I enjoyed the first time I set up a nuclear reactor but I detested the on/off, holy crap I could blow up my base,kinda feeling.

Big Reactors mod. So very worth it. It adds a new ore, so keep that in mind if you add it now it’ll only be in new chunks. But its all the fun with about 2/3 the complexity and zero danger.

Nice tip, thanks. The nuclear reactor was pretty easy to get going, but you’re right about it. Fortunately the two I have going are pretty far from the main base and once you set them up right, the stability thing tends to not require babysitting. Still, I want to replace it with something better/easier and more aesthetically pleasing so I’ll give Big Reactors a shot (it’s in Resonant Rise).

I’m building Mark II of the above processing facility, with a primary focus on streamlining and boosting power availability and efficiency. This time I won’t distract myself with storage requirements, outside of a simpler intake and output system. Processed goods will be shipped to the original building next door, which will be renovated and redesigned with only storage in mind.

The new building, powered by four separate MFSUs each with a dedicated solar/wind array, will also support some IC2 devices I’m just now starting to learning about: the Recycler , Mass Fabricator , Scanner , Pattern Storage and Replicator .

What it looks like so far. I plan to fill in the roof and add access hatches:

Inside of the new facility:

Temporary basement access to left (sorry). The N, S, E and W power cables each supply individual 32.0 EU/t to tier 1 & 2 devices (Elecrical Furnaces, Macerators, Compressors, Electric Heaters and Blast Furnaces) and the central cable provides 512.0 EU/t to tier 3 & 4 devices (Mass Fabricator, Replicator, Scanner, etc.) devices.

Not shown: the basement, where all the item ore processing sorting magic will happen, isn’t shown here yet.

Edit: Roof and basement update, mainly intended to show the budding ore import/process/export system.

Roof is filled in a bit more.

Inside of the basement. Very early stages. I’m covering Ender IO Item Conduits with Ender IO Conduit Facade pieces , which require an Ender IO Painting Machine. .

How it looks normally, when when you do not have an Ender IO Item Conduit equipped:

How it appears when you do have an Ender IO Item Conduit equipped:

Very convenient way to mask your work while still retaining easy access. The floor, which is sort of cut away at the moment, will be filled in and fixed after everything’s built out.

You should look into the logistics pipes mod. That mod is the core of any factory I build.

Looks like that mod might have been part of Buildcraft at one point in time? Not seeing it in any common modpack listing.

Just wanted to second this. It’s a different take on power generation from your typical IC2/Thermal Expansion/Ender IO 1x1 block machine approach, so it can be fidgety, but it’s fun stringing up power lines and building huge spinning windmills and watermills.

Logisitics pipes needs buildcraft ( I think), but it does seem to be included in a lot of FTB mod packs I have played. It is not always listed though. You can watch a lets play for it to see what it is about. My favorite part about it is the crafting system. You teach it recipies and then it can auto craft on demand items for you. It also has a remote order tool you can carry with you and if you pair it with ender chests / pouches you can just go out anywhere in the world and ask for some item and it will ship it to you if you have one already or craft it if you don’t. It also does a bunch of other things too.

I’ve not used that either. Need to restart a modded Minecraft game … rising.

Sounds similar to the EnderIO Inventory System Storage system. I think that’s the closest Resonant Rise has. Attach a storage device to a chest and attach a panel to the storage device. Voila, elegant sorting system with lots of potential capacity (the devices are tiered) and it combines stacks of the same item into super stacks. Has a built-in crafting panel that can remember up to six recipes but won’t autocraft. Also has an optional portable inventory panel that you can take with you anywhere. Drawback? Has its own unique fuel source, of course (nutrient fluid) which requires a Vat. Fortunately, the recipe for nutrient fluid is just raw chicken and sugar. :)

Here’s an update on the new processing facility I built over the weekend. Much more streamlined and efficient, super happy with it. Now experimenting with the Recycler and the Replicator – man UU-matter is sure expensive!

First floor where all the magic happens. Items arrive in one corner and get piped around to the various machines and then piped back into one of four storage boxes. To the right is the Recycler area (Blast Furnaces and Recyclers), in the center is the Replicator area (with Mass Fabricators, a Scanner and Pattern Storage).

Basement, where a bit of extra magic and crafting happens.

Edit: Oh and the EnderIO Inventory system links your inventories across all terminals automatically if they happen to be connected via EnderIO conduits, which means that you can craft on any one terminal drawing from all of your storage. Drawback: No way to prevent them from linking together without isolating them (no conduits in connecting them).

I’ve not used EnderIO for that kind of thing but I have used Applied Energistics, which I love. It’s like a futuristic version of storage, where everything can be placed in digital drives that you create and group together to create something akin to a SAN array.

If you haven’t played with that, it is right up your alley for your current build.

AE is a bit of end game, but I love it as well. It is the ultimate storage solution. There is a thaumcraft tie-in as well so you can digitize essentia which is a god-send for crafting.

You can also place AE tie-ins to machines for most other mods to automate things into and out of AE storage. As an example, I used it to automate getting yellorium into a Big Reactor, since I was feeding yellorium into my AE system elsewhere. I also used to to take care of things with a high volume of items, like automated tree farms.

The problem with AE and it’s ilk is that once you use it… you can’t imagine not using it. Especially in any pack with an explosion of mods. Then the game becomes automating everything with AE, which exhausts me and I always quit right after.

However the flip side is rooting through a bunch of chests which is the worst.

I agree, @Gendal. It does tend to drive its own use once you start playing with it. For what its worth there are a few chest mods that make those at least a little easier, but the issue with chests has always been getting things into and out of the right chests.

Moded Minecraft is an exercise in inventory management.

I always try to be organized. This chest is for minerals. This one is for plant related stuff. This one is for tools, etc… But then you run out of room, and need to dump stuff off, just temporarily, then you forget…

I am not sure what I want from minecraft or a minecraft like game anymore. Maybe some grand project, but I can’t think of anything. I do not have the patience to build some of my bigger ideas, like a large city with NPCs and whatnot. I build like one house and I am bored of the project. I also have no patience for interiors.

Kaplan’s out.

I wonder what Kaplan’s payday was after the initial sale?

Something along the lines of this:

That was my guess, but I don’t know what percentage Notch took as his own, versus Kaplan.

Kaplan’s a really nice guy. He deserves success.

Notch is still in the credits, but Microsoft is stripping out most mentions of Notch in Minecraft (splash screens and such).

As possible background, though, Minecraft is a game played by millions of kids all over the world, and is now owned by Microsoft. Meanwhile Notch has become a conspiracy theorist whose increasingly erratic twitter behaviour