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Drbretto

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Oh yeah, lighting is part of it. Once all the liquid paths are run, I'll be working on that. I have a few rough ideas. The great thing about those lanterns is, I only have to worry about the lighting looks ng good, as opposed to being littered with glowing dots.

I will be using spotlights most likely. I just don't know how they'll hit the water and all that. The fountain will have a day/night cycle, though, and it's all about the lighting.
 

Nuclear_Creeper0

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Oh yeah, lighting is part of it. Once all the liquid paths are run, I'll be working on that. I have a few rough ideas. The great thing about those lanterns is, I only have to worry about the lighting looks ng good, as opposed to being littered with glowing dots.

I will be using spotlights most likely. I just don't know how they'll hit the water and all that. The fountain will have a day/night cycle, though, and it's all about the lighting.
Can spotlights be moved with Pistons? You could do like 2 spotlights orbiting the tower
 

Drbretto

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I wasn't going to do a progress report, but the water moves too slow to really see what's best in real-time. Ultimately, this is meant to be a nice little distracting background piece in my time lapses, so I had to see it in time lapse form to appreciate it. I'm still messing with the sequencers to find the best pattern, but I'll keep working on that.

Bonus good news, the spot lights work on the water! That will get interesting when I get to that stage.

Guess there's nothing to call this but "The Maelstrom" now. I'm thinking of it like an ode to green energy through immersive engineering. In the heart of the Maelstrom is the lightning rod in the eye if the storm. The water will go into some water wheels, and I can figure out a way to place windmilks around it like it's supplying the wind that runs my town. All of these will be functional and will connect to my power grid, literally powering my entire town.

It's also literally a giant statue that wards off evil, because it powers the lanterns that will make the plot entirely safe.
 
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Drbretto

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Can spotlights be moved with Pistons? You could do like 2 spotlights orbiting the tower

I'll get to the lighting when all of the dirt blocks are replaced, but that's a good call on pistons. I'll keep it in mind. I had also considered running a curcke if them pointing mostly up, and redstone repeaters rotating signals to rotate around the whole thing at night. But it's useless until I finish the next steps.
 

Nuclear_Creeper0

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I wasn't going to do a progress report, but the water moves too slow to really see what's best in real-time. Ultimately, this is meant to be a nice little distracting background piece in my time lapses, so I had to see it in time lapse form to appreciate it. I'm still messing with the sequencers to find the best pattern, but I'll keep working on that.

Bonus good news, the spot lights work on the water! That will get interesting when I get to that stage.

Guess there's nothing to call this but "The Maelstrom" now. I'm thinking of it like an ode to green energy through immersive engineering. In the heart of the Maelstrom is the lightning rod in the eye if the storm. The water will go into some water wheels, and I can figure out a way to place windmilks around it like it's supplying the wind that runs my town. All of these will be functional and will connect to my power grid, literally powering my entire town.

It's also literally a giant statue that wards off evil, because it powers the lanterns that will make the plot entirely safe.
You should also add in an On/Off switch. Something with also those chunk updates would create a lot of FPS lag.
 

Drbretto

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There's all kinds of switches. They're up in that controller room in the sky. I'm not worried about lag. Ive done a lot of lava/ice work before. I don't know if you've looked at the whole thread or not but pretty much everything I've ever done is in this thread. Its going to take a lot of tweaking, but it won't lag me out too much. With the time lapse, all of the chunks load fully between frames so it's not an issue there, either.
 

Drbretto

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BTW, if anyone wanted to try something like this for themselves, I have a tip for working with the invisible bits that wasn't immediately obvious to me. But, you don't need to find that same bit again if you need to get rid of it. You can just place another bit and immediately break it. It will break the whole block. That revelation turned this project from a huge pain in the butt into something completely manageable.
 
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Drbretto

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Goodbye, cool world!

Packing this world up and starting over yet again. I had no real plans going in and ran into too many corners. Didn't finish the fountain, but it was off center and driving me nuts. It's been feeling more like work. I shot too big again, next time will have smaller plots.

Well, time after next time. I'm getting and old friend into modded Minecraft as I mentioned on that other thread. He's going to be a worthy addition, and he's bringing along his stepson. Made a good excuse to start over, but also made a great excuse to finally get the "shot" I've always wanted to get since I first played modded Minecraft, and that's a time lapse of the quarry cutting a giant hole in the ground. There's something about that quarry, man. They're my Campbell's soup cans. And it's only relatively recently that buildcraft and replaymod have intersected, so I'm pretty excited.

That it just happens to also be a great way to introduce this dude to mods just makes this perfect. I have pretty much just that, AA and open blocks, plus all the basic conveniences. His only goals (beyond standard survival stuff) will be to build a drill and the basic upgrades, an auto farm, an oil refinery, a quarry and some basic sorting. Very much intentionally making this his only way to do it since the next big pack will most likely not have buildcraft anymore.

As for that next pack, it will not be AoE+. It will be completely custom from scratch. I have a pretty clear idea of the basic themes and goals, but I have a lot to consider on the pack itself. I'm going to keep some of the aspects I really liked from Sprout, like dragons and minecolonies and a lot of the building stuff, but cut out the questing. It was neat, but my game IS the story. I will wake up naked in a strange land and kick mother nature's ass and build a working kingdom.

I am going to put more thought into that pack than I've done before. I've learned a LOT and I want this next one to stick around for a while. Like "build an avaritia weapon and blow up a draconic evolution reactor" long. I never got to do either of those yet. I'll have a couple weeks to think about it, though.

I also want to dive into some McJty. It's past due.
 
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Drbretto

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Well, buildcraft is a little different now, eh? There's all different kinds of fuels. Used to be you just pump out oil, refine it to fuel and you're done. Maybe buildcraft isnt the intro to mods mod I was thinking. But that's cool, there's still extra utils, AA and openblocks for him to play with and I'll just show him the basics.

But, it looks good. The liquid and energy pumping through the pipes looks a lot smoother now. It's just as satisfying to watch. I did at least figure out the distiller and made a lighter than air liquid that flows up. Is there anything up to date that'll help me figure out the fuel?
 
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Nuclear_Creeper0

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Well, buildcraft is a little different now, eh? There's all different kinds of fuels. Used to be you just pump out oil, refine it to fuel and you're done. Maybe buildcraft isnt the intro to mods mod I was thinking. But that's cool, there's still extra utils, AA and openblocks for him to play with and I'll just show him the basics.

But, it looks good. The liquid and energy pumping through the pipes looks a lot smoother now. It's just as satisfying to watch. I did at least figure out the distiller and made a lighter than air liquid that flows up. Is there anything up to date that'll help me figure out the fuel?
Wrong thread?
 

GamerwithnoGame

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Well, buildcraft is a little different now, eh? There's all different kinds of fuels. Used to be you just pump out oil, refine it to fuel and you're done. Maybe buildcraft isnt the intro to mods mod I was thinking. But that's cool, there's still extra utils, AA and openblocks for him to play with and I'll just show him the basics.

But, it looks good. The liquid and energy pumping through the pipes looks a lot smoother now. It's just as satisfying to watch. I did at least figure out the distiller and made a lighter than air liquid that flows up. Is there anything up to date that'll help me figure out the fuel?
I haven't played with the up to date versions of Buildcraft! This is making me interested :) I got to have a go with the Robots in 1.7.10 (on Regrowth) and those were actually very neat and fun to use.
 

Drbretto

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Inaeo said that those robots were pretty buggy. I never got that far, though, and don't intend to anyway. I'll be adding minecolonies back into the next pack, so that will satisfy my evil overlord tick.

I just wanna build a quarry for old time's sake. But I'm kinda glad that there's a few extra steps to do, as long as I can figure out what to do. The refinery was replaced with a distiller which separates the "heavy oil" (which sadly comes in looking like water) from a gaseous fuel and you can pump them out from the top and bottom. It's still very similar to the refinery from before (looks about the same and everything), it just has a different end result where it splits the liquid from the gas.

But I don't know what do do with the gaseous fuel. It won't go into a combustion engine. The heavy fuel does, but it's pretty obvious that it's the weakest of the fuels to put in there. Another step (at least one) is there somewhere and I don't know how it works. When I started mucking around, I was in creative mode and I cheated in the better fuels and it's way more efficient. I have not really googled too hard yet though.

I'd be careful of 1.11 buildcraft right now, though. I had a bunch of bugs. I'd try to scoop up some oil in a bucket from a tank and the levels would go down, but I'd be left with an empty bucket. And at one point, after exiting the game, I ended up having to delete the world and start over again. Not 100% sure I can blame buildcraft, but it was suspect.
 
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Drbretto

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Drbretto

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This was a thread you make to showcase your builds, I would think you posted something like that in your newbie thread.

This is the thread where I share my ongoing experiences with modded minecraft. Both visually and with words. This weekend, I started that new minipack and I'm describing the experience. The other thread was asking for help putting it together (as well as some idea for the main pack), not so much the place to blog about my experiences.

Though, I do see what you were thinking now, at least.
 

GamerwithnoGame

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Inaeo said that those robots were pretty buggy. I never got that far, though, and don't intend to anyway. I'll be adding minecolonies back into the next pack, so that will satisfy my evil overlord tick.
Yeah, I've heard that about the robots. In my experience with them in 1.7.10 (harvesting agricraft crops) they've worked very well when given instruction, except for an odd issue where I'll very occasionally find mine dead on the floor even with charge left in. A right-click with a BC wrench and plonking it back on its charge point does the job to rejuvenate it, but its still odd. I suspect its a chunk-loading/server loading issue - the area with it in isn't chunk loaded. I had a similar thing with TNT for entropinnyums - unless it was just the sound effect of about 3 dozen TNT going off at once when I teleported back. Thankfully my setup is pretty secure for that.
 

Drbretto

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This is pretty cool the more I think about it. It's going to be one pretty complicated machine. I had to build a whole flowchart to figure out the best path from oil to efficiency. Spoiler alert, but I think I have the most efficient design, and I will outline it here so people can check my math. But, I *think* if I set this to maximum efficiency, one typical oil spout *should* be just enough to clear out one 64x64 crater from around sea level. And that's perfect for my one-shot video I want to make of it. *OR* I'm off by an entire decimal point, which would suck.

Fake edit: As I'm writing this out, I'm seeing I had calculated everything wrong to this point, so ignore that part and keep reading!

In basic terms, I will need to extract the oil from the ground, run it through a multiblock machine to heat it (I will need to combine it with lava, so I will need to set up a pump in the nether). Then, I take the searing hot oil and run it through the distiller. This will separate it into two fluids, residue and distilled oil. If you burn any oils that still have the residue, it can build up in the engines and burn them out if you don't remove it. This cuts that out right off the bat.

The distilled oil is then cooled down to "hot" temperature from "searing" and run again through the distiller. This separates into two more fluids, 2 parts dense fuel for 10 parts mixed light fuels (from 8 parts base oil, so bonus!). Dense fuel is the best fuel, perfectly clean and efficient. That just gets cooled and put into a tank to be used. The mixed light fuels gets cooled and then run through the next distiller, creating 4 parts fuel and 16 parts gasseous fuels, both of which are cooled and used.

Each of the three remaining fuels have their own stats:

1 bucket of crude oil * 3 MJ/tick for 10,000 ticks/Buckets = 30,000 MJ/Bucket of crude (BC)
converts to:

2 buckets of gaseous oil * 8MJ/t for 1875 t/B = 30,000/BC
1/2 bucket of fuel * 6MJ/t for 10,000 t/B = 30,000/BC
1/4 bucket of dense fuel * 4 MJ/t for 30,000 t/B = 30,000/BC

All clean burning because of the removal of residue.

But, there's also a cost for conversion as each step requires MJ.

For crude to distilled, that requires 12MJ per 8mb, or a total of 1500 MJ/B
Distilled oil to dense fuel and mixed light fuels requires 24 MJ per 8mb, totaling 3000 MJ/B
Mixed light fuels into gasseous and fuel requires 24 MJ/10mb, totaling 2400 MJ/B

In total, each buck of crude oil is tripled to 90,000 total MJ, costing 6,900, so the total energy per bucket of crude is 83,100 MJ

Thankfully, the cooling and heating process doesn't cost MJ, but it does cost water and lava. I can pump those for free, but they take time.

I'm estimating on the size of the oil supply. I went down a couple of them in creative mode on a different world and they both looked about the same. About 40-50 blocks down in a straight line, into a sphere with about an 8 block radius. Could be off, I'm just going by memory. But, assuming 8 plus the line going down, let's say the average sphere of oil holds about 850 buckets. 850 buckets with max efficiency by my calculations comes out to a total of 70,635,000 MJ's per oil deposit.

But wait! There's more!

Each of these fuels burn at different rates for different amounts of time and the idea here is to have as close to a steady output as possible. I believe the most efficient rate, at least based on 1.7 buildcraft, is 50MJ/tick. It can take up to 100, but it's a little bit faster for a lot more power. We're shooting for close to 50, but there's something that's going to solve this problem for me:

If you take the total burn time for each fuel, per bucket of crude:

gaseous = 3750 ticks
fuel = 5000 ticks
dense = 7500 ticks

We see that we'll burn through some fuels faster than others, so we need to allocate the right number of engines per fuel type to even it out. Based on my quick in-head math, this means that for every 2 gaseous engines, we need 3 fuel engines and 4 dense fuel engines. I honestly don't know how to show the work on this math but it makes sense to my weird ass brain. Please feel free to tell me I'm wrong.

Dense fuel / 4 engines = 16MJ/tick
Fuel / 3 engines = 18MJ/tick
Gasseous Fuel / 2 engines = 16 MJ/tick

Well whatta ya know, that's 50 per tick! It's almost as if the creator designed it this way, lol.



So, that is the most efficient setup! But what I gots ta know is, how much oil do I need to break the 238,328 blocks that would be present in a 62x62x62 cube? It turns out, this is the hard part. Finding a consensus on how much power it takes to break a block on average. From sifting through the internet as best I can, the most up to date info seems to be that it's 60 MJ to break a block, PLUS a certain amount to move the arm. But that's confusing and I don't need to over complicate it. People who sound smart are saying it's 48/tick to break 5.4 blocks per second. That's 5.4 blocks per 20 ticks, or 960 MJ, or, on average, 177.777777 per block at around these levels. Close enough is close enough.

238,328 * 17.77777 = a total of 42,369,420 MJ expected to run a whole quarry. Compared to my estimated 70,635,000 MJ in a typical oil spout, it *does* appear that it should be enough. But, considering that I want this done in a single take, It might not be a bad idea to go find a second oil deposit and fill up a couple of drums to add to the mix.

Phew!
 
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Drbretto

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And if you liked that math porn, you're going to LOVE this MS Paint flowchart!

dkeNfU2.jpg


This doesn't include powering the distillers or heating/cooling
 
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