Posts by CiderCraft

    eh rails aren;t that much of a problem, they are especially easy with IC2. i just don;t want to install an entire nother mod for something so simple. but that's how it is sometimes. well, i think i'm going to take a nap for the last 2 hours of hour and then head home. cya fellas later tonight when i get on these forums if i'm not to busy expanding my jungle tree city.

    They're far more complicated to make in RC. Not difficult, but there are many more steps to it.


    First you need to get enough sand and clay to make a coal coke oven (5 sand, 4 clay per brick, 26 bricks needed), then feed it either coal, which will give coal coke (2x fuel value) and half a creosote, or use wood to get charcoal and a quarter of a creosote. The oven takes 3 minutes to process each item!


    You then need to use the creosote on wooden slabs to make rail ties, then combine 4 ties to make a railbed, which replaces the stick in the track recipe.


    Even after all that, you need to build a rolling machine (RC's autocraft table) to make rails (6 iron = 6 rails, bronze = 4, refined iron = 8 ), which replace the metal in the track recipe.


    Powered tracks now require a different type of rail, also made in the rolling machine. 3 standard rails and 3 gold bars will give 6 gold plate rail.
    High speed tracks need laminate rails, made from 3 iron bar + 3 gold bar to give 3 laminate rails. High speed tracks also use stone railbeds, made from stone ties, which are made from stone slabs and rebar (rolling machine, 3 iron = 6 rebar).
    There are also slower wooden tracks too, for when you want, um, slow tracks.


    All that and you've only made your tracks! If you like complicated, you'll love railcraft.

    Almost finished the hangar, just stuck 3 steams on it and NEI'd the materials. Couple more stacks of iron then the glass to go. Seriously impressive! Think I'm going to have to grab the zeppelin mod and come up with things to fill it with.


    The little 4-man ship is pretty cool too. Builder didn't place the slabs, but I think it's because I confused it by swapping materials around.

    Turok & co. Wow, that was quick! Thanks chaps, gonna give them a whirl asap. 5100+ Iron blocks for the hangar? This might take a while!


    Kodemunkey as far as i know, you put the blueprint files in .mc/buildcraft/blueprints, build a blueprint library ingame and import them onto a blank blueprint. Then put that blueprint in a builder, give it what it needs and supply power.


    Colony ship: builder front, bottom-right
    Hangar: builder front, bottom left

    First off, holy crap these look awesome!


    Second, and apologies if I've missed it (I did scan the thread but Iron Squid is on and I've had a few), but could you possibly flip this around and provide buildcraft blueprints for the modules? I'm thinking instead of "Hey, I just landed on a new planet in my awesome ship!", we could go for a "Creeper/zombie/nuclear/whatever apocalypse! This planet is toast, grab what we can and build a ship with enough stuff to get us to another habitable planet" type thing.


    Instead of a fantastic and easily RP-able start, we get an "endgame" goal with potentially equal RP value.


    Finally, congrats on the sticky!

    or maybe even make a MFSU version of a minecart, not sure how these would release or charge energy but these could be a way of allowing players to transport large amounts of energy without the overpowering convinience of simply carrying 1 billion EUS in their inventory.

    RC now has batbox/mfe/mfsu carts, energycart detectors and charge/discharge blocks. Direwolf20 has a spotlight up on the new changes, but it was made before cart linking was added.

    So far it appears corners and powered rails confuse the hell out of linked carts, corners can strip almost all momentum from the train and powered rails work when they feel like it. Trains moving too slow appear to bounce against themselves and dance backwards and forwards along the track.
    For long straight 'a to b' runs with the basic rail, I've had no issues so far. A single furnacecart can pull a train of 8 empties at what appears to be full speed.
    Clearly a work in progress and quite a way to go, but it's a huge leap forward from what we had earlier!

    Latest RailCraft now allows cart linking, just rightclick with crowbar. Had a quick stab at it and managed to get a steamcart to pull an empty one round a loop for a while, and linked 3 empties together to push manually with no problems. Haven't tested linked carts on powered/rc rails yet, but it's progress!

    Quote from "Idea I had in the brewing thread"

    Machines with moving parts could slowly degrade over time and drop to say 50% speed while still using the same eu/t, and would require lubrication to restore them?


    Maybe allow machines with moving parts to run a few stacks without penalty, then after that have them slow down by 1% for every 20th item processed? Still draw the same eu/t, thus increasing energy drain per item as machines run without maintenance. Oiling (or cleaning) will reset the status to new. Not sure if there's a way to prevent resetting the wear by simply picking up and replacing the machine though.

    the only reason i might download railcraft is if they have a cart that can go infront and pick up or plow through all those annoying items in the tracks like cobble and arrows that skeletons conviniently shoot in the tracks to stop you.

    Not aware of one in RailCraft, but I think Steve's Carts has a cart that will do that.

    Something I'd love myself, but apparently connecting carts is either incredibly hard to do or nobody can be bothered trying. At least that's what the many many requests on other forums would indicate.


    "download Railcraft"

    While RailCraft is a great bit of kit and has a heap of useful stuff, it still doesn't offer a solution to the problem here - we can't make trains. Edit: Now we can link carts!

    great idea! super trans-mod toolbox for tools only, with limited space. may require some coordination on developers' part but otherwise its brilliant!

    How limited? If there's room for a fully assembled chainsaw and jackhammer, it's already pretty big. Since it can only handle tools and not stacks of resources, personally I'd rather leave enough room to accomodate plenty of mods' tools.


    Off the top of my head, there are in the mods I use:
    12? IC2, drill, chainsaw, eu-meter, cutter, tap, wrench, dynamite remote, cf sprayer, frequency thingy, electric hoe, mining laser, thermometer.
    2 RP2, screwdriver/saw. 3 if you also have a basic saw for handling soft stuff.
    3 RC, crowbar, signal block surveyor, signal tuner.
    1 each BC/Forestry: wrench.


    That's at least 20 and I'm certain I forgot some, and doesn't include vanilla-type tools, tfbp or bats/crystals. Nano-saber deliberately left out, if you have one, it's almost certainly on your hotbar.

    So, again, non-exploding toolbox for IC items only. We dont want ppl carrying cobble stone in it.

    Why only IC items? Why not add (unless there's already something similar) an IsTool flag, and restrict the toolbox to those? That way other mods could apply this flag and allow their tools to be carried in the box. Thinking of RP2 screwdriver/saws, BC/Forestry wrenches, RailCraft crowbar/surveyors and so on.


    Non-tool items being disallowed makes perfect sense, but why should other mods' tools be excluded?

    Frankly I'd like this to find applications outside of just agriculture, and use it for all kinds of industrial chemicals. Granted there aren't many direct applications for them right now, but things like the gunpowder recipe could be shifted to the chemical lab. Maybe add cleaners and lubricants* (and uses for them)? Synthetic medicines?


    If we could give the entire brewing system an industrial overhaul, I'd be far more inclined to actually use it.


    * Machines with moving parts could slowly degrade over time and drop to say 50% speed while still using the same eu/t, and would require lubrication to restore them?