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  1. J

    [1.7.10] Survival industry [rotarycraft based tech]

    There's a sound like dinosaur roaring around my industrial area, and I can't figure out where it's coming from. It only went away when I silenced "ambient/environment" bizarrely, so maybe it was matmos accidentally playing an archaeology sound? Really weird, anyway.
  2. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Considering Signalum and Enderium are both nonexistent without TE, it's kinda a non-issue for balance. :P And no, it did not one-shot the dragon: It took five shots. Related, the damage boost seems to boost XP gains with it. Each shot against each zombie results in huge gains, for both the...
  3. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I never had gotten into the Tinker's Construct ranged options before, but I finally decided to get into it today in preparing for an End Dragon run, and holy crap. This will, of course, be far far less powerful without TE, but with it I built a Signalum crossbow with regenerating Enderium-tipped...
  4. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Is there anything special you have to do to get ExU energy pipes to work? I made an "energy extraction" pipe, put it on the output side of the steam generator, and routed it to the carpenter, and nothing happened. It doesn't have a tip screen like most ExU things, sadly. Electricraft cables...
  5. J

    [1.7.10] Survival industry [rotarycraft based tech]

    How do you transfer RF? I tried the Extra Utilities energy pipes but they didn't seem to be able to pull it from the Rotational Dynamo or Hobbyist Engine. Also, any way of storing it? I'd guess no, but just checking. e: oh duh, Thermal Expansion ducts, forgot that was in the pack
  6. J

    [1.7.10] Survival industry [rotarycraft based tech]

    It's dead simple to add stuff to a modpack with FTB, so I'm not at all bothered by its lack of inclusion. :P I'm not sure the balance of the full chromaticraft package even matters for SI's progress, btw: Even if you cheat in the fully researched book, it has an "achievements" esque system of...
  7. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Trip report: I dropped Chromaticraft into my Survival Industry install. It actually fit really well: The advance mechanic, despite it being a "magic" mod, feels very inspired by scientific investigation. I can definitely see how this came from the same guy as Rotarycraft, and I feel like it fits...
  8. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Having some idea of the next change, either by "day x of y year" (I can divide by four in my head), or the preferable more verbose option reteo outlined, would be nice. There's lots of room in the tooltip, I think.
  9. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I had no idea how that village awareness worked at first, and pissed them off the first time I played with the new update after moving into a village. Planting and harvesting Harvestcraft gardens pissed them off, for some reason, as did upgrading the smeltery in town by taking out some of the...
  10. J

    [1.7.10] Survival industry [rotarycraft based tech]

    So I looked up "Harder Wildlife" in NEI for the first time, and saw there's a calendar item. I had no idea that was available before, and that makes a difference. It's a bit fiddly (painting + clock, then place in an item frame and look at it, and in WAILA you finally see the info you want), and...
  11. J

    [1.7.10] Survival industry [rotarycraft based tech]

    The Carpenter is the crafting block for Forestry. You need it to make most things in the pack, like the Apiary (without the carpenter, you only have the basic "bee house" that can't use frames, and thus is far slower), for example. Beyond the apiary you then can build the Aveary, which is a...
  12. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I feel doubtful that there could be anything done on the modpack maker side for it. It's making global changes on a game that has no "global" anything except time of day. The map and chunks only update when you get near them and make them become active again. This feels like it causes pretty...
  13. J

    [1.7.10] Survival industry [rotarycraft based tech]

    How do you make Forestry stuff? I can't find any of it in NEI, and a bunch of stuff has no visible recipes like the beealyzer. Also, I kinda hate the seasons mod (harder world? something like that?). It's a great concept, but I feel the execution is just really lackluster and distracting. The...
  14. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I do, but that would just feel less wasteful. Also, you get 4x the mB in the filler if you put the ethanol in an engine and bucket it into the filler, rather than putting them directly into it. It's odd.
  15. J

    [1.7.10] Survival industry [rotarycraft based tech]

    That'd be a more tenable idea if you could drain the jetpacks back into the filler's inventory.
  16. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I wouldn't say we need simply jetpacks, I simply like how they're structured with Ender IO for the upgrade tiers. They have some features that are nice (hover mode, a GUI for toggling aspects of the jetpacks, etc) over Rotarycraft but nothing critical. I mean, except arguably the toggles. The...
  17. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Could you disable parts of mods you dislike? I love Ender IO for its travel/world interaction stuff for example: The teleportation blocks and staff, the stuff using monster heads (so metal) and the integration with Simply Jetpacks for that tech tree. Also I always default to Ender IO pipes/wires...
  18. J

    [1.7.10] Survival industry [rotarycraft based tech]

    After a few day's reflection after reaching bedrock level in Rotarycraft, I feel myself wishing for other tech mods. I want somewhere to "go" from here, but Reactorcraft is all about generating more power, which I don't really have a use for, and to be honest it just makes me wish for...
  19. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Yeah, I was wondering if that'd help with the nexus security. Maybe if that doesn't work, intentionally blow up a nuclear plant on it so the radiation guards it? :P
  20. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Uninsulated electricraft wires say they shock on contact, does that break the wire or anything? I remember back in the day using IC2 wires with high current as traps.