rhn's continued adventures: a build journal, guide collection etc.

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rhn

Too Much Free Time
Nov 11, 2013
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I need to know these things haha xD. But nice to hear. Need to figure it out tomorrow I think cause most worlds I find with just BoP are okay but... not what I want.
All 1.6 FTB packs are shipped with the configs already set up for BoP, Highlands and ATG. If the pack doesn't contain the mods, you can just add them and it works right off the bat.

Not sure how the 1.7 packs work. But should be reasonably doable to config it yourself. Think ATG has guides on how to do it on its site/forum thread.
 

KingTriaxx

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Jul 27, 2013
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Silly sidedness, suck SFM!

Ahem. Might try seeing if Ender IO's painting machine can paint the Paving Stones.

I really like the Large Biomes option of Highlands, even if it makes finding somethings a little more tedious than it should be.

And for building underwater, it's pretty hard to beat either a pair of Biomes o' Plenty flippers, or the Modular Powersuit leggings with the underwater thrusters. Mariculture has some gear to make it easier as well, but I know little more than the name of the mod.
 

rhn

Too Much Free Time
Nov 11, 2013
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Silly sidedness, suck SFM!

Ahem. Might try seeing if Ender IO's painting machine can paint the Paving Stones.

I really like the Large Biomes option of Highlands, even if it makes finding somethings a little more tedious than it should be.

And for building underwater, it's pretty hard to beat either a pair of Biomes o' Plenty flippers, or the Modular Powersuit leggings with the underwater thrusters. Mariculture has some gear to make it easier as well, but I know little more than the name of the mod.
I am using Gravisuite's GraviChest which gives me creative style flight. This completely nullifies all "drag" from the water and allows me to move quite fast. It also allows me to keep level at certain depths while working on something.

Only real PITA is Carpenter's blocks requiring the use of shift(which is also down) to remove blocks from carpenter's blocks and to change slopes modes etc. In real flight I just hold shift+space which leaves me hanging still in the air but underwater it makes you swim slightly up.

And using a Quantum Helmet to give endless underwater breathing and nightvision. And got it enchanted with Aqua Affinity ofc for faster working speed and clearer vision.
 

KingTriaxx

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The shift problem is why I prefer MPS flight, since it uses Z instead of shift. Doesn't work as well underwater if I recall.
 

rhn

Too Much Free Time
Nov 11, 2013
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Getting rather waterlogged.

Airlock construction:
XDcVImh.png

Had to "cheat" a bit and hide some of the circuitry under the sand :p (Now that I figured out how to use the Multiplexer to do the correct sequencing of doors etc, I just HAD to do it here as well :p).

7aoSn4T.png

Drawbridge doors, Dispensers with buckets to empty/fill airlock and GT Button panels(needed buttons that would function underwater and be a while block). Thanks to circuitry at the touch of the button panel the open door closes, then water cycles, then other door open. Always in that order no matter going in or out thanks to the multiplexer.

All dressed up and seen from inside:
JBfF1Zp.png


Walkways connecting the airlocks and main structure(still bit WIP):
aIpnZ90.png


Made 3 airlocks covering different parts of the area:
4kBo7s1.png

(taken from above water. Doesn't actually give off that much light when in the water).


One of the next steps will have to get some power out to this base. Probably just going with Tesseracts and GT IDSUs(EU Tesseract). Also going to have to set up a ME quantum link to connect the two bases. And then ofc start moving/create the oreprocessing.

Also plan to dot some more laser drill structures out over the sea bed and run some fictive piping/cables back and forth. Probably not going to power them more than my one drill(just let them share or something). Or perhaps set up automation to increase power when nothing else is using it.
 
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rhn

Too Much Free Time
Nov 11, 2013
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Very cool. Did you know you can use MFR Redstone Energy Cable to go from RF to IC2 and back?
Yeah, there are plenty of ways to do it. Mekanism cables can do it as well I believe. But I choose not to to keep some complexity in the build. I like having to set up the IC2 transmission network and I like the challenge of having to run multiple conduits and cables around the base. With IC2 I have to consider the voltage(it is not voltage any more really, more amperage) of the network as well as having multiple separate loops to each section to ensure enough bandwidth(and better control).
 

KingTriaxx

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Fair enough. I just find Tesseracts easier to work with so I'd taken to sticking MFR cables between them and MFSU's for moving EU. I don't think I ever got around to building IDSU's in ultimate. Too much UU cost I think.
 

rhn

Too Much Free Time
Nov 11, 2013
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Fair enough. I just find Tesseracts easier to work with so I'd taken to sticking MFR cables between them and MFSU's for moving EU. I don't think I ever got around to building IDSU's in ultimate. Too much UU cost I think.
Ahh, well there is no UU requirement any more. Just a whole pile of Iridium(drops as ore), Tungsten(takes hours to smelt), titanium, chrome and a gazillion lapatronic crystals :p
 

rouge_bare

Well-Known Member
Oct 4, 2014
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As you considering using the quantum link anyway, maybe you could use P2P tunnels to transfer power down to your underwater area.

Other than that it's still looking good as always.
 

rhn

Too Much Free Time
Nov 11, 2013
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So, underwater base... are there any submarine plans?
[selfpromotion]
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I was/is considering making the arrival either a submarine bay or a ships dock with a elevator/minecart track down. But for now I just made a mystcraft portal. For it to work I would kinda have to have the counterpart back at the main base :p And for now I think I will prioritize other things. Maybe later.
 

rhn

Too Much Free Time
Nov 11, 2013
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Had to take a bit of time out from the abyssal base to upgrade my IC2 power. Specially since I intend to send some of it over to the abyssal base, use it to power the Quantum Network bridges and possibly move my entire ME network over to it in the future(it is atm running on RF).

Made a nice little spot for my Dragon Egg Energy Syphon:
shB3kX5.png

It is basically just one block with an egg on top setup, but thought that was a bit cheap. So made it a bit more special and gave it a location where it can be seen.

I have now built up a decent stockpile of plutonium from the Uranium reactors so thought it was about time to make some MOX-fuel reactors:
lXrXxYS.png

Made 4 of them using the second 4 chamber setup from this source: http://forum.industrial-craft.net/index.php?page=Thread&postID=143343#post143343
It gives a decent output at a good efficiency.
WEFvSet.png

I am only running them at a temperature of 6960 (just under 70% max hull temperature) to avoid radiation damage. Gets a little hairy being near with 4 of them otherwise.

Small side note: apparently carpenter's blocks applied with stone is still flammable :( They burned in near proximity of the reactors.


As usual I prefer to have control of my power production and transmission:
mUooija.png

The reactors(Uranium and MOX) are toggled by Range Triggers(not shown) to keep each their set of MFSU to the right charged. The Range Triggers to the right will then trigger the output of the MFSUs when either the Main base supply or the IDSU drops below set thresholds. Atm I have it set to that the Uranium reactors will output power first and only if they cannot keep up will the MOX reactors kick in. The purple cable is the input from the Dragon Egg Syphon.

I am contemplating setting up some Lightning Rods to give some further passive power production(it seems to rain and thunder a lot) and maybe also do a bit of Hybrid solars(though it always seems a bit boring, it is very PC friendly I guess).


Back at the Abyssal base I have now managed to get the basic necessities set up:
El0PDo8.png

In this "Land lines" room there is now connection to both EU, RF and ME network back at main base. It is of course all wireless, but I might dress it up later both inside and outside to make it appear like there is actual cables/pipes connecting the base with the mainland.
 

KingTriaxx

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Jul 27, 2013
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I find that Ender IO Conduits painted with steel block textures makes an awesome looking 'pipe', without costing a fortune in steel. Alternately if you put something grey on the peaked carpenters wedge slopes, IE the ones that make the peak of a peaked roof, they look like the exposed top of a buried pipe.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
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I find that Ender IO Conduits painted with steel block textures makes an awesome looking 'pipe', without costing a fortune in steel. Alternately if you put something grey on the peaked carpenters wedge slopes, IE the ones that make the peak of a peaked roof, they look like the exposed top of a buried pipe.
I am a huge fan of Project red and its Framed Wires. They are reasonably cheap to make(Iron, redstone, Microblock strips(I automated cobble strips in ME), coloured wool if you need them to stay separated). They have really good sizes and bend nicely and best of all you can apply Microblock covers to them. It is what I used in the turbine hall for example for all the steam pipes:
A8aPYmz.png

Or at the Abyssal base for the cosmetic piping for the set of tanks:
wTLifiG.png
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
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I don't think I've ever used the framed wires. Have to give them a try.
They are excellent when used in conjunction with the normal wires as you can run them through places without needing a support for them. And you can hide them in shells of Microblock covers. You can see an example of that further up the page where I showed the airlock stuff. I also use them everywhere where I do drawbridge doors and the likes. Maybe I should do an updated miniguide of that. Have become a lot better at doing it since I did the last one :p Just sad about the lack of the Entity Detector in 1.7+ versions of Random Things...