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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Kobra331»

    what does this mean? How long it needs for Iodine-129 to dissappear in realtime without accelerator?

    the accelerator cummulate right? so 4*64 ---> 256. every second it pass nearly 5 minutes.


    From the quoted part of the post you quoted "So, Iodine-129 half life of 15.7 Million Years", a Minecraft day is 20 minutes long so there are 72 of them in a realtime day and Decay happens 4x faster than normal. Iodine-129 has a half life of 15.7 Million Years or 54,513.89 realtime years in Minecraft. If you put 16 stacks of 16 in a Drum, the statistical time until the first one decays is 307.8 realtime years. So, effectively never, unless you're really lucky.

    Quote from MoreMuffins»

    Btw, Ru106 still gets into Waste Drum when it shouldn't. The half-life is only 373.6 days.


    Heh, I reported this back in V2! From a post I made back in early Oct 2014 "I've experimentally estimated Ruthenium 106's half life to be 38.75 years (assuming 4x decay from the change log and using 365.25 minecraft days of 20 mins each per year), which could explain why it's going into the Drums in the first place." At that time my big issue was that decay wasn't happening at all, not even to short lived stuff. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Kobra331»

    ReactorCraft: Waste containers can now be Tile Accelerated

    Thanks Reika. THANKS! :lol:


    Does this works for Disposal drums AND Spent fuel containers?


    So, Iodine-129 half life of 15.7 Million Years divided by 64 = ... :D

    Posted in: Minecraft Mods
  • 4

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    Also, a question:

    In light of some complaints about the "Things not to say" section of my site, several people are suggesting removing it.


    However, it does exist for a purpose, and I do want that purpose fulfilled. So I am asking for alternative approaches that fulfill that purpose without the issues people have with the current implementation.


    Don't forget the secondary purpose, it's extremely entertaining. My favorite is trying to contemplate the mental state required to actually start a public vote to give the mods to another author; as if such a thing would even be possible. I still chuckle every time I think about it. I think it should be left up, if only as somewhere you can point if someone ever says "No, not even the worst of us [the community] is really that bad."


    Unfortunately, there seems to be an endless pool of people who think that mod authors, through some mechanic I have yet to determine, are employees of theirs. I've got great respect for the amount of work put into good mods and I enjoy them immensely. I only wish Reika wouldn't be so distressed about the uninformed comments and baseless allegations. I prefer Reika, along with all the other modders who have provided me with thousands of hours of enjoyment, to be happy and content. Every hour he spends replying to unsociable ignorant yahoos is an hour he doesn't get to enjoy his life; or you know, code us some neat new features. :)


    The end result of your work is a challenging mod with a loyal and pretty savvy user base. For the most part, the kind of self-entitled people who are the most annoying aren't willing to tackle the learning curve required to get much out of this mod and won't be around long; they'll be off playing some magic box RF clone shortly, but that is no reason for them to be an [expletives deleted] while they are here.


    You probably don't hear this nearly often enough, your work is valued and enjoyed.


    Be happy Reika, about the page, do what you think best, but I'd vote to keep it around.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from ChromoTrigger»

    As cheap as shafts are (less than half a bedrock/diamond per shaft unit), there is really no reason to replace them with junctions. If you are able to produce enough shaft power to require bedrock (which is really a lot), then you could very easily power a bedrock breaker.


    I agree 100%, I was making a quick guess as to why it could be intended behavior rather than a bug. Of course I'm lazy in my builds, I often use Diamond gearboxes just so I don't have to pipe lubricant all over the place.


    It doesn't really hurt that in the pack I'm playing with now all ores are rarer but come in much larger veins, first diamond vein I found had more than 30 ores in it. By then I was powering an extractor with a couple of AC electric engines, which are cheap considering you can easily keep 5 of them running from a single magnetizing unit running off a steam engine, so 2.5 stacks of Diamonds right off the bat. Sure, you could probably run 7 Electrics from one magnetizer but I'd have to pay more attention to the system than I'd want. :)

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Ahh, I see it now. Apparently you no longer can run power through a shaft junction to a shaft junction, there must be a shaft in between them. No idea if that's a bug or intended behavior.


    If it is intended behavior, maybe it was a way to prevent using a chain of shaft junctions to bypass the need for diamond or bedrock shafts. I'd rather see this change than have multiple kinds of shaft junctions.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Having trouble with the Centrifuge, it handles your Slippery Combs fine but not those from Forestry.

    Mods loaded DragonAPI V7d, Rotarycraft V7d and Forestry 3.6.2.19

    Tried it with Forge 1448 and 1490.

    Posted in: Minecraft Mods
  • 1

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0

    Thanks for getting Reika's v7 mods in so quickly, I know there were some issues (mainly with Gendustry) when 7a came out and the time and work you've put in is appreciated!

    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0

    Odd, I've farmed about a hundred Chromaticraft trees in 8.8.1, but haven't seen Ghostwood yet. It's either a lot rarer than I supposed or was just unlucky, I'd thought you removed it. Speaking of unlucky, in my current game I've dug just over 2,000 blocks of of 3x3 tunnels but haven't found gold yet. Found a deposit of diamonds with over 30 blocks, 5 iron deposits, the first having nearly 17 stacks of iron ore was right in my path to Y level 12 (haven't needed to mine the others), but not one single gold ore yet. :huh:


    Any chance we could get a changelog with each version?

    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Xavion333»

    And as I said I never suggested touching their current damage, I know it was ludicrously high by default. I said change their mining level.


    Why bother mining with them at all? If they are hard to make and don't perform well, why bother using them to mine with.

    But mass mining is for the early game. From my early testing a vein of Magnetite mined with an Excavator should yield about 870 stacks of iron ore. But to heck with that sillyness of powering it from the expensive, massive, awesome Immersive Engineering Diesel plant and the giant, expensive plants you need to feed it, use Rotarycraft instead. Four Drums of Jet Fuel should get you a complete run of 73 hours on an Excavator with a microturbine and four of Drums of Jet Fuel is chump change for RC. At least until you start using all that Iron to just move into RC Nuclear power.


    Right now they all have the same mining level as copper tools and they're meant to be better then that,


    Yep, they're supposed to be the be all, end all, uber materials of every single pack they're included in. However, they were judged to be too good for this pack. Be lucky you still have Signalum for bows, as I recall, his first reply when I brought up how good they were was that it was likely to just be removed from the pack entirely, along with all the other fantasy metals.

    As an aside to Haggle, I'll really hate giving this one up too, but take a look at Bloodwood. 1.84x Durability, able to be crafted into TC tools with Iron/Tin mining level and easily farmed from Chromaticraft trees. Sure it takes an upgraded copper hatchet to chop one down, but after that just use the bloodwood to make the Broadaxe. It's awesome for the Hammer and Excavator too. If you have looked at it and decided to keep it due to needing iron level to chop it down, great! :)

    as opposed to their current state of near totally useless despite being some of the most expensive materials there are,

    Expense shouldn't guarantee any particular level of use, see also: Bedrockium which is all but useless despite needing a block of diamond and 29k cobblestone to make one ingot. Granted, cobblestone is cheap, but 29k is a fair amount of work for a useless material. Off the top of my head the only thing I could imagine using it for is a crossbow body, but that much durability isn't worth the cost and effort considering how easy it is to just put a repair mod on one made of a much cheaper material, like steel.

    really if buildcraft additions didn't add the easy crafting recipes for dusts they'd be massively harder to get too, glowstone and redstone require pyrotheum to melt in a smeltery after all.


    A Smeltery isn't the only way to skin that cat. You can melt glowstone and redstone with 4 Rotarycraft steam engines and a Rock Melter, which is entry level on the RC tech ladder.

    Posted in: Mod Packs
  • 1

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Haggle1996»
    ReactorCraft does have a guidebook, but it doesn't tell you how to build the various reactors (there are blueprints, though). ReactorCraft is probably the most complex mod I've ever seen. Building a functional reactor is an achievement in its own right. There are a number of in-depth guides online, which you should check out if you're serious about building a reactor. -Haggle1996


    Unless you're part engineer, I'd avoid Reactorcraft entirely. There are very few ingame uses for this much power, this isn't like Big Reactors. A decent size BR reactor will produce 10k RF per tick, as much as 500 basic 20 RF/t engines and is fine for running a large base, even a multiplayer base on a server. My typical small RC reactor design will, in a single run of about 30 mins, produce as much power as a million RC steam engines will produce in a real world week. That's 1.61 million RF a tick for an entire week.

    That said, if you still think this is awesome, do yourself a huge favor and start a new creative flatworld to test this stuff on before you try making a reactor. There are quite a few steps involved for the huge rewards you get, but mistakes here can all but destroy a base, or biome if you do it above ground without sufficient containment. Blowing up a reactor spreads invisible, intangible radiation in a radius of about 60 blocks and the only way to get rid of it is to wait real world months for it to decay. Radiation also kills plants, grass, animals, mobs and you through poison if you're near it; unless you've built protective gear beforehand. Which would be smart, since a running reactor is also pretty radioactive, heavy containment walls are recommended for containment and in case of accident.

    If you really want to be hardcore, don't cheat and void the radioactive waste, use the RC methods of storing the hottest stuff in containers in pools while it decays and put the long term stuff in drums underground. Make your very own Yucca Flats. For bonus engineer points, automate the disposal process with a small railcraft train. Note that RC radioactives have real life half-lives, speeded up by a factor of 72 for the minecraft 20 minute day, which means that it's unlikely that you're ever going to see any of your long term Iodine-29 decay, since it's got a half life of 15.7 million years.

    If you think that output is too small, I've got great news! Fission is old school, RC also has Fusion reactors, set up and running with enough fully upgraded Rotational Dynamos they can output 5 Million RF per tick. You'd could use Electricraft Superconducting wire to move it and the RF storage battery to hold it. What one actually needs 100 Million RF per second for though, I have no idea. :)
    Posted in: Mod Packs
  • 0

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0
    Quote from Haggle1996 »
    The "elite" mobs are definitely a pain -- I've seen more than one new player give up in frustration after trying to build in one of the areas where they commonly spawn. For the short-term, I can suggest that there are much safer biomes to build in. I'm looking at a couple of other options for long-term fixes: using a custom spawner mod is one, or offering different configuration difficulty levels (easy, medium hard) which affect spawn frequencies. I'm open to alternative suggestions, if anyone has them.

    I tend to start with undergound bases, Day 1 I grab a bit over a stack each of sand, clay, gravel, some wood, saplings, some seeds If I can find them, 3 wool for a bed, a few copper, a few feathers. If I have time, another stack of clay, more wood. Then dig a cave underground and work there for a while. That makes the surface a lot easier to deal with since you can come back up with at least iron armor and TC ranged weapons doing about 15 damage on a hit. Then I just build a tower to snipe from, clear out a yard, light it up and then put a fence around it. I find this a lot easier than trying to kill a Mino with a flint sword through a window.
    Posted in: Mod Packs
  • 1

    posted a message on REVOLUTION|3 - a RotaryCraft/ChromatiCraft-themed Progression Pack on ATLauncher version 3.6.0

    Love the pack! Then again, I pretty much love any pack with Reika's mods in it.


    A few observations about my experiences, version 8.3.


    As a long time fan of rotarycraft I went right for a steam engine powered grinder for easy triple ores.


    Minechem completely bypasses quite a few mod processes, like Railcraft, since you can make buckets directly from iron as well as make steel directly from iron and charcoal. It can also make coal from charcoal, bypassing the need to actually find coal for making RC HSLA Steel after that first few. All you need is one diamond, one redstone and some iron. My only real slowdown at that point in the game was getting 3-4 gunpowder since being outside was rather dangerous and Minos (big and small) take so long to kill with TC steel weaponry. Not dangerous, since I did it from my rooftop, but it did take up some time.


    Minechem also moves you right into late game weaponry, it makes Signalum with nothing harder to get than a single silver ore (tripled in the grinder for 3 ingots, which can make 12 Signalum). You end up with a crossbow that, with no levels or upgrades, does 55 damage and fires four times per second, with a stack size of 128 bolts. Moss stone boulders are very common so repair isn't an issue. Chromaticraft trees can have any kind of wood so finding Ghostwood for bindings and bolt shafts is easy. With a bit more work, you can use an alloy smelter to make Enderium, so your 4 shots per second ups to around 100 damage and will be killing full size Minotaurs in less than a second. At this point mobs stopped being a threat entirely, I once spent an entire night during a Bloodmoon just running around outside slaughtering mobs at high speed just to turn the XP into Botania Mana. Even in Iron level armor (like manasteel I'm still wearing since with a few day flowers it's indestructable) you're nearly invincible and Chromaticraft makes it simple to get 450 Lapis on the bow for the extra drops, lots of free iron as well as the occasional emerald and diamond from mob dropped fragments. Enderpearls are simple to farm, since Endereyes don't doge crossbow bolts.


    On the food side, Fondue is just too good. The food value is nearly irrelevant since it gives such high saturation. Just alternate back and forth between both kinds whenever you drop to 9.5 shanks, worth 1/2 shank and 6 saturation even with having each having been eaten 4 times out of the last 8 foods. As for the chocolate itself, Chromaticraft gives you that, the colored trees can drop rainbow saplings, one rainbow tree will give you about 2 stacks of beans, not to mention about 2 stacks of lapis for luck enchant for that crossbow. Since one Chocolate will make 12 Fondue, that's pretty much all the food I'd ever need. Sure, I can use dropped meat from slaughtered Satyrs and Centaurs (one shot kills with the crossbow mentioned above) for variety, but I don't actually need to do it and like not having to carry around that many inventory slots just carrying different kinds of food when I go exploring.


    Keep it up, been fun so far!

    Posted in: Mod Packs
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from zemerick13»

    You will need to use some sort of eternal fire ( such as good ol' netherrack ), and proper ambient temperature for a steam engine. ( Biomes affect the temperature, as does altitude. If you need a little warmer, go deeper. Little colder, go higher. )


    Eternal fire? Bah. Use burning wood! Ok, to be fair, it was more "Hey, can I do this?" than practical method. But it wasn't that hard to automate, even if it did use up a fair amount of lumber.

    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    So, to the people saying that falling into ReC corium should not even be as dangerous as lava: Try again.

    The really scary thing about the Elephant's Foot is that the level of radiation, 10,000 roentgen per hour, was measured about 8 months after the meltdown. 10 years later it was 'merely' 1,000 roentgen per hour. Giving it a half life of around three years. Should only be about 15 an hour now, nearly three decades later. There are relatively recent pictures of scientists taking pictures of it from just a few feet away.. Another 50 years and they could consider doing an actual cleanup of the site rather than just leaving a steel and concrete shell over the whole thing and hoping for the best.
    Posted in: Minecraft Mods
  • 0

    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    v2 Ruthenium 106 is still going into the Nuclear Waste Disposal Drums (373.6 day half life). On the plus side, Radioactive Decay is finally working for me!

    Update: I've experimentally estimated Ruthenium 106's half life to be 38.75 years (assuming 4x decay from the change log and using 365.25 minecraft days of 20 mins each per year), which could explain why it's going into the Drums in the first place.
    Posted in: Minecraft Mods
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