• 0.963839579224195

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Timeslice:

     I used the same condenser setup. The shards are easy to automate. Once I had tier 3 catalyst I filled a drawer with it. That batch lasted me the whole play through with 500+ left over. Once in a while I fed it 5 stacks (1 advanced smelting factory batch) of glass that lasted for another 4-5k ingots. I think that is easier than an ore processing setup. Only a bit of iron, lead and platinum ore is required for progression, less than a stack in total.
    Except for dark matter, the pack doesn’t really require a high amount of resources. And even the 3.5 stacks of dark matter you need still don’t require that much resources. I automated annoying time consumers like the glass shards for the condenser, dirty gem generation/cleaning of course and a small mob farm setup (9x3x3 below y16 generated a silly amount that I never used up). Everything else I did in batches by hand with fully upgraded tools and machines. Because you don’t need that much of most resources, I never felt like it was worth it to implement autocrafting. Only during my very last play session I made a tiny crafting setup for the essences to at least make some use of the master infusion crystal. I made the tech reborn blast furnace while still rummaging around in crates. The tiny AE2 system with 10 4K drives I made shortly after never used the 10th drive. My base covered 6 chunks, main layer with a basement for cabling. I finally had to extend to a 7th chunk to fit the bloody end portal (disable it once you’ve used it and switch to teleportation, because the fish are annoying).
    Automation is fun to set up, but to my mind this pack is not very suitable for it. Well, I mean I don’t think it is the most optimal way to play through it. If you want to take it slow and make big automated builds than the pack is very suitable. But if you want to make quick progress, I would only automate the bare minimum, push hard for tool and machine upgrades and look well ahead in the progression to know the amounts of the resources you are going to need.
    Sorry, got a little sidetracked. To answer your question: Botania is the gateway to Actually Additions, you need a Botania lens to start AA. You need enough mana for 4 manasteel iirc, so you only have to progress into Botania for a tiny amount. You probably already were into AA when Botania was added to the progression, so you never encountered it.
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Merrem:

     About dimensions. I only tried about 5 worlds, but from what I could gather you can only create 1 world and that is one without any dimlets at all. For me that was a void world with orb features of wood and cobble and dimlet house structures enabled. It also had streaks of dirt with varying tree types on top. I was able to get a tiny amount of ores from stone generated below some of the dimlet houses. I covered a huge part of the map to eventually get the ores I needed. If I added any dimlet to the dimension tab, even only a digit dimlet, it generated a 100% void world. (it has to be noted that this was in the 2.4 branch, can’t speak for other versions)
    Some hives did generate on the orbs, but no water bees. I agree that they would be useless for the empowered lapis recipe anyway, blue wool/carpet through the EU2 crusher is the only way for that.
    Posted in: Non-CurseForge Modpacks
  • 0.964739069111424

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     Well, we shouldn’t repeat the discussion of why I stuck to the version I started this world in.
    Higher percentages might help a bit, but not much. ET’s progression is very boring, you basically sit there staring at your laser until you get enough resources for the next tier. Rinse and repeat. Because of that, requiring ET doesn’t seem like the most fun option for that part of the progression.
    The fact that you’ll change part of the progression that a lot of players who have stuck with the pack are approaching or already at might make them ask why they should play the current version until those changes are implemented. They will probably be asking that many versions to come. If they stick with the pack.
    I sincerely hope enough players remain interested and that a lot of new players will join, because that would be well deserved. It would be a terrible waste of the awesome job you’ve done if the way you choose to release it is what kills it.
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    Finally, done. I have taken this pack as far as I wanted to, which is the master infusion stone from Mystical Agriculture. Took me 475 MC days, SSP so no chunck loaded server advantage.

     

    Thank you EmosewaGamer. It has been a bit of a bumpy ride, but the fact that I stuck with it even with those bumps tells a lot about how much I enjoyed your pack. Best of luck in your future endeavours!

     

    Oh, a tip for those near or at the end game: skip environmental tech completely unless you started it early and are playing on a server. It takes upwards of 48-72 hours (actual, not ingame) to go up a tier if you build one laser assembly. I played SSP so noticed the slowness and immediately switched over to rftools dimensions. You can get the required 16 dimensional shards very quickly that way.

    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Merrem:

    Wow, major derp by me here. I was so focused on the GregTech structure for the freezer that I completely misread your earlier post. Somehow it stuck in my mind that the center block had to be advanced, which you never wrote. Sorry about that, and thank you for your patience. The freezer works.
    The code does indeed only check for one casing type in a square or circular plane, either vertical or horizontal. Will probably need some work if they want to check for more complex structures with a specific layout of casing types.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Merrem:

     Thanks Merrem. I had noticed your post earlier before I built the thing and thought that would be the solution. All it did for me however was send CPU usage to 100% on 4 out of 8 cores. Reproducable, it stopped when I removed the freezer and returned when I placed it down again. The freezer never worked though, progress bar stayed at 0%. I tried all combinations of casings as well, just to make sure. I have a nice collection of casings now :p
    If the setup you described worked for you, you have found a bug. The structure is supposed to be a hollow 3x3x3, so 26 casings. 20 of tier 2 and 6 of tier 3. The latter go in the center of each of the 6 sides of the cube. The freezer itself indeed sits in the middle on top. I’ve built that as well, by which I recreated your setup because that is what the top layer of the cube is, and the thing still doesn’t work.
    I have a queen pumping out cryotheum now, so if I ever need to make more dark matter there is no problem. But it is kinda silly to build a big machine like the freezer and have it not work.
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     I have only been here for a few weeks, so I missed the start, but you seem to have released your pack very early on in its development. That can be great, because you can create a community around it and people enjoy the feeling of being able to influence the development. But it also opens the door to the problems we have been discussing.
    I think the biggest problem is communication. Speaking for myself, I noticed Soaryn playing your pack, gave it a go and was immediately hooked. But I didn’t realize it was still in such heavy development. The major changes came as a surprise and provided me with no small amount of frustration (not gameplay wise, frustration and pain is the name of this game, but having to start over to be able to play your new versions). Had I known the pack was in such heavy development I would have waited for changes to settle down. I can’t afford to invest 100+ hours several times over and I think the same goes for most people. Asking them to start over is a very big ask for a slow and painful pack like this. Ask it once and most will be forgiving, ask it twice and trouble begins to stir, ask it a third time and people will be inclined to mention where you can stick the bloody pack. People invest time in their base, want to make it look nice, create inventive solutions for the problems that the pack presents and are proud of what they come up with. The build becomes a familiar place with a history and people want to expand on that while they follow the progression of the pack. And then they have to throw all that away to follow you in your new version. I’m making assumptions here, so correct me If I am wrong, but I fear you underestimate the pain of starting over. You are not creating SF3 where you can be back up to draconic armour in a day or two ;p
    If people are more aware that the pack is in development and that changes, smaller and major ones, can drop any time, they would not be surprised by them. If you know that you might have to throw away everything you’ve built and start over, you won’t be as angry or frustrated about it. It gives people the chance to decide if they want to get into that.
    tl;dr: I think most problems come from people not being aware the pack at any time might change in major ways which might warrant them to start over. If you could make it more clear in the pack’s description and/or the release notes that major progression line changes can occur, that might help to prevent some frustration on your side and with those playing your pack.
     
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     Thank you for taking the time to reply.
    I understand your frustration with people not upgrading despite your hard work and I understand that you won’t consider it ever truly done. Anything we lovingly create is never done, there is always room for improvement.
    But I also understand the frustration players have because of the major revisions to the pack. Not because it gets more difficult (I consider difficult to be the point of a pack like this), but because the progression you’ve made doesn’t align with the new progression line (by the rules of the new version, you’ve cheated your way there). The only solution is to start over with every progression line update and that is no viable solution for a slow pack like this I would say.
    To me, both sides are valid and understandable. So how do we make this work? Well, I guess the first question is, do you agree there is friction between how you want to develop your pack and how players have to deal with it?
    Edit: I am not a streamer or video creator, but from those who are, I understand they have an added frustration. The problem they face is that people who start now play a very different pack than the video creators world was created with. They are out of sync and they keep having to say ‘this is how we did it, but you can’t do that anymore’. To solve it, they would have to restart with every major progression line update which is not viable at all. It also sends the message to viewers ‘whatever you do, don’t play this pack until the revisions have stabilised’.
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    Anyone actually got the vacuum freezer to work? I built the 3x3x3 hollow box of 20 tier 2 and 6 tier 3 casings with freezer on top, just like the gregtech wiki's describe. But it still doesn't work. I don't really need it, I built it after I made enough dark matter using cryotheum. But getting it to work would be nice.

     

    @EmosewaGamer

    I'll go on a little rant here, but that is because I absolutely love what you created, but I am frustrated with the way you handle new releases and think it has a negative impact on the enjoyment people get out of your pack.

    Honest question, how do you think people should play your pack? Should they download it and play that version through to the end ignoring new versions and hoping to be able to work around bugs/problems. Should they upgrade to each new version because of fixes to problems? Or should they consider the pack in beta and not play at all until you have finalised it?

    Most of the .x releases impact the progression line. Some in a small way, most very heavily. So heavily that I would say most .x releases can be seen as different packs. People often have to upgrade to get fixes to problems. But then they are playing a different pack and should really start over. And starting over is not really suitable for a pack that ask hundreds of hours to be invested.

    I hope you don't get me wrong. I think it is great what you have created so far and I think it is equally great that you are still working on it, creating new progression lines and now even several lines in 1 pack. I feel like the pack should still be in beta, clearly marking the fact that you are working towards a final version. And when you feel you have fine tuned it to your satisfaction, then release it as final, only bring out fixes for problems and not mess with the progression line anymore. Then we can all be in the same boat following along with each other playing your great pack.

     

    tl;dr: Currently the pack is marked as 'release', but I feel like it is not 'safe' for people to invest a lot of time into it yet because of major changes in the updates. It should be in beta still and clearly noted that you are working towards a final version, warning about the major changes.

    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Timeslice:

     I've slowly been narrowing down on the causes of the instability ad custom java args have indeed been part of the (partial) solution. This pack (or modded 1.12 in general?, I haven't played other 1.12 packs) remains unstable, but I was able to reduce the crash rate.
    Thanks for the heads up on the Tech Reborn wiki. Had been looking for it in the wrong place. The vacuum freezer isn't covered but xeroclass above was able to help earlier.
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     Honestly, not really. I am not upgrading the pack. I barely have it running as it is (just had another jvm crash, afk for dinner with only the condenser pooping out some ingots, nothing else active).
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    In reply to Merrem:

     If only I had known that :) Crafting 36 advanced casings was a crazy amount of resources.
    I skipped bees, so didn't even try the vacuum freezer. Good to know it is also a multiblock. There is very little info on Tech Reborn out there.
    Posted in: Non-CurseForge Modpacks
  • 0

    posted a message on Modern Skyblock 2 [Discussion]

    As an addition to kiwi's iridium explanation: make sure to upgrade your pulverizer (in which you grind your gold ore for cinnabar) to resonant and give it four 'increase output' augments. Upgrade your induction smelter as well and transfer the augments from the pulverizer to the smelter when you smelt your platinum ore with the cinnabar. Cinnabar is more than doubled and iridium almost doubled, so the end result is about 5x.

     

    A full 34 advanced casing blast furnace gives over 3200 heat. So you can probably get away with making 8 sets advanced and 1 set of the lowest tier casings. The two lava sources in the core are not required; they don't do anything.

     

    So far the pacing of progress has been excellent. Random jvm crashes and world breaking updates (I decided to stay at 2.4.3, done with the updates) are a major downside to the pack, but otherwise it is great fun.

    Having crafted my first dark matter batch I've been looking ahead into the progression. It remains quite challenging. Sky Resources is maxed now, but to progress into Draconic Evolution and Mystical Agriculture from there you have to up the dark matter production quite a bit. Thankfully not continuously. Once you have the end portal built you're mostly done with dark matter. So far so good, it is a nice challenge.

    But then we enter creative territory. And I fear things take a turn for the impossible there. All creative recipes require an insane amount of chaos shards. I'm not sure if Brandon has fixed the chaos guardian yet, but even if he has, the amount seems simply impossible to obtain to me. It would require hundreds if not thousands of chaos guardian kills. PO Kappa mode was considered ludicrous for requiring 10+ kills and that was with chaos island spawns doubled (and a working guardian). Any thoughts on this?

    Posted in: Non-CurseForge Modpacks
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