GOOD NEWS EVERYONE. It turns out my overworld enderman farm DID work, there was just a really small problem with the chest system avalon set up (which was probably due to me fucking things up). The chest that filters things from the hoppers to the outside chests wasn't able to open since there was a cobblestone on top of it, as soon as that stone was removed all the items that were in the hoppers started filtering into the chests :D Success! Also I just watched a zombie fall onto the ground and die in front of me in it. Huzzah! Edit: Though it's worth pointing out that the End farm is way more efficient.
@jacktrash I don't know if you have found a place for your Ag building yet, but if you wanted a LOT of flat, open ground, you could use the mining dimension. The portal to get there is really easy to build and the world is essentially Superflat.
i've never been there, it sounds fascinating! but i would like the ag center to be sort of part of the community and nature. i'm thinking of building over water, is my new idea, so i can have a glass area underneath where people can look at the coral reef and the fish.
Got some updates for various things. Dropped the "computronics" mod, upreved a bunch of things, now going about messing with stuff. Found a potion ID clash which is not yet fixed.
so i started messing with agricraft last night. it was my understanding that there are supposed to be various metal-growing plants added by it, but nei didn't show any. have these been disabled for the server, and if so why? and also if so (and this is probably sort of a stupid question, but i don't know how server shit works), if i change my local config file to allow them for a solo game, will it mess things up when i try to connect to the server?
@seebs What potion is giving you an ID conflict? Normally I wouldn't care, but atm, potions form part of my power gen. Also I have been having issues with the Buildcraft refinery; No matter what I do, I can not get the thing powered. I have tried EIO conduits, BC kinesis pipes, direct connection to a generator, direct connection to an energy cell... All refuse to power it.
The ID conflict is between a witchery potion and I think something from one of the thaumcraft addons. I don't know anything about agricraft, but so far as I know we haven't disabled any of the weird stuff. If you change local config it can keep you from connecting to the server, or cause really strange behaviors. You can make two copies of your local instance, though. Just copy the whole directory (the parent one including the launcher) and run updates there too.
i looked through the agricraft config file, turns out the resource crops are disabled by default. would anybody else be interested in having these enabled on the server?
Resource crops? Tell me more! But I am basically inclined to be willing to enable stuff. I did some shuffling and reorg. I have a big double-manyullyn chest in my base full of pamcraft crap, and I emptied all the satchels in BBB and combined stacks. Now BBB has three rows of things that we don't have a huge amount of, with the idea being that maybe we can clear out a few stacks of relatively-rare sandwich types and whatever so life can be easier.
resource crops! they are plants you can grow metals and redstone and lapis and such from. you get said plants by crossbreeding regular crops. you also, i think, need to have an oreblock of the metal under the block the related resource crop is growing on for it to grow (not sure how this works with redstone and lapis? i will investigate). it should definitely have plants for vanilla things (iron, gold, etc), and supposedly also ones for metals from other mods. (idk if you ever messed with industrialcraft 2 agriculture and its resource crops, but agricraft is supposed to be the same idea but a better implementation.)
AGRICRAFT PUMPKINS ARE SO TINY AND CUTE OMG AND SO MUCH MORE SPACE EFFICIENT FUCK YES I AM NEVER GROWING VANILLA PUMPKINS AGAIN Spoiler: big screenshot of tiny punkins
@seebs Yo, would it be possible to check if fallen meteors are spawning on the moon (and possibly mars) like they should be? I've made 2 moon trips so far and only managed to find 1 meteor so far, compared to 2 moon dungeons. I'm on my second pair of oxygen tanks and still nothing :(. I am either blind or meteors are unnaturally rare. Edit: Ended the second moon trip (6 large oxygen tanks overall) and my total is 4 meteors.
In previous games, my experience has been that meteors are indeed ludicrously rare, but, a key point is that they continue falling over time. And you have to actually be there to see that. Suggestion, BTW: You can do a fancy thing with ender chests that will let you send air tanks back for refilling.
So I finally got my computer up and running, new shiny video card and stuff. Just running the Kintsugi launcher eats an absurd amount of memory. Like more than my friend's old Monster server. Task manager says over 3mil KB. Is this normal? Is it just the sheer amount of mods?
The launcher should not be getting over maybe 150-200MB until it's been running a long time. The game itself does need like 4GB probably. I do note, I updated the launcher recently to resolve a bug that was mostly Windows-specific and would cause the launcher to chew up 4GB or more and be really dysfunctional.
Hmm, I literally just downloaded it today, so... I admit my computer knowledge is sort of cobbled together, I've been having a friend help me upgrade it and I still need to install a new harddrive, so the problem could be on my end. I have Windows 7, if that means anything.
How much RAM do you have? When I only had 6 I couldn't run it on my computer, but since I upped it to 12 it's been working just fine. Could that be part of the issue?
Is anyone actually using Logistics Pipes? I have reasons to think things might be calmer and more stable without it, and it's not especially useful usually given the competing mods that do a lot of the same things, only less insanely.
Hey seebs, I'm getting problems with the modpaco again. It opens and crashes immediately with a memory issue.