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  1. X

    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    My interpretation of your comments on nickel being renewable may have been flawed in hindsight. On a different note I'm pretty sure basically skipping T1 Fusion for T2 as quickly as possible is probably the least resource intensive solution, as mentioned you can make all plasmas in relatively...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    That was what I was referring to when I said you'd want a water gen (aqua), cobble gen, macerators, and furnaces (vitreus), and a charcoal farm (potentia) for a thaumcraft method. It'd definitely be a solid possibility though. Why the hell do you want a renewable fluorine supply? Assuming my...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Should I post my updated minechem configs and script? Because I fiddled with them for my own world but didn't think anyone was still using it, among other things you can't abuse the fact the minechem fusion reactor wasn't balanced against the GT one in v2. The fusion cost particularly where...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Actually mulling on things making it renewable isn't even that much of a concern, based off some checks your average chunk contains about 2 stacks of Chisel granite which considering potassium has other sources is mainly just going to be the source of fluorine which is a 1:1 ratio to nickel...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Black Granite provides both potassium and fluorine in trace quantities via biotite, chisel granite is oredicted with black granite so can also be used to attain biotite. Chisel granite however is attainable in a non-world gen method via crafting it from nether quartz and diorite, diorite is...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Forgot about that, well for reference you'd need about 1 Nether Quartz every 3s from what I can tell, haven't played with using the Nethermind to generate quartz but you'd need about 1 ore every 15s as GT gives fairly easy 5x multiplying of nether quartz (macerator + sifter). Also I massively...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    As a minor note it is actually possible to make the nickel plasma recipe renewable in this pack, it's not even that expensive to sustain. Machine wise it'd be 3 MV Electrolyzers, 7 LV Centrifuges, and 2 EV Macerators (Pulverizer) as far as I can tell, over all if you can make it that far it...
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    MineTweaker/ModTweaker - A help and suggestions thread.

    Partially correct, before v7 you could make no changes, although using their items in other recipes was always allowed so long as you didn't modify their recipes so I'm pretty sure a change like I mentioned was never banned. In addition as of v7 you can make changes, however you only need to...
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    MineTweaker/ModTweaker - A help and suggestions thread.

    A suggestion, remove the ban on using Reika's mods in recipes, my specific issue being unable to add smeltery melting recipes for flakes but unable because modtweaker bans it. Although using them as part of the input for another item was never something they had an issue with to my knowledge so...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Particularly as it's clearly really easy to mess up based off the fact you just did it, smart thinking on having both it seems.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Yeah zRFsupport is disabled, look closely at the very start and end of the file and you'll realise the entire thing is a giant multiline comment. If you uncomment they'll be disabled but they were reenabled as part of the de-unification of RF and EU.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    So what of that as a potential change? Would it be possible @Blood Asp to make it display per tick instead of per second?
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    Request Suggest mods for creation here

    A mod that replaces all of a block/item from one mod with another automatically, specifically for dealing with removed mods so you could tell it to replace all bluepower basalt with chisel basalt or something when removing bluepower to not leave pillars of lava all over your landscape. That kind...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    That's why I mentioned only adding a line, iirc all the fuels already show up in NEI as the generators have integration with it so it would basically just be adding a bit of code to each of the three generator types to calc that extra number and display it rounded to one or two significant...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    There is another possibility that's interesting, NEI integration so when you look at the uses for the fuel while currently it should show you what generators use it for the ones that use the variable turbines what about including a line for their steam flow divisor? For example Steam has a /1...
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    [1.7.10] The Ferret Business [WIP][BQ + HQM, 500+ Quests][v 0.2.6]

    Mekanism renamed it in v8 to something like the solar evaporation plant, can't check the actual name at the moment but just look through NEI for the right blocks as they still look the same.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    So ludicrous hatred for teleporting power, gotcha. All power must be teleported in batteries, the extra complexity is interesting I suppose even if not that hard, comparator to monitor power and a couple of golems to break it, throw it through a mirror, and place it on the other side should be...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Engineer's Toolbox I think it was added a redstone wand that made a redstone pulse where you clicked, I think it worked by making a briefly lived block which generates a redstone signal, not sure as it's been a while since I touched the mod. Everything else seems like you actually want several...
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    [1.7.10 | Unlisted] Obscurity - Jampacked 2 Winner

    It's the earth aligned version of the blaze, there is also an air aligned one. Their drops can be used to make petrotheum and aerotheum to go with pyrotheum and cryotheum. Petrotheum will destroy any stone like block it comes into contact with so I suggest you don't test it anywhere important.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    It's skipped as it doesn't have a recipe handler, at a code level all recipes of the same type use the same code which is something they can check so they can just ask the game for a list of all recipes of that type. The thaumonomicon and the other world interaction stuff work differently so...