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  1. Q

    [1.7.10] New Mod: Network

    Major Update! v0.3.0 WAILA integration Nexus upgrades Fluid transport Slick animations The beginning of an API Killed pesky bugs
  2. Q

    [1.7.10] New Mod: Network

    It's on the list! I want mods to be able to define their own "nexus" blocks that can connect to the network.
  3. Q

    [1.7.10] New Mod: Network

    They work with anything that implements IInventory or ISidedInventory (which is most things with inventories). I'm not 100% sure I'm understanding your question, but if a Nexus has multiple other Nexus to which it's linked, it will send the item to the closest available one. (Available meaning...
  4. Q

    [1.7.10] New Mod: Network

    You'll need a lot (range of 16 blocks by default), but they can certainly be daisy-chained together! I can see myself putting them along the vertical component of my mineshaft, so I don't have climb up to have items deposited to a chest / AE network.
  5. Q

    [1.7.10] New Mod: Network

    Yes! I admit, I haven't had a chance to play with Botania yet, though it looks really interesting. After watching a short video on red string though, I imagine my mechanic works quite similar to that.
  6. Q

    [1.7.10] New Mod: Network

    It can, so long as the real (accounting for diagonals) distance is less than 16 meters (or whatever you configure it to be) Sort of a mini-teleport.
  7. Q

    [1.7.10] New Mod: Network

    Was actually wondering, haven't used translocators in a while. Mine aren't as fast as I remember those being, but I wanted to be able to move things just a few blocks away without having to lay down pipe.
  8. Q

    [1.7.10] New Mod: Network

    Can Translocators move items 16 blocks?
  9. Q

    [1.7.10] New Mod: Network

    Network has a simple philosophy: You shouldn't need to advance down complicated tech trees to accomplish basic tasks. Using Network is easy: Place two Nexus relatively near each other, then use your Hyperspanner to connect the two, and set them to the correct input / output mode. Shift-clicking...
  10. Q

    New Mod: Clock HUD

    Version 1.1! Now with more configs than ever before!
  11. Q

    New Mod: Clock HUD

    That would actually be really easy to do! I'll put up a version with that tomorrow.
  12. Q

    New Mod: Clock HUD

    I've always found it annoying not knowing what time of day it is while I'm mining, (and never bothered to take a clock to find out) so I wrote a quick mod to create a HUD element to show progress throughout the day. I think it turned out pretty nice. Clock HUD. It's open-source, too! Any...
  13. Q

    A fully automated diamond factory

    I'm much more interested in seeing how someone can get fully automated diamonds out of one compactor than watching a quarryplus or a boring machine just do its thing. Designing intricate systems is the fun part of modded minecraft!
  14. Q

    Latest news: FTB removes compatibility with TE?

    Micdoodle8 says IC2 Forums's attitude is full of drama. Soaryn says ForgeCraft's attitude is a waste of time. Team CoFH fans claim that Minecraft should be more like FTB.
  15. Q

    Automating magical crops.

    I use minefactory reloaded to both plant and harvest, then lilypads of fertility to speed it up, which seems to be very effective. In the past I have also used RotaryCraft's fans to plant and harvest.
  16. Q

    Quick Question About Tesseracts

    Tesseracts have no energy loss in 1.6.4
  17. Q

    Real Men Growth Their... Everything

    Anyone know the math on whether lillypads of fertility or sprinklers speed up growth more?
  18. Q

    Ask a complex Question, get a long Answer

    If you have access, MCedit or world edit might do the trick.
  19. Q

    ReactorCraft - clever reactor setups?

    Hmm... Better start collecting steel for that fusion reactor...
  20. Q

    How can I get Certus Quartz alot easier?

    Ah, good old Hyperbole and a Half.