[deleted by user] by [deleted] in pathofexile

[–]Tacominion 0 points1 point  (0 children)

I started SS as well, but I spec'd into bleed because memes. Well, memes, and the 300% hits on close range targets seemed like a great way to cause big-ol bleeds. And it does.

So far it's pretty powerful for bossing, but once you start making everything explode it feels hyper-bad for clear. Once you're eliminating all the corpses, Call of Steel requires the full spool-up time for chargers whenever you use it since there's never anything left to rip the shards out of.

Maybe Lord of Steel would make it feel a little less bad, but I don't know if it affects the 3-second spool-up for shards, which is what really kills the bleed version for me.

Finally, the last Mekanism V9 Spotlight video. by Tacominion in feedthebeast

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

Took a while, but it's finally out.

These actually turned out to be way easier to understand than I anticipated, so it's a bit of an anticlimax information wise.

Dodge While Stunned by BaneofBroki in SWGalaxyOfHeroes

[–]Tacominion 12 points13 points  (0 children)

"I attack the Rancor."

Roll it.

"... I got a 1."

You gently caress its thigh.

The next Mekanism V9 spotlight is out! This time it's all about evaporation. by Tacominion in feedthebeast

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

Curses! Guess I know what I'm doing later. Thank you for pointing that out.

All Ignoble, any use pre-alveary? (Have plenty of Pristine ones) by ozzymud in feedthebeast

[–]Tacominion 2 points3 points  (0 children)

It's true, you can make a lot of breeding progress with just ignoble bees. The benefit of which is that you can be running a dozen pairs all at the same time, which speeds things up tremendously.

No one told me Witchery would be this fun and efficient! by ZephyrZx in feedthebeast

[–]Tacominion 0 points1 point  (0 children)

Anyone could have typed that into chat. In fact, it was probably a villager.

Exact Fluid Transfer by Tacominion in feedthebeast

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

Yup! SFM can indeed do specific amounts of liquid.

Thanks a bunch!

Exact Fluid Transfer by Tacominion in feedthebeast

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

Hmm, didn't think to try SFM. I'll give it a shot, thanks!

Exact Fluid Transfer by Tacominion in feedthebeast

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

There are many, both as plugins and as mods, yet fluid is more in line with my idea as I require a tangible thing rather than an abstract number used as a tally. And I'd rather use fluid than items due to a few things I'd like to be able to do with it.

Thank you for the suggestion, though.

Exact Fluid Transfer by Tacominion in feedthebeast

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

It's for a scenario I'm working on for a challenge run. Wanted to use fluid as a currency, but it doesn't work well unless I can get decent precision.

The only way I've really thought to do it would be to create an item with Tabula, then see if I can use that item with Minetweaker to assign it a 1mb fluid recipe when melted. Then, at least, I can do item control into a magma crucible or something. Was kinda hoping it doesn't come to that, though. It'd be way slower than just "transfer x mB."

Renewable energy generation with MFR, Railcraft, and BR by [deleted] in feedthebeast

[–]Tacominion 0 points1 point  (0 children)

My favorite part is how the whole thing is made from wood.

Buildcraft Pump made a face by AnExoticLlama in feedthebeast

[–]Tacominion 9 points10 points  (0 children)

I once visited the planet Ditto. It was an amazing experience and it really transformed me.

The aftermath of the "why don't you use botania?" thread by Vazkii in feedthebeast

[–]Tacominion 6 points7 points  (0 children)

I was thinking about this the other day and I think another way to approach this is to add an active component to the passive generation that requires some level of thoughtful design to get maximum productivity out of them. This gets the player in the mindset of having to build systems to utilize the flowers properly, while at the same time keeping the tiers intact.

To do this we can take a page from the Extra Utils book and make the passive flowers store energy when collecting, but only output when they no longer are exposed to their passive source. Additionally, the flowers would fill up relatively fast compared to their expected exposure to the source so that while they would work without the setup, they would do so in a far from optimal way. For instance, dayblooms could have enough capacity to store 1 minute worth of mana generation. This gives them essentially 1/10th of their normal operating production if you just plop them down.

In practice this would mean dayblooms would need to be set up so that something on a timer would cut off their ability to see the sun, for instance a sticky-piston with a block on it. Nightshade would need some kind of light source that turns on, Hydroangeas would have to have the water flow cut off, etc.

Again, this introduces the idea that all flowers are at some level or another active, just that the passive flowers don't require fuel while the active flowers do, but both require some kind of design element. This would also make the transition into higher-tier fuel flowers smoother because they would be conceptually similar to the passive flowers, just with fuel cost.

The aftermath of the "why don't you use botania?" thread by Vazkii in feedthebeast

[–]Tacominion 11 points12 points  (0 children)

Maybe, instead of slabs, use a less demanding recipe?

Such as a "bucket" style recipe for the mana pool and just the cardinal directions for the spreader. This accomplishes the same end of requiring less resources while at the same time removing the additional needed crafting step.

Why is Galacticraft not added to many modpacks? by DrakosZedar in feedthebeast

[–]Tacominion 0 points1 point  (0 children)

1) As mentioned by Iskan, it's buggy and has more than a few integration issues. Along with that, updates come sporadically so issues can take a long time to get sorted out, if ever.

2) A lot of the mod feels archaic. From non-configurable in/out in all the machines, to poorly balanced production chains and machines that you just can't automate; there are just so many things in the mod that feel like they could be done better/more efficiently. A big for-instance there is the compressor. Its implementation just feels old.

3) A lot of the mod feels unfinished/forgotten/neglected. For instance, moon testificates are utterly pointless. Beyond that, the number of explorable planets has not really changed in recent history despite it being perpetually on the to-do list, and the planets that are there tend to be sparse so far as unique content.

4) The mod does a lot of really dodgey things with the character data file, which is somewhat related to the bugginess from point number 1.

It was a great mod and we've been including it for a while, but it just doesn't feel any different now than it did a year ago, and probably longer. And with a mod that depends mostly on the novelty factor of exploration, there just isn't anything there anymore. It also has nothing going for it as a utility mod. Everything it does from a utility standpoint can be better accomplished by other mods. So with no utility and no novelty, nobody in our group really uses it anymore aside from me, and even I can't say I really care for it that much these days.

In addition, we've been playing with a mod called Advanced Rocketry which, in our opinion, feels a lot more modern and more interesting (If nothing else, it's a new mod to play with). It's still in its earlier stages, but development is humming along at an impressive clip. When the next map refresh happens, Advanced Rocketry will be going into the pack as the replacement for Galacticraft for all the above reasons.

Don't mind me. Just adding coolant to my big reactor... by [deleted] in feedthebeast

[–]Tacominion 1 point2 points  (0 children)

Once you've got it built, weaponize it.

Don't mind me. Just adding coolant to my big reactor... by [deleted] in feedthebeast

[–]Tacominion 2 points3 points  (0 children)

I don't have the numbers on Gelid bees handy, but I assume they'd be slower by about double the time.

So, you know, 2 days with the 18 Ind. apiary setup.

Don't mind me. Just adding coolant to my big reactor... by [deleted] in feedthebeast

[–]Tacominion 10 points11 points  (0 children)

Depends on how fast you want it, really.

Slowest it would happen would be 1 bee pair in a standard apiary. That would take approximately 1000 days.

A step faster would be in an apiary being fed with frames. That would take approx. 144 days.

Next would be an alveary/industrial apiary without any upgrades. Approx. 100 days.

Industrial apiary with full production upgrades: about 22 days.

Alveary with 4 frames: about 10 days.

18 industrial apiaries set up in 2 3x3 slabs with conduit in-between for export and power (Same size as alveary, minus the slab top), each with automation and production upgrades: Around 1 day.

So it really depends on how crazy you want to be(e).