FTB Ultimate play world - photo album
Here are the photos: imgur album
3/28/2017 FTB Ultimate play world
I pillared up from the top of the generator building to get 360-degree screenshots of my little city. Then ... major overhaul ... I broke down the enchanting lounge and moved it to 2029 West Way, which is a better spot anyway. More room to build, and right inside the door there is a 5x3 batch of glass floor looking down on a chasm. Atmosphere. Also broke down the little canning house. Don't need a whole house for one machine. Though (oops!) I also broke the machine while trying to clear out the space. Anyway, my smelting building now has lots of room to grow. In fact that whole little street (Enchanted Way) will no longer exist. Now, if I run Spawner Way across to meet up with Main Street, I can expand that building from 9x15 to 14x15, and finally clean up the design which has clearly been built in 3-4 different expansions, all mismatched and weird. Even bigger if I don't connect the road at that point. But any wider and it will eclipse the bee lab. But the whole bee area needs to move to some huge plot of land on the outskirts of town.
An interesting phenomenon in the game. You typically start off with tiny buildings, maybe 7x7, and as you get more resources and need more space for industry, I'd say that 9x9 is the smallest useful building. After that, 15x15 is probably the good size. Maybe even 19x19. And odd numbers seem to work better than even numbers. Multiblock machines tend to have a 3x3 footprint. My brain is wired to build workspaces in 7x7 or 9x9 spaces. A neat number is 23x23, which allows a central 9x9 with 7x7 spaces all around, with 2-wide walkway between ... or four 9x9 spaces with a 5x5 in the middle for stairs or ladders.
Not sure why I never tried this before, but I got a screenshot of the overhead map of my city, pasted it into a graphics program and labeled the buildings. Then made bigger outlines to show building expansions, lines where I should put new walls and grab land, and quickly found a spot to move my IC2 Crops to. Simple overview of the area.
Wow, with those plans in my head, it took just 15 minutes to wall off three huge new chunks, largest single land grab I can remember.
Quick 4pm visit: cleared my IC2 crops to make room for building expansions. Moved two mystcraft links (Yuma and Red Rocks) into the mystcraft room. Laser chest: 26 new autarchic gates, 96 iron chipsets, 65 redstone chipsets. 20 minutes to double the size of the sawmill and take down those IC2 machines from upstairs and redo the wiring beneath it to all MJ power. Now this whole 2-story building will be Thermal Expansion & Buildcraft (MJ power) machines (may even move the lasers to the roof for fun), and the main "smelting lab" will be IC2 (EU power) only. Much more sensible.
8:30 trip. Okay, this is funky. Some of the Applied Energistics recipes. I had storage cell/segment/block and conversion matrix patterns setup using the ME Basic Processor and ME Advanced Processor, the classic AE recipes. And now those patterns are highlighted in red. Sure enough, they don't work anymore. They now use the redstone golden chipsets from Buildcraft??? Diamond chips for the block/cluster. Okay, that's easier than using the quartz knife and then smelting to get a processor each time. But it's a mystery how the modpack can be changing if it hasn't been updated in 5 years. Nice -- I can just put the pattern back in the Pattern Encoder, click to replace the one item and hit the Encode button again. Fixed. I already have 4 golden chipsets and one diamond one done on the assembly table.
[2040] Made a conversion matrix then an ME Preformatter ... oops already had one, so I warped to the village base and used the uncrafting table to get the materials back. 9 levels lost, but worth it for expensive stuff. [2042] 2 more gold and 2 diamond chipsets done. Encode a pattern for ME Drive. Oh it's needs 2 golden chipsets each. Just trying to make an IO Port to move stuff around on various storage disks. Pattern for ME Chest. Now, [2049] 3 more of each chipset, so let's make it: 2 drives, and an I/O Port, and a chest to see what's actually on each disk.
My preformatted "snow/ice" disk has 992/1024 used, holding 4947 snow, 2161 ice, 434 snow walls, 134 ice walls. Wow, that's compact storage. Every other disk is full of random junk:
Drive 1)
(4k) 2719/4096, 63/63
(1k) 735/1024, 62/63
(16k) 8425/16384, 63/63
(4k) 1074/4096, 30/63
Drive 2)
(16k) 9305/16384, 63/63
(4k) 3513/4096, 63/63
(4k) 2987/4096, 63/63
(4k) 2487/4096, 63/63
(16k) 8611/16384, 61/63
(16k) 8248/16384, 63/63
(1k preformatted "snow/ice") 992/1027, 4/63
New 1k preformatted "cobble": moved over 1615 cobble: 210/1024 used.
New 1k preformatted "dirt sand grv": moved over 2335 dirt, 1107 sand, 596 gravel: 529/1024 used.
New 1k preformatted "xy crystals": moved over 1243 red, 943 blue, 929 dark, 779 green, 649 light: 608/1024 used.
New 1k preformatted "top 10 ores": moved 145 Au, 151 Cu, 301 Ag, 392 coal, 160 Cin, 241 Mz, 279 Baux, 1105 Al, 1030 Fe, 454 Galena: 613/1024 used
Oh I forgot to pull into the snow/ice disk. It is now full with 5011 snow, 2161 ice, 434 snow wall, 134 ice wall, 15 unmelting ice, 53 snowballs. So 1k with 6 types can hold 7808 items. About 8-to-1 storage.
Now let's see the effect on the numbers, with these mass-storage items handled optimally:
Drive 1)
before after diff
(4k) 2719 4096 63 63 2720 4096 -1
(1k) 735 1024 62 63 710 1024 25
(16k) 8425 16384 63 63 8248 16384 177
(4k) 1074 4096 30 63 1042 4096 32
Drive 2)
(16k) 9305 16384 63 63 8059 16384 1246
(4k) 3513 4096 63 63 2572 4096 941
(4k) 2987 4096 63 63 2886 4096 101
(4k) 2487 4096 63 63 2458 4096 29
(16k) 8611 16384 61 63 7737 16384 874
(16k) 8248 16384 63 63 7984 16384 264
Pretty big difference a little optimizing makes. ;-)
And add one new 4k for good luck. Um, do I really need thousands of these? Do I need them at my fingertips for crafting? Perfect case for deep storage units. Outside in the courtyard I have ME Chests with 16k disks. Farm Stuff has over 19,000 sugar cane and the disk is only about 2/3 full.
[2345] Back. Setup project table in TE Lab: store plans for Pulverizer, Induction Smelter, Igneous Extruder, Aqueous Accumulator, Liquid Transposer (these last two are the most commonly made TE machines). Really handy on-stop station to make machines. The ME Network knows how to craft the machine frames and pneumatic servos, right across the street. The project table seems best with about 5-6 plans, leaving room for 12-13 ingredients.
[0040] Big project done: doubling the size of the IC2 Lab, both floors. Then replacing the half of the roof and floors that didn't match up due to past hasty expansions. Interior workspace is now about 14x14. Reasonably nice patterns of cobble, jungle slabs, stone slabs, marble and marble bricks, with glass pane and hardened glass windows. Ceiling has light xy bricks surrounding a big glass and hardened glass skylight.
On the funny side, none of my buildings have any kind of floors yet. All just dirt. I need to do an aesthetic run one of these nights. Of course, floor patterns will also help me identify the buildings from underneath as I add more utility tunnels. ;-)
###
3/29/2017 FTB Ultimate play world
One reason I am sticking around in this retro modpack from 4 years ago -- the extra end-game content of GregTech. Overall this modpack has so much game play, so many chains of production, so many different things to setup. I still have endless hours of experimenting to look forward to, from tiny projects to big issues.
- fill in the new IC2 lab: arrays of 4-6 compressors, extractors, centrifuges; special group of assembling machines with info panels showing the optimum recipes; MV line up through middle of far wall with array of 4-6 electrolyzers (floor 1), going up to the big GregTech machines on roof
- new factorization lab: full ore processing setup, move project table there, array of crystallizers on the roof
- setup project table to make Nuclear Controls items: info panels, energy sensor kits, and the text card that will let me put anything I want on one of those handy screens. Didn't know those existed.
- floors
- generator room: better spread of thermal gen, gas turbines, and semifluid gens
- expand bee lab, add the full line of genetic machines
- add some trees to bee area, they could have been pollinating trees for weeks now. Duh.
- setup IC2 crops over by the animal pens: cross-breeding for new crops, cross-breeding to optimize crops, final production plots, seed bank beneath
- expand RedPower lab: hook up one of each type of windmill; bulk solar panels to quickly hook up distant machines
- fermenter array with routers
- MFR tree farm
- forestry multifarms - just for the challenge
- central xy workshop - doesn't need to be in the ME network since they dont craft with any other mod's stuff, but they look so good
- test a xy soil farm against an IC2/MFR farm.
- keep all these notes in a file on a computer ... when I write em on paper or in this text file, they tend to just fade away. I often just put signs all over the place, and now I can try text cards in info panels. I have tried written books so I'm not in NEI all the time. But, only the ComputerCraft text files can be copied and pasted into other worlds or modpacks. I wish written books were exportable!
Quick visit ... dyed my sheep different colors, so now the rancher can produce something other than white, red and brown wool. Duh, should rotate those colors regularly. Also broke down the factorization lab and put it in chests, and finished wiring the downstairs of the big IC2 lab. Put signs where each section of machine will go, then laid out wiring in the floor, then went below and made sure all the right lines were hooked up. Made a project table for Nuclear Controls with plans for info panel, info panel extender and text cards. Setup my first panel with text card, looks good -- there's a square button in the UI you can click to edit up to 4 lines of 32 characters each.
-- pizza night --
[2145] Planted a few trees near my bees. Duh! I've been here how many game hours and didn't think of that?
Got my factorization ore processor totally setup. Wasted about 20 minutes watching batteries drain and the power converter say 0 charge, only to find that I had a MV transformer backwards down below. Anyway ... 2 grinders, one going to a mixer (fed buckets by liquid transposer) to slag furnace; then 3 crystallizers to fill up manually. Sulfur + coal + water bottle = sulfuric acid, plus netherrack powder (made in mixer) and fire charge = aqua regia, need one for each crystallizer. Ran 32 silver ore, now filling crystallizers: 40 silver, 42 silver, 80 lead. That's some outrageous output for something that would get me at most 64 silver dust and some lead in the next best equipment.
Moved the industrial blast furnace to the MV line on the roof. But duh, I want the machines facing the middle, so I have to rewire it a bit.
[2308] I got a view from the roof. Saw a few discolored leaf blocks in the trees, so I made some grafters and went sapling hunting. Got 3 silver lime, 2 apple oak, red spruce, mundane larch. Planted a few -- easy to tell the range of my bees by the spread of flowers on the ground. Few more saplings: silver birch, 2 red spruce. Already out of room for trees! Interesting, I remember that I used to have to put on special goggles to see the mutated leaf blocks, but here they are reasonably obvious with no special gear.
[2322] Moved the implosion compressor to the roof. And the electrolyzers to the 2nd floor MV line. Now the old MV Lab and Implosion building are empty, ready to be reused. Crystallizers have only output 8 silver and 5 lead, but that's still the best overall yield for metals (300%) if you can drop them in and forget about em. The solid sludge can be dropped into any smelter to get clay. The final step -- distributing them evenly in the crystallizer - still has to be done manually, since pipes only fill the top slot, but it's okay.
##
3/28/2017 FTB Ultimate play world
I pillared up from the top of the generator building to get 360-degree screenshots of my little city. Then ... major overhaul ... I broke down the enchanting lounge and moved it to 2029 West Way, which is a better spot anyway. More room to build, and right inside the door there is a 5x3 batch of glass floor looking down on a chasm. Atmosphere. Also broke down the little canning house. Don't need a whole house for one machine. Though (oops!) I also broke the machine while trying to clear out the space. Anyway, my smelting building now has lots of room to grow. In fact that whole little street (Enchanted Way) will no longer exist. Now, if I run Spawner Way across to meet up with Main Street, I can expand that building from 9x15 to 14x15, and finally clean up the design which has clearly been built in 3-4 different expansions, all mismatched and weird. Even bigger if I don't connect the road at that point. But any wider and it will eclipse the bee lab. But the whole bee area needs to move to some huge plot of land on the outskirts of town.
An interesting phenomenon in the game. You typically start off with tiny buildings, maybe 7x7, and as you get more resources and need more space for industry, I'd say that 9x9 is the smallest useful building. After that, 15x15 is probably the good size. Maybe even 19x19. And odd numbers seem to work better than even numbers. Multiblock machines tend to have a 3x3 footprint. My brain is wired to build workspaces in 7x7 or 9x9 spaces. A neat number is 23x23, which allows a central 9x9 with 7x7 spaces all around, with 2-wide walkway between ... or four 9x9 spaces with a 5x5 in the middle for stairs or ladders.
Not sure why I never tried this before, but I got a screenshot of the overhead map of my city, pasted it into a graphics program and labeled the buildings. Then made bigger outlines to show building expansions, lines where I should put new walls and grab land, and quickly found a spot to move my IC2 Crops to. Simple overview of the area.
Wow, with those plans in my head, it took just 15 minutes to wall off three huge new chunks, largest single land grab I can remember.
Quick 4pm visit: cleared my IC2 crops to make room for building expansions. Moved two mystcraft links (Yuma and Red Rocks) into the mystcraft room. Laser chest: 26 new autarchic gates, 96 iron chipsets, 65 redstone chipsets. 20 minutes to double the size of the sawmill and take down those IC2 machines from upstairs and redo the wiring beneath it to all MJ power. Now this whole 2-story building will be Thermal Expansion & Buildcraft (MJ power) machines (may even move the lasers to the roof for fun), and the main "smelting lab" will be IC2 (EU power) only. Much more sensible.
8:30 trip. Okay, this is funky. Some of the Applied Energistics recipes. I had storage cell/segment/block and conversion matrix patterns setup using the ME Basic Processor and ME Advanced Processor, the classic AE recipes. And now those patterns are highlighted in red. Sure enough, they don't work anymore. They now use the redstone golden chipsets from Buildcraft??? Diamond chips for the block/cluster. Okay, that's easier than using the quartz knife and then smelting to get a processor each time. But it's a mystery how the modpack can be changing if it hasn't been updated in 5 years. Nice -- I can just put the pattern back in the Pattern Encoder, click to replace the one item and hit the Encode button again. Fixed. I already have 4 golden chipsets and one diamond one done on the assembly table.
[2040] Made a conversion matrix then an ME Preformatter ... oops already had one, so I warped to the village base and used the uncrafting table to get the materials back. 9 levels lost, but worth it for expensive stuff. [2042] 2 more gold and 2 diamond chipsets done. Encode a pattern for ME Drive. Oh it's needs 2 golden chipsets each. Just trying to make an IO Port to move stuff around on various storage disks. Pattern for ME Chest. Now, [2049] 3 more of each chipset, so let's make it: 2 drives, and an I/O Port, and a chest to see what's actually on each disk.
My preformatted "snow/ice" disk has 992/1024 used, holding 4947 snow, 2161 ice, 434 snow walls, 134 ice walls. Wow, that's compact storage. Every other disk is full of random junk:
Drive 1)
(4k) 2719/4096, 63/63
(1k) 735/1024, 62/63
(16k) 8425/16384, 63/63
(4k) 1074/4096, 30/63
Drive 2)
(16k) 9305/16384, 63/63
(4k) 3513/4096, 63/63
(4k) 2987/4096, 63/63
(4k) 2487/4096, 63/63
(16k) 8611/16384, 61/63
(16k) 8248/16384, 63/63
(1k preformatted "snow/ice") 992/1027, 4/63
New 1k preformatted "cobble": moved over 1615 cobble: 210/1024 used.
New 1k preformatted "dirt sand grv": moved over 2335 dirt, 1107 sand, 596 gravel: 529/1024 used.
New 1k preformatted "xy crystals": moved over 1243 red, 943 blue, 929 dark, 779 green, 649 light: 608/1024 used.
New 1k preformatted "top 10 ores": moved 145 Au, 151 Cu, 301 Ag, 392 coal, 160 Cin, 241 Mz, 279 Baux, 1105 Al, 1030 Fe, 454 Galena: 613/1024 used
Oh I forgot to pull into the snow/ice disk. It is now full with 5011 snow, 2161 ice, 434 snow wall, 134 ice wall, 15 unmelting ice, 53 snowballs. So 1k with 6 types can hold 7808 items. About 8-to-1 storage.
Now let's see the effect on the numbers, with these mass-storage items handled optimally:
Drive 1)
before after diff
(4k) 2719 4096 63 63 2720 4096 -1
(1k) 735 1024 62 63 710 1024 25
(16k) 8425 16384 63 63 8248 16384 177
(4k) 1074 4096 30 63 1042 4096 32
Drive 2)
(16k) 9305 16384 63 63 8059 16384 1246
(4k) 3513 4096 63 63 2572 4096 941
(4k) 2987 4096 63 63 2886 4096 101
(4k) 2487 4096 63 63 2458 4096 29
(16k) 8611 16384 61 63 7737 16384 874
(16k) 8248 16384 63 63 7984 16384 264
Pretty big difference a little optimizing makes. ;-)
And add one new 4k for good luck. Um, do I really need thousands of these? Do I need them at my fingertips for crafting? Perfect case for deep storage units. Outside in the courtyard I have ME Chests with 16k disks. Farm Stuff has over 19,000 sugar cane and the disk is only about 2/3 full.
[2345] Back. Setup project table in TE Lab: store plans for Pulverizer, Induction Smelter, Igneous Extruder, Aqueous Accumulator, Liquid Transposer (these last two are the most commonly made TE machines). Really handy on-stop station to make machines. The ME Network knows how to craft the machine frames and pneumatic servos, right across the street. The project table seems best with about 5-6 plans, leaving room for 12-13 ingredients.
[0040] Big project done: doubling the size of the IC2 Lab, both floors. Then replacing the half of the roof and floors that didn't match up due to past hasty expansions. Interior workspace is now about 14x14. Reasonably nice patterns of cobble, jungle slabs, stone slabs, marble and marble bricks, with glass pane and hardened glass windows. Ceiling has light xy bricks surrounding a big glass and hardened glass skylight.
On the funny side, none of my buildings have any kind of floors yet. All just dirt. I need to do an aesthetic run one of these nights. Of course, floor patterns will also help me identify the buildings from underneath as I add more utility tunnels. ;-)
###
3/29/2017 FTB Ultimate play world
One reason I am sticking around in this retro modpack from 4 years ago -- the extra end-game content of GregTech. Overall this modpack has so much game play, so many chains of production, so many different things to setup. I still have endless hours of experimenting to look forward to, from tiny projects to big issues.
- fill in the new IC2 lab: arrays of 4-6 compressors, extractors, centrifuges; special group of assembling machines with info panels showing the optimum recipes; MV line up through middle of far wall with array of 4-6 electrolyzers (floor 1), going up to the big GregTech machines on roof
- new factorization lab: full ore processing setup, move project table there, array of crystallizers on the roof
- setup project table to make Nuclear Controls items: info panels, energy sensor kits, and the text card that will let me put anything I want on one of those handy screens. Didn't know those existed.
- floors
- generator room: better spread of thermal gen, gas turbines, and semifluid gens
- expand bee lab, add the full line of genetic machines
- add some trees to bee area, they could have been pollinating trees for weeks now. Duh.
- setup IC2 crops over by the animal pens: cross-breeding for new crops, cross-breeding to optimize crops, final production plots, seed bank beneath
- expand RedPower lab: hook up one of each type of windmill; bulk solar panels to quickly hook up distant machines
- fermenter array with routers
- MFR tree farm
- forestry multifarms - just for the challenge
- central xy workshop - doesn't need to be in the ME network since they dont craft with any other mod's stuff, but they look so good
- test a xy soil farm against an IC2/MFR farm.
- keep all these notes in a file on a computer ... when I write em on paper or in this text file, they tend to just fade away. I often just put signs all over the place, and now I can try text cards in info panels. I have tried written books so I'm not in NEI all the time. But, only the ComputerCraft text files can be copied and pasted into other worlds or modpacks. I wish written books were exportable!
Quick visit ... dyed my sheep different colors, so now the rancher can produce something other than white, red and brown wool. Duh, should rotate those colors regularly. Also broke down the factorization lab and put it in chests, and finished wiring the downstairs of the big IC2 lab. Put signs where each section of machine will go, then laid out wiring in the floor, then went below and made sure all the right lines were hooked up. Made a project table for Nuclear Controls with plans for info panel, info panel extender and text cards. Setup my first panel with text card, looks good -- there's a square button in the UI you can click to edit up to 4 lines of 32 characters each.
-- pizza night --
[2145] Planted a few trees near my bees. Duh! I've been here how many game hours and didn't think of that?
Got my factorization ore processor totally setup. Wasted about 20 minutes watching batteries drain and the power converter say 0 charge, only to find that I had a MV transformer backwards down below. Anyway ... 2 grinders, one going to a mixer (fed buckets by liquid transposer) to slag furnace; then 3 crystallizers to fill up manually. Sulfur + coal + water bottle = sulfuric acid, plus netherrack powder (made in mixer) and fire charge = aqua regia, need one for each crystallizer. Ran 32 silver ore, now filling crystallizers: 40 silver, 42 silver, 80 lead. That's some outrageous output for something that would get me at most 64 silver dust and some lead in the next best equipment.
Moved the industrial blast furnace to the MV line on the roof. But duh, I want the machines facing the middle, so I have to rewire it a bit.
[2308] I got a view from the roof. Saw a few discolored leaf blocks in the trees, so I made some grafters and went sapling hunting. Got 3 silver lime, 2 apple oak, red spruce, mundane larch. Planted a few -- easy to tell the range of my bees by the spread of flowers on the ground. Few more saplings: silver birch, 2 red spruce. Already out of room for trees! Interesting, I remember that I used to have to put on special goggles to see the mutated leaf blocks, but here they are reasonably obvious with no special gear.
[2322] Moved the implosion compressor to the roof. And the electrolyzers to the 2nd floor MV line. Now the old MV Lab and Implosion building are empty, ready to be reused. Crystallizers have only output 8 silver and 5 lead, but that's still the best overall yield for metals (300%) if you can drop them in and forget about em. The solid sludge can be dropped into any smelter to get clay. The final step -- distributing them evenly in the crystallizer - still has to be done manually, since pipes only fill the top slot, but it's okay.
##
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