Posts by invultri

    It's update day!


    Mods:
    Industrial craft updated to build #303
    Gregtech updated to 4.04x
    Iron chests updated to build #644


    Config (http://wikisend.com/download/315482/config.tar :(
    -Fixed the minetweaker config on the server
    -Fixed the easy industrial diamond recipes in compressor


    Backup:
    A full server backup has been made


    NEI crash on world load:
    This problem still persists, just delete all NEI* folders from the config before starting minecraft. I will try to find out why this is happening.

    Hmm, no enchanting table? Hmm, I guess the Iridium drill will have to work >:O
    ALSO
    HUNGEROVERHAUL UPDATED
    IF YOU GET HO AND PAMS HC I WILL JOIN YA K THX BYE (I can provide a working config in it if you need) This may be a lie because I am busy and CubCraft will probably update in a bit.


    Hi Sirus,


    I could add HO that seems to be a balanced way to make the hunger system more difficult. Not so sure on HC, does it play nice with ic2 crops and forestry? Of course I will ask the active player(s) first if they want the mods added or not.



    Invultri

    Hello I am getting the following stacktrace when I try including your mod (the 0.10.e version):



    I can provide more logs if you want, the other mods that I use are listed here: Gregtech hardmode server

    Hello All,


    Decommissioned


    BETA of Kirara 2.0



    I read in the gregtech thread that there was a demand for a gregtech hardmode server. Since that project seems to have stopped I have put together a modpack which I am hosting.


    Contents:
    Forge build #965 (http://files.minecraftforge.net/ )
    CodeChickenCore 0.9.7 (http://www.minecraftforum.net/…64-smp-chickenbones-mods/ )
    Minetweaker 2.3.1 (http://www.minecraftforum.net/…move-recipes-make-tweaks/ )


    IC2-experimental build #397 (http://ic2api.player.to:8080/job/IC2_experimental/ )
    GregTech 4.0.8 r ([Addon][1.6.X] GregTech-Addon: Taking Industry to a whole new Level of Complexity! ) Look in attached files for correct version
    IC2Nuclear control 1.6.2e ([Addon v1.118+] [SSP/SMP] Nuclear Control v.1.6.2b/e )
    Unidye 1.4.3 ([Addon][1.6.2+] Unidye - Getting your Dyes to the next level! )
    IC2 Recipe fixer GT Version (IC2 Recipe Fixer mini mod)


    Applied energists 14finale3 (http://ae-mod.info/ )
    Extra cells 1.6.7d (http://m3gafr3ak.github.io/ExtraCells/ ) (current version in the attachments until its jenkins is working again)
    Bibliocraft 1.5.5 (http://www.bibliocraftmod.com/ )
    Bibliowoods Forestry edition 1.3 (http://www.bibliocraftmod.com/ )
    Forestry 2.3.1.1 (http://forestry.sengir.net/wiki.new/doku.php ) (https://dl.dropboxusercontent.…orestry-A-2.3.1.1-700.jar )
    Carpenter's blocks 2.0.2 (http://www.minecraftforum.net/…3-slopes-stairs-and-more/ )
    Galacticraft build #972 (all 3 modules) (http://micdoodle8.com/mods/galacticraft ) (Jenkins: http://ci.micdoodle8.com/job/Galacticraft/ )
    Ironchest build #702 (http://www.minecraftforum.net/…s-50-minecraft-15-update/ )
    Railcraft 8.3.2.0 (http://www.railcraft.info/releases )


    Underground biomes 0.4.2.c (http://www.minecraftforum.net/…mes-forge-smp-compatible/ )


    Config:
    See attached files
    NOTE: The minetweaker configuration is only there for reference and should not be put in the client config! (This due to the server pushing the config and that wont work after the client loads the recipes)


    Config changes:
    Vanilla: Changed ender chest recipe
    AE: 4 times as expensive in terms of power use
    CCC: Finite water
    IC2: Added galacticraft ores and certus ore to miner config, disabled green gens (windmill, watermill and solar panel)
    Galacticraft: Used minetweaker to align recipes with gt plates, removed most machines, only way to refine fuel is to use the GT distillation tower, added ores to oreDict
    GregTech:Tesseracts consume 4 times more energy, limited stack sizes, adventure mode, harder stone, not using ue energy, hidden ores, no charcoal, no enchanting table, reduced eu cost on steel dust in industrial blast furnace.
    Railcraft: World anchor is enabled
    Forestry: Set to hard mode, added UB cobble to the diggers backpack, UB sedimentaries added to diggers, gregtech granites added to backpacks
    UB: Its stone is 4 times harder to mine
    Bibliocraft: GT Saw and File added to the tool rack
    Unidye: Chromatic generator disabled
    All mods: No copper / tin / aluminium generation (except on mars according to reports)


    Notes:
    Due to minetweaker you might need to completely close your client before joining a different server.
    With minetweaker I can change recipes so I am always open for suggestions on recipe changes for balancing.
    Not using AFK hunger, I never liked playing with it and I would like the option for people to be just present for chat without them dying all the time.
    Map / Recipe mods can be added by the player (nei is included in the server).
    Friday will be server upgrade day, on this day I will upgrade all the mods.
    Backups! Manually whenever I upgrade + nightly


    Rules:
    I want to keep this simple: Don't be a dick, Don't steal, Do have fun.


    How to join:
    PM me why you want to join and I will give you the server address and add you to its whitelist.


    Q&A:
    Q: There is no copper/tin at all? Sure that that's hardmode and not insane?
    A: For copper and tin one would have to look for Casserite and Tetrahedrite


    Players:
    Invultri (owner)
    BadAlchemy (player) (co-admin)
    Nonotan / Ishiyama (co-admin)
    SpwnX (player)
    LinusPhoenix (player)
    c4commando (player)
    phycist1616 (player)
    Gemji1990 (player)
    GregoriusT (player)
    Phx_Ikki / oscares91 (player)
    malcanteth (player)
    Syvinna (player)
    qubicrage (player)
    Bechill (player)
    drags7er / mafaaz9966 (player)
    mr10movie (player)
    rex6000 (player)
    BrianDorantes (player)
    PaulWallPsChamp (player)
    Ahntmizin / Zwapan404 (player)
    rixster98 / Morgy67 (player)
    CarbonBasedGhost (player)
    Rockarabbit (player)
    Verillia (player)
    Varin90 (player)
    Tezzeri (player)
    gylindril (player)
    Pwnie2012/M3gaFr3ak/Leonelf (player)
    Reloque (player)
    Marilsanya (player)
    not_loki (player)
    MrSkuF (player)
    Cocofang (player)
    UNG / UNG_God (player)
    gr34tn3ss88 (player)
    Chocohead (player)
    noradith (player)
    CrafterOfMany / Broken_Rin (player)
    Generalcamo (player)
    stoorot (player)
    tinfoilhattery (player)
    hamsor (player)
    abculatter_2 (player)
    anexo3210 (player)
    gordominossi (player)
    Calypants (player)
    jayraymo (player)
    Roktaj (player)
    BloodyAsp (player)
    Periphera_ (player)
    Virezz (player)
    Miradae (player)
    aka13_404 (player)
    Yo_ru (player)
    hausfath (player)


    MIA Players:
    tk_gamer (player) (MIA)
    FatAndyTheGreat (player) (MIA)
    Tibarn0wned (player) (MIA)
    chickenman8 (player) (MIA)
    FireLion1983 (player) (MIA)
    muphet (player) (MIA)
    spida22 (player) (MIA)
    Methes (player) (MIA)
    FrozenTaco (player) (MIA)
    mitk0100 (player) (MIA)
    MomoNasty (player) (MIA)


    Invultri

    Everything seems to work, I did notice that all highlands biomes have reverted to the plains biome.


    Only thing I could notice so far is that the vanilla biomes dont stitch nicely with the old highland ones :)

    Also, scala is not downloading properly when installing forge. As a workaround I copied over the libs from the 1.6.2 (.minecraft/libraries/org/scala-lang/). Not sure if this is going to work as I am currently blocked at that highland incompatibility issue.

    Just a quick suggestion, running your main reactor without the reactor plating seems to give the same results, so it could save you a bit of time & resources if you don't include those. I wouldn't use reactor plating unless you planned on running the reactor hot.


    That is true, its just my habit of chucking cheap reactor plating in the leftover slots to prevent mishaps, also makes it easier on single item refills in automation.

    Hello,


    I am trying to make a mobile self sustaining mining ship. I'd like to use the greg devices (the grinder is going to be fun to move :)) and therefore need a lot of power. I don't like solar power, so the only real alternative is going nuclear. Since rp block breakers are used there is no silk touching involved.


    My design goals are:
    - Reactors have to be moved by frames (this will exclude 5 and 6 chamber designs, and maybe even 4 chamber due to automation blocks attached.)
    - Have to be automated
    - No spare fuel left over
    - Minimum running cost on copper
    - Initial cost is not an issue
    - No silk touching
    - Running cost will have to be paid by the ship itself
    - Has to be MK1 (does not overheat and go boom if automation screws up)
    - No vacuum freezer as there is no spare room besides the blast furnace and grinder
    - Over 512 eu/t
    - Its a mobile ship, space is a constraint.


    After reading and playing with the planner I came up with the following plan:


    Main reactor:
    http://www.talonfiremage.pwp.b…1nshbhar3c2jcgfuyfew43bb4


    Thorium burner:
    http://www.talonfiremage.pwp.b…jivzipa7s1a9uonj2q15afdhc


    And breeder (breeder is set to a temperature so that it wont hurt people getting near it):
    http://www.talonfiremage.pwp.b…jpw04bgzk3pd510ynmhse9ekg


    I will be using 2 main reactors, 2 thorium burners and 1 breeder. The breeder will steal one of the single thorium cells from the thorium burners, that cell will be replaced by an iridium plate. This total setup would use 208 copper and 6 1/4 uranium every thorium cycle, using the re-enriched centrifuge recipe and excluding re-enriched cells gained from the plutonium (I'd like that verified by the pros :)). Also, I should be able to use up all the fuel with this setup and gain about 532 eu/tick.


    Construction cost is not really an issue for me (iridium plates included). The running cost of the copper might be a tad on the high side, but its only 15 copper per hour, meaning 5 ore if sodium persulfate is used*.


    I also deliberately used 2 chamber designs since the reactors have to be moved on frames and automated (I am guessing a rp manager on an advanced regulator will do the trick for inserting fuels and a single rp retriever for pulling out the depleted cells).


    Any tips and guidance would be most welcome before I start shoe horning the setup into the ship.


    *) Sodium persulfate can not be crafted on the mining ship so it will be 7.5 ore per hour