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

    I have done this as well. One of the only ways I could come up with to hook IC2 machines up with logistics pipes to support large autocrafting needs without a large quantity of machines. Ender chests makes this even more expandable. I had an array of 5 ender chests that all fed into a couple...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Yup, I have never been that much of a fan of minechem myself. Like others have said, too similar to EE.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    @WSSSSS I agree 100% that the integration I am talking about is not within the "spirit" of those mods but it is within the "spirit" of this pack. The usability complexity is also within the "spirit" of this pack. I would like material unification. That will alter progression a little bit...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I like Reika's mods. I just wish they could be massaged a bit so that they fit well in a pack like this. Replace HSLA with gregtech steel (not because it is more realistic, but because using gregtech steel enables more early game play and gate's rotarycraft effectively), tungstensteel instead of...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    It is the progression that has been changed. There is a different way to climb the tech tree for almost everything. Mods gate other mods. Some of them must be used in concert to do anything useful. An example of this is the requirement of using Pneumaticcraft to convert RF to EU; there is...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Great care must be taken when modifying this pack. It makes HEAVY use of minetweaker to balance it all out; see my past efforts introducing Mekanism. It is not simple and not to be taken lightly. If those 2 things are bothering you, there are likely a great many more things that will too. I...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I would second this. Making it a blocking tier and needing to do the conversion seams interesting. I am thinking of it as a less efficient/less costly/less productive stepping stone to better reactors. Using cyanite as a gating material is a nice solution for it.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Running away ............ I have not gotten that far yet :oops: , I'll be completely honest, I am still looking for tin :( ATG makes that harder. I am simply working off of past experiences, some single player creative testing with this pack and feedback from the others participating in this...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    That is the one I am talking about. The "Enriched Uranium Nuclear Fuel".
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I think it is quite trivial to buff IC2 nuclear (but I am likely missing something important :) ). There is a section in the configs for IC2 Kenetic generator balance. It is set to 1.0 now. Shouldn't bumping that increase the output of the kenetic generator per unit of steam? There is also...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Exactly :) Relegate bigreactors to a power tier lower then IC2 nuclear. IC2 nuclear is more complicated IC2 nuclear requires more processing IC2 nuclear is vastly underpowered IMHO Bigreactors is vastly overpowered IMHO when comparing complexity/cost to output All of that leads me to, nerf...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Fair. But that is a requirement that yellorium does not have. So: more complicated processing to make fuel rods when compared with yellorium more dangerous to handle when compared with yellorium; still trivial to overcome but more dangerous none-the-less unified fuel for the nuclear age That...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I am confused. I was thinking that my suggestions would make bigreactors harder to use... not easier. More dangerous too, to boot. The fuel would take a great deal more processing to make as well.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Couldn't the recipe be changed to require fuel rods instead of ingots... The varying types of fuel rods giving you varying amounts of "fuel" inside a bigreactor.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Ya, but you have to make the fuel rods to use it as a fuel so you have to deal with the danger before you get energy. Yellorium is not like this.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I would be in favor of removing yellorium ore generation. I have simply found a crazy amount of it scattered. Now, to be fair, I haven't found many veins yet. In most packs that I play that include bigreactors, I get to a point where I am voiding yellorium as I have far too much of it and it is...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    That is a fair point. While I agree the problem I see is this. The progression, with bigreactors remaining as powerful as it is, would see bigreactors replace IC2 nuclear as mid game power. Bigreactors is less complicated, even with the PC conversion, and produces more power then the IC2...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Given all of this discussion it just further illustrates how weak nuclear actually is. Correct me if I am wrong but the Hu produced by a liquid IC2 can in no way produce those quantities of steam.