[moved] Admin request

boriseng, Sat Sep 05 2015, 05:30PM

Could someone un-sticky some of the less relevant threads here.

The current pack doesn't have rotarycraft so the "Easy Steel" and "Magnetostatic engine" threads could be dropped, as could anything relating to redpower.
The threads will still stay around, they'll just drop to the end of the list making room for new "stickies".
Re: [moved] Admin request
Discharge, Mon Sep 07 2015, 01:50PM

I unstickied a few (and it looks like someone else did too).

If there are any specific ones we missed, please list them.
Re: [moved] Admin request
boriseng, Mon Sep 07 2015, 02:33PM

Flow control: How to misuse Immibis's buffer
Preventing Server Lag - Cheap and simple quarry overflow control
Water Power : To The Depths Of Despair
Tekkit Industrialcraft charger levels
Portable Power (And Fast Auto Mining) Using Charging Benches

Most of the above depend on obsolete mods like redpower or old behaviour.

The quarry thread needs replacing as the problem is still relevant but the solutions are different.
Re: [moved] Admin request
Soul_UK, Mon Sep 07 2015, 09:57PM

I personally think that guides should not be made stickies unless they are the bare essential ones - especially as we run more than one type of minecraft server. Might be an idea to have a Vanilla guides section to the forum, and a Modified Server Guides section to save confusion :/

Either that, or the title of each guide should start with "Vanilla 1.8 - [guide name]" and "FTB DW20 - [guide name]" to make it easier to find relevant guides wink
Re: [moved] Admin request
boriseng, Tue Sep 08 2015, 07:33AM

Two sections would be good, though putting the server type in the title is a fair compromise.

I just thought it was time to retire most of the Tekkit stickies and make room for some new ones. For example I think there is still a case for one good Industrialcraft tutorial. It's fallen from favour but still has a few uses.

Also a guide to Tinker's construct as IMO its a good starting point and gets you ore doubling and some nice tools early in the game provided you can find lava and clay.

I'd like to see a starting guide for one of the mods I haven't played.

BTW please unsticky "Emptying A Partially-Filled Smeltery Casting Basin" it isn't needed, the info could be added to the main TC thread.

Also "Tekkit Industrialcraft Cable Levels" is too out of date to be edited, I should write a new one from scratch but I need a reliable reference for the machine input powers.
Re: [moved] Admin request
piggles, Tue Sep 08 2015, 05:53PM

with regards to ic2 cables and machine power levels, this isn't a major issue as before, as machines no longer blow up (although this was only basic testing) although a transformer upgrade does allow the machine to use the extra power.
Re: [moved] Admin request
Soul_UK, Tue Sep 08 2015, 06:18PM

I've un-stickied all of the guides except the "essential" ones (though they do need updating, but I can't edit them).

If anyone thinks a guide should be stickied again, just reply below and I'll re-sticky it. smile

I personally think the preventing lag stickies should all be re-instated, but they do need a bit of updating. :/
Re: [moved] Admin request
Soul_UK, Thu Sep 10 2015, 06:54PM

UPDATE: - I can edit posts - I was just looking in the wrong place for the appropriate button to edit them confused

So if any posts need updating, changing, or are correct (but need the title changed to reflect the server they are appropriate for), then please let me know and I'll do my best to update the guides wink
Re: [moved] Admin request
boriseng, Fri Sep 11 2015, 10:54AM

I think we'll have to rethink a lot of the "preventing lag" advice as some of it is rumour and not based on sound benchmarking. Also some advice related to Tekkit-era bugs.

One bit of general advice might be if you have an incomplete multi-block and you can't complete it then remove the controller. This applies to Tinkers, Big reactors and some others, don't force the controller to search endlessly for a valid block.

What may be needed is good benchmarking for various pipe and cable types, as some routing methods are computationally demanding. One reason why that frustrating "transport pipe" system is erratic is it IS effort-limited in order to prevent it lagging.

If you avoid BC you avoid most of the entity leak scenarios, there are still some edge cases though and it might be worth identifying the machines that can still spit?

Also I believe the simple rule of "causes block updates=bad" still applies, but you pretty much can't auto-farm without some block updates. Except possibly IC2 "crops" (unverified).

Re: [moved] Admin request
Soul_UK, Sun Sep 13 2015, 01:07AM

Thanks for the info Boriseng. I will have to leave the edits on the modified servers for a bit, as I'm not good with all that stuff so might put the wrong information, thus I'd need to do a lot of reading up on each mod and then some playing myself in-game, which as I don't have much free time right now, means it's going to be difficult (plus I don't have much in the way of materials in DW20 at the moment).

I'll un-sticky the "Preventing Lag" post and tag them all to be updated. We'll get them updated bit by bit wink
Re: [moved] Admin request
boriseng, Tue Sep 15 2015, 09:15AM

The other thing is for the thread labelling, I think putting DW20 1.6.1 may be misleading when we are running version 1.2.1 of the pack, or at least that's what I set my client to. Unless I have misunderstood it.

Putting just DW20: in front of the topic titles is probably least misleading.

On a more positive note: I'm getting the hang of the new "Augment" principle in TE, and it has some interesting consequences like the augmented igneous extruder that outputs cobblestone a stack at a time. I time it roughly a stack every 2 seconds. This may be faster than the Ender IO method? Also it appears to be faster than an itemduct will accept the stuff unless helped with a servo.

There are three basic augments already fitted when a machine is first crafted so if you had a "resonant" machine you could fit six augments but you would have to remove the standard ones first leaving you with fixed input/output sides, no redstone control and no auto-eject.

Looking at IC2 I'm wondering if the blast furnace is actually a tiny bit OP. If you automate filling the air cells then it doesn't really have consumables apart from iron and energy, and the slag can be processed for coal dust and gold.
Re: [moved] Admin request
Soul_UK, Tue Sep 15 2015, 08:22PM

OK I get your point with the labeling of threads, I'll go and change all the DW20 ones to your suggestion.

As for the rest of what you said, it may as well have been in a foreign language (to me, not anyone else). Hence why I need some input from other modded server players to update these Guides to make them accurate wink
Re: [moved] Admin request
boriseng, Wed Sep 16 2015, 08:00AM

Fair point you're either playing it or you aren't. The reason that stuff's in this thread not an actual tutorial is that to make it post-able someone needs to kind of "walk through" the machine set-up, and right now I'm just slapping it together to see what happens so the set-up I've built is really rough.

For example I want to craft 9 blocks into one repeatedly. I've hacked something together but I've been told there's a machine called the packer that does exactly what I want. Only problem is it has its own requirements, and I couldn't make it work yesterday. Later today I'll see if I can set up a row of packers and if it works out maybe try for a good screenshot.

Another example would be the big-reactors+MFR laser drill "breeder". This is a configuration that basically makes its own fuel, and as a by-product spits out some really nice ore. I have a rough set-up running but it has badly placed pipes because I was experimenting and it is in a rough-looking cave. Now I think I have it figured out enough to build a tidy version above ground.

Incidentally I'm also looking for a configuration that will only pull stacks of exactly 9 items from a chest, if there's less than 9 it needs to leave it behind. I'm out of ideas right now.
Re: [moved] Admin request
boriseng, Wed Sep 30 2015, 09:23AM

Anyone else following this:
Could someone post a Transfer node guide?
Re: [moved] Admin request
piggles, Wed Sep 30 2015, 03:27PM

if u want to leave 9 items in a chest then u might wanna look into http://ftbwiki.org/Item_Translocator with the diamond nugget upgrade attached to the one on said chest, u can tell it to keep 9 in there.
Re: [moved] Admin request
boriseng, Wed Sep 30 2015, 08:25PM

Interesting device, great potential for flow-control. Looks like it could be used to make a really effective old-school auto-factory without AE. Still won't do exact quantities though.

Anyway regarding the transfer nodes I was interested in the liquid and cobblestone configurations because I tried setting up one for cobble and it wasn't very effective, also I'm after a fast water source for big reactors.
Re: [moved] Admin request
piggles, Wed Sep 30 2015, 08:32PM

did u open the interface on the translocator and set the stack size to 9?
Re: [moved] Admin request
boriseng, Thu Oct 01 2015, 07:44AM

Yes I tried setting 9, but it is documented that it will still move smaller quantities if the set stack size isn't available. My idea was to supply a packager in order to gather up tiny dusts and nuggets, and I need exact quantities as an incomplete "job" would block the packager input preventing anything else from reaching it.

Regarding the factory I was considering an array of BC worktables with translocators supplying them and probably using ender-chests as a transport network. The translocators could prevent items getting "overstocked" as they'd work rather like the old "retrievulator" from Tekkit only pulling in items when needed, and only extracting the crafted item when there wasn't one in the chest. I probably won't try that though, making a Tekkit solar array factory was tough enough.


Also regarding water sources: I'm looking to run even more RC steam turbines from a reactor, 5 or maybe even 10. As far as I'm aware the reactors still convert water to steam at 1:1 ratio, I forget what ratio RC uses but even if I try to pipe the water back I'll still need a large supply maybe 1800mB/tick? I seem to recall other players ran their reactors open-cycle and I remember being shown a node-based water source on the Monster server, but there was something about putting in barriers of some kind to stop the nodes from linking and using a conduit to collect the water and I've forgotten the details.
Re: [moved] Admin request
draze, Thu Oct 01 2015, 03:08PM

AS for the water sources: yeah you dont have to use barriers anymore that was only a transfer issue back in monster. If you setup a watersource right beside the input port/ports of the reactor you can directly pipe from the waternode to the reactor port in the same block. The bonus is that you get instant water transfer but you have to add a "world interaction" upgrade and add a stack of speed upgrades.
Obviously you'll need to adjust your setup depending on how much water you need. I've tried using tanks, barrels etc for larger water source areas but the only way to get fast water travel (instead of low pipe amounts) is to use tesseracts or directly connected node 1x1 space.
Re: [moved] Admin request
boriseng, Fri Oct 02 2015, 07:44AM

FWIW do you know what the "Ender fluid conduit" tops out at as I had a creative set-up that appeared to be moving 1440mB/t through it.
Re: [moved] Admin request
piggles, Fri Oct 02 2015, 02:50PM

all pipes have a input/output limit, even transfernodes, but the transfernode can move 8,000mb/tick which is the highest that i'm aware of.

the tesseract has infinte, but u still need to pump into it.

oh also the translocator can move liquids very fast.