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Magicthize

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Everything posted by Magicthize

  1. Strange, optifine didn't cause me any problems (other than a general drop of FPS). What texture pack are you using that it needs it?
  2. If you're anything like me you'll end up using a combination of both so it's worth getting to know the pros and cons of both. To be honest I generally go through 2 or 3 iterations of any build before I'm happy with it. In fact my mob spawner/grinder is verging on version 4!
  3. Has F9 been un/rebound to something else?
  4. It's beautiful because it works. I had tried for about an hour to get it to work myself and came nowhere close.
  5. Just as a follow-up, how is the PRC configured? Try as I might I can't get my head around it.
  6. Brilliant thanks!
  7. Interesting. I might try the same myself. Would it be too much of an imposition to ask for a pic of your setup for reference?
  8. Last night we had a sudden need for alot of Dandelion Yellow but had virtually no flowers. We eventually just transmuted Cactus Green a bunch of times but given that way is dreadfully inefficient I was wondering if anyone had any ideas if it would be possible to set up a way to farm flowers?
  9. Nope. I think it's still in early stages given the entire mod is being retooled to be less OP.
  10. Currently very little is implemented in EE3 so if you can't find anything it's because it hasn't been added yet. Also don't sign your posts.
  11. Faithful 32x32 with all the modpacks I can find.
  12. Here's my setup. 25x25 farms of each kind of crop. From top left: Spruce Tree, Rubber Tree, Birch Tree, Cactus, Nether Wart, Melons, Oak Tree, Sugar, Carrots, Pumpkins, Jungle Trees, Cocoa Beans, Potatoes, Wheat. All are powered and connected via underground tunnels. The power conduits originate from the 2nd sub basement of the building on the right: And here I have my BioReactors and Generators: 2 of the machines on the left convert pumpkin and melon chunks into seeds and the 3rd is a furnace to cook cacti into cactus green. I've set up my BioReactors to use seeds, carrots, melon seeds, pumpkin seeds, potatoes, cactus green, nether wart and cocoa beans.
  13. Ah! Brilliant, thanks. I hadn't realised I was getting both liquid meat and pink slime
  14. For some reason I'm having problems storing my pink slime output in buildcraft tanks. The first trickle that fills the tank seems to prevent any more being added. I tried moving the tank and pipes and managed to clear out that backlog no problem but I logged off and came back a few hours later and the exact same thing is happening. Any ideas?
  15. Dammit, double post
  16. Yeah I know but since it's Tekkit we're talking about I assumed people would naturally want to automate everything. I use cocoa beans for biofuel so my system needs to be able to take care of itself
  17. I had the same problem but with Oak saplings. When planted right beside each other the trees would grow and then merge, massively reducing the output. The only way I found to solve the problem was effectively the same as Jakalth's suggestion except I placed my planting spots even more sparsely so that when the tree farms were idle they'd make more of an attractive feature than even a checkerboard pattern would allow.
  18. Cocoa beans do work in the reactor. They're maybe slightly less space efficient than other crops though as you need to place a jungle wood block for them to be "planted" on, thus taking up a 3x3 space with only 4 planted crops (1 on each vertical face of the wood). They give a good yield though as well as each fully grown pod drops 3 beans so you'll get 12 beans per wood "core". Plus you can arrange the wood cores in a manner to not waste the corners. Also don't forget Nether Wart. There's pretty much no other use for it that I've found so I definitely recommend setting up a farm for it. Just remember that it needs to be planted on soul sand.
  19. To make my setup more predictable, efficient and also just because. If this worked I'd be able to have this end of the system turn on and run until the tank filled, have it turn off and then transport the liquid elsewhere where that end of the sytem would turn on and do it's part.
  20. That's something to remember but I was testing this in a creative SP world and the entire setup was a tank, a wooden waterproof transport pipe with the gate, a cobblestone waterproof pipe and another tank. I was filling up the first tank from a bucket.
  21. Oh god I don't want to head down the CC or PRC route. All that stuff can do amazing things but I just don't have enough of an interest to learn. I'll check again when I get home but from last night's tests it just seems that the 2nd condition fires off on its own because the liquid has already started flowing. It's as if when both conditions been met for the first time it opens a valve in the tank that doesn't close again, so as soon as more liquid enters it just drains away irrespective of the gate.
  22. I don't know whether this is just me being an idiot but I've been trying to set up a system where machine a will fill up a tank, switch itself off while the tank is drained completely and then turn on again to begin filling it again. My issue seems to be with getting the tank to completely empty itself. I thought I had it figured out last night by using an autarchic OR gate - if the tank is full -> energy pulsar OR if liquid is traversing -> energy pulsar. This worked the first time I set up and configured the system. The tank was not full and no liquid was in the pipe so the tank filled up. As soon as it was full it began to empty (effectively one condition triggers the second). The problem occurs when the tank begins filling up the 2nd time. Even though neither condition has been met the gate/pipe drains the liquid and triggers the 2nd condition. Is this a bug or intended behaviour? Is there some (relatively simple) way to achieve the same thing with reliable results?
  23. a) you're assuming I have config control on my server I've already stated multiple times speed and resource gathering isn't my primary concern. I've already got more jungle wood than I'll probably ever use so I'd rather have a small, attractive looking farm than a large resource sink that looks like shit.
  24. The problem with the big jungle trees is that the harvester often can't reach the top of them, so you're left with a floating tree platform. I'll stick with what I have. Like I said speed isn't an important factor and I'd rather have a uniform look for my farms.
  25. I've resolved the issue by creating a grid pattern to allow the trees to only be planted every few blocks. Here it is with my jungle tree farm. It greatly reduces the speed and potential yield of the farm but this way they look better when idle and I've got more materials than I need so speed isn't an issue.
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