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Heffer posted:Anybody played Rustic Waters yet? I've had the itch lately and that's the first pack I've seen lately that seems competent? I played it up into the multiblock oil drilling thing where it needs to be near bedrock but actually like x units above it and it doesn't really tell you and you don't get all the blocks back when you tear it down. Hopefully there have been some documentation updates.
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# ? Jan 12, 2020 07:25 |
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# ? May 28, 2024 00:47 |
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I played it up until the point where Rats pissed me off enough to ragequit and then I never had the interest to pick it back up again.
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# ? Jan 12, 2020 07:56 |
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Black Pants posted:I played it up until the point where Rats pissed me off enough to ragequit and then I never had the interest to pick it back up again. I actually had a pretty good rat production chain going. They're finicky as gently caress and sometimes you need to boot them out of a smoke break (which would be a great bug-turned feature, tbh) by putting the item they were supposed to be delivering into their inventory to kickstart the chest->machine loop again. The only problem I had with rats was I made a cool robot death rat to come with me on raids but the "don't drown" augment just straight up didn't work.
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# ? Jan 12, 2020 08:20 |
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Spanish Matlock posted:I actually had a pretty good rat production chain going. They're finicky as gently caress and sometimes you need to boot them out of a smoke break (which would be a great bug-turned feature, tbh) by putting the item they were supposed to be delivering into their inventory to kickstart the chest->machine loop again. I just had them keep getting stuck running around in circles which only stopped when I relogged - until it happened again. I've got no time for a golem system except that the golems have ocelot AI and also break easily.
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# ? Jan 12, 2020 15:57 |
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Enzer posted:Modders are just going to have to decide on a version to stick to for a while as Mojang has repeatedly stated since before 1.10's release that they are transitioning to smaller updates on shorter dev cycles. I forget the exact version number they gave, but they essentially said that if people wanted to wait to update for similar content equal to the 1.7 or 1.9 updates that they probably need to wait till 1.14/16 (as in going from 1.10 to that). This post is both prescient and hilarious in retrospect.
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# ? Jan 12, 2020 21:12 |
I'm still not convinced that 1.14+ modded multiplayer is a viable thing yet, which kills my interest. Our 1.15.1 server requires a beefier CPU than our FTB Revelations server. 1.15 with 150+ mods is going to require an expensive VPS or a rather beefy home build.
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# ? Jan 12, 2020 22:18 |
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Happy Hedonist posted:I'm still not convinced that 1.14+ modded multiplayer is a viable thing yet, which kills my interest. Our 1.15.1 server requires a beefier CPU than our FTB Revelations server. 1.15 with 150+ mods is going to require an expensive VPS or a rather beefy home build. A 5GHz or so intel CPU from the past 3-5 years or zen2 from AMD, nvme drive, RAM amount depending on your players, and that's all you can really do for a single server setup. Khorne fucked around with this message at 23:12 on Jan 13, 2020 |
# ? Jan 13, 2020 23:09 |
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1.15 was supposed to have some big optimisations, particularly around chunk loading. Not sure how much it actually helped.
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# ? Jan 14, 2020 02:49 |
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What made 1.14 performance so much worse?
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# ? Jan 14, 2020 23:25 |
Chunk loading is better in 1.15 but resource utilization is about the same as it was in 1.14. I’m not sure what caused the requirements to jump between versions, but I suspect the changes to the lighting engine have something to do with it.
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# ? Jan 15, 2020 00:27 |
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Taffer posted:What made 1.14 performance so much worse? Allegedly some of it was to fix the dupe methods, but the end result is server performance sucks real bad. 1.15 improves some of the chunk related issues, but for the most part the problems are still there. Modded really might stay on 1.12.2 for a much longer time due to this. Khorne fucked around with this message at 02:36 on Jan 15, 2020 |
# ? Jan 15, 2020 02:20 |
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Are mob/villager AI calculations still taking up way too much tick time?
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# ? Jan 16, 2020 06:18 |
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I was trying to set up a server for my friend for MC Eternal but I'm not sure how to make the server use Biomes o Plenty for generation as the pack suggests. If I make it using the single player create new world GUI I get a bunch of errors and warnings when I put that world on my server. Is there a way for the server to do it by default? It's in the server.properties under generator-settings and level-type settings.
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# ? Jan 21, 2020 04:35 |
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Depends posted:I was trying to set up a server for my friend for MC Eternal but I'm not sure how to make the server use Biomes o Plenty for generation as the pack suggests. If I make it using the single player create new world GUI I get a bunch of errors and warnings when I put that world on my server. code:
When you open the server it will generate a new world using the configured settings. You might need to delete the existing world if you tried to copy single player over. Khorne fucked around with this message at 16:29 on Jan 22, 2020 |
# ? Jan 22, 2020 16:25 |
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Khorne posted:server.properties has a terrain generator line. set it to BIMESOP. It should be this: The level-type was right but it still wasn't working. I tried the settings in the generator-settings field and tried the world.json from the biomesoplenty wiki configuration page but it still wouldn't work. I assumed there was another mod stopping it from working or something. People were getting impatient for the server to be up so I ended up just using a single player created BoP world. When I do that though I get a bunch of FML confirm/cancel prompts for missing blocks. Is that going to mess anything up?
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# ? Jan 22, 2020 18:39 |
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Depends posted:The level-type was right but it still wasn't working. I tried the settings in the generator-settings field and tried the world.json from the biomesoplenty wiki configuration page but it still wouldn't work. I assumed there was another mod stopping it from working or something. People were getting impatient for the server to be up so I ended up just using a single player created BoP world. That is starting to sound like the server doesn't have Biomes O Plenty on it somehow.
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# ? Jan 22, 2020 20:00 |
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Black Pants posted:That is starting to sound like the server doesn't have Biomes O Plenty on it somehow. It appears to be there but I just grabbed his server pack from the page. It's set to default BIOMESOP level type from the start though so who knows. Either way, so far it's working with the transferred world folder despite the missing block warnings.
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# ? Jan 24, 2020 02:32 |
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Looking at the ftb reddit and I've come to the conclusion I've been wasting resources making timers or clocks for pouring stuff out of the tinker's smeltery. Apparently you can just pour into a casting channel and have it loop and drain all of the metal into whatever cast you have. The setup is a having two drains with one above the other. You have a faucet on the top one and a channel on the bottom one. The top drain will pour into the channel, which pours back into the smeltery. With a lever you can toggle the channel to output to the bottom. Obviously if you have the tinker's addon that adds the Smart Output than use that instead. Also you have to deal with the default, slow, pouring speed.
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# ? Jan 24, 2020 19:06 |
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Any recommendations for decent hosts?
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# ? Jan 27, 2020 12:39 |
Maguoob posted:Looking at the ftb reddit and I've come to the conclusion I've been wasting resources making timers or clocks for pouring stuff out of the tinker's smeltery. Apparently you can just pour into a casting channel and have it loop and drain all of the metal into whatever cast you have. The setup is a having two drains with one above the other. You have a faucet on the top one and a channel on the bottom one. The top drain will pour into the channel, which pours back into the smeltery. With a lever you can toggle the channel to output to the bottom. you don't need a lever or anything, just rclick the bottom channel until it outputs to both bottom and side. if you have hoppers pulling the end products out of the casting basin, you can make an entire smelter's worth of stuff by clicking the faucet once. https://imgur.com/r/feedthebeast/4Jbg2Vo
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# ? Jan 27, 2020 14:15 |
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Black Pants posted:Sorry it's Regrowth I'm remaking when my ADHD allows for it, not Blightfall. I ain't that good. Please just please If you make something like Regrowth, the dumbest thing in that was the part (EARLY ON!) where you hit all the agricrops garbage for each resource. It's not hard or an interesting challenge. It's just a waste of time since you do the same thing like 20 times to make sure you have passive income of resources for the rest of the pack.
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# ? Jan 31, 2020 22:12 |
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I've got it. I'm going to make Regrowth, but I will remove the ability to AFK grind the stats up to 10/10/10 by making long snakes of crossed crop stakes. This will foster a sense of pride and accomplishment.
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# ? Jan 31, 2020 22:22 |
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The whole point of Regrowth is the crops, but breeding them up is boring and tedious. A conundrum.
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# ? Jan 31, 2020 22:26 |
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do quests that need the crop seeds and which reward 10/10/10 ones
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# ? Jan 31, 2020 23:31 |
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Fayk posted:Please just please If you make something like Regrowth, the dumbest thing in that was the part (EARLY ON!) where you hit all the agricrops garbage for each resource. And what would have been an interesting challenge? Ex Nihilo? A free void ore miner? Maybe I could leave Agricraft out so you have to farm the base crops alone, that sounds far less tedious than 'cross crop a few times'. Inexplicable Humblebrag's idea is fair though. But eesh, I never considered it that bad. I find agricraft breeding relaxing. Black Pants fucked around with this message at 12:12 on Feb 1, 2020 |
# ? Feb 1, 2020 12:06 |
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It's alright if you've got other things to fiddle with while you're letting the next batch of crops grow to max. The draw to have the best though is strong and active measures to speed up growth through things like watering cans has definitely incentivized me to sit and watch grass grow a fair number of times.
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# ? Feb 1, 2020 15:22 |
Yeah, my tactic for early game was to rush as much as possible to iron to make the agricraft sprinklers, as well as have crops as plus-signs crammed in as closely as possible for maximum active crossbreeding whenever it rained (because the sprinklers didn't check biome for rain, the tank would just accumulate water if the world status was "is raining") and just work on building other stuff like walls and occasionally checking back in on the plants when it wasn't raining. And if I didn't have anything else to work on at the moment, go and just bucket a few buckets of water into the sprinkler tank to speed up the growth. This way I could get up to 10/10/10 as fast as I possibly could on any given crop, then use the clippers to clone my 10/10/10 plant into a bunch of 'em. Always pick up plants with the gardening trowel so they don't lose any growth progression when I pull it out to scan it in the analyzer.
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# ? Feb 1, 2020 19:41 |
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That's the thing. As it was implemented in regrowth (I'm trying to recall details 5 years later, please forgive), Solving the problem once isn't even satisfying because then you have to repeat for all the relevant resources. And while restoring the world was the point, the crops weren't, this was an early game problem to solve to unlock the resources you'd need to *do stuff* with all the technologies/mods you'd thus be enabled by, etc, etc.
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# ? Feb 3, 2020 23:26 |
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Project Ozone 3 Kappa mode has been released, so those that want to use terrible mods with even more annoying recipes now is your time.
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# ? Feb 4, 2020 05:33 |
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I might just be looking right past them, but are there any RF generation mods for 1.14 yet?
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# ? Feb 6, 2020 04:34 |
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Evil Mastermind posted:I might just be looking right past them, but are there any RF generation mods for 1.14 yet? Do you mean mods whose main purpose is RF generation (e.g. extreme reactors or nuclear craft) or mods that just happen to contain ways to generate RF? RFTools Power and Solar Flux Reborn appear to have 1.14 versions and there are obviously mods like industrial foregoing that have a simple way of generating RF.
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# ? Feb 6, 2020 05:21 |
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Maguoob posted:Do you mean mods whose main purpose is RF generation (e.g. extreme reactors or nuclear craft) or mods that just happen to contain ways to generate RF? Preferably ones where the main point is generating RF, but I guess it wouldn't kill me to check out Industrial Forgoing. I'm trying to make a vanilla-esque pack for 14.4 for no real reason.
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# ? Feb 6, 2020 23:03 |
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Evil Mastermind posted:Preferably ones where the main point is generating RF, but I guess it wouldn't kill me to check out Industrial Forgoing. I'm trying to make a vanilla-esque pack for 14.4 for no real reason. CurseForge is the page for generic 1.14 mods under Energy. Powah!, Thermal Solars, or Solar Generation appear to be pretty simple for RF generation. You can always get weird with Energetic Sheep.
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# ? Feb 7, 2020 01:25 |
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I'm hunting for a good set of early game multi block structures for a low-tech feel. I basically want vanilla with multiblocks and as little tech bloat as possible. I've got Tinkers, Better With Mods for its mechanical energy water wheels and whatnot, and Magneticraft for some of its interfacing with that mechanical energy. The Immersive Engineering water/windmills also fit the feel of what I'm going for. Anyone got any more things like this?
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# ? Feb 12, 2020 20:18 |
has there been any word from talonos on his followup to blightfallUnoriginal Name posted:I'm hunting for a good set of early game multi block structures for a low-tech feel. I basically want vanilla with multiblocks and as little tech bloat as possible. i think storage drawers isn't exactly multiblocks but walls of drawers with controllers have a similar feel, and if you're looking to avoid bloat you probably don't want too many more mods anyway
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# ? Feb 13, 2020 01:58 |
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Unoriginal Name posted:I'm hunting for a good set of early game multi block structures for a low-tech feel. I basically want vanilla with multiblocks and as little tech bloat as possible. I was gonna say you might want to look at Industrial Renewal but it might be more real-tech than you're looking for. I think you've just about got what there is though.
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# ? Feb 14, 2020 10:37 |
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Speaking of low-tech mods, who remembers Terrafirmacraft? There's a branch still being updated, featuring new features like body heat, clothing, sewing, roofing, glassworking, kilns, straw weaving, musical instruments, and more. My friend and I put out an old pack for TFC some time back, TNFC:EZ, and I'm currently testing the feasibility of sorta-porting it to this. Even if it doesn't pan out, I'm excited to play more TFC, especially since the 1.12.2 port seems to be... not going as well.
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# ? Feb 14, 2020 10:51 |
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Vib Rib posted:Speaking of low-tech mods, who remembers Terrafirmacraft? There's a branch still being updated, featuring new features like body heat, clothing, sewing, roofing, glassworking, kilns, straw weaving, musical instruments, and more. oooOOoooooo, do tell more. I loved TFC, although I dropped it hard when my save got corrupted.
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# ? Feb 14, 2020 17:29 |
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Captain Invictus posted:oooOOoooooo, do tell more. I loved TFC, although I dropped it hard when my save got corrupted. There's a lot of built in conveniences already, even early game stuff like being able to actually sleep in a hide bed, and the ability to make storage containers out of straw. Wood is a little easier to get with trees yielding more logs, and food spoilage is a little easier to manage with things like vessels and burlap sacks cutting decay down massively. The new version of TFC has a lot of performance issues so the pack is being kept very light. The current plan for a TNFC:EZ revival (and again no guarantees) is to port over most of the mods of convenience, like the decorative blocks, drying mat, additional recipes, and so on, but drop most of the extraneous tech mods, like Forestry and IE. Railcraft will still be in to assist in certain quality of life upgrades, and the real big milestones that let you rise above the normal limitations of TFC. You won't be able to cold-process colored steel from scratch anymore, but almost everything else will still have eventual shortcuts you can tech up into, like the coke oven, Better Storage, rolling machine sheets, and so on. So the pace will be slower, more in line with traditional TFC, but with all the new features of the new one. Ultimately, it's as yet a matter of weighing options. Do the new features outweigh the drop in performance and the removal of some of the big mods? I want to play with it myself more before I come to any conclusions. Vib Rib fucked around with this message at 20:23 on Feb 14, 2020 |
# ? Feb 14, 2020 20:19 |
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# ? May 28, 2024 00:47 |
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Oh nice. TFC+ actually exists. I remember a while back seeing that Dunk was starting it. Definitely going to check it out, I played a lot of TFC.
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# ? Feb 14, 2020 20:25 |