• 0

    posted a message on Dynmap - Dynamic web-based maps for Minecraft

    I have Streams on my server and it renders the flowing streams as mostly black, is there a way I can improve rendering of flowing water blocks??

    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct 2

    I'm a strong believer in what is "enough" is more up to the player or mod pack creator, or server owner. The variety and ability to have "neat things" from many mods can be a strong and enjoyable driver for many people.

    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers' Construct 2

    Is there any chance of making it so you can put Astral Sorcery enchants on Tinkers tools/weapons, or the armory armours?

    Posted in: Minecraft Mods
  • 0

    posted a message on NuclearCraft - complex nuclear engineering in Minecraft!

    Having trouble with Voltaic Piles. They accept RF, but don't seem to output no matter what I do. Right clicking on them just tells me how much power they contain. You had a video where you clicked on them to change the various sides to input/output/disabled. That doesn't seem to occur, and using a wrench from other mods doesn't seem to improve the situation. Are these totally broken now?

    Posted in: Minecraft Mods
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Ieldra2»

    @Haggle:
    Is there a list of the stability of various building materials? I disabled physics because I am in a BoP world and don't want my mountains to collapse, and while I appreciate the effect on mining, I don't like to be constrained in how I build. Even so, I'd like to see if I could dactually build like I want with some materials.

    @GrimmSpector:
    You could try hardened clay, colored according to your preferences. If you don't mind the ugliness, concrete should also be stable if the stability values are set with realism in mind. Also, bricks. All these are classic building materials. I don't know how stability values are set, but it deserves a try.

    I'll probably try concrete; if stonebrick is so poor I doubt conventional brick will be much better, and I don't have a lot of clay.
    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0

    I wish I had some guide as to what materials gave good integrity and which didn't, like stonebricks only supporting 2 bricks out from a wall, etc.

    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0

    Ah, so go looking for mountains and things and tunnel in lol


    What materials are people building their bases out of mostly? I'm getting sick of my stonebrick structures collapsing?

    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Ieldra2»

    You can use an Ender fluid conduit, that's twice as fast as the pressurized one, or store your water in an ME network and use an export bus, that's very much faster with acceleration cards.

    Also, RFTools dimensions are balanced to require nuclear power, and RFTools machines need bedrock alloy in this pack. There are easier ways to get a lot of coal.

    What do you recommend for a lot of coal?
    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Ieldra2»

    @Haggle:

    Here's some general feedback on the pack, most of which I like very much, so don't take this the wrong way.


    In a pack like this, there's so much to do that anything you can't put out of your mind for an extended period of time will be detrimental to your enjoyment. Think of the typical problems: power gen: very early you can generate small amounts of power without need for supervision, and only a little onwards you can have a medium-power power gen system with the same attribute. Fighting: right from the start, you can design your base so mobs are very rarely a problem at home, and eventually automated defense takes care of the rest. You can make super-powerful weapons and armor for exploration so you'll eventually won't need to worry about survival except in very rare circumstances. Mining: well, if you don't mine you don't need to pay attention to it, and usually you won't have anything that consumes mined resources constantly if you design things the right way. You can always concentrate on the stuff you want to do just now.


    Except for food. Food spoiling means that food is something you need to pay attention to regularly, and you can absolutely never afford to put food production out of your mind for an extended period of time. Automation is no help at all, and the fact that food items at different spoilage percentages don't stack turns it from highly annoying to a veritable nightmare. This has been so detrimental to my enjoyment of the pack that I was immensely glad to discover that I settled close to a Ruskea pylon and consequently, never had to deal with food production at all unless for extended exploration tours. I never set up more than a row of apple trees because I felt doing more wasn't worth it anyway. Even finding food in dungeon chests wasn't worth it (how did it survive until we came alone anyway). The freezer is nice, but since it doesn't stop food spoiling but only delays it (at least it was that way when I started, maybe things have changed since then) it means that you *still* can't put the problem out of your mind for extended periods of time. Maybe it's just me, but having food spoiling in the pack didn't motivate me to spend more time and effort on food production, but rather the opposite. And so Revolution 2 is the only pack I ever played where I never set up farms for food production, but helped myself with being regularly damaged, but fed by my Ruskea pylon until I could make a Ruskea potion crystal and put the problem out of my mind forever.


    The thing is, I've liked Pam's Harvestcraft ever since I played with it in Agrarian Skies, and that doing so wasn't worth it but rather took up valuable storage space for no gain at all was sad. If I may make a suggestion: food spoiling while in an ME network doesn't make any sense. If there was a way around food spoiling at some point, food production would be enjoyable once more.


    I agree.

    Yes the small railcraft tanks show their fluid in WAILA just fine, but the steel and iron ones seem not to. I use them for main storage to try to build up a battery of sorts, but it still isn't enough to keep a solar running. My solar won't even power anything anyways using ender io pressurized fluid conduits, seems they're not fast enough as it flickers on an off repeatedly, and can't power a flywheel, dynamo shows flickering power on and off. Real problem for me.

    I'll have to see what the Cinderpearl hybrid is, and maybe make an RF dimension for coal...
    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0

    Thanks I'll look into those, have barely touched agricraft, since I hate babysitting the crops. Seems interesting though.


    Edit: Waila isn't displaying railcraft tank values properly, they always show as 0 out of some number, no matter what is in them.

    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0

    Infuriating...the physics crap makes it so I cannot build the largest railcraft tanks!

    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Haggle1996»

    For early water creation, the RailCraft Water Tank produces enough water to power early machines. Later on, you'll need the Dew Point Aggregator, but you'll need to run a lot more than a performance engine through it. It's capable of producing an obscene amount of water at higher power.

    I can't run anything using jet fuel because getting a hold of enough of the materials to make it is problematic, especially blaze powder. The railcraft tanks fill really slow, and seem to stop filling when they start draining at any significant speed. And of course I can't do bigger power generators without tons of water.
    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Kataiser»

    I'm not very far in this particular pack, but I recall from other recent ones that RotaryCraft's Dew Point Aggregator can make water crazy fast at high power levels. That's probably what you want.

    I've found at least with performance or gasoline engines that the return on water isn't particularly great in any biome I've tried so far.
    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Kataiser»


    I mean, the vein was around y=55 and the sluice was around y=68. Perhaps not those numbers precisely, but the vein was pretty close to the surface and it was definitely not a distance of more than 20m. Not sure if there's something else I was doing wrong, or if it's just an unreliable system like Ieldra2 said above, but it's not a huge deal since you don't really need to sluice.


    Try changing it's physical position a bit, if you're around a chunk boundary sometimes it doesn't work right.

    Separately, anyone got any good methods for keeping a large water supply? Machines that need water, especially any involving power g eneration, take such a large quantity that without unlimited water it's pretty much impossible to provide the water. I made a massive field of agricraft tanks and let it rain and they weren't able to keep a solar tower filled, not by a long shot...
    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Kataiser»

    @Ieldra2: Thanks a ton! Apparently my previous mining strategies were just really inefficient, 'cause I tried that and finally found a freakin' vein. I'm still a little confused by my lack of sluicing success - I tried setting up a sluice right over the vein I found, chucked 32 gravel in, still nothing but flint - but that's a minor complaint.


    Time to get on with actual tech!


    Kataiser I had this trouble too, the sluice only sees down about 30 metres, if you aren't close enough vertically it won't work. Try putting it deeper, sea level or lower.
    Posted in: Mod Packs
  • To post a comment, please or register a new account.