Personal Cars by Ktos94852 is another relatively new small mod that adds cars to Minecraft. Now, adding vehicles to Minecraft is not a new idea, but Personal Cars does it pretty well. Moreover, the mod implements the idea in an imaginative way that I suspect, under the hood, aids the mod’s stability (which has always been a problem for vehicles in Minecraft). Continue reading
Even though the extended version of the End (that includes Outer Islands and End Cities and Ships and stuff) has been in the game for a little while, now, up until recently I had never visited it. I wasn’t playing a lot of Minecraft when it was introduced, and in my current game I have been more interested in exploring the various mods I have installed.
But my curiosity finally got the better of me, and I decided to go exploring. I’ll probably be spending a good deal of time in the End for the foreseeable future, so I decided that I wanted a fast way to get not only to the End but to the Outer Islands without traveling 1500 blocks in the Overworld (or about 200 blocks in the Nether) to get to the End Portal, then using an ender pearl or two every time to make it through the End Gateway. Continue reading
I recently added Immersive Engineering to the list of mods I’m playing with in my current game. I’ve played a little with it before, and gaaawwww-lee is it a cool mod! As a tech mod, it has some basic functions in common with other big tech mods like Industrial Craft, Thermal Expansion, Rotarycraft, Mekanism, and Ender IO. But in its GUI-less multiblock approach and its overall aesthetic, it is completely unlike any other tech mod out there. Continue reading
***Inasmuch as I am moving my family and me to a different State next week, and inasmuch as I am finishing up revisions for a book of mine that is being published, in light of my resulting lack of Minecraft playing time this week, I hereby offer up to the Minecraft-blog-reading community this post, originally begun several months ago, rather than a further spotlight of the v25 update to Rotarycraft, GeoStrata, and Electricraft. Therefore, be aware that some of this information may be slightly out of date. Nevertheless, enjoy!***
Underground Biomes by Grom PE (originally by Exterminator Jeff) is an outstanding mod based on a very simple idea that adds tremendous aesthetic versatility to the rather bland gray stone of vanilla Minecraft. I’ve actually switched over to Underground Biomes Constructs by Zeno410 because of its addition of slabs, stairs, and walls for all of the stone types. These two versions, I expect, will find their way into a single mod before too long, but either way UB is now one of those mods that I cannot imagine playing without (or, as one sees stated so often on the forums, this really ought to be in vanilla Minecraft).
One of the side effects, though, of playing with UB , is the complication of your stone storage. You can’t simply have one double chest worth of cobblestone anymore. There are 16 new kinds of cobblestone (vanilla stone still shows up where lava and water mingle, so you have a total of 17 kinds of cobblestone), and 8 kinds of sedimentary rock (which doesn’t turn into cobblestone when you mine it). While you’re likely to only encounter 1-3 kinds of rock in a small area around your initial base, it doesn’t take too much exploration to gather generous amounts of all (or at least most) kinds of UB stone. Not that this is really that big of a complication. It just takes space.
The much-anticipated update for Reika’s mods to v25 has now been released. There are a lot of important tweaks, changes, improvements, and nerfs (especially for Rotarycraft – wow, that’s a long list). I need to take some time to go through the change log and see how it’s going to affect my current game, but for today, let’s take a look at some of the cool things added to GeoStrata.
***Beware: this post is a doozy*** With v25 of Reika’s mods being released any day, now, solar power is about to be rendered impossible as an early-game strategy. Nevertheless, the setup I started describing in my last post not only works (assuming you have access to the materials necessary to craft it), but also serves as a useful way to introduce many of the blocks made available by Electricraft. As I mentioned before, the problem with solar power is that it doesn’t work at night. But with Electricraft, what we can do is stabilize the energy system by storing the mechanical energy the solar tower generates during the daytime in the form of a battery, which can provide that energy on demand, day or night.
With all the cobblestone, ore, and other goodies coming into your inventory through your boring machine, fueling your furnace operations is going to become a high priority. Fortunately, Rotarycraft has two ways to use energy for smelting purposes. A slightly later-mid-game option is the lava smeltery which cooks 18 items at a time (and quickly), but which requires both rotational power and a constant supply of lava. More practically at a relatively early stage in the game, you can use one of two heaters to heat a vanilla furnace. The one called simply the heater requires rotational power and fuel, while the friction heater requires nothing but rotational power. It is this last option that I’m going to use for this build. Furthermore, I’m going to take advantage of an option for passive power generation in Rotarycraft to power this friction heater: solar towers. This project is big, and will take two lengthy posts to describe. Continue reading
So you’re playing Rotarycraft, you’ve got the blast furnace, the worktable, a fermenter or two, and grinder. What do you do next? Farming? Heck, no. You go directly for the machine that will help you tear apart the earth’s core in search of filthy lucre and non-sustainable natural resources: the boring machine.
Okay, so my last post on Rotarycraft was a little heavy on the technical stuff, most of which just won’t make any sense to you until you’ve wrestled with the mod and learned some of its lessons the hard way. Perhaps it would be helpful to stop for a moment and really clarify what makes sense as an early game strategy in Rotarycraft. This I will attempt to do with minimal recourse to Newton-meters and radians per second.
First of all, there is no sense in me writing a comprehensive “How to get started in Rotarycraft.” It’s already been done and done well. Furthermore, for explanations of most of the individual elements in Rotarycraft you can find videos or articles, including three wikis (yes, apparently this mod merits three wikis).
Instead, let’s talk about setting priorities. Once again, I’m assuming a game where Rotarycraft is the tech mod of choice (no cheating with the Magnetostatic Engine). So what machines do you need to build in order to open up the game? Two large-scale priorities come to mind: 1) ore-multiplication, and 2) automated mining. Before either of these, though, you have to be able to make HSLA steel. Continue reading
I said a couple of posts ago that Rotarycraft is the thinking player’s tech mod. What I mean by this is that the way one produces, transmits, and uses power in Rotarycraft requires of players a degree of problem-solving effort not needed by the other major tech mods (like Industrial Craft 2, Thermal Expansion, or Mekanism). Case in point: the grinder. The grinder is one of the Rotarycraft machines that you need to get up and running pretty early in the game. This is for two reasons: 1) it makes lubricant from canola seeds, which you have to have in order to use gearboxes (without which what you can do with Rotarycraft is extremely limited); 2) it is the mod’s early game ore-multiplying method. It triples ore output, but this is no cheap metal machine: you’re going to use lots of iron in the course of a Rotarycraft game.