[1.7.10] Survival industry [rotarycraft based tech]

would you like the modpack to grow bigger with new mod?

  • yes, more magic

  • yes, more tech

  • yes, stronger mobs/other

  • no, keep it as it is


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reteo

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Jul 29, 2019
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No worries. You use what works. The point is to enjoy the game your way, not play it mine. If you can't enjoy it, then I'm doing it wrong. :p
 

JeffPeng

New Member
Jul 29, 2019
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Holy hell Journey map is laggggy! I just removed it and added in VoxelMap instead, the performance difference is insane!

I do not recommend using journeymap with anything less than 4 Terabytes (well, that might be slightly exaggerated, but only slightly) of ram if you are using a high-res texture pack. It takes forever to calculate map colors and the color tables are huge. I personally use the tried and true mapwriter if I use a hud map, or just Antique Atlas for a more survival based feeling. Not having a map up all the time actually makes the game quite a different experience.
 

essenceoflove

New Member
Jul 29, 2019
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I'm several months late to some of the statements I've read. So I'm at the beginning of my first winter and my blast furnace will no longer produce steel as well. There's got to be a way to work around the seasons without disabling them. I haven't tried it yet, but would switching from a lava block to a friction heater solve the problem with winter temps. If that doesn't work I think this is were you can adjust the temperature indoors.
HarderWildlife.cfg line 75

# Enables or disables the crop growth based on biome information (which is effected by seasons,
# if enabled and ignored if slow crops is disabled). Most (vanilla) biomes have some semblance of a
# growing season, though it will be harder to grow food in the cold and dry biomes. Growing plants
# inside uses an effective temperature halfway closer to the ideal value.
For extreme biomes
# this might be required!
# If disabled, base slowdown probability is used instead.
# [default: true]
B:EnableCropSlowingByBiome=true

# Configures the worst possible growth rate for biome based crop growth.
# In the worst possible conditions, the chance that crops will grow will not drop
# below 100/(value + 10) %
# Generally speaking this occurs in the frozen biomes during the winter, most notably Cold Taiga.
# There should be no need for this value to exceed 16 for any biome other than Cold Taiga (50+)
# and Cold Beach (20+).
# [range: 8 ~ 96, default: 16]
I:SlowByBiomeLowerBound=16
Raising this number /\ might be an easy fix. I would slowly increase this number through testing until RotaryCraft machines are no longer affected. But that wouldn't solve the problem for outside machines.
 

reteo

New Member
Jul 29, 2019
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Little known fact: a fire next to a blast furnace heated by lava will boost its temperature even higher. High enough to counter winter.

So, when you have a blast furnace, but haven't started smelting HSLA steel, and it's too cold for that lava block underneath to heat sufficiently for HSLA steel, simply place a log or wood block next to the lava, and then light it on fire. The furnace heats up further, making it usable in the winter (and once you heat it with a friction heater, it's not likely going to be an issue anymore). Granted, the heat starts to drop once the log or planks burn up (assuming you're not using Netherrack), but the heat drop is slow enough to allow multiple smelts before the temperature reaches back to the original amount.

So, there's no need to go nuts with the Harder Wildlife configuration; just light up a fire next to the furnace and watch it smelt HSLA. :)

And yes, a friction heater, powered by a steam engine with even torque/speed (using a 4:1 wooden gearbox in torque mode with a cooling fin), will remove any further winter heating issues.
 
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Kevboy4044

Guest
Hello,

I have been able to get to the point, where I can run a bedrock breaker with the use of micro turbines. Now there are a couple of mods, like AE2, GenDustry, or Minechem that need bedrock and I basically have the opportunity to go into these mods now. However, I am a bit stumped by the sheer amount of possibilities, that open up at this point. There is also still a lot I could do in Rotarycraft, like powering my extractor with better engines, or create some of the fun tools.

Do you guys have a recommendation, as to what would be a good next step?
 

reteo

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Jul 29, 2019
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Before you go into Mad Science, I would recommend starting on a reactor; those will provide the necessary power to run some of the mad science tech.

After that, here are some suggestions:
  • Applied Energistics would be an excellent start if you want to integrate storage and crafting into one big automated solution.
  • MineChem would be excellent for materials disposal.
  • If you want to give yourself creative-style powers, Advanced Genetics is your thing.
  • If you really want to maximize your bees for the desired materials, Gendustry is your goal.
  • If you want to make your own worlds, then RFTools is the next step.
I can't tell you what mod to advance to; this is entirely based on your playstyle.
 

JeffPeng

New Member
Jul 29, 2019
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If that doesn't work I think this is were you can adjust the temperature indoors.

RotaryCraft doesn't factor in indoors or outdoors, at least not as you would suspect it to. There is a check if a block is exposed to sunlight. That's it. Reika relies on his own code to determine block temperature.

As reteo already stated lighting a fire additionaly to placing lava next to a blast furnace helps. Also your assumption that a friction heater would solve the issue is correct. To be precise: A friction heater applied to a heatable machine always overrides environmental temperature, no matter if it is higher or lower. Example: Placing a blast furnace in the exhaust stream of a gas turbine will heat it to 1200 deg C. Applying a friction heater with 900 deg C will "cool" it to 900 deg C while running.
 
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tblade2001

New Member
Jul 29, 2019
11
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I'm having a rubbish time getting this pack to run on a server. Which mods should I be disabling? Any other things I have to be wary of?

P.S. Apologies for the terseness, have to go to an appointment in a few seconds.
 

reteo

New Member
Jul 29, 2019
380
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What's happening when you try to run it on the server? Are you getting any errors? Did you download the server version of the modpack?
 

tblade2001

New Member
Jul 29, 2019
11
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Finally home.

As far as I'm aware, it is the server version. (I use a server host who are specialised in providing one click modpack installs)

I downloaded server version from ATLauncher, and compared to the version on my server via FTP, and it seems the same.

Errors so far have included:
  • something triggered by LiteLoader and OpenModsLib (mentioned in the openmods FAQ: https://openmods.info/faq.html ) (Liteloader disabled)
  • crash caused by dependency on LiteLoader for DefaultKeys after I disabled LiteLoader (expected, also disabled); and
  • most recently:
    Caught exception from si.core
    java.lang.NoSuchMethodError: net.minecraft.creativetab.CreativeTabs.func_78013_b()Ljava/lang/String;
Since that error was from si.core which looks to be a custom mod for your pack, I thought it was a safer bet to report to someone who knew the nature of each mod, rather than try and strip out each mod one by one as they caused errors.
 

reteo

New Member
Jul 29, 2019
380
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Finally home.

As far as I'm aware, it is the server version. (I use a server host who are specialised in providing one click modpack installs)

I downloaded server version from ATLauncher, and compared to the version on my server via FTP, and it seems the same.

Errors so far have included:
  • something triggered by LiteLoader and OpenModsLib (mentioned in the openmods FAQ: https://openmods.info/faq.html ) (Liteloader disabled)
  • crash caused by dependency on LiteLoader for DefaultKeys after I disabled LiteLoader (expected, also disabled); and
  • most recently:
    Caught exception from si.core
    java.lang.NoSuchMethodError: net.minecraft.creativetab.CreativeTabs.func_78013_b()Ljava/lang/String;
Since that error was from si.core which looks to be a custom mod for your pack, I thought it was a safer bet to report to someone who knew the nature of each mod, rather than try and strip out each mod one by one as they caused errors.

Hmmm... okay, liteloader is client-only, so if you have it, go ahead and remove it; I must have missed that one in the submission of the server zip. Same for DefaultKeys.

As for the creative tab issue, yes, si.core is a very custom mod for the pack, and is required for the server as well as the client. Go ahead and post that one to the issue tracker, and we'll see about fixing that. Just make sure to submit a full log so that we have enough information to work with.
 

tblade2001

New Member
Jul 29, 2019
11
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Hmmm... okay, liteloader is client-only, so if you have it, go ahead and remove it; I must have missed that one in the submission of the server zip. Same for DefaultKeys.

As for the creative tab issue, yes, si.core is a very custom mod for the pack, and is required for the server as well as the client. Go ahead and post that one to the issue tracker, and we'll see about fixing that. Just make sure to submit a full log so that we have enough information to work with.

Posted on the issue tracker.
 

DriftinFool

New Member
Jul 29, 2019
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Where can I find information on upgrading tools? I'm lost on how the mechanic works and not sure what mod allows it, so not sure what to even search for on google
 

reteo

New Member
Jul 29, 2019
380
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If you mean for things like 3x3 mining and area of effect weapons, you put the tool, and its upgrade material (listed in the tooltip) in the anvil. The anvil will then tell you how much experience the upgrade will cost. Keep in mind this will only work if you put a single upgrade material in its slot; the process won't work for a stack.

The mod that provides those upgrades is "ToolUtilities."
 

DriftinFool

New Member
Jul 29, 2019
642
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If you mean for things like 3x3 mining and area of effect weapons, you put the tool, and its upgrade material (listed in the tooltip) in the anvil. The anvil will then tell you how much experience the upgrade will cost. Keep in mind this will only work if you put a single upgrade material in its slot; the process won't work for a stack.

The mod that provides those upgrades is "ToolUtilities."
That is exactly what I was looking for. Thanks for the quick reply as always.
 
S

SimianChaos

Guest
So I've installed the pack from the ATLauncher earlier and have run into a complication. I cannot process copper. It won't cook in the furnace, the millstone from Harder Ores isn't present. The only thing I could do is grind it in a Grindstone, but you need quartz to get that. Any ideas on what I'm not seeing?
 

reteo

New Member
Jul 29, 2019
380
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Survival Industry has an alloying mechanic (called "Backyard Metalcasting") that was also used to replace base smelting. You need to form a crucible from a block of sand and a block of clay, and smelt it to make a fired crucible. Then, you put 1 ore or 2 ingots in the fired crucible, and smelt that. Combine the hot crucible with a sand mold (made from only 1 block of sand) to make 1 ingot of ore, or 2 ingots of an alloy. The crucible is never lost, and the mold will be turned back into a sand block.

In the next release of Survival Industry, we will be reverting basic ore smelting to the furnace, and changing the "Backyard Metalcasting" mechanic to an early-game ore-doubling mechanic, after which the Metallurgy ore crusher will be disabled.
 
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SimianChaos

Guest
Thanks, I saw that in NEI but didn't really dig into it.

Survival Industry has an alloying mechanic (called "Backyard Metalcasting") that was also used to replace base smelting. You need to form a crucible from a block of sand and a block of clay, and smelt it to make a fired crucible. Then, you put 1 ore or 2 ingots in the fired crucible, and smelt that. Combine the hot crucible with a sand mold (made from only 1 block of sand) to make 1 ingot of ore, or 2 ingots of an alloy. The crucible is never lost, and the mold will be turned back into a sand block.

In the next release of Survival Industry, we will be reverting basic ore smelting to the furnace, and changing the "Backyard Metalcasting" mechanic to an early-game ore-doubling mechanic, after which the Metallurgy ore crusher will be disabled.