Search results

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord
  1. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Never noticed this before and am saddened by the resulting knowledge :( Drum holds 256,000 mb or 256 buckets. Deep Tank [given proper size...should hold more, right?] 11w x 5d x 5h...432,000 mb or 432 buckets. WTF?
  2. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    If I leave design as-is, I'd have 2 emitters turning off 2 KCs and one cell which could lead to either Assembler/Charging Station running out of pressure [KC would be on but cell would still be off]. It's 110 RF BTW ;)
  3. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    InGameInfoXML-1.6.4-2.5.1.37-client [default configs] but someone kindly posted a CL-friendly version here...somewhere? I should be able to easily do both [cell/KC should be touching the emitter in my layout]. Just have to redesign the station's power hookup as one conduit was powering 2 KCs.
  4. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Should have figured this sooner given which mod the block comes from...Enchantment Router is provided by MFR ;). You can hopper-in items into the Enchantment Router via SFM, but the output sides need buffers [chests/trash can/etc.] to allow further SFM interaction.
  5. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I'll try putting a Hardened cell at each KC and have SFM disable the cell vice the KC [will require small layout modification]. Will restricting the cell's output be enough to stop any overpressure? I've noticed that when switching off the cell, vice the KC, the KC will not shutdown...
  6. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Need to stay away from imgur...got lost for 30 mins Picture time: The KCs aren't running [that I can see]. Fan blades are in same position but energy in cell is less. I did have a security upgrade in the assembly line, but removed it. No change in energy consumption. Edit: KCs have a buffer...
  7. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Awesome SFM trick. Use SFM to make dirt via barrel method. Only requires one connection to barrel. No more barrels in between pipes!
  8. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Aww...thanks! I'm guessing it's still filling up the duct buffer then...but I'm not sure. I've got 4 KCs hooked up to a single REC, connected via 12 Hardened conduit, and all contained with a single chunk. When I left the PC room, everything had stopped running and I'm unsure what the cell...
  9. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Hmm...are Kinetic Compressors RF sinks? None of mine are running but there's a steady power drain on the cell they're connected to...and they are the only power consumers connected to the cell.
  10. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Instead of multiple barrels, why not an Adv Filing Cabinet for your net storage needs? Doh...unless that's how you're telling the system which net is where...
  11. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    PC Room coming along nicely...for once :). Will need to automate bonemeal application to seeds tho as by-hand is too slow, and they grow like molasses on their own. Has anyone gotten the Enchantment Router to work with SFM? Seems like SFM will not recognize it as something to put things...
  12. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Dunno why but I thought I read it in the quest book...something like 'later you can upgrade size to 5x5'. And now for my ask: Automating chambers via SFM. With SFM only pulling specified items from chambers [chamber IO blocks] am I still required to fill in the IO block filters? I've setup...
  13. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    This make me sad. I thought chamber sizes were only 3x3 or 5x5.
  14. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    You can stop vines from growing by placing buttons above/below them...mobs will pass through them. Given that you're fall area is 3x3, you can't cover the middle block with vines so here's another solution that may/may not work. Cloud in a bottle. I know of it's existence but not how it works...
  15. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Final edit: removed the barrel variable and just had SFM select the 14 barrels directly for the storage output and all seems fine now [grumble]. Two things of note in this system: (1) - Helium seeds need to be fully enclosed [don't forget lighting!] or sometimes they'll fly away from the...
  16. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Yeah, I didn't have my 'programming' hat on. Your comment immediately made sense and DW setup his variables so as to assume the default values of the 'For Each' command. What's driving me buggy now is the system will harvest correctly but skips replanting and puts everything straight into...
  17. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Yup, he uses a 'for loop'. Thanks for clearing this up [thought I was going nutz there].
  18. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Going with DW20's version of PC seed automation and trying to make sense of his SFM programming. He creates 2 variables [white/orange] but only defines one [white = block gates]...and then never uses it. The rest of the SFM programming uses the orange variable. How does this work or did I...
  19. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    *Raises hand Mine's nowhere near your complexity tho Ahh...
  20. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Goodly number of Range Upgrades in the helmet to help with finding chest items in the city [Heart Canisters/etc]? I stuck 16 in and ended up with 1 FPS... On another note, has anyone else noticed that cities/structures are very, very slow to load? So slow that MC/Enviromine lags out and...