Cool. You'll have to keep us apprised of this. That;s the exact mod combination I use.
Like I said, this will take at least a week of prep work just to be able to start the monstrosity I have planned. I might even add BTW for the elevators because they are compatible with Steve's carts.
I'll use RedPower to power everything, obviously, and lighting. I'll put some cobblestone generators in there as well as some fancy doors and other flashy stuff. BC will, of course, tie everything together through ACTs, pipes, quarries, builders, etc. Steve's carts will provide transportation throughout the complex as well as do some of the mining as they lay the track. IC2 will be used for maceration, armor, and a few other things like jetpacks and stuff. Just think of the solar flowers that it will take to power this beast.
All this will come together with a few massive Glowstone and Obsidian Factories to produce as much Dark Matter as fast as possible. I will use DM furnaces as much as possible to maximize smelting efficiency.
Some of this project will be as efficient as possible. Some parts will be needlessly complicated. If I can pull it off, though, it should be awesome.
Oh, I forgot a mod. I use Minefactory Reloaded to auto-harvest reeds to turn into redstone using EE. Hehe. Yeah, this is going to hurt.
I've found tubes & P.Stones to also work with Risugami's(you know, the Modloader guy)shelf mod - which allows you to dodge some of the placement issues associated with chests at the cost of some aesthetic beauty.
Shelves made me happy when I discovered them. Sooooo many uses. I usually try not to make things too complicated for other people, though.
e.g., I'm about to make an automated mining facility that uses BC, EE, RP2, Steve's Carts, IC2, and teleport pipes for BC. I imagine the initial setup will take close to a week of playtime on a new, legit world.
Most people aren't going that deep into that many different mods, so I stay within the mods being discussed for the most part.
Yes, those crafting tables behave in all manner of special-cased way. Not sure what to do about it, short of just adding a blutricity-powered crafting machine somewhere in Tech 2. Which I probably will do anyway.
-snip-
BC automatic crafting tables will pull from any adjacent chest. Just send your materials to a chest next to it, and it works just as well, sometimes better. You have to have adjacent chests for P.Stones in EE, anyways, so it's only a matter of moving the tubes over one block for EE users. Non-EEers can do the same thing. It really isn't a big deal at all.
I have a little glitch. when I place a block breaker, then a space behind it, then a wall, the block being ejected out the back sometimes passes through the wall.
Not a glitch. Items get ejected from the machines at about 6 times the speed of light. For hilarity make a cobblestone generator that makes 20-30/second. Instead of hooking the tubes into a chest, funnel all the cobblestone to an upward-facing tube.
Create more books and turn the pages in each so you have divided the books into several volumes.
If you have SDK's gun mod use the plaque for easy retrival and cataloging....or..the shelf :smile.gif:
I feel like an idiot. That's so obvious. Thanks, though. That's going to make life a lot easier, especially now that I've memorized where each mod begins and ends.
The recipe book is considered by me, and others to be a necessity playing Minecraft with mods, however...right now I have like 786 pages of recipes in my book. Is there a way to maybe allow pages to be cycled faster? Like say...25-50 pages at a time to easily skip through to the section you need to find when holding down a hotkey and clicking? Or perhaps some type of mod-by-mod indexing, or something. Clicking 700+ times is a bit insane.
Lady E
I just found out yesterday that the arrow keys work with Recipe Book. It is much better, but I feel your pain. My book is up to 736 pages.
Also, Dwarf Fortress is one of the inspirations for Minecraft. That game is so hardcore that it redefined the meaning of the word. You build a fortress for hours on end, if you're lucky enough to last the first year. Once you get your fortress to a sustainable level where all your dwarfs are happy and your military is unmatched, one dwarf in a bad mood can set off a chain reaction that destroys the entire thing. Then, as you dig deeper into the ground to find the ores and minerals you so desperately need, you open into a cavern and unleash the Hidden Fun Stuff.
The question of when you lose DF is simply which event happens first. Whether a bad mood, unstoppable HFS, or simply you neglecting a key area of your supply chain due to gearing up for HFS, you will lose and your fortress will die.
That game is one of the inspirations for Minecraft. Think about it.
Plz made this more heard and noticed or I'm gonna go mental over all the moaning. You have just put everything I've been trying to get through to people in a couple of paragraphs.
I also want to say gaming isn like it is anymore and I'm really disappointed that gamers hav turned into moaning freak shows that can't just play a game without critising it and actually enjoy themselves. People need to learn to just enjoy the game as a hole and just STOP BEING SO FRIKIN PICKY.
It's not even that. It's whining and moaning over the game becoming exactly what it was intended to be in the first place.
If the direction survival is going isn't what someone likes, Notch gave them creative.
It's difficult to get eggs i barely find them anywhere
I agree. It took about two and a half hours of following the two chickens within one hundred blocks of my home to get my first farm chickens. Now that animals follow you while you have wheat in-hand, that would have taken me much less time. Sure, it's easier to start a chicken farm in this update, but the game is just easy once it gets going.
The main benefit of the farm isn't the meat. A wheat farm can take care of food. It's the feathers. Chickens are now the only source of feathers in the game, and if you kill all the chickens, you get no more arrows without killing skeletons which don't drop enough arrows to make it a viable method. Like I said before, the new farms don't make the game any easier than it already was.
I had a chicken farm in 1.8. You get an egg and throw it into a pen. Fifteen chickens in one pen makes plenty of eggs. You can turn them into cake or into chickens to kill for meat for food and feathers for arrows. I can also turn them into more farm chickens to get more eggs at a faster pace. Now, I can raise more than chickens.
Awesome, but not revolutionary, and not a decrease in difficulty.
Notch has been saying for at least a full year that he has been working toward making Minecraft into a rogue-like. If you don't know what that means, let me elucidate.
A rogue-like game is an RPG wherein a player starts a game as a class specific skills and maybe one or two starting items. Most rogue-likes have monsters of varying degrees of difficulty which mostly rely on the RNG to determine if you survive the first few levels. Most rogue-likes are hardcore with the only possibility of continuing involving resurrection items, abilities gained from worshiping certain gods, or using necromancy.
The few that are not hardcore mode all the time will mostly send you back to your spawnpoint, or the stairs at the beginning of the floor of the dungeon you are on. You may or not have a chance to recover your inventory. The most rogue-like of the mobs in Minecraft are the creepers and the Endermen. The upcoming alchemy system has the look of a rogue-like game from the screenshots that Jeb has put up. The Nether has rogue-like from its inception and has only become more so with these past few updates.
Notch has said that he likes the boss system that Terraria came up with and he might implement it. That is also very similar to many rogue-likes.
Conclusion: If you didn't pay attention, or do not want that kind of game, too bad. This is the direction Minecraft has been heading since Notch started it. Good luck in your future endeavors.
If I can jump into this conversation, let me put forward my two cents.
Arrows have become a precious commodity in 1.8 because you have to farm them from skeletons. You kill your local chickens for their feathers, but once they're gone, they're gone.
Oh, wait. The chicken is currently the only mob that can reproduce. It takes a little while to get it going, but it is very to get a chicken farm going. Right now, I have a chicken farm that produces about 30 eggs every 5 minutes. It isn't much, but it's enough to keep my arrow supply quite high. I can always reinvest those eggs into expanding the farm as well. That's how it started in the first place. I had to collect eggs from the 2! chickens I could find within 100 blocks of my house until one hatched. I threw the eggs that chicken laid until I got another and another and so on.
My collection is automated and funnels the eggs to a single point. If I had BTW running, I would have a Hopper at the collection point. The one, single difference? I wouldn't have to check obsessively to make sure the eggs don't despawn.
Arrows are no problem because I took the time to setup a farm and automate it to the extent that vanilla will let me.
I've never made a mob trap, but the concept seems to be similar. Besides, the point of making animals persistent is to make ranching a part of the game. Especially since mobs will start reproducing in 1.9. Adding some automation through a mod seems to be the exact thing mods are supposed to do.
no no cocoa+wheat+milk+sugar+eggs+hemp=brownies :blink.gif: (mimmm munches)
Those brownies would only start filling your hunger bar after you ate a whole stack of them. Alternatively, you could use milk(for cheese) and flour to bake Cheetos. You would only need four brownies per bag of Cheetos to start filling your hunger bar.
This would all need the cauldron with totally stoked flames, of course.
0
Like I said, this will take at least a week of prep work just to be able to start the monstrosity I have planned. I might even add BTW for the elevators because they are compatible with Steve's carts.
I'll use RedPower to power everything, obviously, and lighting. I'll put some cobblestone generators in there as well as some fancy doors and other flashy stuff. BC will, of course, tie everything together through ACTs, pipes, quarries, builders, etc. Steve's carts will provide transportation throughout the complex as well as do some of the mining as they lay the track. IC2 will be used for maceration, armor, and a few other things like jetpacks and stuff. Just think of the solar flowers that it will take to power this beast.
All this will come together with a few massive Glowstone and Obsidian Factories to produce as much Dark Matter as fast as possible. I will use DM furnaces as much as possible to maximize smelting efficiency.
Some of this project will be as efficient as possible. Some parts will be needlessly complicated. If I can pull it off, though, it should be awesome.
Oh, I forgot a mod. I use Minefactory Reloaded to auto-harvest reeds to turn into redstone using EE. Hehe. Yeah, this is going to hurt.
0
Shelves made me happy when I discovered them. Sooooo many uses. I usually try not to make things too complicated for other people, though.
e.g., I'm about to make an automated mining facility that uses BC, EE, RP2, Steve's Carts, IC2, and teleport pipes for BC. I imagine the initial setup will take close to a week of playtime on a new, legit world.
Most people aren't going that deep into that many different mods, so I stay within the mods being discussed for the most part.
0
BC automatic crafting tables will pull from any adjacent chest. Just send your materials to a chest next to it, and it works just as well, sometimes better. You have to have adjacent chests for P.Stones in EE, anyways, so it's only a matter of moving the tubes over one block for EE users. Non-EEers can do the same thing. It really isn't a big deal at all.
0
Not a glitch. Items get ejected from the machines at about 6 times the speed of light. For hilarity make a cobblestone generator that makes 20-30/second. Instead of hooking the tubes into a chest, funnel all the cobblestone to an upward-facing tube.
Cobble Fountain!!!!!
Crippling laggggg......
Corrupt save..
*sadface*
0
I feel like an idiot. That's so obvious. Thanks, though. That's going to make life a lot easier, especially now that I've memorized where each mod begins and ends.
:biggrin.gif:
0
I just found out yesterday that the arrow keys work with Recipe Book. It is much better, but I feel your pain. My book is up to 736 pages.
0
The question of when you lose DF is simply which event happens first. Whether a bad mood, unstoppable HFS, or simply you neglecting a key area of your supply chain due to gearing up for HFS, you will lose and your fortress will die.
That game is one of the inspirations for Minecraft. Think about it.
0
It's not even that. It's whining and moaning over the game becoming exactly what it was intended to be in the first place.
If the direction survival is going isn't what someone likes, Notch gave them creative.
0
I agree. It took about two and a half hours of following the two chickens within one hundred blocks of my home to get my first farm chickens. Now that animals follow you while you have wheat in-hand, that would have taken me much less time. Sure, it's easier to start a chicken farm in this update, but the game is just easy once it gets going.
The main benefit of the farm isn't the meat. A wheat farm can take care of food. It's the feathers. Chickens are now the only source of feathers in the game, and if you kill all the chickens, you get no more arrows without killing skeletons which don't drop enough arrows to make it a viable method. Like I said before, the new farms don't make the game any easier than it already was.
0
Awesome, but not revolutionary, and not a decrease in difficulty.
0
A rogue-like game is an RPG wherein a player starts a game as a class specific skills and maybe one or two starting items. Most rogue-likes have monsters of varying degrees of difficulty which mostly rely on the RNG to determine if you survive the first few levels. Most rogue-likes are hardcore with the only possibility of continuing involving resurrection items, abilities gained from worshiping certain gods, or using necromancy.
The few that are not hardcore mode all the time will mostly send you back to your spawnpoint, or the stairs at the beginning of the floor of the dungeon you are on. You may or not have a chance to recover your inventory. The most rogue-like of the mobs in Minecraft are the creepers and the Endermen. The upcoming alchemy system has the look of a rogue-like game from the screenshots that Jeb has put up. The Nether has rogue-like from its inception and has only become more so with these past few updates.
Notch has said that he likes the boss system that Terraria came up with and he might implement it. That is also very similar to many rogue-likes.
Conclusion: If you didn't pay attention, or do not want that kind of game, too bad. This is the direction Minecraft has been heading since Notch started it. Good luck in your future endeavors.
0
Arrows have become a precious commodity in 1.8 because you have to farm them from skeletons. You kill your local chickens for their feathers, but once they're gone, they're gone.
Oh, wait. The chicken is currently the only mob that can reproduce. It takes a little while to get it going, but it is very to get a chicken farm going. Right now, I have a chicken farm that produces about 30 eggs every 5 minutes. It isn't much, but it's enough to keep my arrow supply quite high. I can always reinvest those eggs into expanding the farm as well. That's how it started in the first place. I had to collect eggs from the 2! chickens I could find within 100 blocks of my house until one hatched. I threw the eggs that chicken laid until I got another and another and so on.
My collection is automated and funnels the eggs to a single point. If I had BTW running, I would have a Hopper at the collection point. The one, single difference? I wouldn't have to check obsessively to make sure the eggs don't despawn.
Arrows are no problem because I took the time to setup a farm and automate it to the extent that vanilla will let me.
I've never made a mob trap, but the concept seems to be similar. Besides, the point of making animals persistent is to make ranching a part of the game. Especially since mobs will start reproducing in 1.9. Adding some automation through a mod seems to be the exact thing mods are supposed to do.
1
Only if you're wearing a bowtie. Bowties are cool.
0
Those brownies would only start filling your hunger bar after you ate a whole stack of them. Alternatively, you could use milk(for cheese) and flour to bake Cheetos. You would only need four brownies per bag of Cheetos to start filling your hunger bar.
This would all need the cauldron with totally stoked flames, of course.
0
That's right I just blew your mind.