Don't you just hate it when people take away your excuses for having a rant. Grrr!It's a pure "change of pace" thing and not one kind of build being superior over another.
Don't you just hate it when people take away your excuses for having a rant. Grrr!It's a pure "change of pace" thing and not one kind of build being superior over another.
Yes. Early-game, I put a hopper on top of my presser and a TE3 itemduct w/servo below to extract. Works nicely. I right click the hopper and then shift+click to insert whatever I went pressed. If I'm feeling really cheeky, I'll put a barrel on top of the hopper (or just use a hopper upgrade *in* the barrel) and then I just right-click.
If you are presssing soybeans, you can filter the soft tofu into a 2nd presser (or loop back around) to make firm tofu (meat substitute) and pipe the soy milk bottles wherever.
Hmm...I think tonight, I'll hookup some MFR liquicrafters to auto-craft hearty stew. It takes just wheat, soy, and soup stock (ex. carrots) and no power or water. 60RF/t for 12s in the culinary generator.
Mfr tree farm+ sludge boiler=all the clay and all the saltWhat are these secrets of renewable salt? Tell me more
Easier way. Water and pot.Mfr tree farm+ sludge boiler=all the clay and all the salt
I have heard rumors that the harvestcraft crops grow slower when they can't see the sky, instead of just using the light level. Can anyone confirm our deny this? I am thinking about underground mfr farms and wonder if i need to make more to accommodate this.
If ya don't mind getting a bit into TC, and installing another mod, you could try Technomancy. Just do a lot of mining and dump your cobble in a chest with a hopper leading into an alchemical furnace. Then essentia tube it to an essentia dynamo. More or less free power, but requires you to have access to iron and if you want optimal performance, diamonds. Or you can use a furnace generator, if you're that boring guy.Got into this pack watching Pakratt's LP on youtube. Liked it so much I decided to record it myself. Had to fix an issue with the pack name though -to make it more appropriate- so the series is called "SadistCat's Magic Farm 2 LP" (love ya Jaded)
My question is what is a good start point for energy generation. I want an initial power system that will also cover mid game and I don't feel like mucking about with culinary generator's. I'm a lava man by nature and I just want something simple to automate that works.
Suggestions?
Just an update for those who aren't reading the MF2 bug report thread... My issue with my MF2 world locking up was caused by a harvester attempting to harvest a Harvestcraft fruit tree with jungle wood set to no. Everything was running fine and then immediately stopped, and it was all due to the fruit tree spawning that was a jungle-variety and within the range of the harvester. I had to MCEdit the tree out of my world, but then everything started working again, and now all my harvesters will be set to jungle wood YES on placement.I had all those things... chests with space, filtered and unfiltered trashcans, empty JABBA barrels... even after adding more of everything to the existing system, nothing would clear up. As long as the system was only used lightly, like output from 1-2 machines, there was no problem. Hook up something heavy-use like a harvester and your ticks are numbered. It handled a 2/3-powered quarry on my DW20 world but once I added the harvester it was all over. I'm to the point in my new MF2 world where I'm about to start automation, but it looks like the transfer pipes have been removed at some point. Off to the nether...
Oh dear! I'll have to re-enable them. I assume it's just an easy config change. Unless it was disabled due to some problem or issue.On a side note, why were the XP Drain and Auto Enchantment Table removed from OpenBlocks in the 2.1.6 that hit the launcher this morning? I found those items very handy for making my first Ender Quarry in an MF2 world now that it's finally working again...
Got into this pack watching Pakratt's LP on youtube. Liked it so much I decided to record it myself. Had to fix an issue with the pack name though -to make it more appropriate- so the series is called "SadistCat's Magic Farm 2 LP" (love ya Jaded)
My question is what is a good start point for energy generation. I want an initial power system that will also cover mid game and I don't feel like mucking about with culinary generator's. I'm a lava man by nature and I just want something simple to automate that works.
Suggestions?
Biome ID conflicts with what? TC4.1? IIRC all of them.Thanks guys I haven't gone down the path of using Thaumcraft for power before. I am a big fan of the mod so that sounds like a lot of fun to try out, plus flight is a major consideration so it looks like the harness is a a high priority as well.
Another question for the folks here.
Does anyone one know which, if any of the Biomes o' Plenty biomes can be enabled without triggering id conflicts?
Yeah, I love the culinary generator. It really does encourage you to make better-quality food.
This playthrough, a few of my self-imposed rules are:
It's making for a nice challenge. It's amazing how far a hardened energy cell and a single culinary generator are lasting in this world. Golems for food auto-farming are nice since they don't require power.
- Strict building codes
- No infinite water (Forestry rain tank for the win)
- Food powah ! (culinary generator only)
I just got my crop production to a stage where I can keep the culinary generator fed with hearty stew, which is 60RF/t for 12s.