[1.7.10]Modular Mayhem

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Iskandar

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Feb 17, 2013
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Seems there's a discrepancy between launcher versions, Curse one gives you chickenchunks, FTB one does not.
Yeah, I forgot to pull that. It breaks IE wiring, Dimensional Anchors is a much better alternative, so I've pulled it from the pack.
 

Jetsetlemming

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Jul 29, 2019
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Could you add some recipes?
Processing the chromaticraft crystals into dust or liquid crystal is only supported in TE machines, I don't know if anything else has a liquid melter, but there's plenty of grinders/crushers in the pack. I've got my base all configured with IE and Nuclearcraft stuff ATM, don't want to have to build a new machine just for that.
Similarly, Matter Overdrive and Magnetic Craft ores aren't supported by the NC electric crusher.
 

Iskandar

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Could you add some recipes?
Processing the chromaticraft crystals into dust or liquid crystal is only supported in TE machines, I don't know if anything else has a liquid melter, but there's plenty of grinders/crushers in the pack. I've got my base all configured with IE and Nuclearcraft stuff ATM, don't want to have to build a new machine just for that.
Similarly, Matter Overdrive and Magnetic Craft ores aren't supported by the NC electric crusher.
That second one I can't fix. Nuclearcraft has no MT support.

As for that first one, it looks like you can do that but there doesn't appear to be a reason to. Even with full research in a test world neither crystal dust nor liquid crystal appears to have a use. And since they can only be gotten by TE machines I'm guessing there isn't one.
 

KingTriaxx

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I think the liquid crystals exist only because TE adds a liquid for everything. Same for the dusts. That's something you'd have to ask Reika about.
 

Iskandar

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I think the liquid crystals exist only because TE adds a liquid for everything. Same for the dusts. That's something you'd have to ask Reika about.
Given that there isn't any methods of creating them within Chromaticraft itself, and how well it uses NEI, I suspect you're right.
 

KingTriaxx

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That's the only thing I can imagine.

Anyone having String problems? If so, I recommend trying out the Spinning Wheel from Engineer's Toolbox. It's very handy. I needed string for Windmills, and found myself with an excess of wool. Works beautifully.

Also I know I'm not the only one who has noticed a distinct lack of recipe for Engineer's Toolbox Steel. It is apparently created by placing Nether Plasma near Iron Blocks. It converts those blocks into Steel. That's as awesome as it is weird. I like it.
 

Iskandar

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That's the only thing I can imagine.

Anyone having String problems? If so, I recommend trying out the Spinning Wheel from Engineer's Toolbox. It's very handy. I needed string for Windmills, and found myself with an excess of wool. Works beautifully.

Also I know I'm not the only one who has noticed a distinct lack of recipe for Engineer's Toolbox Steel. It is apparently created by placing Nether Plasma near Iron Blocks. It converts those blocks into Steel. That's as awesome as it is weird. I like it.
IE Hemp. You get a 9x9 farm of that going and just mow the tops of it off as you need string. My current automatic farm I just run out and grab 12 stacks of hemp turn those into 4 stacks of string and then into wool as necessary. Works like a charm.

And, ya know, I haven't used Engineer's toolbox much. I'm just not fond of it. Then again, that is why there is as much variety in this pack as I could get, so you could use the mods you like best. I am sticking mostly to IE and Magneticraft for tech, and Chromaticraft and Essential Craft for magic.

My only real complaint is Hydraulicraft. That mod is just a mess. A big, unfinished, buggy mess. Which is a shame, I like the premise. But it doesn't have a whole lot of content and a lot of what is there is bugged in some form or another. Which the mod dev had no idea about until I included it in this pack because no one had really been using it. And now he is swamped with bug reports and not getting them fixed. Which, again, is a shame.

On the positive side, I am looking at Taam for possible future inclusion. Again, I want a few more releases before I begin testing it. I'm hesitant about using any project that new. The premise and the current content look good, though.
 

erindalc

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Taam does look really cool, I'm glad you're thinking about adding it.

Sent from my Barrel of Fun using Tapatalk
 

Lethosos

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If nothing else, Pistronics is worth consideration. Not sure if there's any use, but the mechanics are right up your alley.

Sent from my Puzzle Box of Yogg-Saron using Tapatalk 2
 

KingTriaxx

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I haven't got that much of it yet and enough spare wool I just short cut it. A half-stack of wool is two stacks of string. And sheep are the most common animal around.

I can certainly understand not liking Engineer's. It's very much a mod with much versatility and a not insignificant lack of documentation. And yet, I love it.

I think Pistronics has been passed over due to lack of updates.
 

Iskandar

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If nothing else, Pistronics is worth consideration. Not sure if there's any use, but the mechanics are right up your alley.

Sent from my Puzzle Box of Yogg-Saron using Tapatalk 2
Pistronics is on my list, yes. But like @KingTriaxx said it hasn't updated enough. It is in beta with 1 1.7.10 release and that kind makes me shy away from it. I've got a few mods in here already that aren't as stable as they should be and I'm wary of adding any more.
 

KingTriaxx

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So far the only bug I know of is when Etho was using it and mounted Chicken Bones Wireless Redstone on it. It caused a crash, but we don't have wireless redstone.
 

Iskandar

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So far the only bug I know of is when Etho was using it and mounted Chicken Bones Wireless Redstone on it. It caused a crash, but we don't have wireless redstone.
Well, it's not just possible bugs, I also would like to see something of a regular release schedule. Posting once and not coming back for 2 or 3 months means any bugs I do find probably won't get fixed in a reasonable amount of time. compounded by a new-ish mod and....no.
 

KingTriaxx

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I understand completely. Just because it's the only bug I know of, doesn't mean it's the only one to exist.

Anyone played with Immersive Integration's AE wiring? I'm getting ready to try it out, and wondering if there are any tips for using it. Or if I just use it like any of the other wires.
 

Mirellie

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Jul 29, 2019
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is there a reason the max tank size for fancy fluid storage max size is only 13 insted of 32? performance issues or something of the like?
 

Iskandar

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is there a reason the max tank size for fancy fluid storage max size is only 13 insted of 32? performance issues or something of the like?
Because that is the default config that I never changed. I'm not sure what the performance hit would be. Feel free to change it and report back.
 

Mirellie

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made an 12x12x18(tall) and the FPS hit was MASSIVE!!!!! avg 110-130 fps, turning the tank on took me down to 100-110, FILLING IT BROUGHT ME DOWN TO 30!! dont do it man, dont do it.
 
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Iskandar

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Feb 17, 2013
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made an 12x12x18(tall) and the FPS hit was MASSIVE!!!!! avg 110-130 fps, turning the tank on took me down to 100-110, FILLING IT BROUGHT ME DOWN TO 30!! dont do it man, dont do it.
Yup, doesn't surprise me. I tend to leave defaults alone unless I have a very good reason to change it. In this case, I didn't and, apparently, that was a good thing.
 

Iskandar

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Holy snozzberries. So. to make biodiesel at top speed you need to produce 1 seed a second to feed the squeezer and 1 sugar cane/watermelon slice a second for the fermenter. This takes 2 huge farms plus more as has been seen in my Let's Play. Or, well, 8 temporal dirt from the TARDIS mod. 2 temporal dirt will grow hemp faster than a block breaker can break them, and 6 temporal dirt will grow melons or sugar cane at the same rate, maybe less. I'm still tuning that side of things. I am, in effect, producing 4,000 RF from 8 plants. Just, well, wow. Mind, the infrastructure behind all that takes a bit to set up, but I think I just solved my RF needs for a bit.