AcesOyster

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AcesOyster last won the day on April 6 2014

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About AcesOyster

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  • Birthday 02/13/1995
  1. Reactant Dynamos have huge burn time with very cheap fuels. Sugar works wonderfully, and my system is now overflowing with spare stock. Sewage can be increased by just expanding a cow farm. I now mainly use blaze powder, which still produces a net gain, as the burn time on a single blaze powder is massive.
  2. The chunks containing both tesseracts must be loaded. This means that a system like this can only work for a limited time after leaving the nether anyway. One slightly clever thing you could do is fire snowballs at a nether portal that links to where the tesseract is. This'll constantly load the nether. All this being said, how are you pumping the lava?
  3. There were things like this in FTB, but in keeping with trying to avoid chunkloaders, this mod also does a fair job of avoiding such things. They wouldn't really fit the pack either, to be fair.
  4. It'll simply have a block connected to it that is incompatible. It definitely (at least used to be) incompatible with carpenters' blocks
  5. The only way to filter a network branch is to have a chest inbetween. This is unlikely to change, as PR pipes don't communicate in a branched network, so it'd be fairly counter-intuitive.
  6. I honestly disconnected it and started a new base. The problem occurs with both responder and terminator chips, so I reckon it's an error in the system that works out the shortest route. It seems to happen in large walls of connected interface pipes. Someone submit a bug tracker, and those of us on this thread can go confirm it, and then it might get fixed
  7. Yep, update broke something. I rebuilt my (very large) system and it was fine. Just some silly stuff I assume
  8. I am inclined to say lie - No individual mod would allow you to have that many hearts, so why is there GUI code for it? Hearts overlapping like that would have to be actually programmed in. My two cents.
  9. One of the problems with a game which so quickly gets post-scarcity means that everything is valueless very quickly. As a result, anything built around economy, and to some extent combat, is impossible, because getting to a state where you are needlessly rich or incredibly powerful takes too little time. The only commodities that still have value in a post-scarcity environment are design and labour, so you need a concept that rewards clever contraptions, good aesthetics, or long grinding. Obviously none of those especially easy to work into a server theme. I think the first thing you therefore are going to need to do is take out the rich oregen, so that's at least some element of value in what people collect.
  10. MFR machines, especially the harvester, aren't lossless. It'll definitely make a net gain, but it might need quite a large startup stock to get going. These systems tend to even themselves out over time.
  11. yellow hearts didn't exist before 1.0.9 I believe.
  12. Using an autospawner, yes, they spawn just like regular wither skeletons. It however is quite expensive to run those machines.
  13. Using an auto-spawner, you can set it to exact-copy mode, which will respect the fact that it is a wither skeleton. Otherwise, no.
  14. A storage chest needs just a broadcaster chip and a responder chip. This will allow stock keepers and request pipes to pull items out of it, but also allow the chest to take items from extractor chips. The dump chest just needs an extractor chip. Make sure your extractor chip on the dump chest has been set to blacklist, with no items in the grid. make sure your responder chips are set the same.
  15. I'm interested to know that that chat message says - may be related.