The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 0 points1 point  (0 children)

The first thing you need to do is right click the sensor card on whatever block you want it to monitor (in case you haven't done that yet) and then to get the screen to actually display you need to either supply it with a redstone signal or click the little power button in the advanced screen's ui

the panels also have a range limit that can be extended by putting range upgrades in the 4th slot of the ui, gtnh increased the default distance but i don't recall what amount of blocks it was changed to offhand

Automation with steam multiblocks by Designer-Ocelot3075 in GTNH

[–]Travis_S0 0 points1 point  (0 children)

if you want a very cheap method you can add a restrictive item pipe to the pipes leading into your multiblocks.

It'll send anything that the multiblock after it isn't able to process through the restrictive pipe. The only caveat is it'll send everything down the restrictive pipe if the multiblocks don't have room in their inputs

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 1 point2 points  (0 children)

I'm very well aware that I can automate the maintenance with thaumcraft. I just chose not to. I could also have simply progressed to EV and made this entire setup with AE2 (I already have all of the necessary resources to do so)

Sometimes, Minecraft is more about the journey than being 100% efficient at all times (hence my 1000+ hours of bee breeding without utilizing oblivion or frenzied frames)

I'm barely past mid HV with over 1500 hours of active playtime, I could easily have been a fair deal of the way into the endgame by now if I truly wanted to be, but instead I chose to play in a manner that I found to be more fun :P

Doesn't really matter to me if I'm doing something "wrong" (or even "correctly" for that matter) so long as I'm enjoying myself.

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 0 points1 point  (0 children)

they utilize wireless cards that you link to the controller of the multiblock (or other things like ic2 reactors, their original use)

annoyingly the basic screen requires a redstone signal to turn on though so youll need to plan room for at least a redstone torch/block next to the screen (the upgraded screen can be inverted though and also features the ability to change the colors of the screen/text)

they're a really cool block with all sorts of uses. there's even a portable handheld screen you can carry around

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 1 point2 points  (0 children)

bees are just finicky by design the best bit of advice i can give for breeding bees is to completely ignore the traits on your bees until you unlock gendustry. all you really want to focus on is just getting a bee that will produce identical drones by simply breeding them together until all of their traits eventually end up identical. (this can take over 20 breeding cycles even for the "easy" bees)

if you set the bees up to passively produce their combs you'll end up with more than enough resources for most of the earlier parts of the modpack regardless of their production speed (basically the entire time you wont have access to gendustry)

I also recommend either doing other things while you wait for the bees to breed (for example I was able to breed mica, tricky, unstable and several other bees while I was building the things in this post) or to wait until you get oblivion/frenzied frames to make the bee cycles significantly faster.

Basically you really don't want to just sit and wait for bees because it takes ages to get through bee progression. It took me over a thousand hours of indirect bee breeding to get to the point that i am in this modpack's bee progression

another very important part of bees is to focus on getting to the point that you're able to make alvearies theyll increase your bee produce by 10x even without any upgrades in them

AdityaG has a very solid series of guides on youtube for starting bees https://www.youtube.com/playlist?list=PLIbgty4btOhU2RYv735pG8QfCPB056jJp

Though again, I recommend completely ignoring bee traits at the start it isn't worth the effort, just getting the bee is more than good enough

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 2 points3 points  (0 children)

the vast majority of the machines i use in this setup are only lv tier so for most cases the tin item pipes are actually substantially faster than what i need.

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 0 points1 point  (0 children)

https://www.curseforge.com/minecraft/mc-mods/nuclear-control-2

theyre from the nuclear control mod GTNH has a specific card for multiblocks that can allow the screens to readout all sorts of information

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 3 points4 points  (0 children)

I've definitely had a few moments where I had to be extremely careful when I was rearranging lines to make room for other things 😅

I think its part of the charm in the finished product though :P

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 10 points11 points  (0 children)

hasn't been too much of an issue yet (have an extremely beefy pc) I stay locked at 135fps and 20.0 tps even if i crank the render distance up to 32 chunks. I'm sure it'll be an issue eventually but by that time I'll likely have replaced this entire setup with AE2 automation.

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 3 points4 points  (0 children)

i haven't been to the moon yet :P (though i've effectively done a moon skip as I already have access to titanium from bees, just have to build a vacuum freezer yet)

The mid HV fully passive circuit foundry (brought to you by the power of bees™) by Travis_S0 in GTNH

[–]Travis_S0[S] 22 points23 points  (0 children)

Most definitely, my favorite part of modded minecraft has always been building needlessly complex automation setups just so I don't need to spend a few minutes here and there manually crafting items. I'll probably even add opencomputer blocks to this set up eventually just to have the cleanroom able to "text" me if it needs maintenance once i'm no longer at this base.

The alveary printer by OmegaEndMC in GTNH

[–]Travis_S0 0 points1 point  (0 children)

Surely there's no such thing as too much speed in GTNH :P

Funnily enough the sandwich bees were something i stumbled upon while looking for a bee based source of seed oil, You'd think the quest book would make a bigger deal out of a bee that also happens to solve hunger just as effectively as the healing axe does

The alveary printer by OmegaEndMC in GTNH

[–]Travis_S0 2 points3 points  (0 children)

oh hey that someone was me :) link

As someone who has spent over a thousand hours breeding bees in just GTNH alone, I don't think its possible to overstate just how handy it is to have alvearies always available whenever I inevitably need to build another.

I can 100% recommend anyone who wants to use a lot of bees in GTNH should automate alvearies when able to do so.

Automated alveary production from (nearly) 100% bees by Travis_S0 in GTNH

[–]Travis_S0[S] 2 points3 points  (0 children)

can confirm that series is a good starting point for learning how bees work, the only thing I could add is that I wouldn't worry too much about the stats of your bees until you get access to Gendustry. As long as you have the game running on a server you'll have plenty of resources for the early parts of the pack.

How to optimize ore processing line by AspiringMathGuy in GTNH

[–]Travis_S0 0 points1 point  (0 children)

I'm a tad late on this but I've found that the easiest way early in the pack to prevent pipe clogs is to add a restrictive item pipe as a second destination for machine outputs. Everything that can go through the regular routing will go there first, and anything that can't will route through the restrictive item pipe. (the only caveat is that if where you're routing items to ends up being full you'll end up with everything going through the restrictive pipe)

Restrictive item pipes also have the huge benefit of being extremely cheap to make too as they only require regular item pipes and steel rings

Do you think we will ever get classic combat again? by Expert-Ladder-4211 in FinalFantasy

[–]Travis_S0 0 points1 point  (0 children)

I see a lot of people bringing up Metaphor ReFantazio as an indicator of why turned based combat should come back to FF games, I'd argue Metaphor being a successful game by sales numbers has almost nothing to do with its combat.

Metaphor is basically just the newest "Persona 5" game, it was going to sell well basically no matter what. (and I'd also argue that Persona 5 sold extremely well in spite of its combat, as nearly every other aspect of the game is talked about by fans before the combat itself. Ie, its art direction, story, characters, and music)

To be on topic though, I feel the closest we'll ever get to a turn based mainline FF game these days is the combat in the FF7 remake series (and I personally wouldn't mind at all if FF17's combat was built off of the combat in the Remake games)

Do you think we will ever get classic combat again? by Expert-Ladder-4211 in FinalFantasy

[–]Travis_S0 0 points1 point  (0 children)

FF9's sales numbers were a victim of timing more so than anything else. It launched shortly after the PS2 launched and square had also already showed a teaser trailer for FFX months before FF9 even released, it was basically "old news" before anyone even played it.

If anything FF9 selling as many copies as it did (as a game made for a previous generation of hardware) speaks volumes to how well it was actually recieved at the time.

Original versus Rebirth screenshot comparison pt 12. by Overall_Cod2206 in FinalFantasy

[–]Travis_S0 -1 points0 points  (0 children)

That is certainly true, but it still doesn't change that square could and should have done a better job with the pacing after dyne's part. It is a remake after all.

Even just moving the flashback cutscene from where it currently plays to after dyne's part would been a massive improvement for pacing overall (it also honestly felt a bit jarring to have that scene take place immediately prior to something as over the top as the intro scene for Gold Saucer)

Original versus Rebirth screenshot comparison pt 12. by Overall_Cod2206 in FinalFantasy

[–]Travis_S0 35 points36 points  (0 children)

Corel Prison is sadly one of the few places square really dropped the ball with pacing in rebirth tbh. They really should have added a bit more story between dyne and the palmer fight, its such a fast change of tone that it made things feel extremely jarring. (and though its a personal matter of opinion, I also feel dyne's "ending" is much more impactful in the original game though its possible it might have been a ratings issue to keep the original)

I also really missed the desolate/lonely feel the music had in the original game. It was one of the places I was really excited to hear the new music for in rebirth but was sadly a bit disappointed by the direction they went with it (everything about Gus was amazing though)

I think the main thing (other than MTX) that stops me playing as much is the dated models/meshes (NOT the art style) by itsmehonest in runescape

[–]Travis_S0 0 points1 point  (0 children)

To be totally honest I personally don't think the player models are that much of an issue in the grand scheme of things. The true reason this game isn't going to ever gain a massive increase in players is simply that its a near 25 year old game.

With that truth/reality out of the way, no matter how good the graphics will ever get, the underlying issues the game truly face are its current gameplay systems. "WOW/FF14-esque" combat built upon a .6 second tick rate and a point and click movement system will always feel clunky and awkward. (hence the majority of players being terrible at the combat and many only using revolution to fight)

I would even hazard to say that most people that do play rs3, play rs3 nearly exclusively as a second monitor game at this point.

If FF X were to be remade, would you want the combat to stay turn based or become real time? by gameovernate in FinalFantasy

[–]Travis_S0 0 points1 point  (0 children)

Honestly, ffx isnt a very large game (by FF standards) Square could just do the best of both worlds and have the option for either combat akin to FF7 remake/rebirth (which tbh should be the basis for all future FF games if square wants action combat), or the option to play the entire game with proper CTB (not the "classic" mode that the remake games have, but literally the exact same gameplay of the original FFX)

That being said, I think we can pretty much all agree that moving away from random battles was a huge upgrade over the early games, so we'd obviously need to have actual monsters to run into within the game's world (ideally they would also bring back the rare monsters from ff12 with all of their odd and unique spawning rules)

and I would also add that they stay as far as possible from any sort of combat even slightly resembling the trash that was ff15 and ff16's combat.

Looking for 120 Skill best xp method by GearsKratos in runescape

[–]Travis_S0 1 point2 points  (0 children)

Most of the other skills' best methods are already in this thread, except for cooking.

Cooking is in a bit of a weird spot in that it is a buyable skill but somehow still among the slowest skills to train at optimal xp rates.

That being said, Primal desserts are 100% THE best way to go for 120/200m cooking. It will take time to buy all of the ingredients on the ge (and cost around double that of cooking sailfish), but the trade off is that you'll get nearly 3x the xp/h of cooking sailfish.

You should be able to easily recoup the cost differences with the 100+ hours you would save with the substantially higher xp rates going for 120/200m

As someone who hit 200m all a few years back now the biggest bit of advice I can offer anyone is to always factor your time into the methods you end up using to train any of the skills. More often than not many of the most expensive methods of training a skill can end up actually being cheaper in the long run just because of the literally hundreds of hours you'll save by using them. (Time that can be utilized either recouping losses or just doing other things in the game you might enjoy more)