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Something about the item transport speed variance (how fast the item "entity" is moving in the pipes) was making my BC pipes lag the SHIT out of my base. I switched to logistics pipes and it improved (no slowdown, always max speed). I've never had this problem with itemducts or ducts before, and I've had positively massive systems.
I couldn't send you logs or VisualVM profiles, and I don't have the time to set up a proper empirical test anymore (I hate my job sometimes), but personal experience with BC says that at least until post 1.7.10? I only use it for EXTREMELY dumb transport systems or early-game until I can get basically any other item transport system. Love BC, especially for the platform it created and the extensions to the family like Railcraft or Logistics Pipes. Just don't like the pipes.
Something about the item transport speed variance (how fast the item "entity" is moving in the pipes) was making my BC pipes lag the SHIT out of my base. I switched to logistics pipes and it improved (no slowdown, always max speed). I've never had this problem with itemducts or ducts before, and I've had positively massive systems.
I couldn't send you logs or VisualVM profiles, and I don't have the time to set up a proper empirical test anymore (I hate my job sometimes), but personal experience with BC says that at least until post 1.7.10? I only use it for EXTREMELY dumb transport systems or early-game until I can get basically any other item transport system. Love BC, especially for the platform it created and the extensions to the family like Railcraft or Logistics Pipes. Just don't like the pipes.
Very weird. I did do a lot of optimizations in BuildCraft 6.4-7.0, though - and for BuildCraft 8.0 (which is currently vaporware), I rewrote item movement calculation to be a LOT less intensive on the CPU (in the same way I implemented it in Charset, heh).
I'm reasonably certain the last time I had the lag (not sure the precise variant, might've been client-based, might've been server based) with the pipes it was item transport in BC 7.1.16, it's easy enough to deal with and I hope the 8.0 update makes them my go-to pipe for the things they're good at (being a simple and inexpensive item transport solution that looks awesome).
I'm reasonably certain the last time I had the lag (not sure the precise variant, might've been client-based, might've been server based) with the pipes it was item transport in BC 7.1.16, it's easy enough to deal with and I hope the 8.0 update makes them my go-to pipe for the things they're good at (being a simple and inexpensive item transport solution that looks awesome).
You might want to look into the newer pipes I'm slowly working on. A lot of features are still missing, but here is a video of the current version. At the moment, I'm (very) slowly working on fluid piping. If you want functionality similar to BC gates, they integrate with Integrated Dynamics very well.
Yeah, I saw the charset pipes soon after you released that video. Neat idea. I noticed in the BC changelog that the plan was to not have "items preferring to go straight".
OH You're suggesting Charset? Yay! You're developing it for 1.9 as well. I'll certainly look into it, though with LP being one of my favorite mods and BC's not-pipes being relatively unique in functionality and capability I doubt I'm going to give BC up, nothing says I can't run them together!
Alright I have a fairly large cluster of episodes for you all.
First starting the Botania Well that I want to hold the source of the City's Botania knowledge:
Next starting up the Chromaticraft plantation. I have a few half starts and I'll need a tree harvesting system that works (or can be minetweaked).
We then get a Chromaticraft casting room underway
And then look at some Chromatic illumination. I highly recommend the subterranean illuminator to everyone, though now I find myself getting lost in cave systems:
More soon once YouTube and my internet provider start playing nice with each other again.
Yeah, that subterranean illuminator was actually an idea I posed when I was playing on the Dev server. One that I was amazed nobody had come up with yet. They're replaceable, kinda slow, only put lights below Y=64, and you can't really stack them to speed up the process... but holy crap are they still amazing!.
You said something to the effect of they always use the same path, so stacking them wasn't helpful
I wasn't talking about scattering them around to reduce the total workload, I was talking about speeding up the processing of a single (or very small cluster) of illuminators. Most people aren't trying to light up 400 hectare of terrain in one shot... though I suppose they're cheap enough that I'd probably do that for my base and mob system if they were in an overworld type location; place them a chunk or two apart in a grid and just let 'em work.
You said something to the effect of they always use the same path, so stacking them wasn't helpful
I wasn't talking about scattering them around to reduce the total workload, I was talking about speeding up the processing of a single (or very small cluster) of illuminators. Most people aren't trying to light up 400 hectare of terrain in one shot... though I suppose they're cheap enough that I'd probably do that for my base and mob system if they were in an overworld type location; place them a chunk or two apart in a grid and just let 'em work.
One thing to note about them, for those following this conversation: Unlike many other area light sources in the game, such as the Arcane Lamp from Thaumcraft, the Subterranean Illuminator leaves its lights behind if you break the illuminator. So you don't need a lot of them if you're willing to move them around and wait.
One thing to note about them, for those following this conversation: Unlike many other area light sources in the game, such as the Arcane Lamp from Thaumcraft, the Subterranean Illuminator leaves its lights behind if you break the illuminator. So you don't need a lot of them if you're willing to move them around and wait.
That was what I was wondering. I originally thought the lights would have blinked out of existence randomly and slowly once the illuminator was removed. Okay so I can look forward to brightly lit tunnels... now to start using flags to stop getting lost underground.
Two more videos for you. I'm starting to build a lord's estate loosely based on Pemberly from Pride and Prejudice, or more specifically Lyme Park. Having not yet seen the real one in person, the BBC series with Colin Firth and Jenniffer Ehle will have to do.
Welp, it's a time of year again, so I'm back (at least for this post), again! Damn proud to see you guys still around, and that Mobius and Vaal are still posting videos. Can you believe this thing is 3 years old already? Grats on graduating to Gold City, Mobius (I'm a bit late, but still)! I look forward to catching up on what you've built!
We're at #4 for number of non-stickied threads in this forum, #5 after the 27k stickied thread!
Not gonna make any promises that "this time, I'll finish it!" because it's a big-ass job, even just doing the minor things. I've got so many things I want to do it's a hell of a thing to figure out what I want to cut or put in for any particular stage.
......that said I've put in a decent bit of work, and I hope you guys like the results.
It's all VERY barebones, and I do plan to go back and put in more stuff for specific areas like Agriculture, etc. But trying to do ALL of the sections for EVERY Stage before I moved on just flat-out burned me out. Many times (as you are all well aware).
So, first (fluff) thing I did was go back and have the narrator address you by a Noble rank, gradually increasing each time. (Stone Baron, Iron Count, Golden Marquis, Lapis Duke, Diamond King, and eventually Nether Star Emperor........ffffforgot I put in an Emerald Stage before Diamond. Fine. Emerald Prince/ss, easy fix.). Just a fun little thing that I thought added a nice touch. In my original challenge, I'm not requiring any Nobles whose rank is above yours. Also renamed the Elders to "Councillors" for at least Iron Village onwards.
Then: This go-round I'm swapping out from "X number of Y built in Stage Z" to a dice-based system. Default loadout is using a standard, six-sided die (the kind all kinds of board games use). Though I do occasionally use d4s for somethings that could use some building in a stage, but not really too many. If you don't have dice, there are many, MANY dice rolling programs for browser, PC, android, and iphone. I have NOT gone back to edit Stone Hamlet or anything earlier (except to put Stone Baron up there), because I have enough to worry about without putting all that on my plate, TOO.
You can always just go ahead and build ALL THE THINGS based on the upper limit, but this way you don't have 3 places at the same stage with the exact same number of buildings. There's more chances for variety (which I would argue is almost always a good thing).
First thing I did in that vein? The Outlier Fast-Generation Tables, in case you're stuck with Builder's Block:
Grab some dice, and roll up a new idea for a new Outlier or 1d6. I even offer some Racial options in the initial table for varying feels. Roll up as many Secondary Focii as you want.
Also, for a little bit new feel, a potential system for customizing yourself around one or more magic/tech mods:
Note: "Appearance" means that the mod/aspect of mod shows up in a particular place. In this ruleset, a particular mod or mod aspect may not make 2 "Appearances" in the same location--unless as a School of [Mod], or the location is a Metropolis (or larger). 3 "Appearances" in the same location are not allowed, unless two locations merge into a single location by virtue of expansion.
1st appearance of Magic mod (whether in any Outlier or Capital) unlocks 1st (tier) of that mod.
2nd appearance in the same mod (whether in any Outlier or Capital aside from previously constructed apperances) unlocks the next tier. Also unlocks "School of [Tech Mod]." School may count as 2nd appearance, and be a Primary focus.
3rd appearance (Outlier/Capital/etc) unlocks 3rd (or next) tier. Unlocks "College of [Tech Mod]." Colleges may count as 3rd appearance
4th appearance unlocks 4th (or next) tier. Unlocks "College of [Tech Mod]." Unlocks "University of [Tech Mod]." Universities may count as 4th appearance.
so on so forth (There is no upgrade past the University planned).
College/University of [Mod] should be an Outlier unto itself, with the College/University as its Primary Focus. College/University counts as an appearance. Schools may be a Primary or Secondary Focus, and do not necessarily need to be an Outlier unto itself (i.e. a Primary Focus).
This allows many Magic Races, but depending on what Schools, Colleges, and Universities of [specific Magic/Tech], they can differentiate themselves.
Next up: I actually got the Iron Village Stage written up. Very, very barebones atm, but it's at least the bare minimum for a challenger to face if they want some direction. Basically as it stands now, the Iron stage is for tinkering with Magic/Tech, and Iron tools.
Aaaaaand Gold City, again barebones. Gold City is where I direct you into the Nether, and unlock Diamond tools/armor. Also, finally put up a well-defined description of every single Criminal type, along with a building of theirs you can build in ANY Outlier (and most in the Capital--Bandits tend to be driven out by Theives/Assassins Guilds--Pirate building is a bar, tavern, or any place that serves customers alcohol >.>).
and a HORRIBLY barebones Lapis! Basically this is when I direct people to start in on Brewing/Enchanting (not before due to issues with getting Obsidian/Blaze Rods), and finding an End Portal (I'm reserving directing people through to Diamond Stage--no, to Emerald Capital. I keep forgetting about it.). *squints* That should probably be a Nether Fortress Outlier, not just a "Whatever Nether Outlier." Still, further than I've gotten before.
Well, Dirt and Sod are basically the same thing. If you can come up with a catchy, alliterative title that references a type of dirt and a type of extremely basic human settlement I'd be all ears. Or, you know, even a kind of dwelling.
Juuuuust send it to me in a message, it seems that notifications are cleared automatically after a certain amount of time.
When I came back I had ~15, that dissapeared the moment I tried to look at them.