Is there a way to remove all magic mods to make this a pure technology pack? Every time I try and remove Blood Magic it says its required to load the pack.
You also need to remove Sanguimancy since it depends on Blood Magic. Other than that all magic mods besides Thaumcraft can be removed. Thaumcraft can also be removed, but you need to edit the angel ring recipe.Is there a way to remove all magic mods to make this a pure technology pack? Every time I try and remove Blood Magic it says its required to load the pack.
You also need to remove Sanguimancy since it depends on Blood Magic. Other than that all magic mods besides Thaumcraft can be removed. Thaumcraft can also be removed, but you need to edit the angel ring recipe.
It doesn't fit the theme of a progression based space faring mod pack?How come Mystcraft is not in the modpack?
http://imgur.com/lwzjhWk
Basically you have a source of renewable energy being dumped into a electrolytic separator. This will produce hydrogen and oxygen gas; hydrogen is sent directly into the gas-burning generator and oxygen can be dumped into a gas tank. The trick is to limit the amount of energy being sent back to produce more hydrogen. This is why I use the lowest tier (red) energy conduits to dump energy into the electrolytic separator and then use the second tier (orange) conduits to extract the energy from the gas-burning generator. If you use the same tier conduits it will not create a positive energy loop. The setup in that picture takes 80 RF/t of renewable energy and produces over 1000 RF/t in addition to oxygen gas that you can use. Hope that clears it up!
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Yes this is supposed to be the default value for Mekanism. They set it to 2000 in an early 1.7 version, but lowered it back down to 200. So I changed to match in order to keep the balance.Hi ChatFawkes,
I'm not sure if this was an intentional nerf or not - back in 0.5.3 of the modpack you had the HydrogenEnergyDensity value in the mekanism config set to 2000 - however in the most recent version its back to 200.
Just curious if this is intended or not.
Hmm that is weird. Which launcher are you using?Is there a server for this modpack?
Also, whenever I open up the modpack, there are no mods inside the folder? Help please?
I will be keeping Binnie's Mods in the pack. Even with two people working on custom bees it would take a long time to do all the bees that ExtraBees has (it has over 100 bees). Also it adds much more than just the bees which is another reason I don't want to take it out. @SamRaven2 made a small fix that allows you to use Binnie's Mods with the latest version of Railcraft. I'll have to get permission before I add that (should be in 0.7.1). Hopefully Binnie returns to update his mods to be compatible with the latest versions of other mods. It would be really nice if Binnie's Mods was open source though :/ChatFawkes, I was wondering about something. Since Binnie Mods are fairly unstable at the moment, wouldn't be possible to switch it for GenDustry and if it isn't too much work, I can help , make Bacon configs to replace Binnie bees?
True that, just was wondering because I don't want to break the pack's progressionIt would be really nice if Binnie's Mods was open source though :/
Here ya go: http://minecraft.curseforge.com/mc-mods/225795-binnie-fixWould be possible to post the fix in this thread?
You should be able to find it in the bottom 16 layers.Can I find luanrium on moon in new version of pack? I setup quarry 5x5 chunks and find nothing.