Quick summary: 5K RF per strike that hits a rod, 15K Rf buffer blocks, the ability to force lightning strikes to happen (and then hit your rods).
Along with collecting energy, lightning banks have the ability to charge lightning rods to increase the chance of a lightning strike. Providing energy to the bottom of the bank will cause it to charge the lightning rod. This charge slowly builds up, and will eventually lead to a lightning strike. The time this takes depends on the height of the tower, with taller towers being quicker to strike.
So, lots of rods and banks makes lots of strikes, in addition to what happens normally from a constant storm world.
Now ... Yesterday I thought that 5K was a lot of RF. Now ... it seems like a lot less than I thought. It's a lot for early game, probably good for midgame, but peanuts for late game.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Due to issues in si.core (the Survival Industry core functionality mod), the server for 1.4 is not working. However, 1.5 should be released in a few more days, and we've tested that sucker to the nth degree. Trust me, the wait will be worth it. And among the fixes, the server does work.
With this release comes a level of flexibility to Survival Industry that has not been present before; many of the previously-required mods can now safely be disabled, allowing a player to custom-make their own Survival Industry. Do you want a hardcore game? A line of hardcore options are waiting for your inclusion. Don't like Metallurgy? Don't add it. Think Applied Energistics is too overpowered? You can remove it. Don't really want to use ExU pipes or RotaryCraft Item pumps? Buildcraft pipes and Logistics pipes are now options, and Ender IO has been included by default into the pack!
Additional features have been added to replace lost features with the Tinker's Construct purge. The tools now no longer disappear when broken, and they can be repaired in both the crafting grid and the anvil (if unenchanted, at 0 XP cost!). Armor can only be repaired on the anvil. The flint chisel is now part of the core, and is joined by the bedrock chisel.
Pam's Weee! flowers have been added to allow farming of dyes, and several custom dyes have been added to replace vanilla dyes with multiple uses. White flowers, for example, cannot make bonemeal to fertilize themselves and other plants, and the green dye does not double as pipe sealant.
There are some mods that will remain required, due to the fact that they dictate the game's level of progression, as well as the theme of the game itself, but, for the most part, people with lower-end systems can now enjoy their very own Survival Industries, as can those who really want to bulk up.
Special thanks goes to JeffPeng for all his hard work in almost completely overhauling si.core to replace the work of several minecraft tweaking mods.
NOTE: Mods indicating a browser download will automatically install from your Downloads folder, but will first open a browser to the mod's page, and require you to download the mod yourself (mainly due to license restrictions).
BiblioWoods Forestry Edition (Forestry has "framed" versions of their furniture, which can have any block's texture applied to them!)
Wooden Buckets (si.core has more completely-implemented wooden buckets for water and milk)
Configuration Changes:
All tweaks are now done by the Survival Industry Core mod and Survival Industry resource pack.
Some of Pam's bee products were still showing up in NEI. Removed them.
Ore has been overhauled. Ores are rarer, but in much, *much* larger quantities. Pipe, sparse, and vertical veins have also been replaced with sparse ore clouds, which are also further apart, but also much larger than the veins. Yes, this includes rare items like diamonds and emeralds; if you find a cloud of those ores, you'll be set for a good long while... although you'll have to do some work mining them!
Overhauled custom item system.
Several materials have been added to replace anything missing if Metallurgy is removed.
Weapons and tools (sword, axe, pickaxe, shovel, hoe) have been made for each of the above materials.
Armor (helmet, chestplate, leggings, and boots) have been made for each of the above materials.
Among the additional materials, aluminum tools, weapons, and armor have been added to the game. Now Aluminum has a use beyond just ElectriCraft wires!
Fully-implemented Wooden Buckets have been added using si.core (can only be used with water and milk).
JeffPeng added his favorite breakfast. (Personally, I worry for him. -reteo)
si.flintchisel has been replaced with this mod; chisels made from flint and bedrock have been included.
EnderIO has been integrated with RotaryCraft.
In particular, all alloying recipes are now handled by the blast furnace.
Higher-end materials are gated behind different temperatures.
Custom dyes for white, brown, blue, black, and green have been added.
These dyes do not include alternate abilities, such as fertilizer or pipe sealant.
Weee! Flowers recipes have been modified to use these dyes.
All tools now remain in the inventory when broken.
The tools can be repaired using the crafting grid (requires 110% material cost for full repair)
Unenchanted tools can be repaired for 0 XP cost on the anvil at a reduced material cost.
The anvil can also repair armor.
Chisels can also be repaired, either on the anvil or in the crafting grid.
Enchantment tables have been reskinned, and their US localization altered, to ensure they meet with the tech theme of the pack. The recipe has also been altered for the recommended pack configuration.
Pam's Weee! flowers have been added to allow farming of dyes, and several custom dyes have been added to replace vanilla dyes with multiple uses. White flowers, for example, cannot make bonemeal to fertilize themselves and other plants, and the green dye does not double as pipe sealant.
Ahh, it's a Reika-themed pack. Why not ChromatiCraft for farming dies?
... Well, you could just disable the wand, and the lexicon, and ...
Ok, fine. Maybe classify all that as "mad science"? :-)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If no one using this pack has seen the crash, then it likely doesn't affect them. It's due to a change in Java that no longer lets you shuffle an array using sort and returning a random value in the comparison function.
(Admittedly, it was a poor way to shuffle anything, but because the comparison I was doing involved a random element that I had no control over, that's effectively what was going on).
I'm unsure which version of Java the error was added to, but I know it effects Java 8.
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
It doesn't really matter. If you recall, I disabled the lizards because they were effectively daywalking, one-block-high, poisonous zombies that pretty much made deserts even more forbidding than they already were.
It doesn't really matter. If you recall, I disabled the lizards because they were effectively daywalking, one-block-high, poisonous zombies that pretty much made deserts even more forbidding than they already were.
Touche.
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ahh; I was off by a couple of decimal points.
In that case (DR being on par with RoC), hmm ... I need to rethink using it myself.
Lightning power: www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2457237-dons-lightning-rod-mod-control-the-skies/unread
Quick summary: 5K RF per strike that hits a rod, 15K Rf buffer blocks, the ability to force lightning strikes to happen (and then hit your rods).
So, lots of rods and banks makes lots of strikes, in addition to what happens normally from a constant storm world.
Now ... Yesterday I thought that 5K was a lot of RF. Now ... it seems like a lot less than I thought. It's a lot for early game, probably good for midgame, but peanuts for late game.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Version 1.4.0 has been released on ATLauncher and Feed the Beast! Download and begin surviving!
Hah sorry if I'm a dummy for asking this but on the atlauncher version of the server what mods do we keep out to stop it crashing?
Due to issues in si.core (the Survival Industry core functionality mod), the server for 1.4 is not working. However, 1.5 should be released in a few more days, and we've tested that sucker to the nth degree. Trust me, the wait will be worth it. And among the fixes, the server does work.
Version 1.5.0: "Astral Acorn" Release
With this release comes a level of flexibility to Survival Industry that has not been present before; many of the previously-required mods can now safely be disabled, allowing a player to custom-make their own Survival Industry. Do you want a hardcore game? A line of hardcore options are waiting for your inclusion. Don't like Metallurgy? Don't add it. Think Applied Energistics is too overpowered? You can remove it. Don't really want to use ExU pipes or RotaryCraft Item pumps? Buildcraft pipes and Logistics pipes are now options, and Ender IO has been included by default into the pack!
Additional features have been added to replace lost features with the Tinker's Construct purge. The tools now no longer disappear when broken, and they can be repaired in both the crafting grid and the anvil (if unenchanted, at 0 XP cost!). Armor can only be repaired on the anvil. The flint chisel is now part of the core, and is joined by the bedrock chisel.
Pam's Weee! flowers have been added to allow farming of dyes, and several custom dyes have been added to replace vanilla dyes with multiple uses. White flowers, for example, cannot make bonemeal to fertilize themselves and other plants, and the green dye does not double as pipe sealant.
There are some mods that will remain required, due to the fact that they dictate the game's level of progression, as well as the theme of the game itself, but, for the most part, people with lower-end systems can now enjoy their very own Survival Industries, as can those who really want to bulk up.
Special thanks goes to JeffPeng for all his hard work in almost completely overhauling si.core to replace the work of several minecraft tweaking mods.
NOTE: Mods indicating a browser download will automatically install from your Downloads folder, but will first open a browser to the mod's page, and require you to download the mod yourself (mainly due to license restrictions).
Also... um... We... miiiiight have... accidentally ... kinda sorta... let Herobrine in... Yyyyyeah.
Mods Added:
Mods Disabled by Default:
Mods Upgraded:
Mods Removed:
Configuration Changes:
Ahh, it's a Reika-themed pack. Why not ChromatiCraft for farming dies?
... Well, you could just disable the wand, and the lexicon, and ...
Ok, fine. Maybe classify all that as "mad science"? :-)
Perfect timing, you realize they just updated today?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
If no one using this pack has seen the crash, then it likely doesn't affect them. It's due to a change in Java that no longer lets you shuffle an array using sort and returning a random value in the comparison function.
(Admittedly, it was a poor way to shuffle anything, but because the comparison I was doing involved a random element that I had no control over, that's effectively what was going on).
I'm unsure which version of Java the error was added to, but I know it effects Java 8.
It doesn't really matter. If you recall, I disabled the lizards because they were effectively daywalking, one-block-high, poisonous zombies that pretty much made deserts even more forbidding than they already were.
Touche.
Ahh.
They are also a source of leather if I remember correctly.
(And Draco just verified that).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?