12.2 of the vanilla game than any mod. I found a tech solution to this that involves the Celestial Manipulator from Draconic Evolution and a Daylight Sensor connected with some Red Alloy Wire. I watched this actually work when it began to rain and the sensor turned on a signal to make the manipulator stop the rain.
I visited the hermitcraft season 10 world now that it can be downloaded.
Lighting struck my bee farm, came out of my basement to find it halfway burnt down. Guess it is time to put up a lighting rod so it won't happen again.
I can't seem to find any bug reports about this, other than what appears to be an issue with /weather clear (time) in 1.7-1.8 (it does work in 1.6.4) and/or confusion over "/toggledownfall" (which does not reset the timers); are you regularly sleeping? Prior to 1.18 this resets the rain timer so you could prevent it from ever raining by sleeping every night; if anything, I'd expect frequent rainfall to be a complaint in current versions (as indicated by this suggestion), and there is no connection between a particular world and its weather, aside from the occurrence of the first event after the world is created (which itself may be a bug, when the game generates structures like villages it inappropriately sets the "world" RNG to a specific state, which is why you may have noticed that the same passive mob(s) spawn within large areas; the same RNG is used to set the initial time before it rains).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I found a better solution to the rain using a rain sensor from Draconic Evolution connected to a Celestial Manipulator. Only I have to be in the same chunk as the sensor for it to trigger. Since both items and the red alloy wire I used to connect them have EMC, I can simply pull what I need from the transmutation tablet.
Anyway, this is likely going to be my last post here in a while as I started a new game of Satisfactory back on 10/29, and am currently around 172 hours in.
Can anyone recommend a good image hosting site for the UK? My pics were uploaded originally on Imgur, who have now removed accesss of their content from the UK.
Back on topic, found an interesting village the other day with one of the houses seemed to have had a fight with a wreck ...
MC things to do ...
1) Update Mesa Base
2) Build a Sphinx at the Desert Base
3) Dolphin Statue
4) Build a base in The End
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!

ImgBB and Catbox seem like popular choices for many forums, and both are fairly simple to use. Directly uploading and pasting images from Reddit also works and is what I do.
At the moment on my 15 year old survival world I'm starting my second castle.
Much like the first church, when it came to expanding and improving years ago, it was penned in by a mountain to the side, riht behind it and land that sloped down into the water to the right. Although I found a way around it, in the last year when it came to the new one - I wanted to see what I could do in clearer space and having improved building over the years. This second church ended up becoming a cathedral, my biggest ever build; not just on this world but any world.
Similarly with the castle, the original castle was built out of a cool mountain nearby in Java BETA, where I wanter to replace all the grass/dirt and stone with cobble because it was a cool looking mountain. It was also beset by two chunk walls, one on the third side you wouldn't see intitally and another round the back. For the first few years the intital work stayed the same, 3/4 years later I finally realised how to build out those chunk walls and get round them and extend onto the back of skinny towers on the back of the chunk wall one. It changed, it evolved, towers moved or were pulled down completetly and it has generally changed and evolved over years and I'm happy with it and all the changes.
This time I chose a spot with no mountain, but a few hills to deal with; to see what I could come up with from scratch on my own. Not carving it out of a mountain this time.
I have chosen this spot:
When it comes to designing it, I've only used a referance for the shape of the layout of it, the look will be mine. On my creative copy, I've only built the walls up 3 - 4 blocks high. I'm not going to overly design it first of the test copy of the world as I do want to see what I come up with as I did the original castle. I also want to try and avoid spruce and dark log exterior accents if I can help it, otherwise it will just end up looking like the other one too much.
Something occured recently to me whilst laying out the foundation structure. I had a thought - "What if this foundation level was an entire basement level?" So I have now decided to make it an elevated castle and indeed all this will be covered over for the castle to then be built on top.
After a few weeks this is where I'm at (Xmas resource pack on now):
One one section at the back however there is a very deep cave:
So my plan is to incorporate this and have a long curved slab staircase down to the very depths:
Sections of the staircase may be enclosed giving a reallly 1950s 1960s Hammer horror castle feel. There's other stuff I have done but may cover this in another post, this is the main thing however I am currently working on.
Comprehansive thread | Closed old thread
Oh my goodness, yes! A castle! And it's a second one!?
(I really need to make one because I have never had one and that is funny for what I call myself, butt... but time...)
"'Tis foolishness! If all were so easy, why, none would suffer in this world!"
If you're having performance concerns with Minecraft, I hope this may prove useful.
A retrospective of the most important game to me (or, a try to stay awake while I never stop talking about something challenge).
Interested to see your new large-scale building project.
Unless you are willing to terraform the landscape or adapt the foundations to the terrain, building a structure like a castle from scratch is definitely more desirable in a flat area; it offers you more freedom by not imposing size/shape restrictions and doesn't hinder planning. If I ever attempt such a project in the future, I may consider doing so on a plains landscape like yours or large plateau if scenic/mountainous surroundings are preferable.
I like that you've included the ravine as part of the basement rather than simply blocking it off. A walk-through of the underground staircases would be interesting to see once you've completed that section.
On Tuesday I finally covered all of the foundations in time for Christmas. I will have a small tinker over the holidays but the main castle on top will largely start in the new year so I can have a bit of a break.
Here is also a first look at the ravine I will be using for storage. I've lit it up now so there are at least fewer mob noises finally! I've also been trying to do the water elevators over the past few days.
One idea I've had is to have glass floors however, so I could do a fog effect. I've already collected alot of sand however I will be needing one of these on site:
One of the stranger things is walking around the place now it's all covered up and enclosed. So strange. A few rooms have some simple cobble steps going up now as previously I had a one block hole gap for scaffolding to get up through. This and using my elytra to swoop down from the main scaffolding outside were the only ways to get on top as I was slowly closing it up. Now at least I have a few access staircases!
I also decided on a place for the direct portal link, instead of using the xp grinder one and flying over each time. I wasn't sure where it would come out in the nether but thankfully it is near the link to the xp grinder anyway. So I just have to go that way normallly using the ice boat link from the bastion portal (Links directly into my anchanting room back home), so up a dug out staircase next to the grinder link and across a couple of nether dunes following the lit netherrack markers I made; and the permanent portal is right there.
Comprehansive thread | Closed old thread