• Profan's Humble FTB Monster V1
    2,512 replies, posted
use it like a quarry
[QUOTE=Matthew0505;44941685]Is it just me or do chunks load really slow [editline]30th May 2014[/editline] What's the easiest way to automatically turn loads of sugar canes into sugar[/QUOTE] AE. Have a recipe in your MAC for turning sugar cane into sugar, put an export bus on a chest with an import bus, and have the export bus auto-craft sugar.
[QUOTE=Matthew0505;44950490]Welp, internet's capped. Gonna try that hydrogen thing in SSP. [editline]31st May 2014[/editline] Nevermind Engineer's Toolbox seems to be broken on this version or something[/QUOTE] I'm using the same version as the server, what are you having trouble with?
Here ya go. [img]http://i.imgur.com/bbIEMBd.jpg[/img] For some dumb reason hydrogen HAS to come out of a Machine Output, a Fluid Output just won't work.
[QUOTE=Zero-Point;44967343]Here ya go. [img]http://i.imgur.com/bbIEMBd.jpg[/img] For some dumb reason hydrogen HAS to come out of a Machine Output, a Fluid Output just won't work.[/QUOTE] I think you can link the machine output with fluid tank 1 and then link a fluid output to that tank, but that's just dumb. For some reason machine outputs are always necessary to take stuff from the machine and put it in an internal inventory (or a pipe or something).
[QUOTE=judgeofdeath;44969065]I think you can link the machine output with fluid tank 1 and then link a fluid output to that tank, but that's just dumb. For some reason machine outputs are always necessary to take stuff from the machine and put it in an internal inventory (or a pipe or something).[/QUOTE] The Item Input and Fluid Inputs work just fine, no idea why the Fluid Output sockets are so stupid. I also did a small test: Turns out that, assuming you have constant sunlight, a single Photobioreactor can power a 36HP boiler all by itself, and STILL generate a small surplus of Hydrogen. So my test setup of 36 Photobioreactors could potentially power 36 36HP boilers. With each one powering two turbines, that's 14,400 EU/t. From ALGAE, WATER, AND SUNLIGHT.
Do you think profan will switch over to the AT Launcher to RR? FTB is becoming stupid in the future so why not start now
I'm playing TPPI (on FTB) and its a pretty amazing pack. Played skyfactory on AT and that was also good .
[QUOTE=Ehmmett;44985290]Wait what explain this[/QUOTE] There is a new mod launcher Called AT launcher with a modpack called ResonantRise. It is basically like FTB Monster without IC2 and includes Ars magica and blood magic. Also a new technical mod called Mekanism
i like to start new again
[QUOTE=mastfire;44992653]i like to start new again[/QUOTE] Your the best <3
The lack of IC2 will drive you mad, trust me. You'll miss those over-clocked Electric Furnaces/Induction Furnaces.
server restart or new modpack because everytime i get on the server it keeps connection reseting and its getting annoying
[QUOTE=Minimal;44992646]There is a new mod launcher Called AT launcher with a modpack called ResonantRise. It is basically like FTB Monster without IC2 and includes Ars magica and blood magic. Also a new technical mod called Mekanism[/QUOTE] What thaumic addons does it have/is KAMI enabled if Thaumic Tinkerer is on?
I just checked the wiki. Tinkerer is there, KAMI is on, and there's also a few other thaumic addons I haven't even heard of before. Ooh, CYMK wool values and hardcore ender expansion. Advanced Thaumaturgy adds a creative-only node that has 100 of each aspect and never depletes. As a member of the probably-nearly-disbanded Thaum guild, I d&#822;e&#822;m&#822;a&#822;n&#822;d&#822; request one. Each. Also the introduction of blood magic does mean the thaum guild is totally going to become a cult.
yup
I'd like the change, blood magic is quite an awesome mod.
Just looking at the launcher, when you first install the modpack this happens: [img]http://i.gyazo.com/0ea95d0f1151d412e73a1d901ac95a3f.png[/img] Which means we'd have to remind people to include x mods again, but it does mean you don't have to download the pack, run it, close it, THEN modify your mod settings (although I believe you can change what mods are enabled at any time in the launcher too) Advanced Genetics, Big Reactors, Logistics Pipes, Magic Crops, Powersuit addons (but not the powersuit base), Mystcraft, Portalgun, Sync, KAMI and Railcraft are all disabled by default, and we have all enabled of those on Monster. Arguably, Ex Nihilo (adds new ways to create certain things, some people might know this from Agrarian Skies) and Not Enough Codecs (adds MP3/AAC support to the OpenBlocks radio, without which doesn't do anything) should both also be enabled. Ex Nihilo is a touch overpowered with what you can do if you mass-automate it, but no more than any other ore generation method. Bees are more powerful with Gendustry around, yet people say they're underpowered. In the launcher, you can click the little blue [?] to see what a mod is. The descriptions are manually written, and some explain what it is without being helpful, like this: [img]http://i.gyazo.com/7a5704eb431cd4b592c566f230e3b53e.png[/img] I have absolutely no idea what Mobius Core does, it is also disabled by default. FTB apparently had it, but the wiki says that it was utilized by a mod that [I]wasn't[/I] in FTB, so far as I'm aware.
There's also Ender Quarries that harvest the minerals in a fenced area defined by vanilla wooden fences. I forget what mod adds it, but it's extremely expensive. But, hey, it's a quarry that digs ores up without making hideous holes in the terrain. Can't go wrong with that. :V It also has DartCraft, which allows you to do a number of things, from upgrading the "Force" items it adds with enchantments to using it for super power generation to even using it to supercharge crop growth and freeze mobs/items in place! It also has every mod FTB Monster has sans IC2, which is replaced by Mekanism, a mod that adds pretty much everything that made IC amazing to use, but a lot more on top of that. You can even give speed and efficency upgrades to machines, and one of the machine types (Factories) lets you smelt/grind/purify 3, 5, or 7 ores/items at a time. Not to mention pretty much every week RR gets an update to update the mods to their latest versions, usually without item removals or block ID changes sans mods themselves updating past X, but it's warned about in the pack changelog.
Then you'd be waiting for Profan to update the server every week. :v:
Eh, it's not like the mod updates are generally anything other then useful bugfixes/optimizations otherwise. Not to mention the modlist stays relatively stable as a result so
I just wanna say that RR runs better on my computer than FTB. I think it has better Ram Management and the mods are compiled together better than FTB.
The cross-mod interaction in the thaumcraft addons is amazing. Forbidden Magic lets you make a Blood Orb (from Blood Magic) using Ichor (from Tinkerer). And a self-regenerating Thaumic Cake, that is amazing.
playing with the modpack too, I find the undergrounds biome to be somewhat problematic, because all normal stone is replaced, and the only way to obtain more is by generating it.
[QUOTE=Kaelazun;45007073]playing with the modpack too, I find the undergrounds biome to be somewhat problematic, because all normal stone is replaced, and the only way to obtain more is by generating it.[/QUOTE] Which is exactly why I didn't suggest including it above. Unlike GeoStrata (from which I will badly miss those potion crystals of saturation/regeneration), Underground Biomes makes it impossible to obtain cobblestone without some kind of generator, be it a machine or a flowing lava/water setup, relying on having simply oredict'd it's own additions with cobblestone. Which works for some, but not all situations and still makes an absolute mess of storage.
There's the Yogscast Complete Pack varient of Resonant Rise, which adds a few more mods and guts out the UndergroundBiomes mod and like, one or two others iirc. Of course, it has the Yogscast name attached to it which not everyone might like despite it basically being Resonant Rise with even more flavor.
[QUOTE=StarToad;44996970]There's also Ender Quarries that harvest the minerals in a fenced area defined by vanilla wooden fences. I forget what mod adds it, but it's extremely expensive. But, hey, it's a quarry that digs ores up without making hideous holes in the terrain. Can't go wrong with that. :V [/QUOTE] It's also a lot easier on the server than your average quarry, as it just straight up replaces ores with dirt. [quote]Dartcraft[/quote] Alright, lemme warn you. If you're going to have a RR server, disable Time Torches from Dartcraft. They are perfectly fine on a SP instance, but on MP... well, it increases the amount of ticks in a certain area, making things doubly quick. You can imagine the hell it pulls on a server. [quote]Underground Biomes[/quote] By the looks of it Underground Biomes is, by default, a not-required mod. Hell, in AlfieSR's picture it's even in the optional mod section. Also in reference to Minimal saying about FTB becoming dumb, it's mainly because Curse has recently purchased FTB.
Im going to try and find a seed that has a awesome spawn and some cool landscapes near by. [QUOTE=Jetamo;45007755] Also in reference to Minimal saying about FTB becoming dumb, it's mainly because Curse has recently purchased FTB.[/QUOTE] Did not know that, thanks for telling me. Seems like ever mod launcher has/will gone to shit.
[QUOTE=Jetamo;45007755]Alright, lemme warn you. If you're going to have a RR server, disable Time Torches from Dartcraft.[/QUOTE] Specifically, Time Torches [I]massively[/I] increase the rate at which anything within it's range ticks - from mobs to blocks, even players (it increases the speed at which potion effects/hunger-based regen/hunger bar degeneration occurs). Anything that's even slightly laggy normally will bring the server to it's knees with time torches, let alone anything that the server actually struggles with sometimes. The inverted time torches that freeze everything nearby are pretty cool, but not worth the potential problems with the speed-up time torches, or the griefing potential (hey lemme freeze your mob spawner/power gen) [editline]5th June 2014[/editline] I completely forgot those existed, actually. Kind of hard getting used to Dartcraft being in a pack and being vaguely balanced about it.
You want to poke holes? ATLauncher was recently in the middle of a bit of drama for saving login tokens(not details, but tokens idk proper details) from players in order to verify the authenticity of the account. Mojang was not a fan of it. FTB has been bought out by Curse, meaning that soon the FTB launcher as it exists will just be another section of the Curse Client. Technic Launcher has had much drama in the past, mainly with permissions, and false DMCAs from mod-creators. Probably the best launcher out there if you want to make a small private pack for friends/servers.
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