Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      Server Move   09/13/2018

      I (Dries007) have recently taken over as main developer and server admin. This involved moving servers to reduce cost. It's likely there will be some more downtime in the future but most  things should be sorted by now. This forum is in dire need of replacement as the software is quite old and can't be easily updated. If you wish to discuss or stay updated, join our discord: https://invite.gg/terrafirmacraft. The forum will remain available to read, but will be locked in the future, when a new system is setup. The forum and wiki are now ad free. If you'd like to contribute to keeping it that way, you can do so via paypal or patreon.
    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.

saopaulo13

Members
  • Content count

    8
  • Joined

  • Last visited

Community Reputation

0 Neutral

About saopaulo13

  • Rank
    Freshly Spawned
  1. Finally got plastic! ... but no white plastic needed for the Advanced Rocketry Interface or the MFE Thankfully, the Liquid Heat Exchanger from Industrialcraft is able to cool down the hot gases, hot ethene to ethene. It needs 10 heat exchangers and another steam generator to move out the heat. That with chrome dust as a catalyst in the FBR gives liquid plastic. To heat the Plastic mixer to a decent temperature, I am using 4 air compressors running on coke coal. Will try to upgrade to an electric compressor as soon as I have the materials. So now the liquid plastic is in the Mixer, and I am trying to make the white plastic. After looking for a while, I figure out how to use the plastic tab. but the last row where the white plastic is is disabled! I can make yellow, pink, black, etc, but No White Plastic! What am I doing wrong? Also managed to blow myself up in my attempt to make more superheated steam. I let the steam generator run without paying attention while I was trying to figure out the plastic mixer, then when I came back it was at 500C. Foolishly turning on the water, the whole things blew up. I should have just cut the electricity, but there are no easy switches for the IC cables and and I have to break them manually each time to shut down the heaters. The transfer of the steam through the liquid hopper is VERY slow, even on the lowest setting (using 1mb of water per tick) the generator produces more than can be transferred, This limitation of fluid transport in the pack is really challenging. The superheated steam is also used up very fast in the IE refinery at a ratio of 10/1 (100mb of steam to each mb of ethane),so a full tank of supersteam only generates 1600 mb of ethanemix.That goes into the Magenticraft refinery to produce hot ethene, and a little bit of ethan whichgoes back into the IE refinery. Altoghether generation of hot ethene is quite slow. (This also means that while I could hook up a kinetic generator to the Heatexchanger/Steam generator combo to get some additional power, but it would be minimal, only generating a few mbs of regular steam while the hot ethene is cooling. That steam is useless for the Railraft boilers (what a pity) and needs to go into a kinetic generator. Too much effort, so the excess heat is going to waste. The heat coming off from the exhanger is also too intermittent to contribute to making superheated steam in the other setup.)
  2. The cobalt is indeed gated. So no batteries and no MFE for now. That leaves the MV Capacitor from IE as mass power storage. I am currently running the base with 3 CESUs but three are frequent power bottlenecks, even though the turbine should produce enough to run everything. Also started building a rail network, in order to not have to go back and forth to the mine I am getting hematite ore from. I never build much with railcraft, so this is all new. Track is very cheap in this pack; I think I'll use an electric locomotive and a batbox to power it. I just need to figure out the holding tracks and the switches. In order to get to the Techreborn machines, I need the precision assembler; for that, I need white plastic for the interface. So no more postponing refining the plastic. I now have tons of intermediate product that can all be refined, I just need a lot of superheated steam. It's all set up, but I need to refill the power storage and fill the boiler with gasoline. It's being refined right now.
  3. The cobalt is indeed gated. So no batteries and no MFE for now. That leaves the MV Capacitor from IE as mass power storage. I am currently running the base with 3 CESUs but three are frequent power bottlenecks, even though the turbine should produce enough to run everything. Also started building a rail network, in order to not have to go back and forth to the mine I am getting hematite ore from. I never build much with railcraft, so this is all new. Track is very cheap in this pack; I think I'll use an electric locomotive and a batbox to power it. I just need to figure out the holding tracks and the switches. In order to get to the Techreborn machines, I need the precision assembler; for that, I need white plastic for the interface. So no more postponing refining the plastic. I now have tons of intermediate product that can all be refined, I just need a lot of superheated steam. It's all set up, but I need to refill the power storage and fill the boiler with gasoline. It's being refined right now.
  4. Figured out some more things. All the bugs turn out to be features Part of the problem is that there is only bare-bones documentation for the IHL mod. 1) wire mill works, to get the molten materials, glass, copper, etc, one has to put the solid materials int the top input slot. This is pretty counter-intuitive - how can the wire mill melt metals? But it works. 2) Electrolysis bath needs thick cable, 135 is best. (not in the docu). Rectifier/transformer is no longer needed; bug interfacing with IE wires seems not a problem. But does not seem needed for aluminum. 3) distilled water (needed for Lithium chlorate for batteries) is made by chainingthe output of the chemical reactor to the input of the cryogenic distiller. I thought first that they hade to touch each other, but that didn't work. Connecting them with a fluid hopper (my favorite item in this pack) worked. I realized that I will need LOTS of tarwater for the distilled water. I got a spruce sapling via the fertilizer quest, but it turned out that it's the wrong type, the TFC one was needed. (So there is a TFC spruce tree in the game, I have to go look for it). So no resin. Using tarwater to get distilled water is slower and needs lots and lots of wood flour, which however is cheap. For the batteries, I will need some cobalt also. I hope that isn't gated! Meanwhile, lots and lots of fuel, and the base is cluttered with gas tanks. I have so much oil that I will take a while before I can get to refining all the LPG and Natural gas. It also needs to be all automated. To be continued ...
  5. More adventures in PFAA: I figured out some more things along the way. I was transferring the power from the Railcraft to aCESU, the only larger power storage unit available at this stage - no plastic or Lithium Cobalt batteries yet. This required an MV transformer, as any low power device connected directly to the Railcraft turbine would explode. I was connecting the transformer to the turbine via a gold cable, which limits the power transferred to 512 RF/tick. Although the turbine specs say 200 RF/t, it actually seems to be much more at 100%. I replaced the gold cable with an HV cable - 2048 RF/t - and the efficiency rate of the turbine went way up. Still trying to maximize the steam transfer from the boiler to the turbine. I also built the IE refinery, to take a step closer to plastics. My base is strewn with tanks with the various refining products. Thankfully, Magneticraft tanks are cheap. For oil supply, I made a drum (expensive but worth it) and filled it manually at a well. Haven't figured out yet how to use a pumpjack, maybe it requires an oil source block? The IE refinery needs superheated steam. To make that, I made the IC boiler. It runs on HU and needs 200 HU to produce superheated steam instead of regular steam. For that, I need 2 heaters, To get the HUs needed, each heater needs 10 coils; these need lots and lots of copper wire. So more copper mining (thankfully I have a mine with an ore drill close to my base), crushing, macerating, washing, smelting ... (one of the things I like about this pack is that how it makes you set up a whole new operation to get that one machine you need to progress). I now have the Supersteam thing set up. My only problem is that once I try to connect pipes to the boiler to transfer the steam to a tank or to the IE refinery, they start filling with water instead of steam. I experimented with many different setups and succeeded only once to fill a tank with steam. Then I finally had the superheates steam in the refinery and it started processing my ethan into ethanmix. That went into the Magneticraft refinery and produced hot etylene. Now I seem stuck. The chart says I need to cool down the hot substances in a heat exchanger. This was not necessary for the first stage products I got from running LPG through the MagRefinery. But the hot etylene doesn't seem to do anything inthe FBR; it's certainly not turning into liquid plastic (the goal of all these endeavors). Must I build the multiblock heat exchanger from Advanced generators? Another big project ... PS. I'm also still trying to figure out how to connect the Electrolysis bath. The less than clear in-game guide only mentions Aluminum and liquid cryolite (I can already make aluminum through the Industrial electrolyzer, even though it's twice as expensive), but I need ti for Potassium, made from Rock Salt. (This is for Urea, which is for Fertilizer, which I need to get the Spruce sapling, which is for resin, which will eventually give me distilled water which is needed for I forgot what ... I guess there is no way to use my own piss for urea instead ...). Maybe the problem stems from the weird flexible cable setup. I have a copper cable, but it's unclear if it's the right spec. Also, on one of my tries to connect the cable, there was a weird bug in which I became entangled in tentacle-like spirals of cable that seemed to drag me back to to the bath (this is not an exaggeration). In the meantime, I made the IC Eletrical Jetpack (so cheap!) and was looking at some boots that could break the fall. The space boots need iridium and are out of reach for now (how am I going to space to get iridium without them?) The only other option seems to be the Techgun Commando boots; these cut fall damage to 50%. Not perfect but better than nothing. Saw that they were made out of Carbon Plate and thought, how easy! Built the Techguns metal press and made a blast rod in the bottling machine, to get blaze powder. Thankfully, blaze rods are cheap in this pack, requiring only a metal rod and some lava. Filling the metal rods didn't work at first; then I remembered that there are two types of Lava in this game, tfc and vanilla. To convert from one to the other, I transferred TFC lava from a magneticraft tank via a minecraft metal bucket (these are also cheap, making red and blue steel practically superfluous) to a mekanism basic tank. It then worked. With blaze powder from grinding the blaze rod and one of the plentiful diamonds from compressing coal, I made carbon mesh for the plates used in the boots. Then I discovered that the boots also need titanium plate ... I actually have all the requirements to build the Techreborn blast furnace (to make titanium) and the Grinder (to increase ore yields and eliminate one step of processing), it's just that they areinsanely expensive ...
  6. Figured out that oil refining setup thanks to the (insane) flowchart in the guide, which I had overlooked before. Meanwhile, my railcraft boilers are producing lots of steam, but the transfer to the turbine is very slow and it never reaches more than 50% efficiency. Trying all pipe setups, BC, IE, fluid hoppers, etc. Since no one is here, this may well be a private game diary ...
  7. Addendum. I finally figures out how to get the hot metals into the IE bottling machine, for the custom Magneticraft recipes -- the liquid hopper _from Pneumaticraft_ did the trick. Note: the _other_ liquid hopper from Magneticraft did _not_ work. Also. figured out that the oil refining process requires using the Magneticraft machines first, before moving on to making plastic with the Pneumaticraft refinery. I wish this was somehow better explained in either the Quest book or the in-game guide. However, non of the Custom "Meta Mod" fluids seem to be working in game. NEI shows them, but gives no recipes. The Oil Distillery - first step to process oil found in the world - despite being properly charged and connected, does not produce hot crude. There is oil and charge in the tank. I guess this pack is dead, no answers, sigh ...
  8. Hey, is the is pack still being maintained? Anyway, I started playing and enormously enjoy the challenge. I noticed some problems that seem to be bugs, some of which are potentially game-breaking. 1. The wire mill does not make glass fiber (needed for the chemical reactor). I tried every combination, water, oleaic acid, liquid glass, correct die, doesn't work. There also seems to be no way the die canbe configured, if that is what the problem is. 2. The heating cable and the cooler from Magneticraft both need to be build by putting a copper block / a machine frame through the Immersive Engineering bottling machine (according to NEI at least.) That simply doesn't work. Bottling machine otherwise works fine. Also, liquid pumped in (liquid tin / liquid nickel) via buildcraft pipe simply seems to disappear. 3. (potentially game-breaking) -- no way to put oil into the Pneumaticraft refinery. I tried all the fluid pumping options the pack offers, no success. The oil bucket also always seems to revert to Magneticraft oil, not the Pneumaticraft oil, whenever I pick up oil with a bucket. Haven't found a way around that. This was a bug in an old version of Pneumaticraft (~2015), so I wonder if that's the problem. 4. Some recipes work, but only with very specific ingredients. E.g. the CESU battery unit needs bronze plates made with the IE metal press, which look exactly like the bronze plates from the metal former (but they have different ids.) 5. Udary mod tucker bag is in NEI, but uncraftable. Makes transporting animals almost impossible. General pack balance: A. Generally, although the progression is awesome, some basic materials are insanely difficult to find (kaolinite, graphite, garnierite, rock salt, lime stone ...). Wool yarn is essential, but very hard to harvest, even if you find sheep. No way to substitute with string or hemp or jute. B. Techgun Ore Drills have VERY low yields/very high power requirements. Practically, this makes playing without NEI cheating impossible. Ore clusters seem to only spawn as single blocks;although many are sometimes found close by, they still only count as single blocks for the purpose of drilling. Although the idea for this pack seems to be that one has to run several bases for extraction etc and connect them with wires and rails, without a cheap chunk loader this becomes impractical. Ender pearls by the way seem to never be dropped when killing Ender men. C. Although techguns give plenty of guns and cool armor, there is practically no need for them; mobs are underpowered. Perhaps adding blood moon or Zombie awareness would work ... D. Not sure if there are meteors in the game - haven't found any despite exploring for thousands of blocks - they seem essential for the AE press templates. Perhaps they are only on other planets? I hope these things can be fixed ... still looking forward to getting plastic. Can't wait to launch into space and look down on the world where I spent so much time running around.