FTB Ultimate - revisit the world

3/22/2017 FTB Ultimate world

I got to play around on here a little bit over the past few days.

Funny, but now my little city looks like a bunch of tiny, mismatched huts with hardly any room to move inside.


Experiment with automating some things in my flat test world ... just the GregTech extended items here:

GT Assembling Machines:
    lapis + glow dust = 2 adv circuit parts (ACP)

    RI#|Al# + 2 El# = 2 basic circuit board (BCB)    cost each = 1/2 RI#|Al# + El#
    BCB + 3 ICW = IC2 electronic circuit (EC)    cost each = 1/2 RI#|Al# + El# + 3 ICW

    2 RI# + EC = 4 machine parts (MP)
        or 2 Al# + EC = 3 machine parts (MP) -- don't use

    EC + 2 El plate = 2 adv circuit board
         (or Si plate + 4 El plate = 4 adv circuit board)
    adv circ board + 2 adv circ parts = IC2 advanced circuit (AC)

    8 emeralds + AC = 4 data storage circuits (DSC)
    Pt plate + AC = elite circuit board (ECB)
    ECB + DSC = data control circuit (DCC)
    ECB + Lapotron = energy flow circuit (EFC)
    DCC + 8 DSC = 4 data orb

Uses of MP:
    [Assembling] 8X + 2 MP = X machine casing
        X = steel, Brz, Al, Ti, Brs

Basic recipes:
    6 ICW + 2 RS + RI = EC ... compared to above cost of 3 ICW + El# + 1/2 RI# + power.  Hmm.
   
Casings:
    6 RI#|Al# + 2 EC + X = Standard Machine Casing (SMC)
        X = sturdy casing (forestry), machine frame (TE), machine block, Bronze|Al machine hull

Interesting.  I enjoy these worlds where there are literally hundreds of possible processes and resources to wrangle.

##

3/23/2017 FTB Ultimate world

Walking around a bit, refreshing my memory.  I like most of what I've done with this world.

Here's a tour starting at the Marsh Volcano Colony, since it's all connected now.  Vee City waypoint is 164m away.

Marsh Volcano:
- marsh & water bees, 2 hives each, automated.  Grab 14 wet comb and 6 mossy comb.  A 2x2 spot of floating mycelium for mushrooms, for bee happiness. 
- A build chest with lots of materials, an advanced solar panel and some machines.
- A whole volcano to mine for basalt. 
- A basalt processing house with advanced solar and MFE (600k) on roof.
    - Electric furnace with overclocker, put basalt cobble here, feeds out to chest of basalt
    - Macerator leading to Ind Centifuge leading to chest labeled "Basalt derivatives".  Add sign saying "crush your basalt cobble here".
    - chest with 20 olivine:, 24 slag, 160 flint:, 24 ashes, 32 dark ashes. 
    - Let's see ... 16 basalt: -> olivine: + 3 calcite: + 4 dark ashes + 8 flint:.  From there, let's see the options:
    - added an Auto Canning machine and sign "Make CaCO3[] for blast furnace".
        [Canning] calcite: + [] = CaCO3[]
        used in blast furnace for +Fe@ = 3 RI + [], + pyrite@ = 2 RI + [], or +NFe@ = 5 RI + []

    further processing that can be done here:
    6 flint: + 3 TNT = 5 iTNT, good for the TNT lab right across the path

    to be used in other places:
    dk ashes + fert = 2 fert
    [Centrifuge] 2 dk ashes = ashes + slag
    [Electrolyzer] 9 olivine: +  3 [] = Si[] + air[] + 2 Mg: + 2 Fe:
    [Assembling] 8 olivine: + adv circuit = 4 data storage circuits
    [Electrolyzer] 10 calcite: +  7 [] = 2 Ca[] + 2 C[] + 3 air[]
    [Electrolyzer] 8 flint: + 2[] = Si[] + air[], Si cell is good for Si plate
    A nice resource to have, and there's plenty of basalt in that volcano!
- Gunpowder lab, empty inside
- swamp all around, so it's also a prime spot for slimes

Now, run across the bridge back to town ... out over the water, 99m from Vee City marker:

Coolant Cell factory:
- a neat blue glass and ice brick construction over the river.
- just getting started
- aqueous accumulator and liquid transposer, can fill endless cans or cells here
- project table with plan for 10k coolant cell, need to bring tin
- need to add plans for:
    6 Sn + 3 10k[] = 30k coolant cell
    3 10k[] + 2 ICW + circuit = overclocker upgrade
    2 30k[] + 6 Sn + dense copper # = 60k coolant cell
    these coolant cells all produce liquid coolant that can be used in combustion engines.
    4 Sn + 2 K[] + 2 Na[] + 10k[] = 60k NaK coolant cell
    6 Sn + 3 60kNaK[] = 180k NaK coolant cell
    60kNaK[] + 2 ICW + circuit = overclocker upgrade (a bit expensive, but a way to use K[] cells I guess)
    2 180kNaK[] + 6 Sn + dense copper # = 360k NaK coolant cell

Across the bridge, edge of Vee City, 50m to marker:

- little peat bog (not used anymore)
- rubber farm (MFR), not automated yet
- little auto cactus farm, 27 stacks in barrel
- my first home in town, a few chests of stuff
- Twilight Forest portal
- a house marked "Twilight & Tools"
    - chests marked ironwood, steeleaf, other Twilight stuff
    - chests marked picks, axes, shovels, hoes, swords, armor
    - hydra head on the wall
    - uncrafting table, anvil and a few other items
    - downstairs, empty room with misc chest, walkway to the spawner/grinder
- ahead on right: vanilla library house
- on left:
    - short road to nether portal area
        - portal
        - soul shards work area
        - deep storage unit for netherrack (about 8000 in there now)
intersection: left
    - 3 empty tiny houses
    - tiny house with sludge boiler on roof, dropoff portable tanks, goods feed down into chest by door
    - my "village base" waypoint
    - 13x16 stone lab:
        - deep storage units for cobble (15265) and stone (500), each with output pipe, autarchic gate and lever to pull when I want
        - two furnaces with hoppers, production line on roof, barrels for goods
            -> 16 stone brick stairs
            -> 24 stone brick slabs
            -> 44 chiseled stone brick
            -> 98 stone brick
            -> 342 stone slabs
        - on the cobble side
            -> 2x64+36 cobble stairs
            -> 114 cobble walls
            -> 4x64+22 cobble slabs
            -> 12 furnaces
        - two moisteners under the floor
            - hopper to dropoff cobble for moss stone
            - hopper to dropoff stone brick for mossy stone brick
            - feeds back up into chests: 128 mulch, 9 mossy cobble, 126 mulch + 6 mossy stone brick
intersection: right
    - house marked "Hunter's Handguns", two blank project tables inside
        - once again I find no real use for Xeno's Reliquary mod??
    - house marked "Furniture and Paintings"
        - Project table with a few blueprints inside; but I hardly ever use furniture??
    - blacksmith shop with anvil and some chests
        - was probably going to move my tools area here
    - a few village farms plots

straight ahead, through gate to main city area

first, the agro zone
    - two automated lines of bee hives on left
        - then the Bee Lab
            - project table "regular machines", plans for: carpenter, centrifuge, fermenter, squeezer, still, thermionic fabricator
            - project table "genetic machines": plan for apiarist machine, blank plans
            - indexer full of bees
            - carpenter (Seed oil), carpenter (water), centrifuge with hopper, squeezer (general), squeezer (seed oil, tank outside)
            - squeezer (honey drops) -> fermenter (make short mead)
        - xy tanks for seed oil and honey
    - IC2 crop breeding area on right
    - 5 or 6 Mystcraft linking books to get to other bees and other areas

next, path on left
    - small Cannery building.  Auto canner inside.
        - huh, the Auto Canner can take wood slabs and creosote[] and make wooden ties, giving back the empty cell.  Very handy!
    - enchanting lounge
        - brewing stand with chest of ingredients, chest of potions -- hardly ever use it
        - anvil, auto-enchanter, a few shelves of books above
        - roof: enchanting table

ahead on left:
    big building labeled "Smelting", my main ore processing and machines lab
        - rolling machine, induction smelter
        - 4 sets of pulverizer + furnace feeding into ME interface
        - IC2 side: macerator, extractor, compressor with hopper
        - GregTech corner: plate bender, wiremill, Assembling table, ind centrifuge
        - upstairs: Factorization lab, just two grinders for coal and diamond ore (best output in the modpack)

on right:
    medium building named "Sawmill and molten stuff"
        - sawmill with hopper and output chest
        - magma crucible and liquid transposers for molten redstone, molten ender

ahead, intersection:

left: courtyard
    - tesseract and ME chest of "farm produce"
    - tesseract and ME chest of "mob drops"
    - chest of filled redstone energy cells

further left: "Generator room"
    - 4 thermal generators, lava pumping in from big tank outside
    - 5 diesel generators, fuel pumping in from big tank outside
    - gas turbine
    - 3 IC2 generators
    - semifluid generators, for creosote, sodium, lithium
    - big 720b xy tanks outside:
        - essence 154b
        - lava 549b
        - fuel 232b
        - oil 720b
        - biofuel 398b
        - biomass 189b

middle: ME network room
    - main ME controller and terminals, disk drives, a few deep storage unit below.
    - pattern encoder
    - Moleculer assembler on roof

right then left: Blutricity lab
    - just getting started here
    - alloy furnace, signs with the 4 key recipes on the wall:
        - 4 rs + Fe = red alloy, 4 nik + Ag = blue alloy, 8 sand + 8 coal = silicon, 4 nik + wafer = blue wafer
        - 2 electric furnaces
        - test layout of some solar panels and bluelectric engine outside

right then right: Lasers and Mystcraft
    - assembly table with 9 laser on ceiling
    - Mystcraft work area: desks, chests, lecterns with linking books to other dimensions

straight: Power Station
    - maine MFSU (10 MEU) in floor, leading to underground wiring tunnels to all other buildings.
    - backup LESU on roof (7.6 of 18 MEU), hooked to mass fab fed nikolite from a chest; 24 UU done
    - backup MFSU (10 MEU) on roof

turn right: West Road

    - coke oven and railcraft blast furnace
    - scrap lab:
        - 2 aq accumulators with igneous extruders, pumping cobble into 2 recyclers
        -> into a packager
        -> sends scrapboxes to a dispenser upstairs
        -> timer shoots items onto conveyor belt into an MFR collector, sorted, sends scrap back down to packager
        -> all else sent back downstairs to an ME chest

continue south:

right: Implosion compressor

left: MV Lab
    - 2 industrial electrolyzers
    - industrial blast furnace

left2: Biomass lab
    - chest pumps into 2 fermenters fed water by aq accumulator
    -> pumps out to the biomass tank
    -> pumps into still into biofuel tank

left3 = East Road

ahead: South Road

East Road

    - clear a new 16x36 area, start building:
        - MFR auto rubber tree farm
        - IC2 tree farm (12 saplings)
        - outline of a rubber + plastic factory
    - runs about 100m to a snowy hill with cold bees and an ice and snow maker


South Road:

    - gate to Lot S-1, just some corn and flax as decoration
    - gate to Villager Pens
        - 2 buildings housing 24 villagers for trade, but really not very good trades.  anyway, they are safe here
    - squid pool on right
        - rancher and 2 barrels: 36 stacks of ink sacs.  No squid in there right now but they obviously do spawn.
    - gate to BioReactor Farm
        - a few IC2 crops plots with pumpkin, melon and flowers
        -> pushes seeds and dyes to bioreactor to 576b Xy tank of biofuel (filled)
        - thought I had turned this off after tank filled.  Anyway, grab the sludge tanks, tp to sludge boiler, drop off, put the tanks back.

West Road:
    - thru gate to farm area
    - few sheep with rancher
        - 32x64 white wool in barrel, other colors of wool sent to chest (mostly brown and red, 5 stacks each)
    - double 5x5 pen with cows, chronotyper, grinder.
        - 48 leather, 30 raw beef in chest.  looks like my 2nd cow ran off a while ago.  run out and safari net 3 more.
    - road continues, a few more one-chunk areas marked, ends near cave at a river


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