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(PHCC)Minecraft server

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Post by CannonFodder Fri Nov 09, 2012 11:24 am

Harmony Ltd. wrote:As for EE, you should try to read this thread from the beginning to get my take and other's on the idea.
Ah. Oh well. I can understand why people don't like it. I was just planning on using it to create power.
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Post by Harmony Ltd. Fri Nov 09, 2012 2:17 pm

Trust me, the plan I have to combine Railcraft + Forestry + Buildcraft + Industrial Craft should give us PLENTY of power, both in primary fuel source and in EU or MJ.

It's even probable it will produce so much of it that my production facilities will be able to export fuel to the rest of the server.


I mean, what ? take a collector, make it produce charcoal from thin air, plug it into generators (EU) and engines (MJ) and get free power forever ? Don't take it wrong, but I find that boring. Where's the panache, the audacity in that ?


Try a whole refinery plugged to a power-plant, outputting it's fuel surplus to an underground rail system going hundreds or even thousands of blocks away to go to the giants automated farms, a whole computer setup to manage the logistic of it all, etc...

Maybe it'll be less efficient, but I think it has the potential to be more fun.
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Post by Necr0maNceR Fri Nov 09, 2012 8:39 pm

It is also worth noting that condensers, collectors, red matter, the destruction catalyst, and hyperkinetic lens won't be in equivalent exchange 3, so you'd have to build a different system anyhow. Here's the page for Equivalent Exchange 3, by the way.
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Post by CannonFodder Fri Nov 09, 2012 9:05 pm

Necr0maNceR wrote:It is also worth noting that condensers, collectors, red matter, the destruction catalyst, and hyperkinetic lens won't be in equivalent exchange 3, so you'd have to build a different system anyhow. Here's the page for Equivalent Exchange 3, by the way.
In that case why not keep EE on, because FTB won't have it initially and by the time it's put in condensers will be removed and the such so we won't have to worry about people condensing a million diamond. Not to mention stuff like dark mater furnaces are very useful though. It's a good thing they finally nerfed EE cause it was just insane before.

I'm going to miss red katar though :[
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Post by Harmony Ltd. Sat Nov 10, 2012 8:51 am

4 hours to season 3, 5 hours to FTB...

This is starting to look like this day has the potential to be good...
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Post by tylertoon2 Sat Nov 10, 2012 2:25 pm

Where can I download it? Can't seem to find it.
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Post by Cptadder Sat Nov 10, 2012 2:59 pm

tylertoon2 wrote:Where can I download it? Can't seem to find it.
http://feed-the-beast.com/
A few minutes from now it's being released
OAN I'm making attempt 25 to get this damn router to play nice.
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Post by tylertoon2 Sat Nov 10, 2012 3:46 pm

Cptadder wrote:
tylertoon2 wrote:Where can I download it? Can't seem to find it.
http://feed-the-beast.com/
A few minutes from now it's being released
OAN I'm making attempt 25 to get this damn router to play nice.

Oh so the countdown wasn't for the release. Scootaloo
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Post by CannonFodder Sat Nov 10, 2012 4:00 pm

I'm trying to get on the mod. I'm using the .jar cause I use linux and under console it's saying [WARN] Login failed due IOException
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Post by Harmony Ltd. Sat Nov 10, 2012 4:04 pm

That's because there's roughly 8000 people - this is NOT an exagerration - trying to download the damn thing at once from their site.


Also, in unrelated (?) news, I heard the minecraft.net site is down. Which may explain the IOException, as the connection couldn't be established with MC's authentication servers.
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Post by IncoherentOrange Sat Nov 10, 2012 4:43 pm

IOException?

...My bad.
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Post by Harmony Ltd. Sat Nov 10, 2012 5:51 pm

IOException, IO stands for Inputs/Outputs.

In the context of his error message it just mean something went wrong somewhere between his minecraft client and the authentication servers while trying to log-in, wherever the exact problem is.
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Post by IncoherentOrange Sat Nov 10, 2012 6:07 pm

Yeah, I know, I was just making a terrible pun.
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Post by Harmony Ltd. Sat Nov 10, 2012 6:17 pm

I didn't and still don't understand it.   (PHCC)Minecraft server - Page 9 3670107347



Anyway, a spotlight of the thing :

https://www.youtube.com/watch?v=wwxT87zMSFU


Last edited by Harmony Ltd. on Sat Nov 10, 2012 6:21 pm; edited 1 time in total
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Post by IncoherentOrange Sat Nov 10, 2012 6:19 pm

IncoherentOrange is saddened by this inability to play.
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Post by Harmony Ltd. Sat Nov 10, 2012 6:21 pm

No one likes you anyway   (PHCC)Minecraft server - Page 9 3932362616
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Post by Necr0maNceR Sat Nov 10, 2012 10:45 pm

Okay, while Adder is solving the router issue, let us decide a few things in the meantime.

First and foremost: Adder, are you planning on downloading Feed the Beast as soon as the server is up and running again? If so, are you planning on using all the mods (including the recommended OptiFine which has to be downloaded separately)?

That brings me to the second point: Does everyone think we should use all the mods included in FTB, or should we disable some? A few seemed a little overpowered to me, although I'll have to look into it more. Also, there's the Greg Tech mod which changes the crafting recipes of some of the other mods, mostly Industrial Craft 2, with the intention of making them harder/more balanced/less overpowered. Now, that could be a good or a bad thing, but it is also worth noting that Greg Tech adds some of the worldgen ores for the upcoming RedPower 2. Those ores would be unobtainable otherwise until RedPower 2 is finished and added to FTB. So, we could get a little bit of a head start on collecting materials for RedPower2 if we use Greg Tech. Greg Tech also adds it's own content of course, it doesn't just change crafting recipes and add ores.

So yeah, any opinions?
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Post by Ketchup Sun Nov 11, 2012 12:09 am

I think we should keep IC2's recipes the way they are, they already are pretty hard to get.
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Post by CannonFodder Sun Nov 11, 2012 2:43 am

Ketchup wrote:I think we should keep IC2's recipes the way they are, they already are pretty hard to get.
^This. We don't need to turn IC2 into solely end game items.
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Post by Harmony Ltd. Sun Nov 11, 2012 10:02 am

About GregTech :

First, a spotlight => https://www.youtube.com/watch?v=2GP2z6FTgQQ


After watching that spotlight, I can say I really don't care about this mod.
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Post by Harmony Ltd. Sun Nov 11, 2012 11:58 am

After some thinking on the matter, I will change my position on GregTech :

I'd like it if it WASN'T included.


Not only does it seem unnecessary, but as far as I'm concerned I wouldn't enjoy it. And as we're playing a game, I will, egoistically, preach for things that entertain me and against things that don't.
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Post by Harmony Ltd. Sun Nov 11, 2012 2:19 pm

So, I did a test with Mystcraft, trying to design a "wasteland" dimension. Here's what I have thus far :

Spoiler:


Can some of you test it and give me inputs ?
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Post by Harmony Ltd. Sun Nov 11, 2012 2:21 pm

Also, playing with GregTech :

it introduce its own version of "solar panel arrays".

Sure, they require an heavy investment, but it's still something that produce huge amounts of energy out of thin air. And occupy only a single block.

Also, the ultimate one produce energy even at night, although at a reduced rate (64 EU/tick instead of 512). I haven't tested the lowest tier ones, though.
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Post by CannonFodder Sun Nov 11, 2012 2:25 pm

Harmony Ltd. wrote:Also, playing with GregTech :

it introduce its own version of "solar panel arrays".

Sure, they require an heavy investment, but it's still something that produce huge amounts of energy out of thin air.
I say keep it in. Condensers, collectors and such are being removed from EE cause they were extremely overpowered juggernauts that you could make almost anything out of thin air. Solar panels produce electricity and that's it.

Regardless of how many power mods are removed there's always going to be a way to produce electricity from nothing.
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Post by Harmony Ltd. Sun Nov 11, 2012 2:52 pm

EU => mass fabricator => UU-matter => [UU-matter recipes]


Result ? Infinite diamonds, among other things.
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Post by CannonFodder Sun Nov 11, 2012 2:56 pm

Harmony Ltd. wrote:EU => mass fabricator => UU-matter => [UU-matter recipes]


Result ? Infinite diamonds, among other things.
My point is if we begin turning off any mod that has the potential of creating infinite energy or infinite items we'll be left with vanilla minecraft.


As for recreating hoofington I was thinking of using solar panels to power quarries to mine the materials needed, then send the cobblestone to electric furnaces, other material to go to automated crafting tables and the like so that when it pops out of the factory we'll have all the materials needed to do so. If the modpack gets nerfed too much I'm not even going to bother cause if I have to spend a month just getting enough power to everything I plan on building then that's not worth it.

Tl:dr; we're going to be building a entire city the size of a entire biome and it's surrounding areas, you're making this far too tedious and difficult.
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Post by Harmony Ltd. Sun Nov 11, 2012 4:30 pm

I think there may be a misunderstanding.


I like IC² and its the concept of UU-matter, and I wouldn't want a lots of the mods to be deactivated.

I just think that GregTech doesn't add much to the game, and could even be detrimental in some cases (it REALLY complicate basic IC² recipes - just look at the recipe for one basic solar panel with GregTech on).

And as for the solar panel arrays, the problem has been exposed earlier in this thread.


Also, I'm currently trying to verify the claim that GregTech add RedPower ores in its worldgen, but so far I'm not seeing it. More to follow, as my quarry goes deeper...
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Post by CannonFodder Sun Nov 11, 2012 4:34 pm

Harmony Ltd. wrote:I think there may be a misunderstanding.


I like IC² and its the concept of UU-matter, and I wouldn't want a lots of the mods to be deactivated.

I just think that GregTech doesn't add much to the game, and could even be detrimental in some cases (it REALLY complicate basic IC² recipes - just look at the recipe for one basic solar panel with GregTech on).

And as for the solar panel arrays, the problem has been exposed earlier in this thread.


Also, I'm currently trying to verify the claim that GregTech add RedPower ores in its worldgen, but so far I'm not seeing it. More to follow, as my quarry goes deeper...
Oh never mind, I thought you were saying that solar panels should be removed.
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Post by Harmony Ltd. Sun Nov 11, 2012 4:34 pm

CannonFodder wrote:As for recreating hoofington I was thinking of using solar panels to power quarries to mine the materials needed, then send the cobblestone to electric furnaces, other material to go to automated crafting tables and the like so that when it pops out of the factory we'll have all the materials needed to do so.
That was also my plan. Maybe not using solar panel (though we were planning on re-creating Helios 1), but a building material "assembly line" was and is on the TODO list.
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Post by CannonFodder Sun Nov 11, 2012 4:47 pm

Harmony Ltd. wrote:
That was also my plan. Maybe not using solar panel (though we were planning on re-creating Helios 1), but a building material "assembly line" was and is on the TODO list.
When we get on do you want to work as a team to get the assembly line and such working? I can get power easily enough using geothermal energy.
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