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  1. J

    [1.7.10] Survival industry [rotarycraft based tech]

    RotaryCraft doesn't factor in indoors or outdoors, at least not as you would suspect it to. There is a check if a block is exposed to sunlight. That's it. Reika relies on his own code to determine block temperature. As reteo already stated lighting a fire additionaly to placing lava next to a...
  2. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I do not recommend using journeymap with anything less than 4 Terabytes (well, that might be slightly exaggerated, but only slightly) of ram if you are using a high-res texture pack. It takes forever to calculate map colors and the color tables are huge. I personally use the tried and true...
  3. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Experience orbs decay fairly quickly. So if you are not there to pick them up.... they vanish. The decay rate also is accelerated, as is the entire world. Use a vacuum hopper or an item vacuum to pick up dropped xp. Both have their own advantages and disadvantages. Most notably: You can pipe...
  4. J

    [1.7.10] Survival industry [rotarycraft based tech]

    This has been brought up before (in Reika's thread). If you find this to be an exploit and want it out for you server there is a configuration variable in config/Reika/RotaryCraft.cfg that reads B:"Spawn XP from Friction Heater"=true and you can change it to your liking. On the other hand...
  5. J

    [1.7.10] Survival industry [rotarycraft based tech]

    To elaborate a bit further.... Survival Industry 1.4 includes a few small mods, most notably the so-called si.core mod. This one does a lot of changes to the game, changing the hardness of blocks (BlockProperties used to do that), adding a few items (among it the crucible and the ingot mold...
  6. J

    [1.7.10] Survival industry [rotarycraft based tech]

    MineTweaker won't. We do.
  7. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I blew up like 20 reactors in creative before getting real hold on it. And everyone else should. It's hella fun. Especially if you spent years learning how to prevent such a thing irl. xD
  8. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Actually Sentinalh's tutorials are still quite accurate. The only big change introduced to ReC since then is that neutron reflectors don't just eat neutrons anymore. Also he explains things easy to understand for someone new to the mod.
  9. J

    [1.7.10] Survival industry [rotarycraft based tech]

    We'll have quite a neat vanilla-style metal casting mechanic that involves nothing more complex than a furnace. It cannot cast tools, tho, just ingots and alloys. For alloying that requires power (and provides some quality automation) we'll have some custom alloy recipes for the RotaryCraft...
  10. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Veins can be quite huge. I remember following an iron vein (I believe it was actually 2 or 3 interlocking veins) that resultet in 5 1/2 stacks or ore. Shoving this into my beloved extractor got around 1500 iron from that (even tho ac engine powered extractors take forever).
  11. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I still don't know about RR. It's neat, it's nice, it's kinda stylish, but it also is utterly redundant. We have 4 mods adding filtered item transportation now.... ExU, RoC, AE2 and RR. While AE2 is gated towards late game, I see that, the ExU pipes are not, and the RoC pipes are a bit chunky...
  12. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Boilers just blow once they get water. I thought I remembered something like that. So no reactors in the nether. Period.
  13. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Considering the temperatures in the nether this will prove difficult. Have you ever done it? I haven't.
  14. J

    [1.7.10] Survival industry [rotarycraft based tech]

    I actually did not encounter any "oddness" with seasons enabled except that.... well... in winter it got colder. I was kinda expecting that.
  15. J

    [1.7.10] Survival industry [rotarycraft based tech]

    You can make lubricant from Oil with the liquid distillery. It's an early (not entry) level machine that requires a few gearboxes (2048nM) and to be run from at least a steam engine (min. req. 8192W)
  16. J

    [1.7.10] Survival industry [rotarycraft based tech]

    Three bloodmoons in a row is actually 8 million to 1. Shoulda played the lottery, man.
  17. J

    [1.7.10] Survival industry [rotarycraft based tech]

    The solar tower bug will be fixed in v10.
  18. J

    [1.7.10] Survival industry [rotarycraft based tech]

    It's still a better challenge than vanilla. Still... I don't know. The high-end recipes are pretty powerful. If you just can stuff boatloads of them into your face with no -real- negative effect but slightly more time consumed I feel like they might become too effective.
  19. J

    [1.7.10] Survival industry [rotarycraft based tech]

    The FTB launcher can pass arguments. Although, there is no way I know of to pass these arguments automatically along with the pack. I also can confirm that Survival Industry really needs 3Gig+ to run somewhat smoothly. If playing on a server less might work, since some of the pain is shared. I...