FTB Ampz world 6/20

6/20

For a change of pace, I'm trying the Feed the Beast Ampz modpack.  I checked this out many months ago when there was almost nothing available, and the whole Universal Electricity mod group was pretty much undocumented in any way.  But heck, they've added Galacticraft AND MineChem, so I gotta gotta see it now.  I wonder if my old nothing world (just a cave with a few machines) is worth trying to load, or if I should just start from scratch?

Modpack is at v1.2.  44 mods, load time only 4 minutes.

Applied Energistics rv.10.n
Assembly Line 0.3.5.139
Atomic Science 0.5.3.51
CodeChicken Core 0.8.6.12
Electric Expansion 2.3.0.51.51
ExtrabiomesXL 3.13.3
Forge Mod Loader 5.2.17.716
Galacticraft Core a0.1.35
ICBM 1.2.0
ICBM 1.2.0
ICBM 1.2.0
Inventory Tweaks 1.54b
Mekanism 5.5.6
MekanismGenerators 5.5.6
MekanismTools 5.5.6
MineChem [NO VERSION!]
Minecraft Coder Pack 7.44
Minecraft Forge 7.8.0.716
Minefactory Reloaded 2.6.1
MFR Compat: Applied Energistics 1.5.1R2.6.1
MFR Compat: Atum 1.5.1R2.6.1
MFR Compat: BackTools 1.5.1R2.6.1
MFR Compat: Chococraft 1.5.1R2.6.1
MFR Compat: Forestry 1.5.1R2.6.1
MFR Compat: Magical Crops 1.5.1R2.6.1
MFR Compat: Mystcraft 1.5.1R2.6.1
MFR Compat: Sufficient Biome 1.5.1R2.6.1
MFR Compat: Thaumcraft 1.5.1R2.6.1
MFR Compat: ThermalExpansion 1.5.1R2.6.1
Modular Forcefield System 3.0.2.124
Modular Powersuits 0.7.0-531
Not Enough Items 1.5.2.22
PowerCrystals Core 1.1.6
REI MiniMap  1.0

JOtted down recipes for parts, generators and storage units.  Then checked out my old old little base.  Just a small building, then another small workroom with a Combiner and an Osmium Compressor (never heard of it before, I guess it used to be called something else?), a few other machines that got replaced by ore blocks.  Cleared out that (tin) ore, and there was a Basic Energy Cube back there.  So I guess the ore was originally some kind of wire.  A surviving wire ran out the window to a flat platform where I assume I built solar panels once upon a time.  Not much in my stockpile.  Now I remember one of my gripes last time I tried to play this modpack - it take 4 wool for 1 insulation, and 6 insulation & 3 Cu for 6 insulated Cu wire, a huge pain for such a basic need.  I want my rubber trees back!  With MFR installed, there should be some MF rubber trees, but I don't see a recipe for wire which uses that rubber bar.  Checking NEI there's a machine called the Insulation Refiner that does 8 rubber mat -> 8 insulation, but that machine takes lava, steel plate and obsidian to build.  Was getting 15-28 fps on this modpack.

Serious ramping-up time to get industrial in this mod.  Backtracking, Steel Plate comes from 4 steel ingots, and steel ingots ceom from steel dust, which is 4 coal around iron ... I remember that weird recipe now.  Been about 6 months since I've been on this world.  Yes I'm in Peaceful mode, I want to build, not fight and hide all the time.

Oh, there's my main chest.  Has: 4 diamonds, 4 glow dust, circuits (6 basic, 6 adv, 7 elite), 3x64+24+52 Cu ore, 32 Fe ore, 38 wool, 16 obsidian, 44 lapis, 64+31 redstone, and the usual dirt, saplings, cobble.  I remember mining a big cave nearby.  Right now I need coal for steel.  Found my mine, huge caves.  Copper is super common.  I came back with 26 copper (multiple copper ores that look the same do not stack), 3 Osmium ore, 7 Fe ore, 69 coal.  Cheat 3 solar generators to replace whatever I had out on that ledge.  Now the energy cube is charging ... 1.2 MJ out of 2 MJ capacity.  neat.  Need machines to hook up!

I guess I watched the videos for the OLD version of the MineChem, none of those machines seem to exist in this modpack.  Okay, new version, need microscope, chemical decomposer and chemical synthesis machine.  Grabbed a half stack of sand, made glass, then lenses for the microscope lens, then microscope done.  Each of the other machines will need 8 pistons and a block of iron (for Atomic Manipulator), then about 6 more iron and a redstone for Chemical Decomposer (done) and 6 iron + diamond + redstone for Synthesis Machine.  Working on it ... done!   Now, video and forum say these are buildcraft MJ machines, but I guess if they're in the Ampz pack they must run on EU power.

My first experiment as a Minechemist: put redstone on the Microscope, it's made of Fe2O3 and Sr(NO3)2, all properly chemically named.  Went to Chemical Decomposer, some confusion at first, but put empty vials in 2x2 top right area, then material in top center spot and poof ... vials of chemicals come out!   Note that you need to have at least one stack of vials for each slot that's expected to fill with products, otherwise your input item just vanishes.  So, probably best to fill all 4 slots with vials.  So I have some Iron (III) Oxide and Strontium Nitrate.  Not surprisingly, microscope says I can split the Sr(NO3)2 into one vial of Sr and 2 vials of NO3.  Well done, and the machines are done very graphically well (I remember when this guy was asking online for someone to help make these machine models, and now here they are).  Guess I'll keep a file of my discoveries.  There's a toggle in microscope interface, top right, to show either the Decomposer recipes or the Synthesis Machine recipes, and it's fairly complex, since some Decomposer recipes (ex. dirt) have different outputs with 7% chance of each, or even a chance of producing nothing (gravel has only 35% chance of giving SiO2).  Maybe that's why some of my items vanished?  Fascinating stuff.  brown mushrooms give psilocybin.  Funny!  Common grass has a 10% chance of giving two THC.  Someone's a comedian.

Quick run for more materials to try, and heck, there was a village just over the hills.  Well, it got really late.  Gotta run.  Found lots of neat recipes.  I could just look through NEI for chemical vials and see how many there are in the game ... the modder added all elements 1 thru 113, then 106 compounds (common ores, salts and ions then odd choices like testosterone, cocaine, DDT).  Would have been nice if he just had different colored vials that could be assigned different formulas, and there was a scripting interface, since this is exactly the kind of chemistry mod I wanted to write myself (except that I haven't been able to get the code to decompile or build in Eclipse since MC 1.4.7).

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