Fusion Power... Space Ships... OffWorld mining....
This is the best mod pack experience we've played, and the really good conversations in this forum are a bit part of it
OK, i'll move to Tier 3 ET machines.
I'm kind of wondering at which point i'll outgrow my two diesel generators.
With all these new high tech machines becoming available, i'm wondering.. do I do a big 'tear down' of my base or start again
with a new base, based on AE2, NeoTech, Extreme reactors and so forth, leaving the existing base behind to do all the other stuff and
just teleport between them as needed?
My existing base with it's pair of diesels is fully self sustaining RE: Power and resources, I'm filling up a large tank with UU Matter and
Sentry guns from IE are happily shooting anything hostile that wanders too close.
I might go for a different look with this new base.
What do you think?
So many things to do!!
-= Wuffle =-
P.S *** WARNING ON CALCULATOR STORAGE CHAMBERS ***
There's a fairly major bug with the Calculator Storage Chamber that I think is worth noting here as it's potentially game breaking.
I was using Mekanism basic bins to store all my bits and pieces from Calculator quite happily until I realized that Calculator has a block that can store very large numbers of circuits.
Long Story short, I began piping circuits over from the basic bins..
Only to discover that if any one slot in a storage chamber has more than 255 circuits of the same type, everything goes a bit strange, the counts go negative and enourmous server lag ensues, with ticks being missed and so forth. After a few minutes my server actually crashed and I couldn't get it started.
I had to set the maximum-tick wait to -1, in the config file, restart the server and breack and dispose of the blocks, resulting in the loss of thousands of analysed circuits.
I popped past the GitHub for the Calculator mod, and the mod author has flagged this and other issue for a release a few days ago.
I'll keep an eye out for this, as if it's fixed, it would be worth an update to the mod pack to include this latest version of Calculator, given that so many things depend on it's output.
This is the best mod pack experience we've played, and the really good conversations in this forum are a bit part of it
OK, i'll move to Tier 3 ET machines.
I'm kind of wondering at which point i'll outgrow my two diesel generators.
With all these new high tech machines becoming available, i'm wondering.. do I do a big 'tear down' of my base or start again
with a new base, based on AE2, NeoTech, Extreme reactors and so forth, leaving the existing base behind to do all the other stuff and
just teleport between them as needed?
My existing base with it's pair of diesels is fully self sustaining RE: Power and resources, I'm filling up a large tank with UU Matter and
Sentry guns from IE are happily shooting anything hostile that wanders too close.
I might go for a different look with this new base.
What do you think?
So many things to do!!
-= Wuffle =-
P.S *** WARNING ON CALCULATOR STORAGE CHAMBERS ***
There's a fairly major bug with the Calculator Storage Chamber that I think is worth noting here as it's potentially game breaking.
I was using Mekanism basic bins to store all my bits and pieces from Calculator quite happily until I realized that Calculator has a block that can store very large numbers of circuits.
Long Story short, I began piping circuits over from the basic bins..
Only to discover that if any one slot in a storage chamber has more than 255 circuits of the same type, everything goes a bit strange, the counts go negative and enourmous server lag ensues, with ticks being missed and so forth. After a few minutes my server actually crashed and I couldn't get it started.
I had to set the maximum-tick wait to -1, in the config file, restart the server and breack and dispose of the blocks, resulting in the loss of thousands of analysed circuits.
I popped past the GitHub for the Calculator mod, and the mod author has flagged this and other issue for a release a few days ago.
I'll keep an eye out for this, as if it's fixed, it would be worth an update to the mod pack to include this latest version of Calculator, given that so many things depend on it's output.
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