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Beginner Tips: Difference between revisions

moved Crafting section up, adding Commands & Configs section.
m (→‎Ore Finder: changed 'ore' to 'resource', since the finder takes either.)
(moved Crafting section up, adding Commands & Configs section.)
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File:Iron Wrench.png|Wrench - 6x iron ingot, hammer
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= Crafting =
A key concept and sanity saver for this pack is batch crafting. As you may have noticed, most recipes have multiple steps and a lot of ingredients to juggle. Making an entire stack of screws or multiple mortars will make later crafting much less of a hassle.
 
* Craft multiples at once, as resources allow. Certain tools and parts are used often in many recipes.
* Once you have iron, upgrade to a Crafting Station. It will connect to an adjacent chest and allow you to pull items into the crafting grid with NEI as well.
* With a wrench, collect bookshelf blocks from villages/dungeons. These can be used to get an early Forestry Worktable. The worktable can remember up to nine recipes and has its own internal inventory. Right-click on a remembered recipe to lock it. Caution: breaking the worktable erases all recipes.
*Run multiple furnaces/machines in parallel whenever possible to reduce processing time.
*Chunkload your base to keep machines running while you're out exploring. You'll need to install [[Additional Mods|FTB Utilities and FTB Library]], which are not included by default.
 
Always check and recheck common recipes as you get new machines and advance in tech. Something annoying now (like circuit boards) may become much easier with just the right machine (like an assembler). Even recipes like chests have an assembler version to save on resources. In fact, it has two! So be sure to check recipes often.
 
= Transportation =
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Other important resources to make it into the steam age include Redstone, Calcite, Gold & Gypsum, so keep track of these if found. Redstone is a primary, while Calcite spawns rarely in Lapis veins, Gold spawns rarely with Magnetite, and Gypsum is found with both Basaltic and Granitic Mineral Sands.
 
[[File:IGI ore chunk.png|thumb|frame|right|alt=This text is displayed when the player is standing in a chunk that contains an ore vein.|This text is displayed when the player is standing in a chunk that contains an ore vein.]]GT [[Ore Generation|ore veins generate]] evenly spaced on a grid, with two chunks in all directions between ore chunks. JourneyMap comes equipped with a togglable ore vein overlay which will automatically register deposits, so long as they are at least 200 blocks away from spawn axis (chunk 0,0) in both horizontal directions (known issue). The InGameInfo panel in the upper left (by default) will tell you when you're in an ore chunk. Once one is found, simply move three chunks over for the next. Rarely, there may be no vein to find. This happens most commonly when there is no stone in the height range the vein wanted to spawn at. Depleted veins can be toggled from JourneyMap with (default Delete) key. This will mark them with an X.
 
===Ore Finder===
When you get an Ore Finder (gold, redstone & iron), walking close enough to the vein with the corresponding resource in the finder will add it to your map. It will alert to the presence of the inserted resource by slowly changing its icon to point downward and with a noisy tone as you approach. Bring a backpack with one of every discovered resource when out prospecting. It can be used to quickly test new ore chunks without digging by putting them one at a time into the Ore Finder while near sea level or slightly below. The Ore Finder has a depth range of 60 blocks. Small ores other than iron/coal will generally correspond to a nearby ore vein, so those should be tested first if spotted. NEI has an excellent module for GT ore veins, showing composition, world type, scarcity and depth. Any ingots, dusts, crushed ore, raw resource such as redstone/lapis, or blocks will work in the ore finder.
[[File:IGI ore chunk.png|thumb|frame|right|alt=This text is displayed when the player is standing in a chunk that contains an ore vein.|This text is displayed when the player is standing in a chunk that contains an ore vein.]]
When you get an Ore Finder (gold, redstone & iron), walking close enough to the vein with the corresponding resource in the finder will add it to your map. Bring a backpack with one of every discovered resource when out prospecting. It can be used to quickly test new ore chunks without digging by putting them one at a time into the Ore Finder while near sea level or slightly below. The Ore Finder has a depth range of 60 blocks. Small ores other than iron/coal will generally correspond to a nearby ore vein, so those should be tested first if spotted. NEI has an excellent module for GT ore veins, showing composition, world type, scarcity and depth. Any ingots, dusts, crushed ore, raw resource such as redstone/lapis, or blocks will work in the ore finder.
 
=== Preferred processing paths ===
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*If an alloy has two ingredients, the alloy smelter is usually the fastest way to make it. For example, cupronickel can be made with dust or ingots of copper and nickel directly in the alloy smelter instead of mixing the dusts in a mixer and then smelting.
 
= Commands & Configs =
= Crafting =
Below are some of the things you may want to turn on/off at various points to customize your gameplay experience. The HUD can get a bit cluttered, but most of its parts can be toggled as needed. Other items here are game functions, such as Taint, Warp and Pollution that may be impacting your enjoyment.
A key concept and sanity saver for this pack is batch crafting. As you may have noticed, most recipes have multiple steps and a lot of ingredients to juggle. Making an entire stack of screws or multiple mortars will make later crafting much less of a hassle.
 
Remove the status icons in the upper left.
* Craft multiples at once, as resources allow. Certain tools and parts are used often in many recipes.
*Esc > Mod Options… > Adventure Backpacks > Config > graphics > status > enable overlay > false
* Once you have iron, upgrade to a Crafting Station. It will connect to an adjacent chest and allow you to pull items into the crafting grid with NEI as well.
* With a wrench, collect bookshelf blocks from villages/dungeons. These can be used to get an early Forestry Worktable. The worktable can remember up to nine recipes and has its own internal inventory. Right-click on a remembered recipe to lock it. Caution: breaking the worktable erases all recipes.
*Run multiple furnaces/machines in parallel whenever possible to reduce processing time.
*Chunkload your base to keep machines running while you're out exploring. You'll need to install [[Additional Mods|FTB Utilities and FTB Library]], which are not included by default.
 
The map in the (default upper right corner) is JourneyMap. Configure it with (default J), then the Options button.
Always check and recheck common recipes as you get new machines and advance in tech. Something annoying now (like circuit boards) may become much easier with just the right machine (like an assembler). Even recipes like chests have an assembler version to save on resources. In fact, it has two! So be sure to check recipes often.
* Options > MiniMap Preset 1/2 > Enable MiniMap (remove checkmark to disable)
 
The text in the upper right is InGameInfo. It has a Toggle Overlay keybind in Controls, or you can use the following commands. This also affects the armor/held item display in the middle left edge of the screen.
*/igi disable turn off upper left hand corner GUI and armor durability.
*/igi enable turn on upper left hand corner GUI and armor durability.
*/igi config configuration options for InGameInfo. Also accessible from Mod Options...
 
The box in the (default lower right) is WALIA, or ‘what am I looking at’. Configure it with (default NumPad0). Change the keybind under Controls.
*Walia > Show/Hide Walia > Hidden
 
Disable Taint spread. This will not remove existing Tainted Land biomes.
*Esc > Mod Options… > Thaumcraft > biome_taint_spread > 0
 
Disable Thaumcraft Warp.
*Esc > Mod Options… > Thaumcraft > wuss_mode > true
 
Disable GregTech [[Pollution]] mechanic. Be aware this will not remove existing pollution, so let it clear up first.
*/config/GregTech/GregTech.cfg > find B:EnablePollution=true, change to false
 
Adjust Infernal Mobs allowed traits.
*/config/InfernalMobs.cfg > find general {, choose which traits to turn off by changing true to false.
 
= Base building =
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