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  1. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I do what I can. When I'm done, I'll provide links to the corrected files for you to put in the config folder until the modpack can be updated in FTB.
  2. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Staying in your base is equally easy; the difficulty is for those people who think they're some kind of Leonidas and try to face the horde head-on (in fact, remember what happened to Leonidas himself). Those who think like a trapper instead of a warrior will find nighttime somewhat easier. The...
  3. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Well, to go back to vanilla sleep, you can remove Somnia, for one. If you just don't want the negative effects of going without sleep, but want to keep the "fast nighttime rendering," you can disable this option in Somnia.cfg: B:fatigueSideEffects=false If you want the fast nighttime...
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    [1.7.10] Survival industry [rotarycraft based tech]

    Ladies and gentlemen, after a lot of work, and not a small amount of spit'n'polish, I am pleased to announce that version 1.4.0 of Survival Industry has been released on the Feed the Beast launcher! With this release of Survival Industry, The oregen now accounts for the contour of the land...
  5. R

    [1.7.10] Survival industry [rotarycraft based tech]

    As I understand it, that's being worked on. What will actually happen is up to Reika and McJty, but I'm pretty optimistic. Either way, from what I understand, reaching the top tier magnetostatic can provide almost full power to the rotational output, so using RF as a way to transport shaft...
  6. R

    [1.7.10] Survival industry [rotarycraft based tech]

    As the saying goes, it's a port in a storm. Even after watching the videos, I recommend practicing reactor design in a creative world before even trying this at your home base in Survival. The HTGR won't damage anything on failure, mind you (the cores simply turn to lava when they overheat)...
  7. R

    [1.7.10] Survival industry [rotarycraft based tech]

    On the next update, the ores will actually scale based on the average biome height. The upshot of this is that you'll find ores more compressed under oceans, and you'll find ores in higher altitudes in extreme hills. There will also be some singificantly-larger caves that will occasionally...
  8. R

    [1.7.10] Survival industry [rotarycraft based tech]

    The issue with bonemeal is depth. I had been under the impression that bonemeal works with all depths, but it turns out that it has a maximum depth of 40-48 blocks down. If you place bonemeal, and nothing appears, that means that the ore, wherever it is, is more than 48 blocks down... so, if...
  9. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Yeah, it can be tricky. I basically mine downwards (spiral staircase, not straight down) 10 blocks under hauman, then mine 30 blocks north, go back to the shaft, 30 blocks west, back, 30 blocks south, back, 30 blocks east, back, down another 10 blocks, repeat the 30-block pattern, and so on. I...
  10. R

    [1.7.10] Survival industry [rotarycraft based tech]

    That's... a way to do it. I just look for Hauman, dig down about 20 blocks, and then mine 30 blocks in each direction. Usually, by then, something becomes visible for mining. But it sounds like you got a real blast from your excavation exploration.
  11. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Actually, yes, if you kill the game while it's generating a world, random stuff can find its way in. I remember a whole desert chunk in the middle of a jungle one time when I did that and loaded the game afterwards.
  12. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Did you see any other strange items in places they shouldn't have spawned? DId you install 1.3 fresh, or did you upgrade the modpack? There's been some instances where the game screws up if you don't first delete "SurvivalIndustry" from the FTB folder before installing 1.3, due to the drastic...
  13. R

    What would YOU change about BuildCraft?

    The modpack uses OpenComputers, not ComputerCraft. I intend for the player to have to progress to the stage where they have power before I let them have an in-game computer. Until then, they're stuck in the Agrarian Stage.
  14. R

    What would YOU change about BuildCraft?

    For details, you might want to check this. The pump is designed to work with water or other self-replenishing liquids. Unlike BC's pump, which will pump any depth of water, RoC's pump will only pull the first two levels from the surface of a liquid. Any more, and you will need to periodically...
  15. R

    What would YOU change about BuildCraft?

    Well, given that the tank is a component in the refinery and pump recipes, and it doesn't really short-circuit much of anything, that seems like a no-brainer. ;) Well, then I guess you just made a suggestion yourself. ;)
  16. R

    What would YOU change about BuildCraft?

    Poor planning? Yes. Intentional? Yes. Of course, each is by a different person. For clarification, the modpack is a RotaryCraft themed pack; buildcraft is included for its effectiveness in construction projects. I had also hoped to use the fuel as a component in jet fuel, but without an...
  17. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Actually, just for clarification, you need to use a hoe on a grass block that is not near water. This will effectively turn the grass block into a dirt block, and sometimes pop a random seed out of the ground. At this time, it is configured to pop all vanilla seeds (including melon and pumpkin...
  18. R

    What would YOU change about BuildCraft?

    True enough. However, the quarry and filler effectively have the exact same use in this regard, except the quarry allows you to keep what was taken. Even if the quarry was removed to the factory module, the filler would have no problem picking up that slack. And I don't know how you use it...
  19. R

    What would YOU change about BuildCraft?

    Well, my thought would probably be some shifting around of items between modules. The quarry is a way to produce massive amount of materials without having to dig it yourself, rather than a tool to build anything, so I would place it in "Factory," rather than "builders" The liquid oil and fuel...
  20. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I would like to announce the release of Survival Industry 1.3.0! This release marks the removal of Tinker's Construct and Thermal Foundation, as well as their associated add-ons. In their place, new options and tools have been added to provide almost every feature they had provided. Also added...