[1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

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What's going on with Extra Cells? I know that there are some critical bugs, but not sure what exactly. Is it possible just to disable some things from this mod, but still include to the mod pack? It's totally pain to work without fluid me support!

I never played with extra cells and I also thought about adding it. I think I will try to automate fluids using p2p-tunnels. Should be a little bit more complex but less buggy.
 
Regarding AE2 autocrafting I find there are certain items I always run out of in my recipes. I know how to use a ME interface with Storage Bus to keep a stack of items on hand at all times, which is quite handy for little items. But for things where I want to hundreds or thousands of an item on hand at all times I need to use level emitters. That part I understand, but is there a reasonable way to make the level emitter just trigger a regular crafting recipe, or do I need to do things like dedicate a machine to crafting an item to keep it stocked. One example would be Energy Crystals. The autoclave is not super fast, so it would be nice to keep a couple hundred energy crystals on hand at all times. Another is wood planks (I use a cutting saw for these because I want the wood pulp for making alumentum).
 
From forestry.zs what should I change in this snippet to so that I can craft an Apiarist's Backpack? It is the Forestry:apiculture:1 bit that is untextured in NEI.

Code:
// --- Apiarist's Backpack
recipes.addShaped(<Forestry:apiaristBag>, [
    [<harvestcraft:wovencottonItem>, <Forestry:apiculture:1>, <harvestcraft:wovencottonItem>],
    [<harvestcraft:hardenedleatherItem>, <harvestcraft:wovencottonItem>, <harvestcraft:hardenedleatherItem>],
    [<harvestcraft:hardenedleatherItem>, <harvestcraft:hardenedleatherItem>, <harvestcraft:hardenedleatherItem>]]);

mjsafMP.jpg


I'll just cheat them in for now.
 
@Dlur100
If I remember correctly you could use an exportbus in Ae1 set to craft in combination with a lvl emiter. dont know if it s still possible.
 
From forestry.zs what should I change in this snippet to so that I can craft an Apiarist's Backpack? It is the Forestry:apiculture:1 bit that is untextured in NEI.

Code:
// --- Apiarist's Backpack
recipes.addShaped(<Forestry:apiaristBag>, [
    [<harvestcraft:wovencottonItem>, <Forestry:apiculture:1>, <harvestcraft:wovencottonItem>],
    [<harvestcraft:hardenedleatherItem>, <harvestcraft:wovencottonItem>, <harvestcraft:hardenedleatherItem>],
    [<harvestcraft:hardenedleatherItem>, <harvestcraft:hardenedleatherItem>, <harvestcraft:hardenedleatherItem>]]);

mjsafMP.jpg


I'll just cheat them in for now.

The recipe is correct, the apiarists chest is <Forestry:apiculture:1>

It still works in .14

can you craft the chest?
 
You could also use an axe of the streamm with all kinds of enchantment. If it is close to break just repair it with thaumcraft.
Axe of the stream can't even handle the Thaumcraft trees properly (it fails to chop down Greatwood fully), not to say about giant multi-tile Extrabiomes trees. Treecapacitor does em good, tho.
 
I never played with extra cells and I also thought about adding it. I think I will try to automate fluids using p2p-tunnels. Should be a little bit more complex but less buggy.
Please push up a little info-post about this way to automate liquids. I'm highly interested.
 
Fluid p2p works with AE2 alone so no ExtraCells needed to transfer fluid with AE. But no storage or fluid crafting.
 
From forestry.zs what should I change in this snippet to so that I can craft an Apiarist's Backpack? It is the Forestry:apiculture:1 bit that is untextured in NEI.

Code:
// --- Apiarist's Backpack
recipes.addShaped(<Forestry:apiaristBag>, [
    [<harvestcraft:wovencottonItem>, <Forestry:apiculture:1>, <harvestcraft:wovencottonItem>],
    [<harvestcraft:hardenedleatherItem>, <harvestcraft:wovencottonItem>, <harvestcraft:hardenedleatherItem>],
    [<harvestcraft:hardenedleatherItem>, <harvestcraft:hardenedleatherItem>, <harvestcraft:hardenedleatherItem>]]);

mjsafMP.jpg


I'll just cheat them in for now.
if you are on 3.1.16(17) then changing <Forestry:apiculture:1> to <Forestry:apicultureChest> is enough :)
 
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Regarding AE2 autocrafting I find there are certain items I always run out of in my recipes. I know how to use a ME interface with Storage Bus to keep a stack of items on hand at all times, which is quite handy for little items. But for things where I want to hundreds or thousands of an item on hand at all times I need to use level emitters. That part I understand, but is there a reasonable way to make the level emitter just trigger a regular crafting recipe, or do I need to do things like dedicate a machine to crafting an item to keep it stocked. One example would be Energy Crystals. The autoclave is not super fast, so it would be nice to keep a couple hundred energy crystals on hand at all times. Another is wood planks (I use a cutting saw for these because I want the wood pulp for making alumentum).
You can simply make an export bus with crafting upgrade into a barrel (energy crystals have stack sizes of 1 so 1 barrel without upgrades can hold 64)
 
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Fluid p2p works with AE2 alone so no ExtraCells needed to transfer fluid with AE. But no storage or fluid crafting.

Wait, Fluid tunnels are enabled? They dont have a recepie...
I just build several IV canning machines do distribute liquids via cells.
 
P2P has to be reprogrammed in world. Craft and place a ME tunnel and click them with an bucket. Then they turn into fluid tunnels. Same with EU, RF, light, items and some others.
 
Add Greg's Lighting please.I think it will be useful to all:)
As I said on the tracker. there is already powered light capable of lighting big areas. Floodlights like those in Gregs Lighning can cause lag when used in big amounts.

And anyway... there are Arcane Lamps for lighting HUGE areas.