Search results

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord
  1. Iskandar

    [1.7.10]Modular Mayhem

    Pistronics is on my list, yes. But like @KingTriaxx said it hasn't updated enough. It is in beta with 1 1.7.10 release and that kind makes me shy away from it. I've got a few mods in here already that aren't as stable as they should be and I'm wary of adding any more.
  2. Iskandar

    [1.7.10]Modular Mayhem

    IE Hemp. You get a 9x9 farm of that going and just mow the tops of it off as you need string. My current automatic farm I just run out and grab 12 stacks of hemp turn those into 4 stacks of string and then into wool as necessary. Works like a charm. And, ya know, I haven't used Engineer's...
  3. Iskandar

    [1.7.10]Modular Mayhem

    Given that there isn't any methods of creating them within Chromaticraft itself, and how well it uses NEI, I suspect you're right.
  4. Iskandar

    [1.7.10]Modular Mayhem

    That second one I can't fix. Nuclearcraft has no MT support. As for that first one, it looks like you can do that but there doesn't appear to be a reason to. Even with full research in a test world neither crystal dust nor liquid crystal appears to have a use. And since they can only be gotten...
  5. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, I forgot to pull that. It breaks IE wiring, Dimensional Anchors is a much better alternative, so I've pulled it from the pack.
  6. Iskandar

    [1.7.10]Atonement: Sins of the Past Hardcore Survival Thaumcraft Focused

    Not yet. I'm moving house and expecting twins. I need things to settle down, which they haven't.
  7. Iskandar

    [1.7.10]Modular Mayhem

    Hmm, if you use a regular crafting table, or an iBench, you should get a little button somewhere below with a number next to it which should let you choose which type of block you get out of it. I think. Although, functionally, they are the same and a Storage Drawer or JABBA barrel will convert...
  8. Iskandar

    [1.7.10]Modular Mayhem

    Actually, with a bit of Minetweaker trickery I'm fairly sure I could get the Excavator to pull the resources. They would look like stone if you didn't have the proper knowledge and would be unplaceable (placing unknown stuff just causes them to vanish) but I think I could. You'd need to place...
  9. Iskandar

    [1.7.10]Modular Mayhem

    I'm in the process of adding all the ores and such as is practical to the Immersive Engineering mineral veins system. Or I would be if custom mineral veins weren't, apparently, bugged. At some point you should be able to find, albeit fairly rarely in some cases, all the resources to pretty much...
  10. Iskandar

    [1.7.10]Modular Mayhem

    It already has been, as of 1.13
  11. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, still the way he was describing it powered off one basic generator, 16 blocks a second is probably about right. If you want a bunch of different ores, that is the way to go. Targetting specific ores, however, is where the excavator shines. in my LP world I[m only really short on a few...
  12. Iskandar

    [1.7.10]Modular Mayhem

    Admittedly, yes. But I had 1.5 billion RF to draw on. I now have 800 million RF and 5 thousand iron, 3 or so thousand tin and several hundred ferrous. Or more than I'm likely to use, ever. And I can just turn it back on if I'm wrong.
  13. Iskandar

    [1.7.10]Modular Mayhem

    I think you're doing it wrong. The excavator doesn't actually dig up anything, instead it relies on mineral veins discovered by using the core drill and then generates ores from those veins for roughly one real life day until they deplete at the rate of 1 a second, or several thousand an hour...
  14. Iskandar

    [1.7.10]Modular Mayhem

    So, the IE excavator combined with the Magneticraft ore tripling chain is going to end a lot of my raw resource problems. Gold, silver, iron, copper, tin, lead will probably end up in the tens of thousands. Uranium and thorium probably as well. There are a few it doesn't cover and Chromaticraft...
  15. Iskandar

    [1.7.10]Modular Mayhem

    And hopefully fixed in 1.13. Moved to a different version. and, in the process, picked up a few new rooms for the TARDIS.
  16. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, they had to change the version number.
  17. Iskandar

    [1.7.10]Modular Mayhem

    Yup. BTW, 1.12 is now live on FTB
  18. Iskandar

    [1.7.10]Modular Mayhem

    Ok, 1.11 is broken on FTB due to a missed Forge update. Stick with 1.10 on FTB or go to Curse for 1.11.
  19. Iskandar

    [1.7.10]Modular Mayhem

    Ok, things look good. 1.11 is now live on Curse and coming to FTB shortly. Changelog in the first post, as always.
  20. Iskandar

    [1.7.10]Modular Mayhem

    I'm considering adding the Tardis Mod. Not only is it a fun geek mod (ya think?) the Tardis as implemented is extremely modular, you can add and remove rooms and pretty much design the interior to your choosing. I'm currently testing it out in my dev environment (away from my LP world) and I'll...