Recent content by zilvarwolf

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    [1.10] RFTool Dimensions question

    I want to build one or more admin-created/powered dimensions at server start, and ideally I'd like to be able to configure them to behave just like the overworld for terrain gen and such. My problem is that I only see a scant few dimlet types in the creative or JEI inventory panels. Can...
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    Whats Your Power Setup For Your Base?

    Too many variables to comment. I really like to use Mekanism wind turbines and gas-burning engines. I prefer the latter for 'reasons', but it's hard to deny the power of those wind turbines at y 192+ once you've got any wireless transfer. I suppose if I HAVE to go big, a big reactor can hit...
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    FTB Infinity Skyblock 1.7.10 Help, Venting and Discussion Thread

    Again, as I understand the function of the cell, that will be limited to 100,000 rf/t per side. Our normal operational use is higher than that. I want to maximize the number of sides available so that we can cover the approximately 2.3 million rf/t our operations are capable of using. While I...
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    FTB Infinity Skyblock 1.7.10 Help, Venting and Discussion Thread

    If I understand properly, 6 hyper transfer nodes will still only extract 600,000 RF/t from the creative energy cell, because only 6 sides can be connected to with 100,000 rf/t per side output. I believe this is suboptimal given the existence of transvector interfaces (ref: direworlf/soaryn ftb...
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    FTB Infinity Skyblock 1.7.10 Help, Venting and Discussion Thread

    Is anyone having trouble getting transvector interfaces to work and/or display the connection configuration? My team and I have gotten our first creative energy cell and thought to setup the cell with a few transvector interfaces to get some cheap power, but we're seeing very odd behavior...
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    FTB Infinity Skyblock 1.7.10 Help, Venting and Discussion Thread

    Botania/Magic Bees edition question. How would one go about automating the hibeescus without already having a pristine version of the bee available? I don't have any desire to dump a bajillion princesses on the flower (though I'm sure that'll happen with my teammates), but I'm not even sure...
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    Let's talk about IC2

    Hah, that's funny. Memory certainly plays cruel tricks on me, I guess. I remember having much larger MJ infrastructure and many, many more reasons to use it. Part of that recollection could also be how I viewed the mods. By and large, I remember IC2 as being something that gave you ore...
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    Let's talk about IC2

    To be fair, with Dire's recording schedule the latest episode could have been recorded more than two weeks ago. Removal of the machine destruction mechanic and the earlier removal of machine explosions MIGHT put me in a frame of mind to give IC2 a fair chance again. Those are, imo, punitive...
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    FTB Infinity Skyblock 1.7.10 Help, Venting and Discussion Thread

    Quick question, and I might have just missed it, but what's the actual recipe for anointing paste? The default recipe shows up in NEI for us, but isn't craftable. We ended up cheating one in.
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    FTB Infinity Skyblock 1.7.10 Help, Venting and Discussion Thread

    Indeed. Or put the reactor far enough away that it was outside of the expected explosion radius (in case you didn't know, the radius is changed to 60 blocks from 24. I do not know if that's IC2-standard now, but it was quite a bit bigger than the guy building the reactors expected). Or used a...
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    FTB Infinity Skyblock 1.7.10 Help, Venting and Discussion Thread

    While I cannot argue with that notion in general, my heavy sigh was more on the lines of finding out, the hard way, that something you tried to plan for just wasn't good enough. Our reactors were 30 blocks from the base, and we had no reason to suspect that distance wasn't even half enough...
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    FTB Infinity Skyblock 1.7.10 Help, Venting and Discussion Thread

    Last night, we learned the hard way that the IC2 nuke explosion range was slightly increased. An apparently safe reactor design exploded and forced us to recover from a 90 minute old backup when nearly the entire base went poof. *sigh*
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    Tinkers Construct 1.8.9 thoughts...

    I've been poking at the 1.8.9 Unstable and I'm very on-board with the TiCo changes. I might not care about half of the modifiers (but I probably didn't before anyway), but I very much like the added abilities, limited modifiers, and much more normalized durability levels. Battery and...
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    {Alpha} Unstable Pack: Bug Reports

    My group encountered the same problem with connecting to .42 and decided to roll back to .38 and stay there. I doubt we'll see any more 1.8 updates for this pack though, with 1.9 ramping up quickly.
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    Psi Discussion Thread

    On the subject of fall damage, has anyone figured out a good way to do add motion to boots for a nice jump boost that won't kill you when you land?