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Falcon2001
Oct 10, 2004

Eat your hamburgers, Apollo.
Pillbug

McFrugal posted:

You did not read my post.

I keep finding modpacks that literally just slap in a separate quest for every single goddamn item in the mod the questline is for. It's lazy and repetitive. Quests are supposed to give you goals to work towards, not just... a checklist.


Okay I guess I should list the ones I've played/tried already that fit the bill:
Blightfall
Agrarian Skies 1
Crash Landing
Jovian
The Aftermath
Hubris
Obscurity
Banished
Paradox Mindfold
Regrowth

I mean, I know about Agrarian Skies 2 but is it actually any good?

AgSkies2 was actually something I liked quite a lot.

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reignonyourparade
Nov 15, 2012
Clouds of darkness I think had some of that to it but it also had "here, have a portal to a dungeon on another sky island off elsewhere."

Rocko Bonaparte
Mar 12, 2002

Every day is Friday!

Black Pants posted:

Baby's First Space Race.

And pretty sure Ag Skies is a very generic skyblock challenge map.

Ehhh to be fair, BFSR may not be basic completionism with crafting, but it is pretty much just enforcing a bunch of crafting with a lot of tutorial text on top of it. I could not outright enforce people really did half the stuff.

Now, if somebody is bored, then I still am waiting a year later to see a trip report on the terminal questline in the Philadelphia Experiment chapter. The pack kind of takes a sharp turn on that one to the point I assumed somebody would have mentioned it by now...

Wahad
May 19, 2011

There is no escape.
Got a craving for this bullshit again. Can anybody recommend me a lightweight (performance-wise) modpack that doesn't involve skyblock or quest stuff? I just wanna go about and do things on my own with some things to make crafting and/or mining more fun and/or efficient, while not nuking my old laptop into oblivion.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy

Rocko Bonaparte posted:

Ehhh to be fair, BFSR may not be basic completionism with crafting, but it is pretty much just enforcing a bunch of crafting with a lot of tutorial text on top of it. I could not outright enforce people really did half the stuff.

Now, if somebody is bored, then I still am waiting a year later to see a trip report on the terminal questline in the Philadelphia Experiment chapter. The pack kind of takes a sharp turn on that one to the point I assumed somebody would have mentioned it by now...

All the trip reports I've seen have been to the Dad Bar.

Datasmurf
Jan 19, 2009

Carpe Noctem

frenzy posted:

I haven't been real concerned with the different ores generating in the world because all the ores are compatible with each other via oredict, there's a block that will literally convert the types, mining isn't the point of GRIMDARK, putting different ore types through a storage drawer will convert them to the same type and I like the variety of having the different types when I'm exploring

With all that being said, I have recently added unidict and am in the process of unifying the worldgen because people like to get stuck on silly stuff like this.

Not all are uniform. The ore / ingots from Modern Warfare don't play well with others. Or rather, others won't play well with MW. :P

Dux Supremus
Feb 2, 2009
I'm in a sorta similar boat to Wahad; I used to play NST, never could get 1.7.10 to play nice with Modderation: Permabanned and stopped. Any recs for the new best tech/magic pack that doesn't have quest stuff?

TheresaJayne
Jul 1, 2011

Wahad posted:

Got a craving for this bullshit again. Can anybody recommend me a lightweight (performance-wise) modpack that doesn't involve skyblock or quest stuff? I just wanna go about and do things on my own with some things to make crafting and/or mining more fun and/or efficient, while not nuking my old laptop into oblivion.

you could try Apoc Tech RPG, its a locked pack but its fun and has lots of tech and magic, The modpack is streamlined to work fast and in low mem environments,
(you may need to disable the shaders) and maybe remove the dynamic audio mod as it sometimes crashes the client.

AceClown
Sep 11, 2005

Anyone know why I can't get VeinMiner working with the new Direwolf20 pack on the Twitch/Curse thingy?

I've checked the config and the tcon tools are listed and there's no conflict on the key binding so I'm at a loss.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

AceClown posted:

Anyone know why I can't get VeinMiner working with the new Direwolf20 pack on the Twitch/Curse thingy?

I've checked the config and the tcon tools are listed and there's no conflict on the key binding so I'm at a loss.

What tool are you using? I have had difficulty, in the past, getting TiCon tools to do veinminer properly. Try with a vanilla tool and see if that works.

Also, adding new tools to the vein miner config (in-game) has usually required me to save and quit the map, and re-open it before the changes take effect.

frenzy
Aug 4, 2003
hey u

Datasmurf posted:

Not all are uniform. The ore / ingots from Modern Warfare don't play well with others. Or rather, others won't play well with MW. :P

yea this is what had me going after the ore unification in the first place, this mod not adding it's stuff to the oredict. I killed off modern warfare's oregen in the world, and am trying to get unidict (or I'll find some other mod) to let me add the MW steel plates to the steel plate oredict so people can use the mod seamlessly and enjoy the sweet 3d models and blood effects and all that.

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
Can someone explain to me if there are actually other things that will change the power output of a Draconic Reactor beyond having it full of fuel and giving it time for the conversion rate to go up once you have it stable? I finally managed get a working reactor up in what seems to be a stable condition, but these numbers are pathetic for what I've been seeing everywhere else. I can't lower the field input rate anymore without dipping below the supposedly ideal 50% and my saturation is already dangerously low to be trying to pull any more off the core. It's stable where it is, but I sure as hell don't want to risk lower than that. ~100k ish net output is tiny by the standards of these things.

lolmer
Jan 21, 2014

Toadsmash posted:

Can someone explain to me if there are actually other things that will change the power output of a Draconic Reactor beyond having it full of fuel and giving it time for the conversion rate to go up once you have it stable? I finally managed get a working reactor up in what seems to be a stable condition, but these numbers are pathetic for what I've been seeing everywhere else. I can't lower the field input rate anymore without dipping below the supposedly ideal 50% and my saturation is already dangerously low to be trying to pull any more off the core. It's stable where it is, but I sure as hell don't want to risk lower than that. ~100k ish net output is tiny by the standards of these things.



Draconic Evolution Reactor Explained & Tutorial has a thorough explanation, if a bit long (jump to the 15 minute mark to get to the details), and got it up to a stable 2.2 million RF/t.

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
That's a tutorial for an older version. I watched it and it helped me figure out the basic mechanics to get it stable, but actually boosting the output is a different story. They don't talk much about the final product other than how the fuel efficiency will increase over time and a lot of that video's explanations are handwaved away with "the opencomputers script we're using does this for you" without actually explaining how it works. Mindcrafters are usually pretty good, but I didn't find that video very helpful beyond getting a basic grasp of the mechanics. Getting the reactor stable IS a huge part of the battle, but the Youtube tutorials I've found aren't very helpful past that. I watched the original video from the dev as well as one other on top of that one and they all have the same problem.

PSA for anyone else who tries this in 1.10 like I did: the 200k ish number most of these videos suggest putting your field input flux gate at will NOT get the job done in the DE version that's in FTB Beyond. Every configuration I've tried so far needed at least 500-600k field input at startup, and once I figured that out I had no more issues with my reactors straight exploding. I'm still having a big problem with overall output, though.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

man has it been a while since i made one of these

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
I watched that video again. Either there's more to it in the newer versions that that video doesn't touch on or it's just been nerfed in Beyond. I managed to baby it up to about 150k net output pushing saturation even lower (playing with fire, I know), but that's still far short of what I've seen in most of the videos even at low fuel conversion levels. Disappointing!

Rutibex
Sep 9, 2001

by Fluffdaddy

Gwyneth Palpate posted:

man has it been a while since i made one of these



IC2 reactors stopped being fun once you could no longer cool them with snowmen.

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
DE reactors can (and often do) end in explosions, but at least they're beautiful explosions.

Seriously, if you haven't seen a 1.10 DE reactor explosion, you're missing out. Who would have ever thought a massive thermonuclear detonation in Minecraft could look so good.

lolmer
Jan 21, 2014

Toadsmash posted:

I watched that video again. Either there's more to it in the newer versions that that video doesn't touch on or it's just been nerfed in Beyond. I managed to baby it up to about 150k net output pushing saturation even lower (playing with fire, I know), but that's still far short of what I've seen in most of the videos even at low fuel conversion levels. Disappointing!

Maybe check the modpack configs, as with my custom modpack, which is using the default Draconic Evolution configs, I was getting ~500k RF/t generated with a field input of ~150k RF/t with minimal fiddling (I'm just starting to learn the Draconic Evolution Reactor ;)).

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
So in retrospect after all the time I burned on this, the only reason the very first reactor I built in Survival destabilized was me being unaware of the config changes Beyond made to the baseline containment field draw. I set my field input flux gate to max out at ~200k when even steady state draw in Beyond for a 0% fuel conversion reactor is almost twice that. That's a little depressing.

McFrugal
Oct 11, 2003

Falcon2001 posted:

AgSkies2 was actually something I liked quite a lot.

Alright I'll go for it. Thanks.

Edit: lol, zombie broke my crafting table. I can tell already there's gonna be some surprises in store.

McFrugal fucked around with this message at 07:38 on Apr 20, 2017

Datasmurf
Jan 19, 2009

Carpe Noctem

frenzy posted:

yea this is what had me going after the ore unification in the first place, this mod not adding it's stuff to the oredict. I killed off modern warfare's oregen in the world, and am trying to get unidict (or I'll find some other mod) to let me add the MW steel plates to the steel plate oredict so people can use the mod seamlessly and enjoy the sweet 3d models and blood effects and all that.

Hmm, that might be where all my steel went. :P

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.

lolmer posted:

Maybe check the modpack configs, as with my custom modpack, which is using the default Draconic Evolution configs, I was getting ~500k RF/t generated with a field input of ~150k RF/t with minimal fiddling (I'm just starting to learn the Draconic Evolution Reactor ;)).

I'm close to that output now with 4% fuel conversion and still pushing high burn/"low" (such as it is) efficiency. You just don't get to start that high in this pack, and the needed field input is still a lot higher. I've been hovering around 340-350k field input and slowly lowering at 7000-8000C core temp.

damnfan
Jun 1, 2012
Does anyone here know what the top row of the Refined Storage Disk Drive does?

Toadsmash
Jun 10, 2009

Dave Tate's downsy face approves.
You can assign item filters to the disks in that drive. Same as the boxes on importers/exporters.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

Does anyone here have some decent experience fiddling around with Custom Main Menu? I'm trying to set up a custom menu screen and I'm having a hell of a time with it not wanting to deal with the window being resized, or viewed in different resolutions than the one I'm currently working in. Specifically, I'll get the buttons and images set up the way I want them, then when I resize the window the buttons and images move around to different spots. I want them to stay where they are relative to the background image I'm using.The mod author is basically completely absent from their github, and seems especially keen on ignoring problems like what I'm experiencing, if said github is any indication.

Threep
Apr 1, 2006

It's kind of a long story.

neogeo0823 posted:

Does anyone here have some decent experience fiddling around with Custom Main Menu? I'm trying to set up a custom menu screen and I'm having a hell of a time with it not wanting to deal with the window being resized, or viewed in different resolutions than the one I'm currently working in. Specifically, I'll get the buttons and images set up the way I want them, then when I resize the window the buttons and images move around to different spots. I want them to stay where they are relative to the background image I'm using.The mod author is basically completely absent from their github, and seems especially keen on ignoring problems like what I'm experiencing, if said github is any indication.
The buttons are going to jump around, that's just the nature of Minecraft's UI system. The key is to set your anchors in a way so that any window size and shape will have the kind of main menu you're after.

SSJ_naruto_2003
Oct 12, 2012



Does anyone have a good modpack for this list of qualifications? I'll be playing co-op with my wife exclusively.

Fun/good exploration
Nice building toolsets (chisel, or really any kind of microblocks and dyes)
Some form of magic, I don't care which kind really
Doesn't take 20 minutes to load the game
advanced industry, including pipes that allow automatic sorting
maybe alternative dimensions or going to the moon, i dunno

Really just can't find anything that I like browsing technic so I'm sure some of you have played modpacks that would fit. If magic and tech don't really mesh well, just choose whichever. Thanks, goons

OgNar
Oct 26, 2002

They tapdance not, neither do they fart

SSJ_naruto_2003 posted:

Does anyone have a good modpack for this list of qualifications? I'll be playing co-op with my wife exclusively.

Fun/good exploration
Nice building toolsets (chisel, or really any kind of microblocks and dyes)
Some form of magic, I don't care which kind really
Doesn't take 20 minutes to load the game
advanced industry, including pipes that allow automatic sorting
maybe alternative dimensions or going to the moon, i dunno

Really just can't find anything that I like browsing technic so I'm sure some of you have played modpacks that would fit. If magic and tech don't really mesh well, just choose whichever. Thanks, goons

I have been playing survival Stories 3 the past few weeks and it has all of that. It was built around exploration with extra villages and dungeons added. chisel Thaumcraft/Botania, Buildcraft, Thermal Expansion, Galactic craft, weapon cases. Also Enderio, Big Reactors, Immersive Engineering.
It doesn't have Tinkers or MFR. Which is in many modpacks and kind forced me out of that groove of always using those tools/machines. Nice for a change.
So I think it covers all of that. Your load time may vary.

https://mods.curse.com/modpacks/minecraft/237823-survival-stories-3

I am on a celeron laptop and had to cut quite a few mods out to get it to load quickly. But I like it quite a bit. This is on 1.7.10

e: My one dislike of it, is that it has a few too many dungeons. I am constantly coming across blaze spawners in the overworld.
It also has Realistic terrain generation which I love. It slows my exploration down a little on my slower processor. But everything looks fantastic.

OgNar fucked around with this message at 00:16 on Apr 24, 2017

SSJ_naruto_2003
Oct 12, 2012



What is MFR? Also my wife never really likes Tinker Construct so this sounds up our alley. Gonna try it out in a bit, thanks.

neogeo0823
Jul 4, 2007

NO THAT'S NOT ME!!

Threep posted:

The buttons are going to jump around, that's just the nature of Minecraft's UI system. The key is to set your anchors in a way so that any window size and shape will have the kind of main menu you're after.

Well drat, that means like 3x the fiddly fuckery than I was hoping to do there. Welp, if it's gotta be done, I guess.

OgNar
Oct 26, 2002

They tapdance not, neither do they fart

SSJ_naruto_2003 posted:

What is MFR? Also my wife never really likes Tinker Construct so this sounds up our alley. Gonna try it out in a bit, thanks.

Minefactory Reloaded, which is a great mod.


Here is Iskalls Lets Play of it.
Check out a video or 2 to get a feel for it.

https://www.youtube.com/watch?v=rtXrqUS7dAI

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy
MFR is a weird sort of 'supplementary' tech mod. It uses RF, but provides no way of generating it, and doesn't do any of the usual tech mod things with ore processing and such. Instead it has a bunch of specialised machines that are of varying amounts of useful, culminating in the Laser Drill that slowly spawns ores out of nothing. Allows for some nice stuff like simple auto-harvesting of animal products (wool and milk) and breeding animals/separating the adults and babies/slaughtering and collecting the products though. And automatic enchanting and disenchanting of items.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

Black Pants posted:

It uses RF, but provides no way of generating it

MFR has a bio-reactor and a steam turbine (though I'm not sure if it can make steam.)

TheresaJayne
Jul 1, 2011

Gwyneth Palpate posted:

MFR has a bio-reactor and a steam turbine (though I'm not sure if it can make steam.)

of course MFR means MineFactory Reloaded

I like their machines - planter / harvester / rancher / butcher

Serifina
Oct 30, 2011

So... dizzy...

Gwyneth Palpate posted:

MFR has a bio-reactor and a steam turbine (though I'm not sure if it can make steam.)

It has a steam producer. Don't recall what it's named offhand though.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
The single block Steam Boiler. It's sort of an ad-hoc power producer until you can get the bio-reactors with 4+ types of produce going. I guess you can argue it's the tree farm's power block but if it's part of a multi-mod pack there are much better alternatives for producing steam.

Gwyneth Palpate
Jun 7, 2010

Do you want your breadcrumbs highlighted?

~SMcD

alright thread, i have a confession to make

i'm playing a pack where IC2 Experimental, aka the Gregtech-ified version, is a mandatory part of progression

and, uh..

and i'm actually having fun with it

have i lost my mind??? :wth:

OgNar
Oct 26, 2002

They tapdance not, neither do they fart
I do like the fact that Survival Stories doesnt have Tinkers and Mfr which forces me into other alternatives that I had never tried before. Like Immersive engineerings drill which takes 3 multiblock structures and a few farms for the resources to get it going. But it just chews through the rock and looks damned cool while doing it.

Has anyone ever used IEs diesel generator as their main source of power? How many farms/squeezers/fermenters does it take to actually keep that thing going. Because it just drains any amount of biodiesel that I can generate.

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Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
I guess you missed the part of the thread I think about a year or so ago where a bunch of us were playing through a GregTech pack and having similar feelings.

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