Railcraft, Railcraft everywhere! And we emptied one of the nuclear reactors, needing to be refilled. I am going to make a reactor breeder in the close future, maybe on the Nether, but I'm not sure yet.
MINECART MADNESSSSSSSSS!!!! XD Let's keep exploring Railcraft's possibilities, but if you ask me, I think Railcraft would really shine in big multiplayer maps where you have lots of people going from here to there, and mounting train systems, moving goods, etc...
Just imagine a place with several big Quarries, feeding their output to a storage station that would place the usable items into long minecart trains... couple IC2, BC3 and railcraft, and the possibilities are inmense, specially if you use Steve's Carts too!
Mmmm... now I want to see a thaumcraft-tank cart...
Let's keep going witht he nuclear reactor project! Today we will make the supply system for the carts and place the relevant stuff on the mass fabricators. I will be placing some logic gates after I finish the elevator, by the way...
Don't get fooled, only the first part of the episode is inside a testing world. The rest, it is in the let's play one.
Also, I apologize for using MCEdit to move the nuclear station to the testing world, for some reason I was not able to make the builder to accept the blueprint (it is likely that I had exceeded the number of blocks...).
Finalle, whiel ender chests are great, but they have a small problem when coupled with logistic satellite pipes to keep buckets of water AND to act as a buffer for more crafting pipes: their inventory is too small.
So I decided to put to use some of those chests I found inside obelisks, which meant to craft some interface on top of them. Essentially, I saved myself from the trouble of resettling some recipes and little more, but I think it is an interesting improvement.
I need water buckets to be on my production system, and I do need them to be avaiable quickly. Let's use Ender Chests to solve that, with some help from RP2 too.
And do not mind the taint explosion, I have some purity potions stashed just in case something like this happens... I have a lot of enchanted trees at hand, be it wood or leaves! And yes, I know I can place some leaves around wood in my thaumcraft lab to destroy taint. I'll get to it eventually.
More quarry work and Railcraft starts to show up... let's hope I can rescue my game from a fatal crash so I don't have to redo a whole nuclear installation with 4 reactors (the game really crashed when I tried to make a blueprint, with some mention to IC2's reactor chambers Oo).
More tweaks to the recycler system (since the insertion pipes do not work all that nice with the recyclers, because since I am using two engines, sometimes two stone blocks want to go where only one can fit), which allows me to show you another interesting pipe.
But the really interesting part of the episode will be the updating of our automatic crafting system to be able to make all the necessary parts for a nuclear reactor (well, not all, the reactor chamber block is crafted so few times it is not necessary to make one there). Considering that most items do not stack in this recipes, and that Logistic Pipes require special considerations when it comes to that kind of stuff, we will see a new logistic pipe in action today.
Also, I won't be using the bottom of the obelisk in the end, I think I will make a full fledged nuclear plant, hopefully using some buildcraft stuff and letting most of the parts to build themselves...
Updates note: I am aware of the different mods being updated. However, I am using some mods that seem to interfere a little with others, and while I am working to upgrade Forge to 126.96.36.199 so I can use the latest version of mods like Railcraft or RedPower 2, I'm essentially bottlenecked with Robinton's 4096 (yeah, I know there is a version on Inficraft's thread, but it seems to be for Forge 188.8.131.52, and while I am trying, it doesn't seem to work).
Emergency! Oh gosh, was that an explosion? Yup it was... seems like while I was mining away, one of the infinite water pools ended empty. Which caused our three engines to explode (thankfully, I only lost some redstone engines).
We will also make some tweaks to the recycler system, and add a new crafting capability to the system under the main floor: cooking iron into refined iron. And we will place another quarry (and two more later), but that will be a little... too much items travelling trhough pipes for my system. so we'll use something new from the Additional Buildcraft Pipes...
As for the attempt to test if a black hole band works inside of an ender pouch... it does not, and I am aware I left the other ring inside the advanced wooden pipe, don't worry.
First contact with Buildcraft's logic gates, and the incorporation of the recyclers so we can start making an item we will need in the future.
I will think about using gravel, though (gravel is 4 EMC, while stone and cobblestone are 1 EMC) so I can use that condenser as a destination for excess cobble.
Finally, Thaumcraft's occultic enchanter put to use! I must say, the interface is more than great! I also started with my bees finally (I place the modest/desert bees this episode, and I will place the wintry/snow bees between episodes). Now I only need to automate the process :S
How to build several floors for your mob grinder with a few clicks and in minutes? Look no further, here we have the solution!
Disclaimer: this solution is limited to buildings of 64x64x64 blocks tops ^^
I was asked a couple of days ago to make a tutorial on how to craft the darkroom used to turn bonemeal into lost of EMC, and here is the video.
The materials used are:
1 transposer (top)
1 deployer (bottom)
3 pieces of bonemeal
1 RP timer
9 pieces of dirt
18 pieces of smooth stone
2 collectors (the most expensive part of all... and they are cheaper than mk1 collectors)
A bunch of RP2 redstone tubes (made with glass, tin, copper and redstone dust)
Some stone jacketed wire
And the tools used are a RP diamond handsaw (but in this case, one made with any of the RP gems should suffice) and a RP screwdriver.
For comparison, I placed a full setup of mkII collectors (12), 2 mk1 relays and 1 condenser, and we can see it is slower than this contraption (and compare the 12 diamonds invested in the whole contraption, against the 18 used only by the two relays... and the more than 200 diamonds for those 12 mk collectors!)
Finishing touches for the refinery/energy production (yes, I know, very ineffective setup for the room XD) and some more thaumcraft investigation.
Truly, this season has a looooot of stuff to investigate ^^
Episode missing: 24 beta 1 and 25 beta 1... So what did you missed? Essentially, my building of six cells of darkroom+condenser device, and the substitution of the other half of the sorting and production system for a logistic pipes-based one.
One of the ideas I shamelessly copied from the Feed the Beast let's play by Direwolf20: the darkroom turning bonemeal into tons of EMC. What is shown here is just a prototype, though: I will have six units working in the next episode.
And each one is more efficient than five Mk3 collectors from Equivalent Exchange.
Mystcraft works! I have some small issues with marble generation, but setting that aside, it is time to exploit those poor worlds I can just throw away if I want to for everything they are worth... How corporate of me, don't you think? XD
Incidentally, yesterday I discovered that Millenaire is now working with Mystcraft, so I will give it a try, and let the towns come for the episode 20.
In the meantime, I need to expand my EMC generation, I need a lot of diamonds to start making the autocrafting system!
I fly! I flyyyyy! Ouch! Yeah, today we will make the electrick jetpack from Industrialcraft XD. I will also attack fiercely Thaumcraft (I plan to leave the computer on for a long time, and then burn a lot of EMC, using the transmutation tablet, into bookshelves...), so we will make today the two items to detect taint and vis (and then, join them together).
Also, I have been promoted to officer in my Star Trek online guild. So we go back to one episode every 24 hours until the fleet solves some trouble with the hacked accounts...
Well, Buildcraft enters with strength today! Aided by Forestry's electrical engines (I like their graphics more than any other electricity to BC-energy block, even if they are a little too inefficient). The next step will mostly be some more solar panels connected to two more of those for the arboretum and the logger (those two blocks that are providing me with wood), or maybe I will make a huge power system for five or even seven systems (trees, rubber trees and peat). I like engines that do not explode...
my TO DO list... Oil (meaning BC's pump, tanks, refinery...), automatic crafting tables (I think I might use the upper floor of the tower for this), a portal spawner for the quarry, and of course I need to finish the monster trap (yeah, I know it is small and somewhat pitiful... I might add another 9-10 blocks to the other side of the main stream...). A pumpkin farm might be something I will add, but I'm not sure (I do not use them that much). Discovering the damn bell is, of course, needed...
Updates on research (man, those cobblestone pieces surely pay off!), finishing touches to the sorting machine (yeah, I will change where the tubes are in the next video to allow for the provider logistic pipes to be under the chests instead of not cover by RP2's panels).
Yeah, more "refining phase". Buildcraft will actually arrive on Episode 16... and yes, I could use Logistic Pipes for the automatic sorting system, but look at it my way: I would need the following items to make it work:
1 chest in place of the second sorting machine (so I don't need to replace ALL the system, not to mention Logistic Pipes won't work with covers).
1 Chassi MK 2 (8 iron bars + 1 logistic pipe each) per chest I want to have connected to the system, plus one (to get the items from the chest substituting the sorting machine).
At least 1 provider Module (1 gold gear, 4 lapis, 3 redstone, 1 blank module) and 1 Itemsink module (4 cactus green, 1 iron gear, 3 redstone and 1 blank module) OR 1 provider Module and 1 Polymorphic module (4 orange dye, 1 iron gear, 3 redstone and 1 blank module if I remember right) per receiving chest (this would save me the need for two pipes being connected to the storage system). Chests with more than 9 different items to storage will require additional Itemsink modules (and a higher mark of chassi to accomodate it, upping the cost from iron to gold, diamond... or even blocks of both!).
The ItemSink module on the last chest/miscelaneous junk need to be set up as a default route (easy and free).
1 quicksort module (1 diamond gear, 4 lapis, 3 redstone, 1 blank module) and 1 extractor module (1 iron gear, 4 lapis, 3 redstone, 1 blank module) that can be upgraded to a mk2 extractor module (ADD to the cost 1 golden gear). The extractor module will take care of all items not included in the system, sending them to the default route (since the quicksort module won't pull them out).
Remember each blank module is 1/9 of a gold bar (1 gold nugget), 2 redstone and 6 paper, and that you need 2 wooden planks per wooden gear, which is used with 4 cobblestone to make 1 stone gear, which is used with 4 iron to make 1 iron gear, which is used with 4 gold bars to make 1 golden gear, which is used with 4 diamonds to make 1 diamond gear.
And we didn't started counting the investment on the crafting pipes for the automated crafting system! Remember we need 1/4 diamond and 2 golden gears (and 2 redstone torches, plus 2 glass blocks) per 8 logistic pipes...
See why I don't feel guilty for using Equivalent Exchange? ^^
I wanted to make an entry specially for these two mods, because they have been actualized recently (Tahumcraft 3 days ago, and Mystcraft a few hours... or maybe the other way around XD), and now Mystcraft works with my game setup (I was wise enough to save a mincraft.jar without the mystcraft addon injected). Also, you will be happy to know that both mods work together: I spawned into a chessboarded biome that had like 4 Monoliths close-by.
In case you are a purist, that means a lot more possibilities for abusing the taint system... so you might not want to use it. Personally, I will exploit this stuff in the Let's Play, at least to show you all how this goes XD.
Oh, and this will be shown in Episode 18, seventeen is about me making (finally) some Thaumcraft stuff, since I realized I was able to craft the basic boots and vis/taint detectors without researching them first. No luck with the damn crystal bell, though.
Damn sorting system takes about three or four hours to get straight. And I still had to make modifications in episode 16 XD.
And that damn crystal bell from thaumcraft cannot be more hard to discover. Fortunately, I seem to be able to change 3 stacks of cobble (or dirt) for 6-9 fragments of lost knowledge...
Seriously, were I a maid, I'd be a straight-faced dojikko whit a single flaw of variable severity on every attempted action. Want coffe? Damn, I used salt instead of sugar (true story. Never had a coffe so able to wake me up fast...). That's why I'm so obsessed with self-debugging...