Hello everyone!! Season 5 has finally started, HURRAY! Below is the video showing how to install the mods for Season 5 of the lets play series, using the FTB Launcher. My world downloads will also be available through the launcher very soon, but until then, I've put the world download on my thread here (below).
Season 3 of my Lets Play server series has begun! For those new to the series, I play on 'Forgecraft', a Minecraft Modded servers where many of the Forge mod developers beta test their mods prior to release. I'm privileged to play with some of the modding community's best and brightest!!
You may see unreleased content in these videos, and some of it may receive balance tweaks before going live. Also, we may run into the occasional bug, but that's how beta-testing goes!
Below is episode 1 of Season 3. Stay tuned for Season 5 of my Single Player series, which will be starting just as soon as all the mods are publicly available.
I'm surprised Dire hasn't gone into the Bedrock dimension yet (mine a piece of bedrock with an Ichorium pick), with all of the Thaumcraft research he's been doing. Mine down to around level 8 - Ores for Days!
This really should be a location for Dire's "Secret Base From the Enderman" storyline at the end of his series(es). (seems a little laggy exiting the dimension, though)
Thaumcraft: Is there any system to the kind of mod-added items and blocks you can scan with the Thaumometer? For instance, i found that I can scan everything I've attempted to scan from Steve's Carts and Thermal Expansion, but almost nothing from Tinkers Construct and, ironically, Ars Magica 2 (at lest not the raw materials, I haven't done anything with them yet). I can scan gemmed tools from ProjectRed but nothing crafted in the Tinkers Construct smeltery, nor most smeltery components. I also get different "answers" from the Thaumometer. Attempting Ars Magica raw materials, I get "There is nothing to be learned from this" (got that even before I could scan normal plants), scanning Seared Brick results in no answer at all. Oddly, seared glass can be scanned as one of the few exceptions from Tinkers Construct.
As far as I am aware, Thaumcraft uses vanilla crafting mechanics and the Ore Dictionary. I assume that the raw-resource scans (i.e. Project Red's Gems) are manually added in by.... Azanor, is it (or maybe the each developer adds aspects for his/her own modded items)? Anyway, that is why TC doesn't have much to scan, because all the stuff from the smeltery is created using an entirely different crafting method. For Thermal Expansion, any ores that they add in are probably ore-dictionaried with the ores that thaumcraft uses, so those ores and anything made from them are scannable. Steves carts should let you scan everything *except* for the carts themselves, as they are constructed from another method (if you can scan them, I assume its a manual thing again)
Disclaimer: This is all speculation from little bits and pieces that I have heard, I am confident in nothing listed above.
my high pressure steam boiler ate tru 50k wood in 1 day, did i do something wrong? im not using all that much power should it use that much wood? if so whats a better power sorce?
my high pressure steam boiler ate tru 50k wood in 1 day, did i do something wrong? im not using all that much power should it use that much wood? if so whats a better power sorce?
Alumentum. Cook your wood into charcoal, and make an alumentum factory using the Arcane Construct.
my high pressure steam boiler ate tru 50k wood in 1 day, did i do something wrong? im not using all that much power should it use that much wood? if so whats a better power sorce?
Boilers burn a constant amount of fuel regardless of how much power you're using. They're good for a sustained power supply, not a variable one that saves fuel when you don't need the power.
If you don't want to go the Alumentum route (I'm not a Thaumcraft/magic fan personally), then just burning it into charcoal (say using a Redstone Furnace) before putting it into your boiler will give you a net gain and slower fuel usage.
my high pressure steam boiler ate tru 50k wood in 1 day, did i do something wrong? im not using all that much power should it use that much wood? if so whats a better power sorce?
If you're not using much power, I'd suggest using a smaller boiler as well as the already-suggested better fuel. As an alternative, you could also be fueling your dynamos directly, or using different kinds of power sources. I'd encourage you to experiment to find out which different power sources you prefer for what situations.
In my own game world, I have eight TE steam dynamos (plus an MFR biofuel generator) running on charcoal from an MFR tree farm to power my base and farms, but in order to refill the energy cells I was feeding my ender quarry with, I added a pair of Extra Utilities heated redstone generators. One bucket of destabilized redstone makes 16 million RF in those, at 320 RF/tick! I spent a lot of redstone running those, but I wasn't making a big enough profit on redstone from the quarry, so I had to cut back.
I also have several independent structures which have their own generators: I have two sheep farms (all the sheep have pink wool) feeding a set of pink generators, to provide a constant trickle of energy to a laser drill. I have a zombie dungeon which I converted into a mob grinder, using an MFR mob grinder powered by a culinary generator (because rotten flesh can be eaten, so this makes it more useful to me); it supplies most of the mob essence for the auto-spawner in my sub-basement, though I do have to bring extra foodstuffs to fuel it when I visit (protip: use an advanced filing cabinet to store any non-stackable drops for disenchanting or materials supply, it saves both space and cost in materials and energy). I have a cow farm powered by another culinary generator, which provides leather and can auto-cook the steak for me (it's also a secondary supply of mob essence thanks to both a grinder and a sewer). And I have an MFR rubber farm powered by a furnace generator, which cooks the logs into charcoal using a powered furnace; it's efficient enough to have a surplus of logs.
And in my sub-basement, I have a nether star generator set up to quickly refill a pair of resonant energy cells, just in case I'd like to run my ender quarry again or boost the power supply going into my laser drill. Even with tesseracts, there's only so much power you can move per tick.
If I were to do more with magic, I might consider a potion factory feeding a potion generator for the mechanical portion of my power system. It generates more power the more steps you put into a potion, and gives you water bottles back, even from splash potions.
Rollback Post to RevisionRollBack
"I dunno, ZK, that sounds pretty awesome..." "Well then, let's get awesome!"
my high pressure steam boiler ate tru 50k wood in 1 day, did i do something wrong? im not using all that much power should it use that much wood? if so whats a better power sorce?
I've built a Steam Oven to cook my wood into charcoal. It still eats a piece of charcoal every three seconds, but now my tree farm can keep up with a small surplus. This is a 21x21 Steve's Carts tree farm enhanced with an AM Sigil of Nature's Bounty with a gold inlay to increase its radius to 10. And I needed to make sure the cart passes the cargo manager twice per round because its internal storage isn't but enough to contain all the wood, saplings and apples from one round.
Alumentum may be an alternative, haven't explored that yet. I've found Essentia tubes have some issues, and I don't want my steam power setup lose fuel intermittently as my farming setup did. One suggestion for automated alchemy setups: once they work, make sure you never need to touch them again. They're incredibly finicky about being changed. Things that worked for days can suddenly stop functioning for no apparent reason.
Here's the setup for a tree farm sufficient to supply a maximum-size HP steam boiler if you put a Sigil of Nature's Bounty with a gold inlay at the centre und use a steam oven to cook your wood into charcoal:
I highly suggest not to skimp on the expense and get a Galgadorian Woodcutter...
Has anyone else had a problem with the logistics system since today's update - I am getting a "no energy" response when I try my request pipe, I have checked and my Power junction has power, I picked it up and replaced it and it still does not work - it did rebuild the internal power.
The only warning I got when updating was that there was an ID 7 mismatch which I looked up and found that ID 7 is bedrock so I figured I should have no problems, but without this working I can not play.
The only thought I have is - was there a change that means that a power junction has a limited range, my network is fairly large, do I need a second or third power junction now
Any suggestions?
Edit - just loaded a backup of my world from a few weeks ago and the system is broken there as well, but I loaded Direwold20 world 70 and added a request pipe to his small logistics system and it works.
BTW For some reason the elevator on Dire's is not working now (worked for me a few days ago) but my elevators are OK
Has anyone else had a problem with the logistics system since today's update - I am getting a "no energy" response when I try my request pipe, I have checked and my Power junction has power, I picked it up and replaced it and it still does not work - it did rebuild the internal power.
The only warning I got when updating was that there was an ID 7 mismatch which I looked up and found that ID 7 is bedrock so I figured I should have no problems, but without this working I can not play.
The only thought I have is - was there a change that means that a power junction has a limited range, my network is fairly large, do I need a second or third power junction now
Any suggestions?
Edit - just loaded a backup of my world from a few weeks ago and the system is broken there as well, but I loaded Direwold20 world 70 and added a request pipe to his small logistics system and it works.
BTW For some reason the elevator on Dire's is not working now (worked for me a few days ago) but my elevators are OK
SOLVED
Way back when I built the logistics system I thought it odd that the logistics pipe did not connect to the power junction, the power did, I figured it must just need the pipe to pass over the junction - after the update and having no luck on the web I looked again at Direwolf's world and looked for differences. So, after a few wasted hours, with the simple addition of a basic logistics pipe the system that has worked for months is now running again.
I'm trying to set up the essentia refill system on my resonant rise world using quantum jars from technomancy instead of warded jars, mainly I'm just trying to get the amount of essentia in each jar to show up on the screen. I'm running into a problem though where I think the peripheral proxies aren't reading the jar properly or something because I'm getting an error of invalid aspect name on line 30. The modems are using peripheral name tileessentiacontainer so I changed that in the code, anyone know if this is just an issue with the jar type and the proxies or if this can be fixed in code?
function scanEssentia()
for i,j in ipairs(jars) do
if peripheral.getType(j) == "tileessentiacontainer" then
asp = peripheral.call(j, "getAspects")
countasp = peripheral.call(j, "getAspectCount", asp)
if countasp > 0 then
essentia[asp] = math.floor(countasp)
end
-- print(countasp)
-- print(asp..":"..countasp)
-- print(peripheral.getType(j))
end
end
end
Edit: so after a bit more googling I figured it out, needed the modified voidjar function for scanning essentia that was posted back on page 102, switched the function to this and it works now.
function scanEssentia()
for i,j in pairs(jars) do
if peripheral.getType(j) == "tileessentiacontainer" then
tmp = peripheral.call(j, "getAspects")
countasp = tmp[1]["quantity"]
asp = tmp[1]["name"]
essentia[asp] = math.floor(countasp)
end
end
I dont know if anyoen else is experiencing this but created a new world on the direwoldpack version 1.0.23 and it was a void world. logged into one of my other games and it was another void world. I am wondering if Jaddedcat followed threw with her threat
Hey guys... I am trying to get this essentia filling system working with the logistics pipes but I am not having any luck. I had to upgrade to CC 1.63 due to issues with the logistics pipes (the proxy couldn't find the request pipe). So I am beating the version differences are causing my issues. I am getting a NIL value error when I make a request. So it sees the jars and all the essentia, it's just not reading the mana beans right... I guess. Does anyone have this running? or any insight into differences between 1.58 and 1.63?
nothing else, i guess... but worse he could have resurrected her... as his pet D:
wrong topic. head over to the ftb forums and complain there in thier pack tech support
"Well then, let's get awesome!"
This really should be a location for Dire's "Secret Base From the Enderman" storyline at the end of his series(es). (seems a little laggy exiting the dimension, though)
As far as I am aware, Thaumcraft uses vanilla crafting mechanics and the Ore Dictionary. I assume that the raw-resource scans (i.e. Project Red's Gems) are manually added in by.... Azanor, is it (or maybe the each developer adds aspects for his/her own modded items)? Anyway, that is why TC doesn't have much to scan, because all the stuff from the smeltery is created using an entirely different crafting method. For Thermal Expansion, any ores that they add in are probably ore-dictionaried with the ores that thaumcraft uses, so those ores and anything made from them are scannable. Steves carts should let you scan everything *except* for the carts themselves, as they are constructed from another method (if you can scan them, I assume its a manual thing again)
Disclaimer: This is all speculation from little bits and pieces that I have heard, I am confident in nothing listed above.
Alumentum. Cook your wood into charcoal, and make an alumentum factory using the Arcane Construct.
Boilers burn a constant amount of fuel regardless of how much power you're using. They're good for a sustained power supply, not a variable one that saves fuel when you don't need the power.
If you don't want to go the Alumentum route (I'm not a Thaumcraft/magic fan personally), then just burning it into charcoal (say using a Redstone Furnace) before putting it into your boiler will give you a net gain and slower fuel usage.
If you're not using much power, I'd suggest using a smaller boiler as well as the already-suggested better fuel. As an alternative, you could also be fueling your dynamos directly, or using different kinds of power sources. I'd encourage you to experiment to find out which different power sources you prefer for what situations.
In my own game world, I have eight TE steam dynamos (plus an MFR biofuel generator) running on charcoal from an MFR tree farm to power my base and farms, but in order to refill the energy cells I was feeding my ender quarry with, I added a pair of Extra Utilities heated redstone generators. One bucket of destabilized redstone makes 16 million RF in those, at 320 RF/tick! I spent a lot of redstone running those, but I wasn't making a big enough profit on redstone from the quarry, so I had to cut back.
I also have several independent structures which have their own generators: I have two sheep farms (all the sheep have pink wool) feeding a set of pink generators, to provide a constant trickle of energy to a laser drill. I have a zombie dungeon which I converted into a mob grinder, using an MFR mob grinder powered by a culinary generator (because rotten flesh can be eaten, so this makes it more useful to me); it supplies most of the mob essence for the auto-spawner in my sub-basement, though I do have to bring extra foodstuffs to fuel it when I visit (protip: use an advanced filing cabinet to store any non-stackable drops for disenchanting or materials supply, it saves both space and cost in materials and energy). I have a cow farm powered by another culinary generator, which provides leather and can auto-cook the steak for me (it's also a secondary supply of mob essence thanks to both a grinder and a sewer). And I have an MFR rubber farm powered by a furnace generator, which cooks the logs into charcoal using a powered furnace; it's efficient enough to have a surplus of logs.
And in my sub-basement, I have a nether star generator set up to quickly refill a pair of resonant energy cells, just in case I'd like to run my ender quarry again or boost the power supply going into my laser drill. Even with tesseracts, there's only so much power you can move per tick.
If I were to do more with magic, I might consider a potion factory feeding a potion generator for the mechanical portion of my power system. It generates more power the more steps you put into a potion, and gives you water bottles back, even from splash potions.
"Well then, let's get awesome!"
Have a look at post 29354403. That might have what you need in it.
Kzorith
I've built a Steam Oven to cook my wood into charcoal. It still eats a piece of charcoal every three seconds, but now my tree farm can keep up with a small surplus. This is a 21x21 Steve's Carts tree farm enhanced with an AM Sigil of Nature's Bounty with a gold inlay to increase its radius to 10. And I needed to make sure the cart passes the cargo manager twice per round because its internal storage isn't but enough to contain all the wood, saplings and apples from one round.
Alumentum may be an alternative, haven't explored that yet. I've found Essentia tubes have some issues, and I don't want my steam power setup lose fuel intermittently as my farming setup did. One suggestion for automated alchemy setups: once they work, make sure you never need to touch them again. They're incredibly finicky about being changed. Things that worked for days can suddenly stop functioning for no apparent reason.
Here's the setup for a tree farm sufficient to supply a maximum-size HP steam boiler if you put a Sigil of Nature's Bounty with a gold inlay at the centre und use a steam oven to cook your wood into charcoal:
I highly suggest not to skimp on the expense and get a Galgadorian Woodcutter...
The only warning I got when updating was that there was an ID 7 mismatch which I looked up and found that ID 7 is bedrock so I figured I should have no problems, but without this working I can not play.
The only thought I have is - was there a change that means that a power junction has a limited range, my network is fairly large, do I need a second or third power junction now
Any suggestions?
Edit - just loaded a backup of my world from a few weeks ago and the system is broken there as well, but I loaded Direwold20 world 70 and added a request pipe to his small logistics system and it works.
BTW For some reason the elevator on Dire's is not working now (worked for me a few days ago) but my elevators are OK
SOLVED
Way back when I built the logistics system I thought it odd that the logistics pipe did not connect to the power junction, the power did, I figured it must just need the pipe to pass over the junction - after the update and having no luck on the web I looked again at Direwolf's world and looked for differences. So, after a few wasted hours, with the simple addition of a basic logistics pipe the system that has worked for months is now running again.
I'm using this version of the code.
http://pastebin.com/tvBYFsrH
and this is the lines it's getting hung up on.
Edit: so after a bit more googling I figured it out, needed the modified voidjar function for scanning essentia that was posted back on page 102, switched the function to this and it works now.
end
Your series have kept me from insanity.
Thank you, and god bless. Keep 'em coming!
~Roarke
Thanks,
Joe