StrangeThistleStudios 1.7.10 (pic heavy)

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MacAisling

Popular Member
Apr 25, 2013
1,084
612
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Kearneysville, West Virginia
With some of the changes in the latest Thaumcraft update, & with some adjustments I've made to the pack, I decided to start a fresh seed (seed "StrangeThistleStudios") & just rebuild my reactor & ME system in creative.

The launcher thinks I'm playing the DW20 pack, but I've cut a lot & added a few & update the mods myself, so here is the current list:
Baubles-1.7.10-1.0.1.10
CodeChickenLib-1.7.10-1.1.1.106-universal
ForgeMultipart-1.7.10-1.1.0.314-universal
AOBD-2.3.5
appliedenergistics2-rv2-beta-1
BiblioCraft[v1.9.1][MC1.7.10]
BigReactors-0.4.1A2
BluePower-1.7.10-0.1.766-universal
Carpenter's Blocks v3.3.3 - MC 1.7.10
ChickenChunks-1.7.10-1.3.4.14-universal
Chisel 2-2.2.0
CodeChickenCore-1.7.10-1.0.4.29-universal
CoFHCore-[1.7.10]3.0.0B9-40
CoFHLib-[1.7.10]1.0.0B8-34
denseores-1.5
EnderIO-1.7.10-2.2.5.311
EnderStorage-1.7.10-1.4.5.26-universal
extrautilities-1.2.1
fastcraft-1.9
FlatSigns-1.7.10-universal-2.1.0.19
fmpintegration-1.0
Galacticraft-Planets-1.7-3.0.6.246
GalacticraftCore-1.7-3.0.6.246
hopperductmod-1.7.10-1.3.2
InfiniBows-1.7.10-universal-coremod-1.3.0.20
ironchest-1.7.10-6.0.62.742-universal
LanteaCraft-1.7.10-63
Mantle-1.7.10-0.3.2
MicdoodleCore-1.7-3.0.6.246
MineFactoryReloaded-[1.7.10]2.8.0RC6-5
MobiusCore-1.2.3_1.7.10
NEIIntegration-MC1.7.10-1.0.3
NotEnoughCodecs-1.7.10-0.3-snapshot-11
NotEnoughItems-1.7.10-1.0.3.76-universal
ObsidiPlates-1.7.10-universal-3.0.0.18
OpenBlocks-1.7.10-1.3-snapshot-513
OpenModsLib-1.7.10-0.6-snapshot-268
Opis-1.2.3_1.7.10
Railcraft_1.7.10-9.4.0.0
RandomThings-2.2.0
RedstoneArsenal-[1.7.10]1.1.0RC1-19
SimplyJetpacks-MC1.7.10-1.3.1
slick-util
TConstruct-1.7.10-1.8.1
Thaumcraft-1.7.10-4.2.2.1
ThaumicExploration-1.7.10-1.1-34
ThaumicTinkerer-2.5-1.7.10-162
ThermalExpansion-[1.7.10]4.0.0B8-23
ThermalFoundation-[1.7.10]1.0.0RC1-13
TiCTooltips-mc1.7.10-1.1.11b
TMechworks-1.7.10-0.2.10
Translocator-1.7.10-1.1.1.14-universal
Waila-1.5.6a_1.7.10
WailaHarvestability-mc1.7.x-1.1.0
WR-CBE-1.7.10-1.4.1.9-universal

Now for a bunch of screenshots. I will add more when I get more done, but I won't be doing too much more in creative before switching to survival.

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lpqrimetime

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Jul 29, 2019
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What are those dark grey cross looking blocks in the big reactor pics? The blocks that make up the see through floor.
 

MacAisling

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Apr 25, 2013
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So many meteorites.... I think Micdoodle should either make them craft four or more, or make the ingots easier to get. :p

Do those need the meteoric iron? I was building in creative & didn't check. I may have gotten ahead of where I was in the world I'm replacing...(I had built the rocket & was preparing for the initial trip to start on the space station).
 

PhoenixSmith

New Member
Jul 29, 2019
649
-8
1
Do those need the meteoric iron? I was building in creative & didn't check. I may have gotten ahead of where I was in the world I'm replacing...(I had built the rocket & was preparing for the initial trip to start on the space station).
They take the metal from the meteorites... So titanium I think.... Doesn't really matter for your building though, since they always seemed overpriced. :p
 

Plainy

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Jul 29, 2019
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Now if I had some one like you on my SP world I wouldnt need to replace my AE system everytime... xD
 

MacAisling

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Apr 25, 2013
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Kearneysville, West Virginia
They take the metal from the meteorites... So titanium I think.... Doesn't really matter for your building though, since they always seemed overpriced. :p

You mean from the asteroid belt? So what is basically a simple decorative block requires tier 3-4 materials? I don't feel bad at all cheating it in for that kind of nonsense. If it were up to me, the basic walkways would be aluminum & the walkway/pipe combos would require some lunar material. Save the rare asteroid stuff for the advanced tech.
 

PhoenixSmith

New Member
Jul 29, 2019
649
-8
1
You mean from the asteroid belt? So what is basically a simple decorative block requires tier 3-4 materials? I don't feel bad at all cheating it in for that kind of nonsense. If it were up to me, the basic walkways would be aluminum & the walkway/pipe combos would require some lunar material. Save the rare asteroid stuff for the advanced tech.
Yep... I don't understand his reasoning with those at all... Why use titanium for walkways? :p I guess he may be planning a better use latter on...
 

MacAisling

Popular Member
Apr 25, 2013
1,084
612
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Kearneysville, West Virginia
I'm about ready to get back to normal survival play, so I updated all the things & CRASH! What do you mean computercraft turtles? Nothing here should require computercraft! After checking the obvious mods that have CC compatibilty, I decided to spend the day rebuilding & updating the pack from a clean install of the DW20 pack. I didn't get the CC crash again, but I did get a crash with the latest versions of Chisel & Railcraft. Chisel has fixed the issue in dev for the next release, but in the meantime the Railcraft blocks can be turned off in the chisel configs.

I've taken a long enough break that I will be starting from scratch, but hopefully with the same seed.

I've added a couple more mods:
Ironchest Minecarts
Malisis Doors & core (may need to disable the residual heat block in Railcraft configs to avoid conflicts)
Minechem
Qmunitylib (required by the newer versions of BluePower)
I'm also giving JourneyMap a 2nd chance, but will switch to Opis if it still lags my system.

I've removed:
Dense ores
HopperDucts
MFR (I will miss the rancher & the DSUs, but wasn't using it for much else recently).
Random Things

I seem to have missed FastCraft & FMP Integration in rebuilding the pack. I may or may not add them in later.

Next step, reviewing all the configs! OK, let's not do all the configs & hope I remembered the important ones.

So far, my spawn area looks the same, except for the presence of 2 large Bluepower volcanos on opposite sides.
 
Last edited:

MacAisling

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Apr 25, 2013
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Kearneysville, West Virginia
I've rebuilt fountain square, made some progress on the roads, & started up the enderIO tech tree, requiring a trip to the nether for glowstone. The roads follow the river better than expected since I just estimated the center between the 2 volcanos & sized the plots to fit the fountain square plan. Leveling the land for the other half of town is going to be a pain without BC, but I'm not adding a huge mod just for 1 machine.

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MacAisling

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Apr 25, 2013
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Still not perfect, but much better. The biggest problem is the transition between the octagon & the square in the carpenters slopes, but I don't think there is any way to fix that. So, leave it as is, or switch to a flat roof on the corners?

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MacAisling

Popular Member
Apr 25, 2013
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Kearneysville, West Virginia
This is the 1st 1.7.10 seed where I haven't been tripping over AE2 meteorites & actually had to make the compass. It took 4 meteorites, all close to spawn but buried, but now I can get going on my ME system. Here I'm automating the inscribers & the puddle before I have so much as a storage cell crafted.

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