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

    The best way would likely be to copy your old world and delete all dimensions and mod data(basicly all additional folders in your world folder). What crashed you, was likely already generated world data using the old level.dat now having a wrong mapping. Also is the world seed part of your...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    It is more than i year ago that i actually did that, but yes, i think that was the level.dat that needs to be copied.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    It is possible to move an old base to a new world, but only when the item and fluid lists of the old world are used to create the new world. So when you already have created a new world without using the right old files, it is impossible to do it after that.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I guess i should update it. To give a quick explanation: UUM costs was rised from 32V 1Amp to 32V 8Amp. So 8x costs for UUM, making UUA much more needed. But to also give something good, higher tier massfabs do not lose efficiency. So MV Massfab: 128V 4Amp, HV 512V 2Amp and always 2x speed per...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Important is first to test why it does not happen to everyone. Optifine? Resourcepacks? Single or multiplayer? Just placed down, or in use? That might make the hunt for bugs much easier. At the first look i could not find anything that might be the reason, but i did not check all the code.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    How about trying to find out why it happens to some and not all? And also trying to get it fixed? For switching a mod again it is too early.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    The recommendation for 3 energy hatches is only because 2 are too close to the limit. Just a cable too much or some other little unintended loss a new player has while building his first EBF and they do not know what is wrong and ask in dozens. Recommending 3 gives enough leeway for most...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Jep, for demonstration only it makes sense.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    To be exact on your 3x 2amp batbuffer setup, i would have removed the cables completely and placed the batbuffers right next to the energy hatches to have zero cableloss and no danger of burning cables.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Actually 3 separate batbuffers is bad. The energy Draw is not even, so it will not evenly drain. Build one 9x or 16x batbuffers, put it in the middle and wire it up with one 8x and two 2x cables on the side. There will be slightly higher loss because of the one block longer cables, but one fully...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    As the GT ores are concentrated on a few, far spread veins, randomly setting up quarrys needs luck and/or huge energy supply to get you your stuff. You still mine a vein with a quarry or other miners once you have found them, but then an enderquarry would be overkill. IC2 advanced miner would be...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    A quarry does not really help digging for GT ores.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Existing ores in world. But with 47 block reach(95x95 area) and huge output bonus. Basicly it can mine 4 GT veins in one go and with ~3x output. It outputs crushed ores like the universal macerator, but instead of 2 it mines 4-10 crushed ores per ore.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    http://ftb.gamepedia.com/GregTech_5_Unofficial Main GT5 wiki with links to other sources. Biogas goes into the gasturbine. As the conversion ratio is 1:32 is it worth making it. Not sure without looking ingame about biomass. Should be semifluid that can be burned in the large boiler.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I did not test it, but multiple energy hatches should also work with pyrolyse oven. Most multiblocks support that.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Do NOT! share IDs! These are generated on world creation and different for everyone. If you want to really help, give the item name. To get that, you can use for example the minetweaker command "/mt hand" while holding the item you want to know of in you hand.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I have currently no idea how the super buffer is really coded. Can you try if stopping input or removing the target machine does reduce the lag? So if input or output generates the lag. 1. remove output target and let it gather Materials for a bit while Monitoring lag. 2. remove input and do a...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Conveyor belts will not output the correct stacksize anymore. The reason for the lag is the huge inventory that has to be checked every time it tries to inout or output something. Trying to input into a full super buffer multiple times a sec or exporting into another huge and partly filled...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I usually use the saplings from the treefarm. Sapling->plantball->biochaff->Dirt.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    One important thing i always see here: IDs are not say anything about the item anymore since Minecraft 1.7... The IDs get randomly assigned on worldgeneration and might be different for everyone, so sharing that numbers does not help anyone... About liquid fuels, all of them must be known by GT...