First Thread, Steve's Carts Mining

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Trippyskittles

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Jul 29, 2019
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Hello everyone this is my fist thread posted so sorry if I am doing this wrong in some way.
I have been trying to find a good setup to use for mining using the Steve's Carts mod, but each time I find myself being frustrated and confused. So I wanted to see if anyone has found a good setup to use. I will note that the issues that I was having were mostly concerning refilling the items from the cargo manager, to the cart. I should also note that I am playing in FTB Unleashed V.1.1.3. Thanks for the help!
 

Zealstarwind

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Jul 29, 2019
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I would too like to know a good setup as I just got into steve's carts yesterday to make myself a rubber tree farm for mah lady so if we could do that mining in some way that'd rock. I know it can be done and maybe a youtube search may help you but I'm just hoping that the rest of the forum is more nice then, Mushroom...
 

Trippyskittles

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Jul 29, 2019
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Ya, well I messed with it for a very long time and it also brought up the question of how to keep the cart going after it hits liquids like lava underground. I have the liquid detector installed on my cart but that will just make the cart turn around which is not at all what I want. I will add that I have spent a long time searching Google and YouTube, but to no avail.
 

Zealstarwind

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Jul 29, 2019
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there's no way he can suck in the lava and dump it into a tank? I thought I saw some attachments for something like that
 

Zealstarwind

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Jul 29, 2019
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I just found something that may be a bug but I just found out a coal engine can convert one wood to 64 coal... if that's how it can be done I will nix all other furnaces and just steve's cart it all the way my next build
 

Trippyskittles

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Jul 29, 2019
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Nice good luck with that. I've never found Steve's Carts to be the most efficient method of tree farming. On my server I just use Forestry farms.
 

MichaelAbbott

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Jul 29, 2019
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Personally I've only ever usedSteve's carts for tree farms but I don't think there's any way to configure the cart to turn left or right when it meets a liquid, is there? Also, won't you run out of module space pretty quickly if you have a drill, a bridge placer, a rail placer and a storage unit, and start adding pumps and dumps for lava and water? I don't know the capacity of the top-end Steve's carts hulls, though, so it might be doable. (I didn't even know a pump module existed until someone mentioned it up there.

After some googling it looks like you'd need to pump the water and lava up some how, and when your cart makes the return journey, put it through a liquid manager to suck the water/lava out, pump it into some bigger storage units for liquids. I seriously think your cart is going to run out of space, though, before you can put all this stuff in it. Unless you used 2 carts and one for pumping, but I don't know if both the pump AND the mining cart need to be at the front of the 'train' to make it work, depending on the range of the pump.
 

Zealstarwind

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Jul 29, 2019
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if you know you're going to be in an area with alot of lava (assume everywhere under you is lava) then plan for it, make one the tracklayer, pump, let him be your wingman, have him dig stuff then have the main one in the back getting all the goodies, I'm not sure if they work that way but it's an idea I got from stargate universe and the ancient seed ships.
 
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Noby07

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Jul 29, 2019
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There are both modules, a liquid drainer (i think) and a liquid detector and one cart is configureable enough for advanced tasks.if i would sent it to diamomd level there will be enough lava wich i will sent to a Tesseract then tank. The water simply gets voided. Steves carts gets superior when needing one of its many possible tasks. I will try a steves carts mob farm for fun and awesomeness :-D
 

twisto51

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Jul 29, 2019
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I used that setup in the previous post, btw, it is a very nice way to point the carts at a large section of mining without laying down a lot of track yourself.

The problem I have currently is that the mining cart always finds a way to get stuck. There seem to be a number of liquid situations that the height controller+bridging+liquid detection can't handle. On top of that it doesn't recognize any of the BoP liquids as liquids.

The official page warns to not use the liquid cleaner otherwise I'd try that. "If the tanks run out of space while draining, dangerous things will happen, until this has been fixed it might be a good idea to avoid this module." No way to designate tanks for specific liquids though, so you would have the same problem that currently exists with keeping lava and water refilled for advanced thermal engines.

I like my carts but they require a lot of handholding.
 

twisto51

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Jul 29, 2019
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BoP always throws a monkey wrench into liquid detection :(


First it was Xycraft's useless crystals stopping my carts, now it is BoP's useless liquids. Seems like SC could use a config file where we could add blockids ourselves. Maybe it has one? I haven't looked.
 

Trippyskittles

New Member
Jul 29, 2019
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Thanks a lot guys for all the responses. I have a few ideas about what I want to do now for my own setup. Also that video made me realize that there was such thing as a module toggler which addresses another issue where my cart was breaking my setup when it came through.