Lets See Some Bases! Give Us a Tour!

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Moezso

New Member
Jul 29, 2019
312
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snip AE is sooooo good.
YEAH it is. Glad to meet another fan. It just makes sooo many things sooo simple. Awesome base btw, with my junky PC building everything in one chunk is an excellent solution. I may have to steal it.
 

Someguy

New Member
Jul 29, 2019
121
0
1
With the ability to fly with modular power suit and access to void ages thanks mystcraft I've found my idea of what constitutes a base has radically altered.

I'm currently residing in a single chunk tower---well, the inner floor of each level is in one chunk, the outer walls are in the surrounding chunks but they don't need to be chunkloaded. Being able to cover all of my automation with a single spot loader is pretty sweet. It'll probably be less sweet if I ever get hit with a chunk reset, LOL.

I really like that idea. Was considering it myself a while ago, but haven't gotten around to re-doing my base (yet again... I should really stop reading this thread... :) ).

Nicely done.
 

LastElf

New Member
Jul 29, 2019
38
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0
Ultimate pack with Gregtech on default (hard) difficulty and no Power Converters and loving it!

Ok, I've finally gotten around to getting screenshots of my WIP and stuck it in an album for IRC. Thought I would do a post here to show off what an end game base looks like at the 1/4 mark. I'm building strictly to chunk boundaries, so there is a LOT of wasted space (Bee room for one), but this means I can be very specific with what chunks I load and what will be running in those chunks. Everything you see here is my personal base, nothing shared except for scrap production. However, I do have a sidekick doing a lot of the leg work for me so he can learn how the mods interact with each other, so he uses my resources as well.

Panorama from where you come into the age. This is an eternal night (By mistake but forced me to build around mob spawns and NO SOLARS), bright, dark celestial void age. I'm sort of going for my own take of an end game workshop at the end of the universe like DW20 did, but moving everything there instead of just machines. The end goal is no torches and no ways for mobs to spawn anywhere. It's very open plan and open ceiling because we use MPS jumping/gliding to get everywhere.
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This is my AE set up with a lot of the ground work laid out before filling it with the machines. This is going to be the central control room and will have multiple CC advanced machines to monitor and control certain machines and addons (Like my biofarm status, the quarry status/control, etc). At the moment it's just storage, autocrafting and a lever for the quarry (Signal 1337!).
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Processing. There's a macerator for every ore, a furnace for every dust and extras to keep storage supplied with smooth stone, glass, sand and crafting for the 4 induction smelter recipes. At the back is my assembly table. When it's done it will have 600 lasers (Max size) and it automatically adds the products into AE storage. The other side of the room (not pictured) will have my IC2/GT machines, but I'm still working on getting the power line for that going.

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Liquid storage and processing. Gosh this room was scary to build.
First - Right to left. I have water, lava, oil, fuel, creosote and molten redstone/ender. Lava is supplied by a magma crucible and soon phosphor once I get the nether bees in here.
Second - Bioliquids (Biofuel, biomass, honey, apple juice and seed oil) and all the molten dyes. I don't have anything set up to process the dyes yet, but once they have a use I'll get to work on it.
Third - Bio-processing. This has my stills, squeezers and carpenters with recipes for alvearies. All the squeezers are hooked up via a dark ME cable to automatically squeeze more produce when the tank isn't full (Liquid detector in the top of the tank). I don't have a reliable source of apples or seeds yet, so those tanks still have yet to fill.
Fourth - Molten processing and refineries. This is also how I autocraft tesseracts and redstone cells. At the moment I'm manually filling the tanks, but once I have the resources for it (177000 redstone dust to fill the tank) I'll have the same setup as the bioliquids.

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IC2 generation and storage. What you see in the first picture is going to be mirrored on the other side (Minus recyclers) for a total of 394 MFSUs (On the same circuit in parallel, so that's 201,728eu/t being provided on the line at all times). The roof and redstone torches are used as my overflow system, so all power that I receive from the windmills (Second picture) is stored, and once storage is full it goes into the matter fabricator. The recyclers are drawing from the MFSU bank and are outputting via router into a shared item tesseract, providing infinite scrap to the whole server. You can also see the planning stages of where the fusion reactor is going to go.
The windmills are outputting around 1000eu/t (Rough guess) and there's a teleporter to go between the two levels when they need to be serviced.

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My biomass farm, combination of Xycraft soil, RP2, CC, BC, Forestry and TE (Yes it's overengineered). If anyone wants to know how it works I can write up something a bit more detailed, but for now I'll just say that the computer is looking at a conditional coming from the gates next to the fermenters (If there's space, harvest and wait a minute, if no space wait another minute before trying again). The ME interfaces are used to supply fertiliser.

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BEES! Nuff said really. I haven't touched this since I got the distilled bees set up to fuel my boilers. There's space for 144 alvearies per level and I plan on using them all. I have most of the mid-tier bred and serums for each, so it's just a matter of spending the time getting them.

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And the boiler room. I have space for 12 boilers per level (More space picture left). They're just running off of bee fuel and being sent across the base as needed. I realise how much power I'm losing it by doing this way but it saves loading chunks for the conduit to run through. This also gives me easy access to power any time I need it anywhere in the world. Ignore the little crystaliser setup, that was me trying to make a solar turbine run off the steam. I'll be moving that somewhere else later down the line.

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So as you've seen, I'm not going for pretty, but it's been fun stopping things from spawning everywhere without a million torches. And when I build my end game I go BIG. It's just taken me a while to get to this point because I refuse to use EE3, solars, etc. Each playthrough I do I try and do something different than what I've done before. So this time I've used windmills instead of thermals, fuel boilers instead of charcoal, etc.

After seeing twisto51's 1 chunk base I'm going to try that on the next world restart. Will actually force me to think about how big walkways can be and where to put my wiring and planning designs to be compact instead of just being silly (394 MFSUs are a bit silly...)
 

budge

New Member
Jul 29, 2019
273
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0
Neat. Do you plan on building walls and ceilings?

I've been working on a missile silo, because I thought it'd be fun. This is in Ultimate so I don't have ICBM or any UE mods (sadface), but I've still had fun with it.
This is the cover in its closed position.
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You can't see the moving parts after it's opened or closed. It has recessed into the west wall.
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Looking up the elevator that takes non-flying people up and down. Having this many frame motors operating simultaneously is very inefficient in electricity usage, but made the design far simpler and more compact.
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A view from the bottom with the cover opened.
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This is the main launch computer in the control room. In cooperation with a computer at the surface and a turtle, it controls the silo cover, the roof forcefield (to protect the frames if I'm testing a nuke below--the first nuke test did in fact destroy the cover 64 meters away), and the interior forcefield (engineering bricks look cool but aren't much for blast resistance).
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I wouldn't want just anyone accessing this computer.
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After logging in, there's a silent timer that locks the computer again 60 seconds after the last user input. It took HOURS to figure out the parallel API to accomplish that...
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When conditions are met that won't obliterate the silo cover, the computer allows launching.
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Then it asks for a countdown timer in seconds and proceeds. This is another use of the parallel API that took me a long time to figure out.
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So I had a lot of fun making it. I just don't know if I'm willing to subject my friends to the hassle of installing the Ampz pack alongside Ultimate so I could actually use this. Also, I thought this might be a cool place to take off for GalacticCraft, if that ever makes it into Ultimate.
 

LastElf

New Member
Jul 29, 2019
38
0
0
Neat. Do you plan on building walls and ceilings?

I do, it just isn't in my priority list right now. I'm more of an engineer than a builder so I've been putting that stuff off. I'm thinking the walls will just be similar to my paths from room to room. I don't want to add a ceiling cause flight is the quickest way to get from place to place, but I will still have it set up so that carts can go from room to room for those who can't quantum run/jump/fly there.
 

ApSciLiara

New Member
Jul 29, 2019
1,216
0
0
Neat. Do you plan on building walls and ceilings?

I've been working on a missile silo, because I thought it'd be fun. This is in Ultimate so I don't have ICBM or any UE mods (sadface), but I've still had fun with it.
This is the cover in its closed position.
BrxEu0v.jpg


You can't see the moving parts after it's opened or closed. It has recessed into the west wall.
4j6BcxH.jpg


Looking up the elevator that takes non-flying people up and down. Having this many frame motors operating simultaneously is very inefficient in electricity usage, but made the design far simpler and more compact.
ncaWG1o.jpg


A view from the bottom with the cover opened.
SKHQLHs.jpg


This is the main launch computer in the control room. In cooperation with a computer at the surface and a turtle, it controls the silo cover, the roof forcefield (to protect the frames if I'm testing a nuke below--the first nuke test did in fact destroy the cover 64 meters away), and the interior forcefield (engineering bricks look cool but aren't much for blast resistance).
kIZeg29.jpg


I wouldn't want just anyone accessing this computer.
ENveZkA.png


After logging in, there's a silent timer that locks the computer again 60 seconds after the last user input. It took HOURS to figure out the parallel API to accomplish that...
nbDbp03.png


When conditions are met that won't obliterate the silo cover, the computer allows launching.
oNfSEzP.png


Then it asks for a countdown timer in seconds and proceeds. This is another use of the parallel API that took me a long time to figure out.
jW8IpTX.png

So I had a lot of fun making it. I just don't know if I'm willing to subject my friends to the hassle of installing the Ampz pack alongside Ultimate so I could actually use this. Also, I thought this might be a cool place to take off for GalacticCraft, if that ever makes it into Ultimate.
Oh wow, that's really awesome! I definitely have to do something like that. For teh luls.
 
Jul 29, 2019
17
0
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With the ability to fly with modular power suit and access to void ages thanks mystcraft I've found my idea of what constitutes a base has radically altered.

I'm currently residing in a single chunk tower---well, the inner floor of each level is in one chunk, the outer walls are in the surrounding chunks but they don't need to be chunkloaded. Being able to cover all of my automation with a single spot loader is pretty sweet. It'll probably be less sweet if I ever get hit with a chunk reset, LOL.

RD3z4al.jpg

Top levels, including solar farm, power conversion/transport/storage, alvearies, bee product processing, cobblegen, mass fab, external AE processing, drop zone for T5 witch/cow shards, and beneath all of that a stack of 12x12 xycraft tanks for seed oil, oil, fuel, honey, dna, and lava.

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New workshop inspired by Twilight Forest and Applied Energistics. AE is sooooo good.


How did you get sphax I assume 128x To work? Ive tried optifine I guess it isn't compatible on the other packs because I tried on mindcrack haven't seen results on ultimate with higher than 32x
 

Duranis

New Member
Jul 29, 2019
19
0
0
Here is my base as it stand at the moment. Still have a lot planned for it so very much a WIP and not really made to look pretty just yet. We are playing on the mindcrack 8.1.1 pack on the moment.

Base from the front
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Base from the back
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Bee Production factory sphere and bee lab
60 Automated Alvearys
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Teleport pads:
I have these on each level of my base to make it easier and quicker to get around.
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Thaumcraft and main bee XP farm/enchanting area.
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Central access shaft of my base from the top
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Storage area:
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Cont.... :)
 

ArcticDreamz

New Member
Jul 29, 2019
61
0
0
Workshop

Processing level
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Biofuel production and boiler room. Running 4 36HP liquid boilers and 3 36HP solid fuel boilers:
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Tree Farm and safety net :)
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How big is your treefarm ? Mine was 40x40 and even with 4 carts it wouldn't cut even half of it , how many are you using ?
 

Duranis

New Member
Jul 29, 2019
19
0
0
Thanks for the kind comments all :)

ArticDreamz, its about 48x48 split into 4 quarters with a cart in each quarter. It took a bit of trial and error to come up with a track design that worked but with my current design the carts can get most of the trees clear in 1 circuit and they have mostly regrown again by its next round.

This is mostly due to the fact that its not a complete circuit. The carts get to the end turn around and then double back to the start (so basically every round each tree/sapling gets passed twice).
 

xSINZx

New Member
Jul 29, 2019
305
0
0
Noob Alert!
Here's a little of my base. My Xp farm using Soul Shards Tier 5.
Using Fraps and FFMPEG for compression. No Video Editor Sorry. About 50mb if you can't afford don't watch anit worth it! :)