TankcartHow to transfer fluid over large distances?
Out of curiosity, anyone have any tips for someone who'd like to at least try Gregtech, but absolutely hates the ore generation? Walking 3000 blocks and spending multiple hours trying to find tin (which is what happened in the world I made today) just isn't my cup of tea, especially since it seems to mean quarrying is kind of pointless (seems like you might get a lot of one or two resources, but not the wide variety of things you need.)
Out of curiosity, anyone have any tips for someone who'd like to at least try Gregtech, but absolutely hates the ore generation? Walking 3000 blocks and spending multiple hours trying to find tin (which is what happened in the world I made today) just isn't my cup of tea, especially since it seems to mean quarrying is kind of pointless (seems like you might get a lot of one or two resources, but not the wide variety of things you need.)
Look at it from diferent perspective. You will journey 3000blocks until you find a tin, but in the process you will find lots and lots of other veins, which will all be usefull for you, just mark them and move to diferent spot. It is annoying, that is true, but once you find your first Tin vein you will have lots of tin to last you for long time.Out of curiosity, anyone have any tips for someone who'd like to at least try Gregtech, but absolutely hates the ore generation? Walking 3000 blocks and spending multiple hours trying to find tin (which is what happened in the world I made today) just isn't my cup of tea, especially since it seems to mean quarrying is kind of pointless (seems like you might get a lot of one or two resources, but not the wide variety of things you need.)
Its just that bees and crops take really long until you get enough tin and lava centrifuges doesnt work because you probably need the tin in the bronze age.If there is only one material missing, there is allmost allways another way to get it besides mining. For tin, there is crops, bees, thaumcraft and lava centrifuge.
Enlight. Fused Q - recipe is fine (Chem Bath => Glowstone + Fused Quartz)v3.1.8
missing recipes now:
enlightenend fused quartz
vibrant alloy
energetic alloy
fused quartz
(...)
whats happend ?
player reported more broken nei reciepes can you test it and provide a hotfix ? i dont want to downgrade^^
Crash log, please?V3.1.8 update is completelly messed up, it crashes, and it corrupted my world saves. I downgraded to 3.1.7 again and had to use my backup for my world.
Of course not, all I do is just grab the updated mods, put them into the modpack and release it without checking anything (as some pack makers are doing it and then complaining to us in FTB 3rd Party Team, that we broke it)... j/k Of course I am testing every update, since I am always playing those versions in my YT series before its actually out.holy shit
no one tested 3.1.8 before releasing ?
Also i suggest when downloading the new versions of the pack, wait few more minutes from my announcement that it is updated. There is a chance that the FTB servers doesnt synce'd up properly at the time of posting.
First: its recipe conflictHey sorry, but i tryed to make, i think its called a canvas, to make a blue power bag, but it seems there are two recipes to makes canvas, and the one that i get is projectred canvas that has a different use.
Is this intended?
Hmm.. No.... Quick fix for now is go to OverpoweredStuff.cfg in config/gregtech and change the OutputRF to be true in both cases. Will get out hotfix for this tomorrow.Redownloaded 3.1.8 few minutes ago: Is it intended that the power converting from GregEU to RF isn't working anymore?
Oh my god... in so sorry i feel bad now about asking this... im playing in a server that added projectred and completely forgot it... im so sorry...First: its recipe conflict
Second: The modpack doesnt have ProjectRed
Third: If you are adding mods, its not my/modpack fault
Fourth: To fix that, you can simply add minetweaker recipe interchange.
Hmm.. No.... Quick fix for now is go to OverpoweredStuff.cfg in config/gregtech and change the OutputRF to be true in both cases. Will get out hotfix for this tomorrow.
Thanks for reporting it. I added that info to the OP under Known Issues, and Quick Fixes as well.
To be honest no idea why it did that.. @Blood Asp did you changed the default of OutputRF? Because its generating B:OutputRF_false=false even when there is B:OutputRF_true=true