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  1. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Looks like the RNG doesn't like you (or does, if you enjoy the challenge). If my calculations are correct, then the odds are 1 in 125 thousand for three in a row. Sent from my SM-T217S using Tapatalk
  2. R

    [1.7.10] Survival industry [rotarycraft based tech]

    The Blood Moon is set to the default value; basically, there's a 2% chance of it happening on any given night.
  3. R

    [1.7.10] Survival industry [rotarycraft based tech]

    It can only collect wood, not leaves. Also, it is limited to axes of steel level and above. Nobody is going to be chopping down trees with wood, stone, bronze, or iron axes. So, in essence, you have basic axes (Entry-High Level materials), Lumber Axes (Extreme and Top Level materials), and...
  4. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Well, the next version will be removing TiC altogether. Additionally, Treecapitator has been installed, and configured for the extreme-level (steel and above) axes. And it does work with Vegan option. All the same, I submitted a bug report for the issue with VO. Also, with Metallurgy, you...
  5. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Vegan option has an alternate for slime, and a recipe for blaze rods. Sent from my SPH-L720T using Tapatalk
  6. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I'll have to check if RoC can be configured to use BC oil directly. Failing that, I'll probably just disable the oil generation. Sent from my SM-T217S using Tapatalk
  7. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Isn't there a lunch bag for early game? I seem to recall that... Sent from my SM-T217S using Tapatalk
  8. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Actually, I didn't know about that setting. However, after checking it out, I think I'm going to leave it. I don't want the farming to become trivial by making crop boosting as easy as a row of crosscrops... it is a big part of the early game, after all. ;) By the way, For the forseeable...
  9. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Are you able to record this sound? Sent from my SPH-L720T using Tapatalk
  10. R

    [1.7.10] Survival industry [rotarycraft based tech]

    The point is this: I cannot design the modpack under the assumption that all the players will have optimized FTB launchers. Linux users like myself cannot use the Curse client, which means we are all left out of the loop unless we're expert computer users (and despite the popular myth, not all...
  11. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Perhaps not. But you can get some ridiculous levels of enchantment with e+. Sent from my SM-T217S using Tapatalk
  12. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Keep in mind that battlegear includes several types of arrows, including armor piercing and explosive... And if enchantment works with them, or the bow, you might just have some significant firepower without TiC. Sent from my SM-T217S using Tapatalk
  13. R

    [1.7.10] Survival industry [rotarycraft based tech]

    No, ExU Energy nodes do not connect with rotational power directly, you need a rotational dynamo to convert the power to redstone flux, first. Theoretically, connecting an ExU energy node to the the business end of the dynamo will allow it to collect RF to distribute using the cables that...
  14. R

    [1.7.10] Survival industry [rotarycraft based tech]

    True enough. So we'll just say no to CC. Expanding a vanilla magic mechanic is one thing; adding a whole system of magic is something completely different. Sent from my SPH-L720T using Tapatalk
  15. R

    [1.7.10] Survival industry [rotarycraft based tech]

    And, by "balance", I'm referring to the "one block per feature" rule I use to keep this pack from going kitchen sink. What are CC's features? Do they duplicate other mods I already have installed? Without progressing to the end myself, I have absolutely no idea. Sent from my SM-T217S using...
  16. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Thermal Dynamics is going away. However, for RF, you can use the ExU pipes, or the ElectriCraft cables. I'll check the issue with the dynamo and the energy node. As for CC, remember, it's not just the balance, its the worldgen. I want SI to be playable using reasonable system specs; I have a...
  17. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Integrated with his other mods, yes. Encouraging exploration, yes. More inside the scope of this pack than dinosaurs... You're going to have to explain that one... dinosaurs are a genetics mod, which fit the category of mad science. To be fair, I've considered CC multiple times during the...
  18. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Once you have something, let me know, and I'll give it a test run. Sent from my SM-T217S using Tapatalk
  19. R

    [1.7.10] Survival industry [rotarycraft based tech]

    My guess would be "Season, Days left". Maybe add the current year and day if you have room. This would allow the player a way to plan for the end of the season. Sent from my SM-T217S using Tapatalk
  20. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Fall = year * 0.5. Fall - current day = number of days left in summer. Winter = year * 0.75. Winter - current day = number of days left until winter. Sent from my SM-T217S using Tapatalk