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    1.6 Alternative to RC Boilers for 100MJ+ power ?

    Not really. Suppose I create a power mod that includes batteries and cables. I know that my mod isn't entirely in the spirit of BC since it includes batteries so by default, the cables only push MJ into a block if it's an IPowerReceptor and block.getPowerReceiver(side).shouldAcceptStoredPower()...
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    1.6 Alternative to RC Boilers for 100MJ+ power ?

    Right, as a config option in TE or COFH Core. More generally, the BC API should allow a particular block to specify whether it should (not can, but an unenforced flag that it should) accept MJ from a power system with large-scale storage like TE's that runs against BC's design. It would be up...
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    1.6 Alternative to RC Boilers for 100MJ+ power ?

    Was that change made in the TE 3.0.0.0 release? I wish they'd kept a changelog in the beta. I got excited when I read SandGrainOne's post because I've been hoping for at least a config option to disable any kind of RF/MJ conversion.
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    1.6 Alternative to RC Boilers for 100MJ+ power ?

    What version of BC/TE are you talking about? As far as I know, conduits in TE 3.0.0.2 convert to MJ.
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    Large-scale lighting/spawn-prevention mods?

    I hate lighting up a large base. I know Thaumcraft, Extra Utilities, Factorization, and Greg's Lighting have lights that create lit-up air blocks or prevent spawns in a large area. I'm not so interested in most of what Thaumcraft and Factorization do, and performance is real problem for me so I...
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    Uses for the Advanced Crafting Table?

    Thanks for the replies. I had never done anything with droppers, and once I started experimenting with them I came up with some good setups pretty quickly. What's weird is that if I point a dropper at an ACT and then set a recipe in the ACT, the dropper will automatically drop one item into...
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    Uses for the Advanced Crafting Table?

    I've been trying to figure out a reasonably simple 1.5.2 setup with BuildCraft's ACTs where I can walk up, push a button, and out pops an engine or sturdy casing or whatever I've set up that crafting station to make. The problem is keeping the ACT stocked with the materials it needs, and only...
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    Resonance Unleashed - [Closed - merged into Resonant Rise]

    Actually, it looks like only the recipe from TubeStuff needs to be disabled, and there is a working config option for that. Other similar blocks are at least moderately expensive and require power. I use this option and it does work. Thanks for the work you've put into this. It just seems like...
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    Resonance Unleashed - [Closed - merged into Resonant Rise]

    Why don't the hard and brutality configs include the GregTech nerf for RP2 block breakers, and disabled recipes for other mods' block breakers? Why aren't the hard mode changes included with FTB Ultimate in the first place, given that it enables GregTech hard mode by default?
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    Hard mode config for Thermal Expansion?

    Hi, I'm playing Ultimate 1.0.1 with default configs, aside from disabling a few of the extras (e.g. GraviGun). I like the whole GregTech hard mode thing so I've always thought it was strange that TE machines like the Pulverizer are still relatively easy to make. Today I noticed these settings...