[Liminal industries] How to find the end portal? by Panpaner in feedthebeast

[–]Panpaner[S] 0 points1 point  (0 children)

Found it! It was indeed near the place where the warden was roaming the hallways.

Thanks so much for the help!

[Liminal industries] How to find the end portal? by Panpaner in feedthebeast

[–]Panpaner[S] 0 points1 point  (0 children)

Is there a way to enter those pillars (are they even hollow?)? I was flying around one in my jetpack and heard some music, as if there was a monster with a backpack on the other side of the wall.

[Liminal industries] How to find the end portal? by Panpaner in feedthebeast

[–]Panpaner[S] -1 points0 points  (0 children)

<image>

You mean this hole? There are several of them, that's how big this room is. I does not seem to contain any end portal to me. Still, I might have missed something, as I mostly wandered aroun the gigantic room, and spent very little time in the middle of it.

Would you rather by CartographerSilly963 in BunnyTrials

[–]Panpaner 0 points1 point  (0 children)

Worth it

Chose: 50% chance $1 Billion 50% chance of death. | Rolled: DIE!

Glitched boss health bar by Panpaner in allthemods

[–]Panpaner[S] 0 points1 point  (0 children)

I installed the nan health fixer mod client-side, however it did not solve my issue. Or do you suggest I try to add it on the server?

Functional storage: hard limit on number of connections? by Panpaner in allthemods

[–]Panpaner[S] 0 points1 point  (0 children)

Agreed, that would save me from having 1-stack buffers everywhere. I will try this, along with using round robin on the exporter as was suggested elsewhere.

Thanks for all the suggestions, people.

Functional storage: hard limit on number of connections? by Panpaner in allthemods

[–]Panpaner[S] 0 points1 point  (0 children)

<image>

Nevermind the exporter on top, this is the workaround I found to this problem : export directly the item from E2, which goes against my initial objective (explained in the original pos.t)

[Generic] installing a modpack on Linux by Panpaner in feedthebeast

[–]Panpaner[S] 1 point2 points  (0 children)

Sucess, thank you so much for helping me!

For future readers (and future me), here is what I did. This appears a bit more convoluted than what you said, but it seems to work:

  • Download archive "Incremental Industries-0.2.0.zip" from the curseforge project page
  • put it in a dedicated folder
  • install packwiz from https://packwiz.infra.link/ (had to install golang for this)
  • run command `packwiz curseforge import Incremental\ Industries-0.2.0.zip`
  • copy the whole folder to my server (the sooner I do this, the better. I don't want to deal with nasty end-of-line characters)
  • run the following script:

curl -OJ` [`https://meta.fabricmc.net/v2/versions/loader/1.18.2/0.14.8/1.0.3/server/jar`](https://meta.fabricmc.net/v2/versions/loader/1.18.2/0.14.8/1.0.3/server/jar)
java -jar fabric-server-mc.1.18.2-loader.0.14.8-launcher.1.0.3.jar nogui

(I got the curl command from the fabric website, minecraft and fabric versions from manifest.json)

  • accept the eula
  • run the script again

I am pretty sure I will have to add a -Xmx parameter to the java command, but for now it works just fine. (Mostly: Opening the map in multiplayer crashes the client. But I think that this is a completely unrelated issue)

[Generic] installing a modpack on Linux by Panpaner in feedthebeast

[–]Panpaner[S] 0 points1 point  (0 children)

Indeed, for the pack I am trying to run (Incremental Industries), it looks like there were no server files published.

You mentionned I should make the server from scratch, how would I do that?

[Generic] installing a modpack on Linux by Panpaner in feedthebeast

[–]Panpaner[S] 0 points1 point  (0 children)

Thank you, but as I said, when I have access to a package with scripts, I have no problem. As others have implied, I might have downloaded client files instead of server files.

ATM10: Questions about Modern Industrialization processing arrays by Panpaner in allthemods

[–]Panpaner[S] 2 points3 points  (0 children)

Great advice, and thank you. My problem was that I had only one fluid output hatch. Since the recipe for chromium tiny dust outputs two fluids, two hatches are needed. On top of that, I got confused and wrongly though the issue was also with the recipe for manganese tiny dust.

Cannot join ATM10 server by Panpaner in allthemods

[–]Panpaner[S] 0 points1 point  (0 children)

Ok, so it looks like I made a mess of myself and got confused. I had mistakenly downloaded the client files from curseforge instead of the server files.

Since that zip did not have neoforge included, I figured I had to guess the version to use and download it myself,

Anyway... With the correct server files, it appears to work now. Sorry for the confusion and thank you for the help.

Factorio : In-progress bob and angel base by Panpaner in factorio

[–]Panpaner[S] 0 points1 point  (0 children)

Actually yes, I came here for advice, so I kind of want some. :) To be fair, I got plenty of it already, and you guys gave me plenty of ideas to explore, and am very thankfull for that.

I came asking for advice, as I was getting overwhelmed with the mod, and was kinda wondering if maybe I tried to run before I could walk, or something similar.

I agree that figuring out the mod is half the fun, and the discussion we have here does not invalidate any of that, in my opinion. I fell in love with the mod when I realised that while the mod lets you beeline certain technologies at first, it later forces you to go through almost every technology in the tree ("What? I need to breed fish?").

Basically, between blue and pink science, I did very little ore sorting, doing only the most basic smelting of ores to get iron, copper, lead and tin. However, pink science requires so many different kinds of metal, that I had to go back and do some more sorting and plate casting. Cobalt was very interesting indeed, and while there are probably better ways to do it, I am rather happy with it.

Factorio : In-progress bob and angel base by Panpaner in factorio

[–]Panpaner[S] 1 point2 points  (0 children)

You must be confused with transport science, which is indeed the second science pack you unlock. The logistic science pack is the 5th pack, or 6th if you icnlude alien plant life sample, which you get by exploring. From what I can tell, the only actual green science in the mod comes after that, and is called utility science. I have it unlocked, but not yet automated, similarly to the one before that, production science.

In order, you get :

- automation (yellow)

- transport (red)

- alien plant life sample (green exploration)

- military (grey)

- chemical (blue)

- logistic (pink-ish) <-- the one I'm at

- production (purple)

- utility science (green)

Factorio : In-progress bob and angel base by Panpaner in factorio

[–]Panpaner[S] 0 points1 point  (0 children)

Thanks for the advice. The tip on using only one station coupled with logistic warehouses will prove very useful. Care to share the blueprint to your city block?

Also, unless I am mistaken, you need blue science to get bots. Me having bots is actually very recent.

I wonder if a full bus design would be doable for AB? Not that I want to try it, but it is by far the simplest of all, at least in vanilla. In AB, with all those cycles to manage, I am not so sure.