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Nolanar posted:I was bored at work and wrote a quick script to evaluate Dandelifeon setups. And I think I found a good starting thing: i gave this a shot: http://gfycat.com/PointlessBruisedHectorsdolphin it generates mana so effectively that a gaia spreader cannot keep up gonna try it again with a potency lens e: trip report, potency lens increased the total yield by about 50% but it was still filling up the flower's internal buffer
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# ? Sep 9, 2015 20:42 |
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# ? May 21, 2024 16:30 |
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8th of a pool, that's pretty sweet.
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# ? Sep 9, 2015 20:46 |
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with a potency lens: pretty good for 16 cactus
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# ? Sep 9, 2015 20:50 |
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Serifina posted:It apparently wasn't intentional at all and a fix is already being worked on/implemented. Hence the infernal part. Not a fan of software mandated for ease of use when it requires me to spend the better part of an hour sifting through menu options, system logs, and router logs to get it the hell out of my business. If you want to feed me an ad, feed me an ad, but if you want to do anything other than launch and update the product I installed you to utilize -- then stay out of my social media accounts and the rest of my games library. At least the solution to fixing the multiple instances problem was simple once it became apparent what specifically had been changed (and how). Been playing through the same Agrarian Skies 2 map off and on since May. I'd just gotten it to the point where it could autocraft salis mundus in bulk so I could get through the rest of the Thaumcraft tree when the issue hit. Was not thrilled when it suddenly decided that only my vanilla profile should exist, and started pointing to the wrong save directory.
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# ? Sep 9, 2015 20:56 |
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I forget, does Ag Skies 2 use AE1 or AE2? I'm finally getting the hang of AE2 and remember Ag Skies 2 doing AE1 and don't want to relearn everything, but I want to give the map another whirl because I'm way better at automation than I used to be
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# ? Sep 9, 2015 21:04 |
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Magres posted:I forget, does Ag Skies 2 use AE1 or AE2? I'm finally getting the hang of AE2 and remember Ag Skies 2 doing AE1 and don't want to relearn everything, but I want to give the map another whirl because I'm way better at automation than I used to be it's ae2
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# ? Sep 9, 2015 21:06 |
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Sweet, I ought to give that a whirl again then, I had a lot of fun climbing tech trees in it until I got cranky at the like 'submit 100k wood' quests because I was garbage at automating poo poo Speaking of which, anyone know of any way to autocraft Infusion Rituals? I feel like there has to be some way to do it but I have no idea how. Magres fucked around with this message at 21:16 on Sep 9, 2015 |
# ? Sep 9, 2015 21:08 |
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Serifina posted:It apparently wasn't intentional at all and a fix is already being worked on/implemented. Anything that goes out of its way to get into your social media poo poo and feed you shitloads of advertising and god knows what can gently caress right off. There are several very good MC launchers without any of that poo poo. Technic, MultiMC, ATLauncher, etc. The only thing curse has for it is some popular modpacks that went exclusive to it, for whatever reason. Probably got a paycheck.
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# ? Sep 9, 2015 21:09 |
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Glory of Arioch posted:i gave this a shot:
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# ? Sep 9, 2015 21:39 |
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EricFate posted:Hence the infernal part. It took very little time for me to set up Curse Voice and you just have to decline the social media stuff once per service (which isn't exactly outrageous). Early on it would ask more than once but they've fixed that. Taffer posted:Anything that goes out of its way to get into your social media poo poo and feed you shitloads of advertising and god knows what can gently caress right off. There are several very good MC launchers without any of that poo poo. Technic, MultiMC, ATLauncher, etc. The only thing curse has for it is some popular modpacks that went exclusive to it, for whatever reason. Probably got a paycheck. I don't know where you guys are getting this advertising thing. There aren't any in the launcher itself, only on the actual CurseForge webpages which can be blocked via the usual set of blockers on your browser. And like I said, you just have to decline the social media stuff once each, and it stops doing that. And none of the other launchers make it easy to maintain a custom, single-player pack for myself. Every other one I still have to gently caress around with moving files around and manually checking to see if stuff has updated or not, which is a pain in the rear end beyond a couple-dozen mods or so, and I would inevitably end up with a half-dozen or more that were several (useful) versions behind. I maintain installs of Technic and FTB for published modpacks made and maintained by someone else. But I'm not actively using any of those right now.
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# ? Sep 9, 2015 21:49 |
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Serifina posted:And none of the other launchers make it easy to maintain a custom, single-player pack for myself. Agreed. My friend and I made a modpack by simply selecting the mods we wanted and editing a JSON file. Technic Launcher is awesome, too, but it's not as simple to create a modpack for it compared to the new Curse Voice client. On the other hand, it will want to start up with your computer and have itself running in the background all the time...probably cause of the chat feature and to check for updates.
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# ? Sep 9, 2015 23:42 |
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Happy Big Fun posted:On the other hand, it will want to start up with your computer and have itself running in the background all the time...probably cause of the chat feature and to check for updates. Which is configurable in the settings, like, well, every other chat program in existence, and so not a big deal. It's got a nice quick startup from nothing, though, so it's not even a big deal to keep it disabled (unlike, say, Skype which takes for-friggin'-ever.)
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# ? Sep 9, 2015 23:56 |
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Okay, so I got home, grabbed the latest version of Botania, and tried my design, and... it collapses without giving any mana. As best I can tell, the current version not only blocks age-0 cells from being in the 5x5 death box, but also age 1 cells. So crucial parts of the system get insta-deleted. Back to the drawing board I guess.
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# ? Sep 10, 2015 00:41 |
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Nolanar posted:Okay, so I got home, grabbed the latest version of Botania, and tried my design, and... it collapses without giving any mana. As best I can tell, the current version not only blocks age-0 cells from being in the 5x5 death box, but also age 1 cells. So crucial parts of the system get insta-deleted. oof, yeah, I did it with a copy of botania that was one version behind
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# ? Sep 10, 2015 00:47 |
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Serifina posted:I don't know where you guys are getting this advertising thing. Just wait, it isn't live yet, but they already have the hooks in the beta code as well as a cache folder in which to presumably pre-load them. Thing is, I would find that sort of revenue stream preferable. When Platform went that route, it was non-intrusive and didn't feel entitled to help itself to a copy of my friends list.
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# ? Sep 10, 2015 01:15 |
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EricFate posted:Just wait, it isn't live yet, but they already have the hooks in the beta code as well as a cache folder in which to presumably pre-load them. Thing is, I would find that sort of revenue stream preferable. When Platform went that route, it was non-intrusive and didn't feel entitled to help itself to a copy of my friends list. Given the current UI design, I have no idea where they'll even put ads. As long as they're silent and don't get in the way, I don't mind having them there (small banners or sidebars or what-have-you). That's pretty much what I'm expecting to see, too, which is still a million times more preferable than all the ad.fly links and whatnot every mod author used to have. But people are acting like the advertising is already there and that it's loud and pop-up-y and in the way and the Doom of All Things when they aren't even there yet.
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# ? Sep 10, 2015 02:02 |
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Won't get a chance to play for a while, but what about a setup like:code:
Place block breaker/hopperhock combinations to harvest the missing piece from each tetromino, and you have 180-240 cells that last a full 60 growth periods in a self-sustaining way However, that might be unstable, especially if the block breakers don't all activate at the same time. You can space the tetrominos out a little more to avoid this: code:
Possibly use the second configuration as a cell producer, and the first configuration as a cell consumer
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# ? Sep 10, 2015 03:49 |
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ducttape posted:Won't get a chance to play for a while, but what about a setup like: Um, I think you're misunderstanding how it works. The only cells that get eaten and produce power are those that hit the 3x3 area around the flower. Also, unless you have a very large cactus farm you probably don't want to be placing that many blocks.
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# ? Sep 10, 2015 04:13 |
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Technic platform peeps, there seems to be a bug where if the pack is unavailable, the pack page throws an error that you guys claim to own. Using omp-I for reference.
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# ? Sep 10, 2015 04:43 |
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The Journey Fraternity posted:Technic platform peeps, there seems to be a bug where if the pack is unavailable, the pack page throws an error that you guys claim to own. Admittedly, not their fault here. The server that ompi's solder install is on is suspended because I'm stuck broke till work pays me due to my previous landlord playing keepsies with my deposit and ignoring calls.
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# ? Sep 10, 2015 05:18 |
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Glory of Arioch posted:i gave this a shot: Well you could always pulse the redstone to allow delay between each step on the conway thing, to give stuff a chance to catch up
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# ? Sep 10, 2015 05:55 |
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Nolanar posted:Okay, so I got home, grabbed the latest version of Botania, and tried my design, and... it collapses without giving any mana. As best I can tell, the current version not only blocks age-0 cells from being in the 5x5 death box, but also age 1 cells. So crucial parts of the system get insta-deleted. 5x5 is the starting kill zone 3x3 is the mana genning zone. i think the idea is you get it to move into the flower to get mana
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# ? Sep 10, 2015 05:58 |
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Happy Big Fun posted:Agreed. My friend and I made a modpack by simply selecting the mods we wanted and editing a JSON file. Just use MultiMC to make your mod pack its sooo easy.
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# ? Sep 10, 2015 06:00 |
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Clairetic posted:Akliz seems to be the one big sponsor of Technic and the one everyone uses. There are others of course, idk if they'd be cheaper or better. Magres posted:Works for me! Thank you But... our sponsor is Apex....
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# ? Sep 10, 2015 06:25 |
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rip On the bright side, I haven't actually rented anything yet, and Apex is cheaper for the RAM
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# ? Sep 10, 2015 06:29 |
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30.5 Days posted:But... our sponsor is Apex.... well poo poo. I done hosed up
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# ? Sep 10, 2015 08:30 |
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TheresaJayne posted:Just use MultiMC to make your mod pack its sooo easy. MultiMC is easy, sure. But Curse Voice is easier. With MultiMC, you still have to make sure you snag all the dependencies for your mods, and you have to track updates yourself. Curse Voice will download dependencies for any mod you add automatically, and will show you when any mod is updated, and you can update with a single click. On the whole, the easy of tracking updates makes it worthwhile, for me. With a large modpack, it was always virtually impossible for me to track them all, and I frequently missed updates, only to discover them later when I was a month or more (and three, four, or even more versions) out of date. Now, that doesn't happen.
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# ? Sep 10, 2015 12:03 |
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i got a wacky idea for the dandelifeon run a single tick of the simulation with the following: code:
then you use pistons underneath the playing board to break all cells but the ones in the following pattern (and add more if needed): code:
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# ? Sep 10, 2015 18:44 |
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e:nm
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# ? Sep 10, 2015 18:58 |
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For efficiency's sake you could leave out furthest-most corners of each square. Executing a step would fill those corners in and then they'd be destroyed anyway according to your second diagram.
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# ? Sep 10, 2015 19:01 |
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Going back to Blightfall for a second, I've hit a bug that's starting to get in the way: The quests for requesting saplings and seeds are uncompleteable. They don't list a cooldown, and the Claim Reward button is greyed out. How can I un-stick these quests so I can resume getting my saplings?
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# ? Sep 10, 2015 20:52 |
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BrightGreenLine posted:Going back to Blightfall for a second, I've hit a bug that's starting to get in the way: There's a dedicated blightfall thread but what most likely happened is your reputation is in the shitter did you die a bunch and/or requisition a bunch of crap if so then you need to get to work making bread for one of the colonist repeatable quests to get out of the doghouse
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# ? Sep 10, 2015 20:57 |
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Okay, back from the drawing board for dandelifeon setups. This is the most efficient one I've found from playing around a little. Like that first design I posted, it's a "set and forget" style. No breaking or adding blocks mid run. Our old friend R-pentomino. More than two in this formation neatly cancels the others out and nets you gently caress all for mana. It's easiest to measure the location from the borders, rather than from the center, given how far out they are. They're rotationally symmetric around the flower. Yield from one run. It does pretty well for itself.
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# ? Sep 10, 2015 22:54 |
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So I learned a thing about paving stones of warding today. The reason they block mobs from pathing is because they create a 2x1 column of blocks directly above them that only collide for mobs (not players). Which means mobs can walk on them. this wasn't what i wanted
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# ? Sep 11, 2015 08:29 |
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ptroll posted:So I learned a thing about paving stones of warding today. That'd be super cool if you somehow made use of that. Actually, in a mana bean farm, I almost always want to hang my beans too high for my golems to reach (the ceiling is uncomfortably low otherwise) so I might coat one in warding stones so my golems can reach
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# ? Sep 11, 2015 08:31 |
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Magres posted:That'd be super cool if you somehow made use of that. Actually, in a mana bean farm, I almost always want to hang my beans too high for my golems to reach (the ceiling is uncomfortably low otherwise) so I might coat one in warding stones so my golems can reach Yeah, it's interesting. Means you could do neat stuff like make a moat of lava (or the fluid of your choice) with paving stones underneath that your golems can pass over unscathed. We figured it out because of that one little block on the left-- he would hop up on that, glitch out a little, then cruise above the pavers. You can also see an errant rednet cable hooking up to nothing on the right there.
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# ? Sep 11, 2015 08:36 |
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I'm having an issue with my grass blocks, short grass, and oak leaves not taking on the biome color from other mods like magical forest and taint land and stuff. I can't seem to figure out what's preventing it. With default biomes it seems to work just fine, but within mod-biomes it reverts to some default-green color.
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# ? Sep 11, 2015 11:47 |
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Golem pathing is both amazing and infuriating. I've had to stop using gather golems simply due to their stubborn persistence in trying to get places they should never ever go in order to pick up things that I have no interest in saving. The worst was the golem I set to take care of my redstone/enderpearl farm. He spent 85% of his time trying to get into the adjacent squid tank. Apparently there was some ink floating around in there. Eventually he managed to get in there, and in doing so, could no longer path back to the farm. I eventually got rid of all my gather golems to go with harvest golems and transfer nodes.
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# ? Sep 12, 2015 23:34 |
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Yeah... if you right click on a gather golem with an empty hand you should get a GUI to pop up letting you tell it what to grab. Mine kept taking poo poo from my mana pools until I figured that out.
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# ? Sep 12, 2015 23:38 |
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# ? May 21, 2024 16:30 |
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They just want to help Golems are just really enthusiastic
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# ? Sep 12, 2015 23:44 |