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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    Ah, I am familiar with the Java parameters, some of my servers are on 1.8_u11, u25, etc so permagen isn't a thing and some of those options aren't applicable in Java8. I was questioning 2GB as enough for this pack in particular, since it has something wonky behind the scenes with the chunk gen...
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    Is this startup string for client or server side? Is 2GB enough for the server?
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    This kind of sounds like the SMP issues we were having, the chunk gen kills our server and boots everyone :\
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    Dolinmyster, I am interested in getting this pack up and running in SMP. If it helps you at all, I can lend you use of a dedicated server for testing.
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    Tried with 8, 16, etc. It fills up very quickly on this pack it seems, at least in SMP
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    [1.7.10] TerraFiramaTech [Alpha] - TerraFirmaCraft and GregTech Modpack

    We have tried over 8 hours of this Mod Pack on a dedicated server. Playing with version 0.9.9 The chunk generation is causing the server to die, especially if more than one player is exploring at any one time. The CPU load of chunk generation is extreme, and it forces the server game loop...
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    Simple TE3 Dynamo Control

    This is a basic ComputerCraft script that can control your TE3 dynamos. It will monitor the redstone signal strength of an energy cell. If the energy level drops below the threshold, it will emit a redstone signal. Set your dynamo(s) to "high" and they will turn on when the power level is...
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    Tube/Pipe Systems for FTB Monster

    There are a LOT of tubes/pipes in the FTB Monster mod pack. I am looking for a tube/pipe network that works similar to the old Red Power 2 tubes. I know mekanism adds something very, very close to matching what RP2 did, but I am not finding that in the current mod listing. Specifically, I am...
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    Thermal Expansion 3 is boring (actually just RF)

    Yes, 1 appears to be ticking about 1.4ish, all others are 0.0000 Interestingly, all the aqueous accumulators tick a atleast 0.8(usec), none have a 0.000 tick time like the dynamo.
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    Thermal Expansion 3 is boring (actually just RF)

    KL, I did a test on a flat world with 1 generator 6(usec) and 1 batbox 3(usec) I did 50 steam dnamo which all registered in Opis as 0.0000(usec). Do dynamo not register any tick time? Or is Opis just not working with TE properly? If 50 dynamo really do register 0.0000, that's pretty nice.
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    Thermal Expansion 3 is boring (actually just RF)

    No, but making accusations on other mods is how rumors and issues start. It's how people start hating on mods to begin with.
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    Thermal Expansion 3 is boring (actually just RF)

    Do you have proof/source for this? Your going to get this thread closed with all your spam.
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    Thermal Expansion 3 is boring (actually just RF)

    None of this is relevant tot he discussion of RF.
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    Thermal Expansion 3 is boring (actually just RF)

    Gonna pull the Gtech card on you here when it comes to High Tech. Others have mentioned mod ecosystems, hopefully someone out there will Gtech up TE3. Cinnabar for 3x output is not high tech in the slightest. There isn't enough content in TE3 base to go "high tech", especially when all the...
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    Thermal Expansion 3 is boring (actually just RF)

    This is the kind of thing I am hoping for. If it's complex in its operations, it may be a great addition to the methods listed prior in RF production.
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    Thermal Expansion 3 is boring (actually just RF)

    This thread wasn't meant to hate on your mod at all, it was more to spark discussion that if RF does become the "industry standard" that there would be more interesting ways for power generation. I understand that if your machines don't require crazy amounts of RF/t, there is no real reason to...
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    Thermal Expansion 3 is boring (actually just RF)

    KL mentioned in the original TE3 post that RF is meant as a mod standard for power. As you said, other mods that require such power will need to add their own means of power generation (like the forestry biofuel engine for BC). Fingers crossed the other modders will add interesting means of...
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    Thermal Expansion 3 is boring (actually just RF)

    I think you may have actually better stated what I originally thought. The entire 80RF/t regardless of means is the biggest thing for me. This is what I meant by diversity. I'd like to see tiered power generation much like IC2/BC offer. The fact that, per tick, coal and other hard to get...
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    Thermal Expansion 3 is boring (actually just RF)

    Kind of off topic, but yes, BC adds it's own set of challenges. The power drain/loss over time was meant to be. You were never supposed to be able to store MJ. TE gave you the ability to store MJ, it was never meant to exist in such a way. I've not tried mods outside of TE3 to generate RF...
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    Thermal Expansion 3 is boring (actually just RF)

    Yes, and powering everything off of Coal is boring. My point is more the fact the dynamos themselves are boring. There is no tiering of power generation. The only difference is how much total power you get out of your fuel. You are never working towards bigger and better power generation...