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MauveCloud

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81

Wednesday, July 29th 2015, 5:13am

Okay, I've downloaded Project E, but I haven't added it to my loader mods yet. I'll hold off on that until I've received your tweaks.

Also, IHL seems to be having problems at the moment. I tried the 5 builds provided in the OP of the thread, but all of them gave me crashes similar to the one that Lefty posted. Should I wait a bit to see if that gets fixed, or start without it since I'm using PFAA Geologica's worldgen and will probably disable most (or possibly all) of IHL's worldgen options anyway?

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82

Wednesday, July 29th 2015, 1:01pm

IHL seems to be having problems at the moment. I tried the 5 builds provided in the OP of the thread, but all of them gave me crashes similar to the one that Lefty posted.

The fix for IC2 builds 752+ hasn't been posted yet, probably as Foghrye is messing with the world gen some more.
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

MauveCloud

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83

Wednesday, July 29th 2015, 4:04pm

Thanks, temporarily using IC2 build 751 allowed me to at least generate the config and answer SpwnX's deleted question about comparing IHL ores with PFAA Geologica ores (I saw it in the email notification).

PFAA Geologica generates apatite, bauxite, chromite, cinnabar, gypsum, limestone, oil (in 4 densities), and salt, but as far as I can tell, it doesn't generate bischofite, datolite, gyubnera, muscovite, potassium feldspar, saltpeter, or trona. I haven't used either IHL or PFAA Geologica before, so I don't know how important the non-PFAA-generated ores are, or if there are alternative ores available that similar materials can be extracted from via GT processing. Also, since Geologica has worldgen oil, should I disable BuildCraft worldgen of oil?

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84

Wednesday, July 29th 2015, 5:40pm

You could keep both and swim in oil, it isn't a bad idea, I think.
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MauveCloud

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85

Wednesday, July 29th 2015, 6:14pm

Okay, that sounds good. As I recall, diesel generators have some advantages over steam turbines, such as better default efficiency, not needing warmup time, and not needing to vent excess steam.

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86

Wednesday, July 29th 2015, 6:16pm

Also, should you manufacture glyceryl, you have even more efficiency for your fuel.
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MauveCloud

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87

Sunday, August 2nd 2015, 1:37am

I noticed this morning that IHL has been updated to work with recent versions of IC2, so I started the world this morning, though I ran into a few snags already:
1. The latest version of Forestry breaks NEI Integration, so I've disabled NEI Integration for now. Edit: turned out I was using an old version of NEI integration. Updating fixed this issue.
2. The "Sildur's Vibrant Shaders High" might be too vibrant for me - I think using this might have triggered (or at least aggravated) the migraine I had this morning. I'm open to suggestions for alternate shader packs to use.
3. Applying dye to the carpenter's bed doesn't seem to work (I've mentioned this on the MC forum thread for Carpenter's Blocks). Edit: disabling ownership in the Carpenter's Blocks config fixed this issue.

Update: It turns out that PFAA Geologica actually does generate Trona, and the ore sands from Geologica make it fairly easy to obtain iron, tin, and nuggets of gold, silver, and electrum early on, but so far it seems more difficult to get enough copper-producing ores to get bronze machines set up.

Edit #2: Also, all of the PFAA Geologia stone types, including the "very strong" ones like diorite and quartzite that drop themselves when mined instead of cobblestone or rubble variants, can be mined with a tier 2 pickaxe (or maybe lower, I haven't tried), making it extra annoying that GregTech red and black granite (which are not automatically disabled when PFAA is detected) require a tier 3 pickaxe, and GregTech metatool pickaxes of tier 2 or lower won't even destructively mine through them.

This post has been edited 2 times, last edit by "MauveCloud" (Aug 10th 2015, 5:38pm)


MauveCloud

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88

Wednesday, August 12th 2015, 6:09am

Now I've run into some bigger snags:
1. New chunks aren't fully honoring the PFAA Geologica configs now - mountains and hills with exposed stone have a mix of vanilla stone and cobblestone instead of Geologica stone types (and Forestry ores, confusingly, since I'd disabled those both in the Forestry config and in the COG tabs). I've added this to a post in the Geologica thread.
2. RWG doesn't generate ocean biomes. (I went back a few pages in its thread, and it's apparently a known issue, though I hadn't noticed any warnings about that in the FAQs and such in the initial post) Now I'm not sure whether to use ATG, New Dawn, or just vanilla terrain generation.

Also, I'm thinking of making my next world an "ore-rich" world, with GregTech and COG/PFAA ores enabled in addition to rather than in place of the other mod ores, and maybe even throw in Galacticraft and Thaumcraft for their ores.

MauveCloud

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89

Wednesday, September 16th 2015, 2:02am

I've started a few other worlds, and I ran into an issue where trying to use Geologica ores with Gregtech and vanilla/mod ores disabled in COG tabs left me with no lapis or lazurite ore in the overworld (technically I could get some lapis from bees or possibly the End). I've reported that in the PFAA thread, and noogenesis says it will be fixed in the next release, so in the meantime I'm temporarily switching back to a world that uses only GT5u, GemBlocksForGreg, IC2, and some utility mods (and even uses the "force adventure mode" option and finite water).

Now I'm starting to think it's better to have some redundant ores (by leaving vanilla/mod ores enabled in the COG tabs and/or mod configs) than to end up with certain ore types missing. (I imagine Chocohead would agree with this, based on the first line of his signature)

Here's my new list for a couple of weeks from now, or when PFAA updates, whichever ends up coming first:

Spoiler Spoiler

4-Space
Additional Buildcraft Objects
Advanced Genetics (with energy requirement set to 100x defauult)
AOBD
Applied Energistics 2
Batty's Coordinates Plus Mod for Forge
BedrockLayer
BiblioCraft (and BiblioWoods)
Binnie's Mods
Biomes O Plenty
Buildcraft
Carpenter's Blocks
ChickenShed
Chisel 2
ComputerCraft
Control Pack
Custom Mob Drops
CustomOreGen
Electro-Magic Tools
Extra Utilities
ExtraCells 2
Forestry
Galacticraft
GalacticGreg
Gendustry
Greg's Lighting
GregTech 5 Unofficial
GTTweaker
IC2 Nuclear Control
IHL Tools & Machines
IndustrialCraft 2 Experimental
InventoryTweaks
Iron Chests
JABBA
JourneyMap
Localized Weather & Stormfronts
Magic Bees
Mariculture
Metallurgy
Minecraft Comes Alive
Minetweaker (to give uses to items/blocks that aren't useful by default as I find them, such as PFAA peat and bog limonite, or that have recipes that are broken by other mods, such as EMT rubber balls; I don't plan to use it heavily to try to balance everything)
More Backpacks
Mouse Tweaks
Not Enough Items (plus NEI Addons and NEI Integration)
OpenComputers
Optifine
PFAA
Railcraft
Steve's Carts
Thaumcraft
Thaumic Energistics
Thaumic Horizons
Tinkers' Construct (mainly for the knapsack, will probably disable much of the rest of it)
Tinkers' Mechworks
Treecapitator
Waila (plus Waila Plugins and Wawla)
WorldStateCheckpoints

Uncertain:
Factorization
Gravisuite
Logistics Pipes
Mekanism
Minefactory Reloaded
Thermal Expansion

Thoughts?

Edit: tweaked mod list a bit.

This post has been edited 4 times, last edit by "MauveCloud" (Sep 23rd 2015, 4:19pm)


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90

Wednesday, September 16th 2015, 8:06pm

I will put the post neutronium tweaks, though do you have the GT modtweaker mod ?

MauveCloud

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91

Wednesday, September 16th 2015, 8:52pm

I will put the post neutronium tweaks, though do you have the GT modtweaker mod ?


Technically, not at the moment, but I plan to do fresh downloads of the latest builds of the mods when I'm ready to start (though I have a vague memory that either COG or PFAA would only work with Forge up to build 1388 ), and I'll probably d/l GTTweaker as well.

MauveCloud

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92

Monday, September 21st 2015, 3:26am

I was kinda hoping for a few others to respond with advice on my latest mod list. I don't know whether it's ignorance, antipathy, or apathy discouraging further responses.

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93

Monday, September 21st 2015, 5:07am

In my case its a burnout, I'm not in the mood to help anyone, sorry.

For ores you can't seem to make PFAA spawn, go with GT custom veins and put one of it in the nether.
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94

Sunday, September 27th 2015, 5:46pm

Since I hadn't gotten any further responses either here or in the similar thread I started over at Minecraft Forum, I went ahead and installed the mods yesterday (including the "uncertain" ones), though I ended up removing the localized weather one. I've got 93 downloaded mods, and the main menu screen says I have 150 Forge mods (I also have two LiteLoader mods, though one of them also counts as a Forge mod). I timed the game's launch earlier, and it takes 6 minutes 26 seconds to get to said main menu screen.

However, I started exploring, and got to a point where it looked like it had stalled out on generating new chunks, so I went to some nearby land and did a "save and quit", but then it got stuck on "shutting down internal server". I gave it about an hour before forcing it closed. I looked at several logs, and didn't find a clue as to what might be causing that. Can anybody help me track it down?

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95

Sunday, September 27th 2015, 6:32pm

I have that problem when I run to many mods with GT or TFC. I wwas told it was the CPU not being able to keep up with all the ore/terain generation. hope that helps
Gregtech 5 & 6 tutorials and game play
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96

Sunday, September 27th 2015, 6:37pm

PFAA kicks the hell outta CPUs, it generates twice, it runs regular ore gen the over rights it with its own stone/ores
Gregtech 5 & 6 tutorials and game play
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MauveCloud

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97

Sunday, September 27th 2015, 6:47pm

That somewhat explains the slow chunk generation, though it doesn't entirely explain it completely stalling out, or stalling on save and quit. I was hoping my i7-4770k and giving Java a max memory allocation of 8 GB out of my 16 GB total would have been enough.

Edit: I got back to the base I'd started, and it doesn't seem to be lagging there, so now I'm clearing some paths (and might later add cobblestone slabs and stairs to make them roads)

This post has been edited 1 times, last edit by "MauveCloud" (Sep 28th 2015, 1:27am)


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