there is nuclear craftOh and you should also put in big reactors mod with some twists to recipes and stuff. I like its simplicity and efficiency while also having it challenging to get a super great one up and running. Also no craters if you mess up
Well yea but then I have to host it on my PC right? I mean if I do with the batch?there is a bash and batch script included that does everything for you. When you are using a hosting provider the system varies, as they know their system the best, I would recommend on contacting the nitrado support.
That is not an option. We won't do such game breaking changes. Not on the same version. 4Space works fine as it is atm, Galacticcraft, too. We are still using +half a year old ex nihilo ex astris... mods due to them not having been compatible for a long time. Those old version's didn't break anything. The latest is not always the best.
One of the packs goal is to get the user to think about solution's, trying out different stuff. While those storage solutions available might not suite your needs they achieve the goal of giving the user a challenge to figure out how to make it work.
Those that played tekkit classic and other packs pre 1.4.7 probably remember how solar factories and a like worked. There was no appEng, no advanced logistic pipes.. To craft a few high end solar panels you had to build a setup the size of the view distance. Like building a redstone calculator. That is what the pack aims for, getting the player back to being creative, spending hours on hours on optimizing the setup so that enough items are at the right spot at the right time.. Not, here is a storage, take what you need.
I don't understand what you want to say. What I get is, if a mod is going to be abandoned drop it for an alternative. For me that means *** the players that actively play the pack, start tweaking from the beginning and go back on beta level (its not a kitchen sink pack).I see you haven't been installing mods on your minecraft for very long since you don't know the number one rule of installing/modding: Game breaking changes can, and WILL occur at some point as with all modpacks/mods and since it's one of the top reasons most mods or modpacks get abandoned I shouldn't really have to point this out to anyone here. Not to mention you only seem to be going on about AE2 being game breaking instead of acctually focusing on what you quoted or what you yourself wrote... if this modpack is going for 'underused mods' then why the most used galacticraft addon, one thats been completely and utterly dead as of Oct 23, 2015?
The pack was started back in April, you should go by this time.A unofficial rule for modpack creators that's pretty common is basically "don't shoot yourself in the foot" by using dead mods or mods with serious compatibilty issues so there less troublesome work in future updates. Not to mention as of the recent galacticraft updates there were some bug fixes such as the addon map movement glitch, addon added moon zoom bug, addon added space station capability, and galacticraft biomes being added to the forge dictionary. Changes that the More Planets and Galaxy Space addons not only used to fix such bugs in their addons but added compatibility for since they are still being activlly worked on while 4 space still has those old bugs and issues plus many, many more im still attempting to iron out as I come across them.
Ever heard of the saying, fixing one bug causes 8 new ones? You can never tell which version is the most stable one until it has been used equally within a similar dimension. Security fixes are the best example for this. A bug has been found, is being fixed, the fix creates 10 new bugs that are much more serious, to name recent ones: adobe flash, dell foundation services.. On top please don't forget that these are security fixes done by a team of professionals with all hands on deck. Not a small fix done from a person at midnight with half focus.Just because the modpack can use and old version of one mod doesn't mean all old versions will always work and it's common kowledge that the latest versions are the best options since they almost always have critical bug fixes, I honestly shouldn't have to spell that out ._.
In which universe are you putting hundreds of hours into working around something and frustrating your users to fix something that you are not experiencing. That is like, the iphone is having issues with its microphone and latest software libraries, we use the same components here, lets call all phones back and replace them with others, because we might run into the same issue once we update to the latest libraries.Note: Want to know why im acctually pushing to swap out 4 space for More Planets other then the "More Planets fits the theme more"? From how my current bug hunts going there is a game breaking crash that rarely occurs when using any mod that affects rendering sky or blocks while in the dimension for Elipse... and thats only one of the many obscure ones im having issues hunting down the causes for(like how the game crashes sometimes with a ticking memory exception after traveling to another planet added by 4 space, still haven't even remotely found the cause of that one), it up to you to keep 4 space and shoot yourselves in your collective feet but don't say the current maintainer didn't warn you if a bug does come around and wreck your day at some point in the future.
I see you haven't been installing mods on your minecraft for very long since you don't know the number one rule of installing/modding: Game breaking changes can, and WILL occur at some point as with all modpacks/mods and since it's one of the top reasons most mods or modpacks get abandoned I shouldn't really have to point this out to anyone here. Not to mention you only seem to be going on about AE2 being game breaking instead of acctually focusing on what you quoted or what you yourself wrote... if this modpack is going for 'underused mods' then why the most used galacticraft addon, one thats been completely and utterly dead as of Oct 23, 2015?
I decided to start over this week and a few setups might be worth sharing.
Power Generation: It uses lava as fuel source. A cobble generator feeds the crucibles, the lava goes into an EnderIO Fluid Tank. The tank has two routers attached (both need machine upgrades), the routers are connected to a bank of Stirling generators. It needs a bucket for each generator, but that's pretty much it already. One router pulls the empty buckets out of the generators, they get filled up in the tank, the other router places them back into the generators.
This system leverages what needs to be built anyway (cobble gen and lava production) and is highly efficient. One crucible on an Awesomite block is able to support 8 generators, most of the cobble is actually used to make Triple Compressed cobblestone, most of the lava goes into a stone barrel to produce obsidian or endstone. - It works soooo much more betterer than a Hydrogen powerplant.
The displayed setup is actually overkill for T1, the real purpose is to have enough power to start with T2. It will generate 2000RF with the Octadic thingie upgrades, which allows to run an Ender Quarry (900RF), a sieve and hammer with 16 speed/32 fortune upgrades (970RF) and SAG Mill plus Alloy Smelter as needed. The capacitor banks will be controlled by an EnderIO monitor, which will turn the generators on and off depending on the energy level.
Automated T1 Ore Processing: It uses the Gravel barrel as input for the Automatic sieves, Transfer Nodes pull from the bottom, all ore fragments go into the Special Chest to the right, everything else into the Diamond chest to the left. Both chests are sitting on sorting pipes with filters to do the routing.
The Special Chest has a packaging upgrade attached that combines the gravel/sand/dust fragments into the ores. Gravel and sand is ejected into the hammerer sitting in front of the chest (via Advanced Ejection Upgrade and filters) hammered down and fed back into the chest. Attached to the back of the chest is another ejection+filter upgrade that moves the ore dust into a GC furnace.
The final ingots are pulled out from the bottom of the furnace, routed all the way around and end also up in the diamond chest.
The rest of the setup is pretty much standard.
Galacticraft machines to make the T2 rocket and the fuel.
Minechem synthesizer and decomposer linked to an array of Sorting Barrels.
Crafting and enchanting corner. First step at T2 will be to replace the furnaces with a SAG Mill and Alloy Smelter.
Automatic refilling for the oxygen tanks upstairs. The second Dimensional Chest is in the workshop, no running around necessary to swap out the tanks.
Outside of the base only the absolute minimum. PA tree farm, some sugar cane, soul sand production, ender lilies ... and the rocket ready to launch for Mars.
The complete setup is only temporary. As soon as the Mars quarry and the upgraded ore processing is working, I'll let it run for a couple of hours and build an actual moon base with workshops, bio dome, buildings for the MC reactor and power generation, oxygen production and dedicated launch complex. Should be fun to do during the weekend.