Oh, I just saw you said "2x2 fir trees"... hmmm, either that's a Forestry species or else I need to get out and explore some more.
See Dlur's experience on firs below. Those things are monsters
Oh, I just saw you said "2x2 fir trees"... hmmm, either that's a Forestry species or else I need to get out and explore some more.
That's fine, but on the public server we have issues where someone's base will get loaded by someone just walking too close, and then due to a combination of massive base scale, a few mod bugs, and some conduit methods that just can't be optimized any further in a large network the game will slow to a crawl as soon as that chunk gets unloaded. Well, it gets partially unloaded more accurately, I guess. Sure, it'd be nice to fix the bugs and encourage players to use better and more optimized methods to transmit items. But it seems to me that this could also be solved by just adding chunk loading without time/resource limits. Just limit the chunks per player and call it good. If someone quits the game then a server admin should be able to intervene and remove the chunk loading.Yeah I agree 100% all around on this.
The only thing I'd add is, ideally the chunkloader has a configuration option so that the loaders stop working if the player becomes inactive for X days. Otherwise as players come and go from the server, some chunks might stay persisted infinitely.
As a server admin I'd want to make it so that the chunks stay loaded for, say, 2 days. And every time the player logs on, that timer resets.
Fir trees are sort of broken.
That's mostly what I'm saying.That's fine, but on the public server we have issues where someone's base will get loaded by someone just walking too close, and then due to a combination of massive base scale, a few mod bugs, and some conduit methods that just can't be optimized any further in a large network the game will slow to a crawl as soon as that chunk gets unloaded. Well, it gets partially unloaded more accurately, I guess. Sure, it'd be nice to fix the bugs and encourage players to use better and more optimized methods to transmit items. But it seems to me that this could also be solved by just adding chunk loading without time/resource limits. Just limit the chunks per player and call it good. If someone quits the game then a server admin should be able to intervene and remove the chunk loading.
Thanks - steel armor it shall be then. I think it's a vanilla complaint (i.e. a limitation in the vanilla mechanics/code), but I never really understood why armor doesn't show any sort of "protection value" when mousing over them. Tools have this feature, so why not armor too? Pretty much makes it a total guessing game when browsing thru the various armor sets in NEI - we have no idea which are the best armors, which is why I have to come here and ask for people's advice.
Any time Jason considers adding hunger/survival elements to Infitech2, I throw a tantrum and talk him out of it. Like, a really epic tantrum. So blame meBut I just wish there was a better balance for food - not a mod like Hunger Overhaul which makes you focus on food and farming above all else... but also not a few little strawberry bushes being able to fulfill me forever.
Any time Jason considers adding hunger/survival elements to Infitech2, I throw a tantrum and talk him out of it. Like, a really epic tantrum. So blame me
I love survival games too. I was addicted to crash landing. But this isn't a survival game, its a tech game, and trying to shoehorn all your favorite genres into a pack that doesn't accommodate them makes for a worse pack. I'm half-tempted to just completely turn hunger off in this pack.
You could also electrolyze dark ashes(byproduct from burning steel) into Carbon dust --> wiremill --> compress that and build a nanosuite. That is a little bit more expensive, but you can add a jetpack to the nanochestplate.
A great thing would be to add seasons. The little grasshopper will starve in the winter ^^
That would be nice with something like trees don't grow in winter and you have to consider that when making charcoal power.A great thing would be to add seasons. The little grasshopper will starve in the winter ^^
Can you provide an example?Made an LV Assembling Machine... some recipes require molten metals... looks like we use the GT Fluid Extractor for that? Problem is, the recipes fpr Fluid Extractor (such as molten lead) say the machine uses 34 EU/t at one amp... well LV is only 32 EU/t, so doesn't that mean I need an MV Fluid Extractor to make my LV Assembler work?
Can you provide an example?
There's always going to be bridging from one tier to another, so, yes its possible that some MV molten metals can be used in an LV assembly recipe.
Out of curiosity, can you also check the alternative metals in that recipe? There's always lead, tin, and an alloy. I forget the name of the alloy, but its 9 tin + 1 antimony if memory serves. Do they all require 34? (Quite probably)Sure, look up "Electronic Circuit" in NEI, page over to the Assembler recipe, recognize that the recipe requires molten lead, then click on the molten lead and you will see the recipe is shown as the GT Fluid Extractor. On page 2 of 65 is the recipe to turn one lead ingot into molten lead, and it requires 34 EU/t.
On the public Infitech2 server (3.1.7 currently) both Lead and Soldering Alloy (the one you should use for the reason Pyure stated) are both 16 EU/t. What version of InfiTech2 are you running?Sure, look up "Electronic Circuit" in NEI, page over to the Assembler recipe, recognize that the recipe requires molten lead, then click on the molten lead and you will see the recipe is shown as the GT Fluid Extractor. On page 2 of 65 is the recipe to turn one lead ingot into molten lead, and it requires 34 EU/t. Does that mean I need an MV Fluid Extractor, or is there a way to provide that extra 2 EU/t somehow via LV, such as using a GT Transformer?
On the public Infitech2 server (3.1.7 currently) both Lead and Soldering Alloy (the one you should use for the reason Pyure stated) are both 16 EU/t. What version of InfiTech2 are you running?
Highly disagree away. The problem with your argument is that you're going to have to find a vein of this stuff eventually no matter what because its required in batteries. And once you find a vein you're essentially set for life because you only need small amounts of antimony in battery/soldering alloys.I highly disagree that using soldering alloy is what we should use. Sure, it might be more efficient than plain old tin, but the requirement for Antimony is a deal-breaker. That stuff is incredibly hard for me to find, I had to use my "CoFH clearblocks" cheat in order to find one small vein of Tetrahedrite/Antimony so I could progress to the battery-making stage. No way I'm wasting any antimony on anything other that its primary use (so far as I've seen), battery alloy.
Good job. If you decide to stick with it, try not to stress over long term goals.Well my first week went incredibly well. But I've hit the wall after making my first 12 LV machines. I feel like I'm stuck in an infinite loop, doing the same things over and over - mining for my iron, copper, tin basic materials, farming trees for my charcoal and keeping my coke ovens and steam boilers going... taking up all my time. I know I should be going right into MV steam turbine and then making MV machines, but it seems like such a chore after making all my LV stuff and still not having any help (such as AE2 autocrafting) to help me make my MV stuff. I guess it's the GT blues setting in, the realization as to exactly how long its gonna take before I get to the good stuff like quarries and dimensional transceivers and AE2. Heck, I still don't even feel like I'm close to making EnderIO conduits anytime soon, and those are about as basic as it comes when we're talking modded minecraft.