I don't have a nice flat section of land to build anything like that. I'd have to excavate a chunk of land to do that. Even then, that farm has what? ~25 hemp? I've got almost that much now but setting it up took about a week of seed collection and I'm waiting a number of days to collect anything from them. In total, I've got everything I need for steel short of the mechanical power tree.
It's not that it is that much trouble. It is just far more time intensive than anything else. I've got all my preparations for when the windmill is ready including all other tech that I can have without it. It's just a waiting game on the hemp before I can blast through the few more things for steel. It just feels like the time is a little misbalanced.
Since turning off HCB, I've about tripled the number of valid farm squares for my hemp production though I'm still waiting for them to grow to full for the first harvest. Could I have done it faster? Sure. Could I have done so without putting a crater in the terrain? Not within a few hundred blocks of where I happened to settle. It's not as though I have no water, I have an entire sea of it (larger than I've ever seen before - I do like the new world gen since I've last played) it just isn't usable due to a few lousy z-levels.
I just started making a tut map and this is the hemp farm that I have.
In my non HCB world I use the exact same farm setup and it produces plenty of hemp. You only need two seeds to start a hemp farm.
There's plenty of stuff to do while waiting for the hemp to grow.
I read on the Buildcraft website to install Forge, but Forge messes up Better Than Wolves. But when I tried to install Buildcraft WITHOUT Forge, I got this error:
Mods loaded: 17
ModLoader 1.0.0
mod_FCBetterThanWolves 3.48
mod_SmartMoving 6.5
mod_TooManyItems 1.0.0 2011-11-29
mod_ModLoaderMp 1.0.0
mod_Somnia v17 [1.0.0]
mod_airship Airships V2.5.1 for 1.0.0
mod_BuildCraftCore 2.2.11
mod_BuildCraftBuilders 2.2.11
mod_BuildCraftEnergy 2.2.11
mod_BuildCraftFactory 2.2.11
mod_BuildCraftTransport 2.2.11
mod_CraftGuide 1.3.1
mod_ClayMan 1.0.0
mod_DoggyTalents 1.0.0
mod_JourneyMap 1.0.0
mod_Millenaire 2.0.9
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT 141bfe81 --------
Generated 1/16/12 11:54 PM
Minecraft: Minecraft 1.0.0
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_29, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 6150SE nForce 430/PCI/SSE2 version 2.1.2, NVIDIA Corporation
java.lang.NoClassDefFoundError: forge/Configuration
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClassCond(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$000(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at BuildCraftCore.initialize(BuildCraftCore.java:96)
at mod_BuildCraftCore.initialize(mod_BuildCraftCore.java:73)
at mod_BuildCraftCore.ModsLoaded(mod_BuildCraftCore.java:88)
at ModLoader.init(ModLoader.java:838)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: forge.Configuration
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more
--- END ERROR REPORT 9eec673d ----------
Hey Glace1221! Better then Buildcraft is the component you're missing. It's designed to act as a bridge between BTW and Buildcraft and it also includes the few necessary bits of the forge for buildcraft. It can be found at the beginning of the first post of this thread!
Also, make sure to install Better than Wolves and Better than Buildcraft after Modloader and ModloaderMP to avoid any of those issues! Hope this helps!
Mods loaded: 19
ModLoader 1.0.0
mod_FCBetterThanWolves 3.48
mod_SmartMoving 6.5
mod_TooManyItems 1.0.0 2011-11-29
mod_ModLoaderMp 1.0.0
mod_Somnia v17 [1.0.0]
mod_airship Airships V2.5.1 for 1.0.0
mod_BuildCraftCore 2.2.11
mod_BuildCraftBuilders 2.2.11
mod_BuildCraftEnergy 2.2.11
mod_BuildCraftFactory 2.2.11
mod_BuildCraftTransport 2.2.11
mod_CraftGuide 1.3.1
mod_ClayMan 1.0.0
mod_DoggyTalents 1.0.0
mod_JourneyMap 1.0.0
mod_Millenaire 2.0.9
mod_shields 1.0.0
mod_BetterThenBuildCraft 1.10
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT d80d6c95 --------
Generated 1/17/12 12:27 AM
Minecraft: Minecraft 1.0.0
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_29, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: GeForce 6150SE nForce 430/PCI/SSE2 version 2.1.2, NVIDIA Corporation
java.lang.IllegalArgumentException: Slot 185 is already occupied by MLBlockCrops@64fde8da when adding BTBBlockSpout@59c27402
at yy.<init>(Block.java:211)
at ba.<init>(SourceFile:9)
at BTBBlockSpout.<init>(BTBBlockSpout.java:22)
at BTBInit.InstantiateCustomBlocksAndItems(BTBInit.java:103)
at BTBInit.PreInitialize(BTBInit.java:28)
at mod_BetterThenBuildCraft.load(mod_BetterThenBuildCraft.java:26)
at ModLoader.init(ModLoader.java:830)
at ModLoader.AddAllRenderers(ModLoader.java:186)
at wb.<init>(wb.java:76)
at wb.<clinit>(wb.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:265)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT b3c9a20 ----------
Anyone got any tips for finding birch? I need to find some to get blood wood so that I can get my soulsteel production moving. I've gone about 1000 blocks in every direction and haven't seen any. Is there something specific I should look for?
Anyone got any tips for finding birch? I need to find some to get blood wood so that I can get my soulsteel production moving. I've gone about 1000 blocks in every direction and haven't seen any. Is there something specific I should look for?
Look for a forest biome. There are usually a few birch trees hanging around in there.
I guess I'm just unlucky then since I found 4 and they all seem to be pine trees only.
You need to find the forests that are a blend of oak (normal) and birch. I personally like the pine trees more than the others, but that doesn't help with the blood wood sapling problem.
You need to find the forests that are a blend of oak (normal) and birch. I personally like the pine trees more than the others, but that doesn't help with the blood wood sapling problem.
Do all oak forests have a blend of birch? I believe I found what might be the edge of an oak forest on my map but I think I'll need to explore further in to see if there's birch in there.
Do all oak forests have a blend of birch? I believe I found what might be the edge of an oak forest on my map but I think I'll need to explore further in to see if there's birch in there.
Most do... I can't say 100%, but all the oak forests I have encountered have some birch trees floating around inside.
A little suggestion. Couldn't the Buildcraft textures be made to match the 'feel' of Better than Wolves a little more?
I got an attepmt in my sig :smile.gif:
Link Removed
Rollback Post to RevisionRollBack
Playing since Beta 1.3_01. Yeah. I like BTW. Or used to. Still do. Stuff Technic. (Back in the day...)
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
IDEA: How about when in HCB,Placing a water source will be able to make a water flow but without placing a source in it. Just like what happens when you place/Remove a water source. (lol it sucks)
In my world (which was newly created specifically for this mod, and has become my main world now) I have three Oil Geysers 400m away from my base. Currently, I have no desire to move my base, though I am starting to create a railway to a "halfway" point in oder to make things a little bit easier (surprisingly the halfway point is an NPC Village, pretty cool actually, no structure creation required).
However, I want to try and keep everything in my main base, so here's my question. Has anyone created a system of waterproof pipes over a distance of 400m away? I want to have a refinery and storage system for oil in my main base, however to get the oil there, would require the pipes to traverse that 400m. Will that even remotely work? Or is 400m too far away and thus the chunk isn't actually loaded, and thus no oil will travel.
As well, I'm only using wooden engines in order to keep the need for oil at a minimum, so the speed at which the oil would travel through the pipes would be tremendously slow until the engine overheats. Again, the question is if it's even possible due to the distace.
Has anyone tried someting along these lines yet? I'm doing this all legit as well, so I have to create each waterproof pipe, tank, and railway. So I'd appreciate any response so I don't waste resources.
In my world (which was newly created specifically for this mod, and has become my main world now) I have three Oil Geysers 400m away from my base. Currently, I have no desire to move my base, though I am starting to create a railway to a "halfway" point in oder to make things a little bit easier (surprisingly the halfway point is an NPC Village, pretty cool actually, no structure creation required).
However, I want to try and keep everything in my main base, so here's my question. Has anyone created a system of waterproof pipes over a distance of 400m away? I want to have a refinery and storage system for oil in my main base, however to get the oil there, would require the pipes to traverse that 400m. Will that even remotely work? Or is 400m too far away and thus the chunk isn't actually loaded, and thus no oil will travel.
As well, I'm only using wooden engines in order to keep the need for oil at a minimum, so the speed at which the oil would travel through the pipes would be tremendously slow until the engine overheats. Again, the question is if it's even possible due to the distace.
Has anyone tried someting along these lines yet? I'm doing this all legit as well, so I have to create each waterproof pipe, tank, and railway. So I'd appreciate any response so I don't waste resources.
I've seen a few long distance pipes. So yes it should work.
Just a quick post to say have been playing with this mod for a few hours now and love the way it meshes my two favourite mods!
Thanks Spacetoad and Flowerchild for the effort you have put into this collaboration (and your individual mods), and for the generosity of releasing said mods for the rest of us to enjoy your creativity and hard work.
I've seen a few long distance pipes. So yes it should work.
I also would like to know this...in a little more of a definitive fashion. Since this mod would be the first time I'd be concerned about 'long range' mechanics. I understand mob creation/ tracking. But not object entities.
Saying it "should / would" work is ok...but is there a better answer of what the engine will actually keep track of. Understanding transporting between realms only tracks that realm, when else does Minecraft stop tracking updates? I also assume elevation is not counted for distance.
It would be nice to know how far is too far, and when you should look at setting up a 'base camp' as such for locations that are too remote.
In my non HCB world I use the exact same farm setup and it produces plenty of hemp. You only need two seeds to start a hemp farm.
There's plenty of stuff to do while waiting for the hemp to grow.
Breeding farms.
Exp traps.
Mining.
finding wolves
I read on the Buildcraft website to install Forge, but Forge messes up Better Than Wolves. But when I tried to install Buildcraft WITHOUT Forge, I got this error:
What am I doing wrong?
Also, make sure to install Better than Wolves and Better than Buildcraft after Modloader and ModloaderMP to avoid any of those issues! Hope this helps!
EDIT: I got this error now:
Thanks for the info!
Look for a forest biome. There are usually a few birch trees hanging around in there.
You need to find the forests that are a blend of oak (normal) and birch. I personally like the pine trees more than the others, but that doesn't help with the blood wood sapling problem.
Do all oak forests have a blend of birch? I believe I found what might be the edge of an oak forest on my map but I think I'll need to explore further in to see if there's birch in there.
Most do... I can't say 100%, but all the oak forests I have encountered have some birch trees floating around inside.
I got an attepmt in my sig :smile.gif:
Link Removed
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
Playing Better Than Wolves? Want it to be more sexy than it already is? Use this! Sphax-Style Better Than Wolves
...go
d...f***ing DAMN IT!
am men borther
In my world (which was newly created specifically for this mod, and has become my main world now) I have three Oil Geysers 400m away from my base. Currently, I have no desire to move my base, though I am starting to create a railway to a "halfway" point in oder to make things a little bit easier (surprisingly the halfway point is an NPC Village, pretty cool actually, no structure creation required).
However, I want to try and keep everything in my main base, so here's my question. Has anyone created a system of waterproof pipes over a distance of 400m away? I want to have a refinery and storage system for oil in my main base, however to get the oil there, would require the pipes to traverse that 400m. Will that even remotely work? Or is 400m too far away and thus the chunk isn't actually loaded, and thus no oil will travel.
As well, I'm only using wooden engines in order to keep the need for oil at a minimum, so the speed at which the oil would travel through the pipes would be tremendously slow until the engine overheats. Again, the question is if it's even possible due to the distace.
Has anyone tried someting along these lines yet? I'm doing this all legit as well, so I have to create each waterproof pipe, tank, and railway. So I'd appreciate any response so I don't waste resources.
I've seen a few long distance pipes. So yes it should work.
Thanks man! Glad you're enjoying it
I also would like to know this...in a little more of a definitive fashion. Since this mod would be the first time I'd be concerned about 'long range' mechanics. I understand mob creation/ tracking. But not object entities.
Saying it "should / would" work is ok...but is there a better answer of what the engine will actually keep track of. Understanding transporting between realms only tracks that realm, when else does Minecraft stop tracking updates? I also assume elevation is not counted for distance.
It would be nice to know how far is too far, and when you should look at setting up a 'base camp' as such for locations that are too remote.