As you may know, the Flaxbeard Boilers explode in event of overpressure. If you are using Flaxbeard for its 3x ore multiplication, then you find that that problematic. A few people have said that you cannot automate boilers, but that is not true. It just takes some ingenuity. Below I present one way of regulating a Flaxbeard Boiler automatically. If you have questions about how to set it up or how it works, feel free to ask. I may boost steam output in Flaxbeard boilers.
Also, I understand that people don't want to lose all their steam, but losing the steam is preferable to blowing up, so I'm not sure why people didn't figure out you can just slap a rupture disc onto a boiler and then if your setup ever fails for whatever reason, you'll just lose the steam and not everything around the boiler. Rupture discs save a lot of headache should you be too lazy to automate your steam production.
Nah, just stack rupture discs onto each other. If you believe hard enough anything can be accomplished, except automating boilers. That's definitely not possible at all.
Or, you can do the sensible thing, and muscle through the forced progression BS until you get to tech trees that actually work without complications or excessive tedium. I was barely keeping one or two machines going with a flaxbeard boiler, but I can run like 3 or 4 simultaneously off of just 3 immersive engineering waterwheels, and the power is FOREVER, rather than tied to a resource. I can do more with some creosote, wood, and common metals than all of flaxbeard, once I'm over the forced hump. Of course, I'd already be balls deep into bigreactors and AE2 if it weren't for the nonsense that is Galacticraft, but a couple major forays into other worlds and you'll have enough to last you for a good long while on both fronts. I get that having things exactly the same gets boring, for some, and that new things can be 'fun', but you shouldn't have to force it, then it breeds resentment, rather than opening players up to the awe and wonder of new technology.
How do you stand being forced to go through something like 200 recipes just to make BR and AE2 systems? Tell me that. Why should we even have BigReactors? I can make the windmills produce 1000 RF/t. Do you want that? Go play on our 1.2.5 modpack and you will see how silly your argument is. It's 100x less tedium than what you have to go through with mods these days. However, you don't complain about the mods that exist these days because you don't seem to know anything else to compare to.
I suffered through flaxbeard as long as I had to. I hit GregTech bronze boiler as hard as I could, it's been doing pretty well for me.
It's not like I haven't had this conversation 100 times in-game, to the same end. We're just not going to have the same opinion on this. There's clearly a spectrum of how people feel about tech trees in the various mods available, some who favor challenge coming from how to use the tech available, and some who favor challenge in the tech itself. It's the difference between those who like safe, reliable 4 door sedans, and people who want to spend half a million on a Ferrari that's a nightmare to maintain and very expensive. Those two groups aren't going to see eye-to-eye on the issue of cars, and so it is with tech trees in MC. The thing the latter half is accusing me and others of being 'salty' about is the fact that the mods that allowed us to have the freedom to do as WE liked are gone, made to walk a tech tree progression we wouldn't have chosen because other options would've made more sense to us. You're making us buy and maintain Ferraris when we wanted sedans. I get that we're not eternally shackled to them, but the quest system more or less means we have to engage in tech trees we don't really like, wasting early resources that could go to other things. I totally appreciate and respect people who like mods like Flaxbeards and even Gregtech/IC2 (although the mods themselves are anathema to me personally), I just don't want to be made to use them because they're the MPT favorites. I can also totally respect the fact that when you have 180-something mods, they're not all going to jive with one another, and that some mods may have to be sacrificed in order to make the whole thing stable, so long as it's NECESSARY, not because the MPT doesn't like them. If Ender IO breaks the server, for example, I'm fine with it going, and I can work around it. If Mekanism gets scrapped because it's SOME people's opinion that NOBODY should have it as it makes the game too EASY, that's a different matter, and as a community game, the community itself should have some input on the issue. I'm not trying to sound salty here, I'm just outlining my feelings on this, and I know from in-game dialogue that I'm not the only one with this opinion on the matter. All I'm saying is, the OPTION of easier progression should be made available, and the OPTION of harder, but more satisfying progression should also be available for those who want to break out of the mold set by the previous map. It's like having a Vegan girlfriend, so now you're Vegan too. Some of us want a burger.
Look, let's not kid ourselves: people will pretty much always choose the easiest path, even though it completely ruins the fun for them. Completely free-form sandbox games are not popular because they present the absolutely easiest path to the end (access to everything). Minecraft got off the ground precisely because it forced you mine wood, mine ore, build a house, and so on, but for most people, the game ended there. Most people who play Garry's Mod's sandbox are bored in a day, and they only come back to Gmod because of gamemodes with specific goals. People can't take options in games. It just makes them quicker to bore. That doesn't mean you don't give people options, but you only give them small ones. We can even pull an example from Alice: one of our previous modpacks had BigReactors as-is so it super easy get into and super easy to get power. What happened? Everyone did BR and was bored in like three days. Perhaps you didn't/wouldn't do that, but we cannot make a modpack for such a tiny percent of people.
Sk have point here... on last pack what was on alice i got bored on it like in week ... bc of mekanism and BR it was so easy to get to top end just like poof ..... thats we started working on new pack... lets be fair mp team did gread job... modpack was hard as hell and people are scared of monsters ! so when you are mining you must be careful to not find one of Infernal mobs ... but if you complayiining about this ... go play some cheaty eazy modpack alice once was harcore as shit .. there was IC , gregtech and stuff no thermal expansion or big reactors and if u achived working nuclear reactor in about 5 or more months well youu been so proud of your self and then reactor blowed up ... oh gosh i loved those days ...
But then why was it the case that OpenBlocks wasn't added to the current mudpack when it's impact in the game was marginal at best, and all it did was add a couple convenient items? It's not like it didn't have support, as the strawpoll clearly shows that support FOR the mod beat the support AGAINST it by a 3 to 1 margin. You can't say OpenBlocks breaks the game, yet it wasn't added, against the desires of the community, because the MPT clearly didn't want it. Once again, there's no problem in having the option, even if you'd never use it, but the point is the option was removed in favor of a restrictive system. If people are going to go the path of least resistance anyway, then they clearly weren't as devoted to this tech progression as you think they are, and all the MPT accomplishes is enforcing a narrative that doesn't jive with reality, and breeds resentment at the choices that were previously present, but now removed. It's like having a car, then someone takes it away and gives you a bike, saying that the downgrade is ok because it's good exercise and builds character. I'm just saying, respectfully, that there's another side of the coin here that isn't receiving the same courtesy as the first side. At the end of the day, it's all 1's and 0's flying around in cyberspace, but the principle of the thing still has some gravitas. I mean, it's not like we can do a mod by mod strawpoll to see who is sad to not have X mod in the current iteration, but given that this is a community game, that means you're going to have different views that still need to be appreciated. It's kinda difficult to feel enthusiastic about a game when mobs are running around with 7 buffs that are not only unkillable, but can one shot people. Am I making sense here, if I'm like the only person who feels this way, and the other people I saw in chat were fever dreams born of sleep deprivation, let me know so I can readjust my perspective here. Maybe I'm alone here, or maybe I'm just one of the more vocal members of a minority, I don't know, I just want to get my view out there for what it's worth.
Make it the way that lab wants it so the pack has no longevity. And him and a few others are happy, or make them a private server with all the mods they want. I for one am happy with the way things are, even the unkillable mobs are good because they give you something to prepare for down the road. When the dragon can be killed in iron and you can farm withers and get to end game armor that you have nothing to contest to it becomes very dull knowing you have nothing to worry about.
You're making a lot of assumptions. The MPT team was either indifferent or for OpenBlocks. I didn't add OpenBlocks because most of its features are redundant, and most people would only use 2-3 items from the mod. The modpack is already quite large. It's the same reason BC and Railcraft weren't added: 99% of the stuff added by those mods would not be used because they've been made redundant, but it would add to the modpack's size and load time for everyone. I'm not for having choice for choice's sakes: there is a downside to every additional mod that is added to the pack, with some having more downsides than others. OpenBlocks doesn't even really add anything major, so I don't know how you can make the conclusion that it was "removed in favor of a restrictive system." The only thing I can think off of my head that OB adds is the Vacuum. On the other hand, it adds problems like the fan. My point was that you're only complaining because of a relative change. To someone else, this modpack is perfect. To someone who prefers the old, old Alice packs, this modpack and the last few have been a disaster. The reason why I went for organizing the pack this way because the alternative to "doing something different" would have been a much more radical change (sky block, Don't Starve-mechanics, time shifting, apocalyptic, etc.). If you think that each modpack shouldn't strive to be different from the previous, then I respectfully disagree. Not everything that is in the pack right now was intended. Realistically, the creation of pack had to be crammed into three weeks and we barely finished a lot of things, less even have a chance to test everything. Infernal Mobs has already been toned down.
To be honest, i would like to know the setting, specially the regulable torch plz! Tkx in advance, Pyro
Well, if you click on it (the regulable torch), you have a GUI and i don't know how to set it to have the needle in the same position as yours. Plus for my comparator, i only got a light open on it, you got 2. Also, i'd like to know for the timer too, what are the value you entered in? And finally the pressure is going more than 100%, is that normal, will it explode? Thank you again for your patience, Pyro.
So the Transposer (black thing) pulls an item whenever it receives a Redstone signal. You might already know this. You could put a button on it and each press would insert one piece of fuel. The purpose of the timer is to periodically insert one piece of fuel into the boiler by emitting a signal to the Transposer. The value for the timer depends on the fuel that you are using: what I did was measure how long it took for the boiler to entirely consume one piece of my fuel (which was coal or charcoal I think) and then set the timer accordingly. You don't want any fuel slot overlap (more than one piece of fuel at one time in the boiler) because eventually it becomes 3 pieces of fuel, then 4, then 5, etc. which you cannot control anymore. That should take care of configuring the timer. Now the timer has to be turned off at some point so it stops inserting fuel. Fortunately, when a timer receives a Redstone signal from its front, the timer turns off and also sets its counter to 0. The most obvious time to stop inserting fuel is if the steam level reaches a certain %. So basically you want: If steam > some percent: emit Redstone signal to turn off the timer (stop inserting fuel) If steam < some percent: don't emit any signal so the timer is enabled (insert fuel) That's where the Bluepower comparator comes in. It's basically a number subtractor (back signal − side signal = output). That explains why the torches on the comparator don't match for you: it depends on the inputs and it changes if the input signals change (steam gauge, regulable torch). (NOTE: Redstone signals are not just ON/OFF. They have numbers. That's the reason why this even works.) We don't care about the subtraction: we just want to compare two numbers and emit a Redstone signal based on the input. Here I summarize what we want to do: If back signal (steam level) > side signal (regulable torch): emit Redstone signal to timer (stop inserting fuel) If back signal (steam level) < side signal (regulable torch): don't emit Redstone signal (insert fuel) Let's do some basic arithmetic examples: [steam] 50% − [Regulable torch] 20% = [output] 30% (which is ON to the timer => NO fuel) [steam] 10% − [Regulable torch] 20% = [output] -10% (NEGATIVE becomes zero, which is OFF to the timer => INSERT fuel) On the Regulable Torch, the maximum level (255) means 100% steam. If you set the torch to 50%, fuel will stop being inserted when steam is at 50% or higher. You don't want to set the torch too high because inserted fuel takes time to be consumed. For example, if you stopped inserting fuel at 95%, one piece of coal might have been inserted at 94% and it might push the steam percent to 100%, even if you already stopped inserting new fuel. I generally was pretty conservative. I set my torch to something like 30%. Some warnings: I think it's a bug with Bluepower or something, but every time you change the timer settings, it emits a signal and causes fuel to be inserted into your boiler. Every time you work on the circuit, you need to remove the excess fuel from the boiler. Make sure you put all of this in the same chunk (F9 toggles chunk display I think). Vanilla Redstone, which is what the boiler emits, is actually only 0 to 15. Bluepower uses 0 to 255 (you can see this when adjusting the torch). That means that you don't really have 255 possible values... it gets rounded to a 0 to 15. The only effect is that you have 16 levels of precision (not a lot), which means 253, 254 and 255 are all 100% due to the imprecision. If you configured the timer and torch right, the steam level should not go above 100%. If it does, then it's going to explode. Remember to watch out for those warnings.