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  1. R

    [1.7.10] Survival industry [rotarycraft based tech]

    To be honest, I'm not a big fan of the mod myself. But at this point, I'm willing to leave it in for now and see if anyone has a problem. Sent from my SPH-L720T using Tapatalk
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    [1.7.10] Survival industry [rotarycraft based tech]

    I thought I did include it... did I forget to add it to the list? Sent from my SPH-L720T using Tapatalk
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    [1.7.10] Survival industry [rotarycraft based tech]

    According to Reika, v10 should see upgrades to the Magnetostatic engine that can, eventually, minimize power loss, meaning that we can transform Reactorcraft power to RF, transport it using the Enhanced Portals, and then re-convert it to shaft power with little loss once the magnetostatic is...
  4. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Okay. I'm going to be disabling seasons for the next release of the modpack, and we'll wait and see what happens with v10. Reika indicated interest in compatibility with Harder Wildlife's seasons, so it might just be that once he completes it, the machine temperatures will be more consistent.
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    [1.7.10] Survival industry [rotarycraft based tech]

    Did you keep track of the biome you were in when you dropped them? From what Reika informed me, Reika's mods track temperature based only on the biome the machine is placed in.
  6. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Nice. That being said, feel free to post them here, too, if for no other reason than it sparks discussion. I have a solid idea of how my modpack should be, but it's easy for a designer to fall in love with his design, and become biased. Perspective is a valuable tool for keeping me honest.
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    [1.7.10] Survival industry [rotarycraft based tech]

    Keep in mind the changed recipe actually reduces the total amount of iron needed to make the track; In vanilla, 6 iron ingots makes 16 tracks. In Railcraft, 4.5 iron ingots makes 32 tracks. And if you convert iron to steel, 2.25 iron ingots makes 32 tracks. An in all cases, the tracks that...
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    [1.7.10] Survival industry [rotarycraft based tech]

    Just a reminder: If you come across bugs in the game, or have suggestions for improving the game play, we have a Github where issues can be reported and tracked. I usually try to post thread-added issues and suggestions to the Github, but if you post them there too, it would make my work a...
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    [1.7.10] Survival industry [rotarycraft based tech]

    I had decided to include the ExU pipes as combination pipes, as opposed to the single-use pipes available through RotaryCraft, as an option for those who want to maximize their space. I've not used RR much myself, but it seems to have a lot of filtration built into it, including "sorting...
  10. R

    [1.7.10] Survival industry [rotarycraft based tech]

    And no, Enhanced portals do not accept shaft power; they will only work if the rotational dynamo is generating RF.
  11. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Apparently, the solar tower issue is a known bug. The solution for the time being is exactly the opposite of the handbook's instructions: don't give the tower water.
  12. R

    [1.7.10] Survival industry [rotarycraft based tech]

    KB, I could probably see someone else asking that question. You, on the other hand... you do recall the conversation in the recipe thread between you, Draco, and myself, right? The one starting from the very first page? We actually covered this in some detail. Here are the key points...
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    [1.7.10] Survival industry [rotarycraft based tech]

    On a side note, Enhanced Portals requires a Gas turbine to ensure a completely stable portal connection between two portals. A microturbine seems to make a 50% stable portal. A key reason for my choice of RoC instead of TE or MFR. That's also why I pulled Thermal Foundation and Dynamics...
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    [1.7.10] Survival industry [rotarycraft based tech]

    Actually, Reika's willing to add support for RFTools and Enhanced Portals, but has to get the lay of the code, first. So the support will likely appear in a future version of RotaryCraft. Sent from my SPH-L720T using Tapatalk
  15. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I tried. It didn't work. :( Sent from my SPH-L720T using Tapatalk
  16. R

    [1.7.10] Survival industry [rotarycraft based tech]

    This pack does incluse Enhanced Portals 3; perhaps this might transfer the power? UPDATE: Apparently, this only transfers RF. Hmmm. Looks like the best suggestion right now is to make the reactor in a deep cavern, and then just transfer the power using a long shaft train. In the meantime...
  17. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Just out of curiosity, have you tried ExU nodes and pipes?
  18. R

    [1.7.10] Survival industry [rotarycraft based tech]

    There are also the ExU pipes, and I've turned off the QED in the configuration. Besides, once you reach the "Mad Science" level, you have Applied Energistics. ;) In any event, Thermal Foundation produces a number of materials that are pretty useless outside of Thermal Expansion and Tinker's...
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    [1.7.10] Survival industry [rotarycraft based tech]

    Just so you know, the next version is going to do away with TiC and Thermal *. It's been finlized, and is getting ready for submission to FTB. https://github.com/reteo/Survival-Industry/releases/tag/1.3.0 Sent from my SM-T217S using Tapatalk
  20. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I've had it happen in the past. Keep in mind that the chances of it happening is 1 in 50 for each night, so the chance isn't horribly remote. Three in a row can get statistically significant, but it's still not outside the realm of possibility (and bad luck). Either way, it's something to...