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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Direwolf, the first episode of your Season 3 LP opened my eyes. I never realized the Rubberwood from RP2 is functionally identical to IC2 Rubberwood when it comes to producing rubber. Then I went ahead and chopped out a few rubberwood blocks, and extracted them. And there was the rubber! You know what this means, right? You can completely replace the sticky resin with RP2 rubberwood for rubber production. It is a bit more EU-expensive, because you need to process 3x items for the same rubber, but if you have no EU problems, it is MUCH faster and easier.

    I cut down a single rubberwood tree. It took me about a week in Minecraft time (I slept through the nights). I destroyed 3 gemmed axes. And I got almost 18 (!!!) stacks of Rubberwood, as well as about 3/4ths of a stack of rubber saplings.

    You might consider this cheating, but I think it's a fair tradeoff for the sheer amount of effort required to chop down an RP2 Rubberwood tree. In the future, I am planning on using the BC3 filler with the Clear schematic to cut down such trees. Maybe you should consider it, too?

    Posted in: Let's Plays
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    posted a message on [1.0.0]Robinton's Mods
    Some, very long time ago, I asked SpaceToad about expanding the available BlockID's within the content of the Forge. He said they do not intend to do so, because [I forgot the reason]. Did they go back on that statement?
    Posted in: Minecraft Mods
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from novell

    Loved Episode 50! Especially the end when your world was destroyed and you took a last ditch effort to flee through the Nether portal, only to spawn in a whole new world. Wonder what your going to be doing there? Season 3 maybe? Can't wait to see, keep up the awesome shows man.

    I installed a mod called GlowGlass for 1.1 . The world spawns a new resource to crate them, they are not cheap to make so it feels balanced. Definitively helps out with the lighting issues.

    I still create some complex lighting setup's with Redpower, but the glowglass mod helps me get started in the world without having to spend to much time of lighting when gathering resources is my priority.


    I find this mod to be a bit redundant. High-tier lighting is done by RP2 or the Laser Mod, while early on, it's easier to stick to torches. Just my IMHO, though.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    So, I've been testing the yellow Laser in the Laser mod a bit. Turns out that you can really amplify lasers through multiple lenses. In the picture below, the laser sends out a yellow beam with +30 range (3 glowstone blocks in the lens). The beam is weak (power +0), and not advanced. However, in the second reflector, the beam gets amplified to +9 power, with a whtie lens made with 3 diamonds (since the lens is white, it will not change the color of the incoming beam, but the lens could be yellow, too). In the third reflector (just for test), I imbued the beam with an ender pearl lens. The result is a range 40 (-2 for the extra reflectors), light level 15 light beam that passes through solid blocks and can thus be reflected more times to light multiple rooms. What's more, putting more reflectors in a series, you can up the beam range to insane lengths! Every lens with + range will add up to the total range of the laser. This is insanely useful.

    That's it, my next base is having a laser-powered lighting system.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from TheBurninator

    Could be somewhat balanced by the right EU draw.


    The problem would then be that you'd have to bump EU costs of all field generators. As of now, with a bit of work, you can surround a reactor completely using a field projector (with dome upgrade) and a field deflector (to seal up the hole and protect the field projector unit). Of course, there's the matter of drawing EU out of the reactor, but it's as easy as making the forcefield clip the reactor on one side, attaching a cable at an angle and then putting another small forcefield in front of the resulting 1-hole gap.

    Granted, I'd never use such a system - so inefficient, inelegant and basically useless unless you are planning on blowing up your reactor.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    4096 BlockID's conflicts with a ton of mods, including OptiFine. Just sayin'. Also, it's not yet ported to 1.1.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Yeah, but he doesn't use it as a universal power item fuel.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from Direwolf20

    Check out my RP2 Pr4d video -- new power generation with lava/water.


    Yeah, I've seen it, neat stuff. Unfortunately, as far as I understand, it has the problem of reliability. Over time, the lava may solidify, requiring a reset of the system. Unless water never solidifies lava, that is.

    Also, an advice on your current and future LP's:

    You should make (if you don't have one yet, I forget) a Klein Star Ein. What's nifty about it is that it acts as a universal source of fuel. Not only does it last much longer than Mobius Fuel, it is also 2x more efficient, as well as being able to fuel items like the Volcanite Amulet without the need for gunpowder.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from Calcifire3691

    oil isn't linked to seeds :tongue.gif:
    neither are RP volcanoes/rubber trees


    Yeah, but nothing stopped me from using that very same generated world in 1.1. It wouldn't have Apatite within the nearby chunks, but that's not that big of a problem.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from shantomken

    But with the new RP2 update, Eloraam put in Blutricity generators, so now you can go as deep as you want :smile.gif:


    Yeah, it will be a possibility. I am still thinking of rolling a completely new world for 1.1. Starting fresh, so to say. Will find a more desirable settling spot, create a sprawling surface factory with several underground levels, and then go from there. On one of my test maps, I spawned right next to a size-LARGE oil reservoir (the 30-block high fountain), but stupid me, I deleted that map and didn't save the seed.
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Quote from TheBurninator

    Could you go vertical? (Down I mean.)

    For example, in my last world, above ground I had a modest house. Below it for 74 blocks was a vertical structure designed around the shape a chunk loader forms broken into many floors. (I used the slime chunk finder to find the coordinates and put the walls so they were precisely at the chunk boundaries.) I did it so I could fit everything in 5 chunks and have it all loaded with one chunk loader. It contained all of my farms, power station, inventory and crafting systems, animal ranches, mob grinder, XP farm, railway station, oil refinery, nether portal, and so on, plus some fun stuff like a combat arena and live-target archery range.

    p.s. -- I like the house. :smile.gif:


    I did go vertical. The problem is, the longer down on goes, the harder it is to conduct RedPower blutricity down there. Also, unfortunately, I built my base with 1-brick thick walls, which means it is very hard to hide cabling in them. God, I wish IC cables worked with RP2 covers...
    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    You know, I am thinking of ditching the Technic Pack for 1.1. It has too many mods I never use or don't like. I feel like rebuilding my world anyway - I set up plenty of nifty stuff in my base, but I feel like the design of it is just too... rigid. I have nowhere to expand to, and no way to do that without messing up the architecture, pic related. Plus I am surrounded by 2 huge deserts, as well as swamps. Very annoying place.

    So yeah, I am guessing I will wait for EE to update to v6, and then update as well, or I might just go with no EE at all - that mod is a TAD overpowered. And don't give me that "It takes time and effort", no it doesn't, with my automatic EMC setup I got all the dark matter I ever needed, and then some. True, it will get rebalanced in v6, but I just don't feel like it is properly scaled to mods like IndustrialCraft, where to get a diamond, you have to use up a whole stack of coal and spend a ton of time micromanaging the creation process (unless you setup an auto crafting system), as opposed to just sticking a piece of cobble in the Condenser and waiting a bit.

    Pic related, it's my (rigid) base.

    Posted in: Let's Plays
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    posted a message on Direwolf20's Lets Play Minecraft v1.2.5 - Season 4
    Yeah, I already altered my setup. I used AND gates to connect redstone pipe signals to my toggle latches to be able to control it manually, as well as automatically.

    Here is my new setup, modified for top safety:



    As you can see, the toggle latch array in the middle can be controlled both remotely through the receivers on the right (the engines have frequencies 1-4, and the fuel pumps have 5 and 6), and through the control panel buttons on the left. The two outermost lines are redstone engine fuel pumps, so they need no additional safety. However, the other two lines (on every side) are engine control signals. They are hooked into AND gates, along with signals from redstone waterproof pipes that are installed just after the pumps. You might notice I do not use water tanks, space is quite limited in my factory. Damn, I should have designed it to be more modular...

    But anyway, this setup is rock solid, in addition to me manually increasing pump water pools to 5x5 from 3x3, which ensures they don't dry out (at least they didn't yet). Even if they did, the redstone pipes will ensure nothing is going to happen.
    Posted in: Let's Plays
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    posted a message on [1.0.0]Robinton's Mods
    Excuse me, are there any plans to improve the compatibility of the 4096 BlockID's mod, at least so it supports OptiFine? I realize that this is probably a very frequently asked question, but people are getting desperate.
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][BC2.2.14 - BC3.1.5][REV2.1.3/REV3.1.0] Additional Pipes for BuildCraft (Teleport Pipes)
    A question: would this work on BC 3.1.1 - MC 1.0.0? I am going to wait to upgrade, since I am playing with the Technic Pack, and plenty of the mods in the pack are not up to date yet.

    [EDIT]: 31.4 works partially - it crashes upon joining a world with linked teleport pipes, or upon right clicking one in a new world. I'd expect, the same incompatibility as 31.1. Ah well, I'll just wait for all the Technic Pack mods to update to 1.1.
    Posted in: Minecraft Mods
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