Quickhaven log 5/27 - FTB Ultimate 1.1.1 is here!

5/27

Lunch barbecue turned into an all-day board gaming party with Scrabble, Munchkin & more.  I tried showing off our FTB world on a big screen, but wouldn't you know it, they picked today to release the Ultimate Pack 1.1.1 update.  Updated the client then the server was a version behind, texted the server owner and he updated the server then we just got "download failed" errors and gave up.  At home, I was able to update except for 3 mods having the wrong versions ... I got those fixed but now it fails to recognize ChickenChunks 1.3.1.1 even those the jar file is sitting right there in th mods folder.  Okay, I just checked and now my client is running FTB Ultimate 1.1.2.  Is there some kind of manifest file that gives the filenames of all the mods to load?  Not an obvious one.  Fine, go back to launcher and choose 1.1.1 since I know that's what's on the server right now.  Maybe next time I update I will zip up all the old mods in case one or two don't get bundled in the update properly.

THAT worked.  Now here's what has changed with version 1.1.1:

FORGE MODS:
Advanced Solar Panels 3.3.3    -> 3.3.4
Applied Energistics rv.9.b    -> rv.9.i
BiblioCraft 1.1.0            -> 1.1.2
BinnieCore 1.5.0.6
Buildcraft
Charge Pads 2.4.1            -> 2.4.1. build 66
CoFH Core 1.4.7.3
ComputerCraft 1.5
EnderStorage 1.4.1.2        -> 1.4.1.5
Equiv Exchange 3 pre1f
Extra Bees 1.5.0.6
ExtraBiomesXL 3.10.0
Factorization 0.7.10        -> 0.7.21
FlatBedrock 1.0.3
Forge IRC 1.0.14
GraviGun 1.4.7v2
Gravitation Suite 1.7        -> 1.8
GregTech 2.81a                -> 2.90h
IC2 1.115.231
IC2 Advanced Machines 4.7b
Immibis Core 52.4.4
Iron Chests 5.0.1            -> 5.0.1. build 261
MachineMuse 0.3.0-178
MFR Compat: extraBiomes 1.4.6r2.2.0    -> 1.4.6r2.3.2
MFR Compat: forestry 1.4.6r2.2.0        -> 1.4.6r2.3.2
MFR Compat: IC2 1.4.6r2.2.0            -> 1.4.6r2.3.2
MFR COmpat: Pam's Mod 1.4.6r2.2.0        -> 1.4.6r2.3.2
MFR Compat: RedPower2 1.4.6r2.2.0        -> 1.4.6r2.3.2
MFR Compat: Soul Shards 1.4.6r2.2.0    -> 1.4.6r2.3.2
MFR Compat: Sufficient Biome 1.4.6r2.2.0    -> 1.4.6r2.3.2
MFR Compat: Thaumcraft 1.4.6r2.2.0        -> 1.4.6r2.3.2
MFR Compat: Twilight Forest 1.4.6r2.2.0    -> 1.4.6r2.3.2
MFR Compat: XyCraft 1.4.6r2.2.0        -> 1.4.6r2.3.2
Minefactory Reloaded 1.4.6r2.2.0        -> 1.4.6r2.3.2
MiscPeripherals 3.1
Modular Forcefield 2.2.8.3.6
Mystcraft 0.10.0.00            -> 0.10.1.00
Nether Ores 1.4.6r2.0.6
Nuclear Control 1.4.5
Obsidian Pressure Plates 1.2.0
OmniTools 3.0.4
Petroleum Generator 1.2.1
Portal Gun 1.4.7v5
Power Converters  1.4.6r2.2.2
PowerCrystals Core 1.0.3
Railcraft 6.17.0.0
RedPower 2.0 pre 6
SecretRooms Mod 4.5.0        -> 4.5.1
Soul Shards 1.26
Steve's Carts 2.0.0.a61        -> 2.0.0dev
Thaumcraft 3.0.3
Thaumic Bees                -> 1.4.4-152
Thermal Expansion 2.2.2.2
Tubestuff 52.3.1
Twilight Forest 1.15.4
WR-CBE Addons 1.3.2.8        -> 1.3.3
WR-CBE Core 1.3.2.8            -> 1.3.3
WR-CBE RedPower 1.3.2.8        -> 1.3.3
Xeno's Reliquary 1.0.5d
XyCraft 0.10.18

Now, back to work.  Hooked up my AESU (yay!) on floor right below my old MFSU, disconnect wires in area to avoid any crossovers, then wire the MFSU output to AESU input and drain it.  While waiting (6.7M now), I moved my 2 thermal generators to the side wall by lava tank and ran waterproof pipes from the ender tank pump up to them, then wired those to the AESU.  23:47 - MFSU is down to 2.2 million now.  I took out and checked the Unifier while waiting, it still has that full-stack bug even after this update; this time I made a free stack of cactus green for waterproofing.  Put it back, don't trust it.  A bit of a surprise since MineFactory is otherwise a very solid mod!

23:53 - MFSU is officially empty.  Popped it out, will use it elsewhere.  Now to hook up the big new power supply to the power grid.  Always tense moments.  But, I set it to output 128 EU/t, so it's technically MV, so I can also remove this MV transformer (which was taking HV from the MFSU and stepping it down), from there the power goes into the MV power lines and into LV transformers or power converters on the rooftops of the various labs.  So it should be safe to go direct into the MV power lines, right?  Disconnected my main line of machines, only batbox and one electric generator; hook up AESU.  No problem.  AESU at 11.6M, batbox charges, no explosions.  Now hook up to the city power lines, which first touches my industrial electrolyzer (an MV machines) ... no explosions.

The AESU has a neat feature I wasn't expecting: 4 boxes on right side showing the armor I'm currently wearing.  Move any of those to the top slot to charge it then put it back.  Quick and easy, no popping in and out of inventory screen.  Much faster recharge time, too -- about 8 seconds to charge my mining laser from 1,000 to 200,000.  I'm not sure if I want the gold cable from the thermal gens to link up with the gold cables from all the solars up above: all the packets would still be <128 EU/t but I'm not sure if the sum total would exceed the cables tolerance.  For now, I'm running the thermal powerline in a convenient rut in the floor where the edge of the building used to be.

Now, if I could just figure out an uncluttered and sensible way to get all these generators hooked up.  I was thinking of different generating stations with their own MFSUs that send their power to this central node, but there will be cost and loss and lag with all that glass fiber cable.  Energy tesseracts may be the ultimate answer -- convert to MJ, beam it to a central power hub, convert back to EU and store it -- probably some loss there but not as drastic?  Probably overkill for secondary power sources.  Would that be more laggy or less, by skipping 100 cables?  If I had a few secondary stations that gradually fill a stack of lapotrons, that's fine until some better plan coems into view.

I do have the whole empty middle section of this second floor that could probably have 2-3 generators or each major type, and cable it all directly to the AESU somehow.  Electric wrench to the rescue, pop off my gas turbine, IC2 generator and semifluid generator and some wires for now, to clear space.  Sure, I could line up a heap of generators here and cable them in, but what I want are automated processes that produce a fuel, drop it in the proper generator, etc.  Sodium/lithium from clay into semifluid gens; oil to fuel into diesel gens, biomass to biofuel to bio-generator (the biomass and oil tanks are each within 20 blocks!).  No more coming up here with armloads of cans and stuff.  Oh well, stashed for now.  Lava from the nether and a stack of solars will do fine for now.  AESU at 12.4M (00:21).

00:30 - Oil tank at 322b, biomss tank at 314b, lava tank FULL.  Moved the liquid transposer to East side of oil tank, for adding oil cans.  Looks like West side will have a generating station -- it's just past the IC2 lab, and has biomass and oil tanks on left, lava tank on right.  Probably just big enough to handle all these processes.  Made a batch of 12 signs, I have a bunch of buildings and gadgets to label for other players who stop by.  AESU at 14.1 million (00:34).  MF Farm report: 9x64+34 wool (take 34 to Twilight forest for Fuacher's house); 42 beef, 27 leather, 75 fertilizer; I haven't been actively feeding them cows, but it's there when I want to ranch them a bit.

01:16 - Quick run to make mailboxes for the other 3 player's houses (Rutt already had one), including Faucjer's house in twilight forest (dropped off the wool there); both Faucher and Iceman also got an off-the-wall gift of 64 ice from my great ice excavation.  AESU at 17.7 million.

01:42 - fiddle with UU Matter recipes, none for ghast tears.  AESU at 22 million.  Wanted to get to bed early, but oh well.  I completed the seawall around my town, all the way to the seafloor, enough extra deck up top for maybe 2 more buildings, and at most depths I dropped 3-5 sand then dove down in pitch blackness to stack 8-9 cobble.  The view from inside is getting pretty epic.

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