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    posted a message on Direwolf20's Modded Lets Play series
    Quote from zveer1»


    Thanks for reply.
    No, I'm not in creative. Braking blocks is normal, not instant, my inventory is normal (not showing all the items like in creative) and mobs can see and hurt me.
    No, I didn't enable cheats when I made this world and trying that command says I don't have permission.
    btw, I've noticed something even stranger. When i break dirt, plants, stone...they don't drop but some mod items do drop like Transfer node from Extra utilities.
    Not sure if it matters, but I have this survival world, and another one with creative for testing stuff.


    I'm afraid I have no ideas then. You might try raising the question on the Curse boards and see if some of the gurus there have some thoughts.

    Kz
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from zveer1»

    I've been playing direwolf20 pack for a week now and today suddenly any block that I break disappears. Stuff that is on the block (flowers on dirt) remain. How to fix this? It's a single player world.


    The only thing that comes to mind to me is that you are in creative mode, but any flower on dirt should drop when the dirt is broken.

    If you have cheats turned on, you could try /gamemode survival and see if that changes anything. Other than that, I'm stumped.

    Kz
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from billbertking1»


    That's a separate mod from JEI, as NEI is not in the pack.Light Level Overlay Reloaded is the mod that does light levels, it appears. Not too sure what would add the chunk boundaries nowadays.


    Chunk boundaries are displayed in vanilla Minecraft. It's F3-G, part of the debug commands.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series

    Well, I was definitely not prepared for the new update to wipe out my world files. My bad for not backing it up OUTSIDE the minecraft folder I guess.


    Kz

    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series

    Has anyone else noted that in the current version of the modpack (1.2.1) that all of a sudden F7 (light levels) and F9 (chunk boundaries) are no longer working? I noticed we have the nice version of light levels on F4 now but I'm really missing seeing where the chunk lines are for when I'm building things that I want all in one chunk.


    Kz

    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Drake11011»

    Did dire mention why Gendustry isnt in the pack?

    He really seemed to like it last season and it was on forgecraft.

    I was just wondering because its one of my favourite mods.


    It doesn't look like it's quite ready for 1.10 yet. There is an alpha release of the mod for 1.10 but I believe that DireWolf20 likes the back to be in stable release or late beta before he includes them in his pack.

    Kz
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Benie»


    Isn't that a bit cheaty? IMO, you should be using something like RFTools for long range/dimensional teleporting. It's more fair and balanced.


    Perhaps, but people play the game the way they want to play the game. I had a friend who made the game more challenging on himself by using only green technologies in the game. Other than the starting furnace, he never used anything that burned coal or oil. It can be considered cheaty but so can any thing other than vanilla Minecraft. I mean, ore doubling is technically cheaty because there isn't a way to do it with vanilla.

    It's all a matter of perspective and what makes the game fun for the individual.

    Kz
    Posted in: Let's Plays
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    posted a message on McJty's RFTools' Endergenic Generators and their potential designs, applications, and fixes.
    Quote from McJty»

    The power is lost but the generator keeps generating. There are plenty of ways to prevent the injector from firing by adding an 'and' gate after the timer

    Thank you. It's good to know how the generators work.

    Also, I had forgotten there was the logic gate in RFTools and that worked perfectly to stop the pearls from injecting. I can even use a master cut off lever for each generator array if I don't want them to run when my energy storage is below my threshhold.

    Kzorith
    Posted in: Mods Discussion
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    posted a message on McJty's RFTools' Endergenic Generators and their potential designs, applications, and fixes.

    There are some wonderful ideas and designs here, but I have a question that doesn't seem to be covered by any of the designs.


    What happens to pearls in the system when the generators fill up? Do they stop accepting pearls from the injector or generator? Is the pearl destroyed because there is no place for the power to go? Is the power just wasted?


    Nila24 noted that they used a comparitor to check for how full the cell they were filling was, but with just using RFTools blocks, I'm not sure how you can stop the timer and prevent the injection of a pearl since it doesn't appear that the timer is stopped using a steady redstone signal.


    Can anyone offer some insight?

    Thanks,

    Kzorith

    Posted in: Mods Discussion
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Benie»



    I'm wondering if there's any (more sane) ways of being able to fly around (and hunt Endermen so I can get conduits going for EnderIO). I'm pretty sure there was another ring that you can fly, but it's probably in Thaumcraft which isn't in the pack (yet).


    And as I said, power is a problem. I have managed to boost my Coal intake, but my machines require more than I have. Want to switch to lava (to use the pump from Ranged Pumps), but the only (I think) RF-producing generator is the Thermoelectric Generator from Immersive Engineering. But this requires Steel; something I have no idea how to find or even produce (that doesn't require other mods).

    Can't use Solar Power from EnderIO either, as it requires ..Ender Pearls.


    I'm afraid I'm not aware of any other ways to fly easily. Blood Magic has an air sigil but that's not really flying, it's falling with style. And you have to have automated some kind of LP income into your pool or else you could find yourself in mid air and falling without style.

    As for power, If you are going the Immersive Engineering route, it pretty much all requires steel and lots of copper. Steel is made by first making a coke oven to convert coal into coal coke (and get you the creosote you need for the wood you'll use in ImEng). Then you take that coal coke and put it in a blast furnace with iron to make steel. Then you can make a number of generators that ImEng has. I personally like the water wheel early game. Takes a bit to set up but 75RF/t (three wheels on one induction generator) isn't to bad. I tend to set up 3-4 of them to feed into my power grid. There are also wind mills I believe though I have never made one.

    Actually Editions (according to yesterday's Mod Spotlight) does have some generators. I have no idea how expensive or time intensive they are to make. The only one of those that you likely won't be able to use will be the leaf generator as I don't know if you can just place leaves in the world and they wouldn't be destroyed by the fast decay mod.

    Kz
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Benie»

    Hmm. Never tried FTBUtils. Sounds promising. I'll play with it in a test world or something.

    And after extensive testing (far away from my base, and in the Nether), it works! Even works with liquids! Claim chunks with left click (calls them '<Player>'s Team' for some reason), and Shift+Left click to Chunkload them. Has a set number of 64. Heard this can be adjusted in a config. Works across dimensions.


    Thanks so much. That calms most of my concerns with this pack as it stands now. Though the 'TeamsGUI' feature loads forever. I assume it only works on servers.


    When it comes to teams, it's really a multi-player server concept. The act of claiming chunks does limit what other people can do in your area unless you make them friends (or maybe they are called teammates now?). As memory serves, if someone is in your claimed area but not a friend, they can't open chests, doors or place/break blocks at all. It's the ultimate "look but don't touch" scenario. Since most people will be running this as Single Player (or a single player on a multiplayer server), I doubt it'll be an issue for many.

    Kz
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Benie»



    Everything's sounding good so far. The only other concern is Chunk Loading. ExraUtils2 has that Ward, but I don't know if this 'Grid Power' system has to be made on every dimension I need the Ward to work (tried looking, yet no luck). I also hear rumors that it doesn't ward the chunks it claims (1 chunk instead of 3x3).

    There's also a Chunk Loader from IC2, but I don't know much about it (like its range and what it requires to power it).

    ..What happened to ChickenChunks? Was it also not updated?



    ExU2's grid power is player specific, so as long as you have enough generation in a chunk loaded area, you can use it where ever you want. I have never used the chunk loading ward from ExU2 so I can't speak to if it loads the area correctly.

    IC2's chunk loader, I can't immediate find any information on. Knowing the mod though I would assume that you'd have to have a fair amount of IC2 infrastructure to build it and a steady source of EU to run it.

    However, it turns out that chunk loading might be easier than either of the options you have suggested. The DW20 pack has FTBUtils in it. From your inventory screen, you'll see a little map icon. If I'm remembering right, if you click on that, it will bring up a map of the immediate area around you. You can click in that map to claim chunks and then shift left click (i think, maybe) those claimed chunks to chunk load them. The border around the chunk will go red and say "chunk loaded" if it's done correctly.

    To be fair, I haven't gone into the DW20 pack yet to see what all is enabled or disabled, so this might not work, but it is worth a try.

    Kz

    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Benie»

    Thanks for your response, Kziorth. I am aware of the SAG Mill (used it back in 1.7.10). I'm also aware it has two modes (that couldn't be toggled via a Redstone signal), which required me to have two of them (one for a Furnace and the other to make the special ingots of the mod).

    However, if I must do that again, then I will.


    But also, I didn't realize how dependent I was on Thermal Expansion until I loaded up my old world. No more Tesseracts. No known replacement for the Ingenious Extruder. No more Sawmill.

    Are there any mods at this time that would replace these? I know dire said there would be more mods coming to the pack.


    The machine that "needs to be toggled" would be the Alloy Smelter. It does have a third mode so it can do both depending on what you put in, but then it becomes dependent on the order you put things in. If you put things in the wrong order or you have mixed metals coming in from your SAG Mill (say you processed gold and are now processing silver) you can get undesired results. Early game you are going to be more concerned with just dumping off your ore for processing and less about making alloys in anything other than a one off fashion, so you should be able to get by with one alloy smelter set for furnace mode and then just switch it to alloys when you need it. When you get to autocrafting, you'll definitely want dedicated machines for ingots and alloys.

    For tesseracts, Ender IO has a dimensional transceiver which will work similar to them. They don't have unlimited power throughput but they are superior in that you can have separate channels for power, items and fluids so you don't have to have pipes/conduits running from the transceiver stuck on your power gen just to get items/fluids to other parts of your base.

    As to ignenious extruder, the best that I can suggest for that functionality would be an extra utilties 2 cobble gen for cobblestone, maybe piped into an alloy smelter for smooth stone. Obsidian, you can make by piping water and lava into your TC smeltery and using a redstone clock of some kind to extract that into a casting basin.

    Without looking at the mod list, I don't know if there is a replacement for the sawmill. I assume you want it for the extra wood it provides and not just for making planks. If all you are looking for is to turn raw wood into planks, you could do so with an RFTools Crafter or Ender IO Crafter. RFTools is less expensive to make. Both still require power though.

    Kz
    Posted in: Let's Plays
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    posted a message on Direwolf20's Modded Lets Play series
    Quote from Benie»


    I honestly don't know where to continue once I have the basic ores dug up. If anyone could give some pointers of what machines you guys start with (I want to use EnderIO, but it doesn't have the Pulverizer from Thermal Expansion, and the Macerator from IC2 won't work since it uses AU instead of RF), it would help greatly.



    I can't answer the rest of your post but I can give you a bit of a hint with Ender IO. The Pulverizer equivalent in Ender IO is called the SAG Mill. It will crush your ore to double it and potentially give you a bit of a bonus if you can keep it's processing slot filled with flint (better than nothing) or dark steel balls (better than flint). You can then feed that into the Ender IO alloy smelter to make the dust into pretty ingots.

    Ender IO generators (starting with the stirling generator) are a good first place to start and they get better once you put in double layer or octadic capacitors. Once you get further along with your materials, it has a combustion generator and solar panels that you can use to further increase your power generation, and it has a multiblock capacitor bank that you can use to store it.


    Your first ore doubling mechanic that you will likely end up using will be your Tinker's Construct smeltery though since you'll want the tools that you can create with that.

    Kzorith

    Posted in: Let's Plays
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    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Nahagliiv»

    Yeah i'm at the pylon recharging progression and I remember my progression updating after I killed the Wither and the Ender Dragon. Also does you End generate endless land?

    It's not quite endless but there is certainly a lot of it as solid land mass rather than floating islands. I also ended up with two ender dragons and a monolithic set of towers that took me a while to break the ender beacons on before I could stop them healing so I could kill one of them.
    Posted in: Mod Packs
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