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  1. S

    [1.7.10] AgriCraft

    I guess the question is... how rare should they be? 0 greenhouses out of 20 villages seems a bit too rare. Most players would probably never encounter a greenhouse at that rarity.
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    [1.7.10] AgriCraft

    I'm testing this out in a very small modpack, and for some reason, I am not getting ANY greenhouses appearing in villages. The Disable World Gen option is set to false, and I have tried with both 1.2.2 and 1.3.0. I flew around in a normal generated world, and no villages I found had a...
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    Unsupported Agrarian Skies: Hardcore Quest Bug Reporting

    And sifting sand. You get limestone from sand. I guess it makes a good building material though since it is easily and massively duplicateable.
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    Curse Voice Beta Keys

    Should a Linux client become available, I would certainly be interested in CurseVoice.
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    FTB and Forge - Curse Partnership.

    There are tools for this that have been around since before FTB, you need only ask around. (I won't plug my own stuff here.)
  6. S

    Spacetoad is back to modding

    There is a computational cost any time you call a function. There's an additional computational cost to run multiple power systems simultaneously. There's also an additional memory cost (in PermGen) for the extra power systems.
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    Spacetoad is back to modding

    The Bio Generator: http://forestry.sengir.net/wiki.new/doku.php?id=energy:biopower Has been around for AGES.
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    Spacetoad is back to modding

    Forestry produces EU as well.
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    Spacetoad is back to modding

    Buildcraft wants to remain as not having any outside dependencies. Having BC add a pipe would also not address the issue of having Forestry and/or Railcraft installed without BC and enabling those engines to provide power to Thermal Expansion.
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    Spacetoad is back to modding

    The request was both ways or no interaction. You could just finish the Kinetic Dynamo...
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    Spacetoad is back to modding

    Forestry
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    Spacetoad is back to modding

    It is still somewhat telling that KL's argument about efficiency with BC power is with the parts that he wanted added to the BC power API.
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    Spacetoad is back to modding

    If your refineries sat there doing nothing, they would pull 1MJ/t as that is the loss programmed into them. This is the value that was set at the same time the Power API was redone. Prior to the Power API change, it was programmed for a 2MJ/t loss. As for if you want to disconnect a device in...
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    Spacetoad is back to modding

    I still have not heard of a single instance (other than Thermal Expansion itself) of any mod removing Buildcraft support.
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    Spacetoad is back to modding

    What nerf? There was no nerf. The power loss was already there, the change to lossless pipes reduced the total loss. Sure... the conduits were superior prior to the change. After the change, conduits were just more expensive to make.
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    Spacetoad is back to modding

    A big thing here is the difference in design. BC power is push-based, while RF is pull-based. So with Buildcraft, your TileEntity receives a doWork call saying here's some energy, while with RF you tell the power network you want energy. Nothing too special here. You want to store the...
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    Spacetoad is back to modding

    And just to set the record straight for all of the "*whine* CovertJaguar added perdition" people: Perdition has always been in Buildcraft. This is the initial commit to GitHub after it was turned over to SirSengir, pointing at the function call for configuring the perdition calculator...
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    Spacetoad is back to modding

    Do you have any data to back up the claims in 1 and 2? As for lossless machines being completely denied by the system, there is absolutely nothing that stops you from taking the power coming in and storing it outside of the BC power framework and defining your own perdition calculator that...
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    Will there be a forestry Mob?

    Yes, the beekeeper villager will offer appropriate trades. As for a mob that could be added by Forestry... Beavers! They can cut down trees. :P