[Direwolf20 1.12.x] Riddle78's Questions & Musings

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Riddle78

Well-Known Member
Nov 28, 2016
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So,it seems that my Immersive Engineering lines keep forgetting that they're connected to things. Every time I load up my world,I need to snip my wires,then re-string them. Any alternatives for quick and clean long range power transfer?
 

Cptqrk

Popular Member
Aug 24, 2013
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So what happened to charcoal blocks? I made a stacks worth of charcoal into block form to feed my endoflames. Apparently there is no charcoal block that isn't a chisel block, and those don't have a burn time...

/sigh 7 blocks of chiseled charcoal that I have no use for... LOL
 

KingTriaxx

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Jul 27, 2013
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Charcoal blocks used to be a Mekanism thing back in 1.7.10, but I guess chisel liked that idea and ran with it. I suppose you can't grind them down?

What are your IE wires connected to?
 

asb3pe

New Member
Jul 29, 2019
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There are a few that try to replicate, but I've had best luck with More Overlays.

Edit: Indeed, if you're not playing on a server, Sleeping Bag is easy enough to add.

It says it's only for v1.10 and there's a comment that asks the developer if there will be an update to make the mod work for v1.12.2

So while I haven't tried the mod, from those clues I gather it might not work. If there's no sleeping bag mod in the pack already, there probably isn't such a mod yet. This is my entire issue with v1.12.2 modpacks, they're just not ready yet, there's too many key mods missing (such as EnderIO).

I've said it before, but I'll say it yet again... (for me, in my opinion)... Minecraft v1.7.10 was the peak moment for modded. That version has ALL the great stuff, ALL the greatest mods of all-time... (think: Thaumcraft). It was all downhill after v1.7.10, it's just that most people haven't realized it yet. They will, someday. When Notch sold out to Microsoft (MICROSOFT? LMAO what a total joke)... that was the beginning of the downhill slide. It was over when he left and sold out to those corporate creeps in their stupid suits-and-ties.
 

Hambeau

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Jul 24, 2013
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Fun Fact: The exact same thing was said about 1.7.x, except there was the added bonus of huge tech changes inside of MC itself that forced an almost total rewrite... Static vs. Dynamic block IDs comes to mind.

It was over a year before mods really started to update.
 
M

MikW

Guest
It says it's only for v1.10 and there's a comment that asks the developer if there will be an update to make the mod work for v1.12.2

So while I haven't tried the mod, from those clues I gather it might not work. If there's no sleeping bag mod in the pack already, there probably isn't such a mod yet. This is my entire issue with v1.12.2 modpacks, they're just not ready yet, there's too many key mods missing (such as EnderIO).

I've said it before, but I'll say it yet again... (for me, in my opinion)... Minecraft v1.7.10 was the peak moment for modded. That version has ALL the great stuff, ALL the greatest mods of all-time... (think: Thaumcraft). It was all downhill after v1.7.10, it's just that most people haven't realized it yet. They will, someday. When Notch sold out to Microsoft (MICROSOFT? LMAO what a total joke)... that was the beginning of the downhill slide. It was over when he left and sold out to those corporate creeps in their stupid suits-and-ties.

Minecraft won't be this big and popular if it weren't for Microsoft. Microsoft had lots of money to invest on Minecraft, for all the advertisements, merchandise, and its release on multiple platforms such as Nintendo Switch, 3DS, Playstation 4, and more. Mojang by themselves wouldn't be able to get those stuff as easily. Of course, a lot of fans would prefer for Minecraft to stay as an indie game, but Notch selling it to Microsoft is the right choice to expand Minecraft even more.
 
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Inaeo

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Jul 29, 2019
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It says it's only for v1.10 and there's a comment that asks the developer if there will be an update to make the mod work for v1.12.2

So while I haven't tried the mod, from those clues I gather it might not work. If there's no sleeping bag mod in the pack already, there probably isn't such a mod yet. This is my entire issue with v1.12.2 modpacks, they're just not ready yet, there's too many key mods missing (such as EnderIO).

I've said it before, but I'll say it yet again... (for me, in my opinion)... Minecraft v1.7.10 was the peak moment for modded. That version has ALL the great stuff, ALL the greatest mods of all-time... (think: Thaumcraft). It was all downhill after v1.7.10, it's just that most people haven't realized it yet. They will, someday. When Notch sold out to Microsoft (MICROSOFT? LMAO what a total joke)... that was the beginning of the downhill slide. It was over when he left and sold out to those corporate creeps in their stupid suits-and-ties.
The main reason modded Minecraft peaked in 1.7 was the extended development window. The Vanilla versions weren't nearly as fast paced as they have been recently, so everyone was on the same page with what version to develop for. Couple this with the extended time due to the need for mostly complete rewrites, and the hesitation to move to 1.8 when it became available, and you have more mods, at a higher quality, that any other period.

Hopefully, Vanilla Minecraft will settle on a stable version for a while, which would give the modding scene a chance to regroup on a unified platform for the first time since the shift out of 1.7. I'm all for improving the base code, and even some new frills along the way, but pushing three updates for the sake of updating doesn't help our problem (although it could be bait enough for some older Vanilla players to return). Hell, has he Vanilla bed bug that cropped up in 1.8 been squashed yet?

I may be alone in this, but sometimes I think we would be best served to ignore updates until they manage to tie all platforms together. This would give us the extended window we want for development and refinement. It would also give us something to do (other than rewrite and rehash the same mods twelve times) while Microsoft works to iron out the mess that the initial "Better Together Update" was, and plan for the true future of modded Minecraft on a unified level.

Alright, rant over. Sorry about that...
 

Riddle78

Well-Known Member
Nov 28, 2016
214
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Let's steer things back to the topic of the modpack,shall we?

Anyways,my IE wires (All HV) are connected to assorted things,depending on my needs,but the origin point is the top of my "Energy Cell Stack". Eleven Thermal Expansion Energy Cells,upgraded to Electrum-tier; Because my Overworld house is in a Mesa biome (Literally everything else except my Nether Portal is in the Mining World),I'm hemorrhaging Gold. Midas himself would be jealous of my wealth.

Anyways. My wires currently run in two general directions; Biodiesel,and everything else.

Towards the Biodiesel,it connects to an Immersive Engineering post,before it branches directly to the Fermenter,Squeezer,Refinery,and attached pumps. I also have eighteen Garden Cloches here,one group of six,one group of eight. The groups all have Thermal Expansion Fluxducts on top of them,with an HV Connector serving as their input.

Going towards Everything Else (TM),I have another HV Connector/Fluxduct combo for my Pulverizer and Redstone Furnace,as well as for my Ore Engines. For my latex/plastic processing,it's a direct HV connection.

All of my devices are under two layers of chunkloading; FTB Utils,and ChickenChunks. Each time I load up my world,I need to snip all of this wiring,and re-string it. It's annoying now,and it only takes a couple of minutes to do. It'll only be worse when I explosively expand after getting my Ore Engines up and running.
 

rouge_bare

Well-Known Member
Oct 4, 2014
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One option may be the RFTools Power Cell. Using the Power Cell Cards to link them makes them work akin to an ender chest/tank for power. Each Cell will need a card, put one in the first one in the top left slot, and you can link a card to this by placing an card in the Link: Slot. Placing this in the top left slot of another power cell causes them to act as a single Power Cell. There are 3 teirs, and all work the same way, but each has a different max throughput. Prismarine is the biggest gate for the mid-teir cell, and the biggest one needs infused shards.
 

Riddle78

Well-Known Member
Nov 28, 2016
214
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If you really need power in huge quantities, nothing beats Cryo-stabilized Fluxducts.

Thing is,I don't want to have to lay down ugly ducts overhead,nor do I want to go through the rigmarole of burying them. I initially went with IE power lines because they were unobtrusive when hung overhead,looked nice,and had excellent power density. Besides,I'm not at the point where I can mass produce Cryo-Stabilized Fluxducts.

One option may be the RFTools Power Cell. Using the Power Cell Cards to link them makes them work akin to an ender chest/tank for power. Each Cell will need a card, put one in the first one in the top left slot, and you can link a card to this by placing an card in the Link: Slot. Placing this in the top left slot of another power cell causes them to act as a single Power Cell. There are 3 teirs, and all work the same way, but each has a different max throughput. Prismarine is the biggest gate for the mid-teir cell, and the biggest one needs infused shards.

Hmm. Dire used that. And,I will admit,it seems like the perfect,elegant solution. Any other alternatives for long range power transit?
 

KingTriaxx

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Jul 27, 2013
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I always build for burying myself, but you can actually use structural ducts and blocks to make covers and make them disappear.

The only other option for long range transmission are Extra Utilities Wireless Transmitters, but those only move 80RF/t.
 

rouge_bare

Well-Known Member
Oct 4, 2014
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And once you get past the hardened tier Fluxducts can easily outpace most other rf transport in the pack, aside from maybe the top teir Powercell (i don't recall it's rf/t throughput as i only really use them when i must jump dimensions as they are a tad too conveient for my tastes, and in that case the middle teir Powercell is more than adequate at 5000 rf/t/face.) Honestly the choices for moving rf comes down to IE wires, Fluxducts, Extra Utils Wireless Transmitters, or the RFTools Powercell. I don't think I'm missing anything here, but there might be some obscure method I'm not thinking of off the top of my head.

A Hardened Fluxduct is 4k rf/t just shy of the 4096 rf/t done by hv ie. The Redstone teir is 9k rf/t, and i rarely find myself actually NEEDING more than that until super-late game. Heck i don't tend to use Hardened at all, I start at Leadstone, and by the time i've outgrown it i can easily enough make Redstone Fluxducts. The bonus being is that Leadstone (and Hardened) fluxducts can be pulverised to return some of the materials (redstone + lead or invar nuggets). This is a bit more efficent of a refund when doing it with leadstone.
 
M

MikW

Guest
One option may be the RFTools Power Cell. Using the Power Cell Cards to link them makes them work akin to an ender chest/tank for power. Each Cell will need a card, put one in the first one in the top left slot, and you can link a card to this by placing an card in the Link: Slot. Placing this in the top left slot of another power cell causes them to act as a single Power Cell. There are 3 teirs, and all work the same way, but each has a different max throughput. Prismarine is the biggest gate for the mid-teir cell, and the biggest one needs infused shards.

Prismarine is easy to get, just put nether quartz in an atomic reconstructor.
 

Cptqrk

Popular Member
Aug 24, 2013
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Honestly the choices for moving rf comes down to IE wires, Fluxducts, Extra Utils Wireless Transmitters, or the RFTools Powercell. I don't think I'm missing anything here, but there might be some obscure method I'm not thinking of off the top of my head.

Everyone keeps forgetting Actually Additions Lasers.
 

rouge_bare

Well-Known Member
Oct 4, 2014
969
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Incidently I passed by a village and the laser relays after i'd posted that just before turning in for the night yesterday... meant to add that in.