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Post by Peter on Dec 12, 2011 7:11:42 GMT -7
Going to be testing this Combo now IC2 is out for 1.0.0 Planning to hook all the chests up with an automatic distribution system that will make the delivery boy obsolete, take any ore the Miner Mines and double refines it to ores automatically, and takes iron, makes tools and pipes them back to the miner/lumberjack/farmer automatically.. really want to see if these mods in combination can make a fully automatic colony
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Post by Vega Sera on Dec 13, 2011 16:36:49 GMT -7
These mods worked great together back in 1.8.1, adding in redpower so you could have a single control room and equivalent exchange to turn it all into an automatic diamond maker.
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Post by Peter on Dec 14, 2011 2:21:11 GMT -7
I'll be running these, but without equivalent Exchange.. Haven't gone too far into IC2 as I want to wait until all the mods I want to use are compatible and really launch into a long term world... I did set up a nuke mine down at bedrock, with a chest that had a pipe to a sea level building that sorted all the ores, ground them into dust and refined them into ingots.. Next stepp is to set up an obsidian collection pipe (can suck in blocks on the ground near it..) and use a water trap type thing to feed blocks that fall from the mining directly into it.. Then Mine UPWARDS a huge way from bedrock to just below sea level.. Was playing this with TMI just to see what is possible It's an awesome combination, and can't wait to combine it properly with Mine Colony..
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Post by Peter on Dec 14, 2011 2:22:37 GMT -7
P.S. Nukes go a LONG way in open air.. was standing about 25 blocks from mine and got insta-gibbed along with my whole bedrock installation - oops
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Post by rscott6666 on Dec 27, 2011 11:01:24 GMT -7
How did this all work out?
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Post by Peter on Dec 28, 2011 5:48:24 GMT -7
Slow?? Ic2 hasn't long been out for 1.0.0 and what with Christmas and my website project it hasn't left me any time to test this.. Biggest thing is getting the miner to mine the ore... I also want to see if I can use pipes to deliver/collect from the worker chests rather than use the delivery boy
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Post by Vega Sera on Dec 28, 2011 12:51:21 GMT -7
Done easily enough with diamond pipes to sort everything out. I'd recommend a central control point that all the pipes funnel through, that way you can easily monitor stuff and make changes as necessary.
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Post by Peter on Dec 29, 2011 1:14:42 GMT -7
Biggest problem is delivery and collection to the same chest, as everything you deliver will get sucked out again by the collection pipe.. I know you can cycle it back again with a diamon pipe close by, but if the chest is empty it will just keep going round and round
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Post by ldog on Jan 1, 2012 11:26:46 GMT -7
This seems relevant enough so asking here instead of making a new post. I've been trying to get minecolony to work with the technic pack (being as it has all those mods and more) There just arent enough block ids left. I've found 222-225 & 227-229 are free. It looks like that is it.
It looked like 211-221 were free; I reassigned some minecolony blocks there. All seemed well until I realized the miners chest was coming up as ashpile. After more experimenting I found whatever mod it is that expands the food selections uses those blocks. How minecraft can doubleallocate them without crashing I don't know.
Anyone have any suggestions on a mod to cut that would free enough blocks or know where there are any other free ids i might have missed?
The IC2, BC, Minefactory, redstone power and the rail mod all complement each other well but they also seem to have redundancys. Would be nice if there was some way to cut some blocks out of some or make minecolony work with a single block id that has the gui attached fo all the buildings.
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Post by vlad on Jan 1, 2012 11:53:23 GMT -7
Have you tried IDResolver mod, it may help
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Post by ldog on Jan 1, 2012 14:48:19 GMT -7
I think IDResolver only works for items, it doesnt seem to work for blocks. I've had very mixed results with it. I've been having a lot of trouble with mods that have to be added to the minecraft file directly and the idresolver is one of them.
The problem though is that there are only 256 block ids, vanilla minecraft uses 122 of them and then out of what is left the mods in the technic pack use almost all of those.
I think Minecolony is really awesome and would like to get it to work with as many of the mods out of that pack as possible. Right now I've got it partially working, I had to leave out the hunter, bell and bank blocks. Of course as Minecolony adds new building block types it makes it even harder to squeeze it in.
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Post by Peter on Jan 1, 2012 17:08:45 GMT -7
I was just about to come and post that in-built compatibility with the Technic Pack would be a great thing for this mod.. even perhaps get the Technic pack guys to include it in the Technic pack..
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Post by ldog on Jan 1, 2012 17:49:21 GMT -7
It is pretty compatible actually. The problem comes from the Technic pack is full to the hilt with mods with new blocks. If there were 4 more free block ids then Minecolony would work fine (once you reassign the blocks not to conflict) even when the merchant block gets added.
So for anyone interested, right now I have: MinerBlockID=227 WarehouseBlockID=229 FarmerBlockID=228 BankBlockID=218 BuilderBlockID=225 CitizenBlockID=224 TownHallBlockID=223 LumberjackBlockID=222 WarningBellID=220 HuntersBlindID=219
The bank, bell and hunter assignements I gave conflict with some fruit stuff. It's wierd. The game loads up fine, no crash, but if you go to craft those items in game they will show the other item.
If you do not assign them then the game will crash when you load since it will assign the minecolony blocks other invalid ids if you leave them blank.
I think between the rails pack and minefactory (maybe ic2 or bc or even all of them...new to mc mods) seem to have some redundant rail blocks. It would be nice to be able to consolidate the places those mods overlap with each other.
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Post by ldog on Jan 1, 2012 18:11:30 GMT -7
So I think I found a good victim (for myself at least) There is an addon for buildcraft that makes teleport pipes.
Would free up quite a few blocks. The problem is it seems to be wrapped up into the core install.
Actually only 1, and no it isn't.
So let's see...crafting table ii, buildshelf...those 3 deleted gives us 3 blocks.
BuilderBlockID=225 WarningBellID=134 HuntersBlindID=240
Which makes minecolony fully working (until new blocks get implemented or Technic gets updated)
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Post by ldog on Jan 3, 2012 15:50:18 GMT -7
So I found even more problems. There were some conflicts that didnt cause MC to crash but I had other blocks that were doubleassigned. Removed some other mods (I couldnt understand why all the hate for Technic pack until I spent a few days with it). Minecolony all happy again. Been making my IC2 stuff. Have a nice big oil geyser nearby so decided to go extract it so into to BC (Im new to Minecraft mods). Wasted quite some time trying to get a refinery built. Went to forums, its busted Anyway, sorry for the thread hijack. The technic pack seemed like a good idea since it had all the industry type mods bundled. Avoid it!
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