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

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

Niidikene

New Member
Jul 29, 2019
44
0
0
It does tell you where to find tin. You just need to read better:

Cassiterite
Height(Y): 40 - 120
Mining tool level: 1
Dimensions: OW, E, EA, MN, MS, AS
Primary: Tin (1)
Secondary: Tin (1)
Inbetween: Cassiterite (1)
Around: Tin (1)
Oh Thank you very much! :) (ノ◕⌣◕)ノ*:・゚✧
 
S

Sven "flamestrider"

Guest
Oh Thank you very much! :) (ノ◕⌣◕)ノ*:・゚✧
I highly recommend you look through the text leisurely in preparation for needing other metals that aren't obvious, or not only in one type of vein...
I'll give an example, Sb stibnite, also known as antimony is "hidden" in Tetrahedrite(one type of copper) veins... Any ores you click in the book will take you to the correct page for a vein that contains it... it might just be that the vein has another metal/gem ore as it's main ore.
It does tell you where to find tin. You just need to read better:

Cassiterite
Height(Y): 40 - 120
Mining tool level: 1
Dimensions: OW, E, EA, MN, MS, AS
Primary: Tin (1)
Secondary: Tin (1)
Inbetween: Cassiterite (1)
Around: Tin (1)
A vein as noted in Jason's post can contain four different ores. :)
And just as a side note, Cassiterite Ore, when processed correctly gives more than two times the tin as Tin Ore does, so I urge you to keep it unrefined for after you have at the least a macerator to process it initially :)
 
  • Like
Reactions: Niidikene

Haiya-Dragon

New Member
Jul 29, 2019
25
0
0
Found a small typo in a description of Sulfuric Naphtha in fluid state, it's listed as Sufluric Naphtha. It doesn't seem to affect any processing and will still properly create the correctly spelled cell containing said fluid.
Running version 3.2.9, to prevent the obvious next question :)

Also, is researching through thaumcraft in any way required in this pack? I'm not very interested in researching everything _again_ when there's no reason to; plus it kind of seems not fitting in such a tech heavy pack, but to each his own :)
 

Niidikene

New Member
Jul 29, 2019
44
0
0
I highly recommend you look through the text leisurely in preparation for needing other metals that aren't obvious, or not only in one type of vein...
I'll give an example, Sb stibnite, also known as antimony is "hidden" in Tetrahedrite(one type of copper) veins... Any ores you click in the book will take you to the correct page for a vein that contains it... it might just be that the vein has another metal/gem ore as it's main ore.

A vein as noted in Jason's post can contain four different ores. :)
And just as a side note, Cassiterite Ore, when processed correctly gives more than two times the tin as Tin Ore does, so I urge you to keep it unrefined for after you have at the least a macerator to process it initially :)
You guys are se helpful! :)
Thank You! (ノ◕⌣◕)ノ*:・゚✧
 

Xavion

New Member
Jul 29, 2019
1,025
-3
0
Also, is researching through thaumcraft in any way required in this pack? I'm not very interested in researching everything _again_ when there's no reason to; plus it kind of seems not fitting in such a tech heavy pack, but to each his own :)
Only thing that's not normally thaumcraft related that requires it is galgadorian metal from Steve's Carts, it's a high tier magical metal here.

Note that Thaumcraft is heavily modified here, as in the thaumcraft scripts alone add up to more than all the scripts for Infinity Expert combined for a reference. Add dozens of new researches, change a couple of mechanics and make a lot of recipes a bit more techy or integrated into GT tiering, golems require springs, gears, and computer chips for example while elemental tools and advanced wand cores require materials like stainless steel or titanium to craft.
 

Batch2

New Member
Jul 29, 2019
183
0
1
Hi! :)
Does enyone know how to remove those black dirt blocks what Thaumcraft toltems makes :)
Thanks! :)

The totem doesn't make dirt blocks. It contains a sinister node that changes the biome. What you are seeing is the colouration of the dirt in that biome. To get them to be another colour you'd need to change the biome to another one. A pure node will change the area around it into a magical forest biome which has bright green grass. It will likely be brighter than what it was before however...

I'm not sure if there are any other biome changing mechanics in this pack...
 
  • Like
Reactions: Niidikene

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Hi! :)
Does enyone know how to remove those black dirt blocks what Thaumcraft toltems makes :)
Thanks! :)
I believe you mean the totems? The problem is that the area is an eerie biome or some such. You need to change the biome to a different one. You may need to break the node in that totem to do this. You may also need to plant a silverwood tree or two to spread an overriding biome.
 
  • Like
Reactions: Niidikene

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
The totem doesn't make dirt blocks. It contains a sinister node that changes the biome. What you are seeing is the colouration of the dirt in that biome. To get them to be another colour you'd need to change the biome to another one. A pure node will change the area around it into a magical forest biome which has bright green grass. It will likely be brighter than what it was before however...

I'm not sure if there are any other biome changing mechanics in this pack...
Woops. Ninja'd by batch2.

There's other options. Witching Gadgets has one I believe.
 
  • Like
Reactions: Niidikene
N

Navarin

Guest
The totem doesn't make dirt blocks. It contains a sinister node that changes the biome. What you are seeing is the colouration of the dirt in that biome. To get them to be another colour you'd need to change the biome to another one. A pure node will change the area around it into a magical forest biome which has bright green grass. It will likely be brighter than what it was before however...

I'm not sure if there are any other biome changing mechanics in this pack...

Just adding that if you want normal grass color you can use Ethereal Blooms instead of a pure node.
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
Found a small typo in a description of Sulfuric Naphtha in fluid state, it's listed as Sufluric Naphtha. It doesn't seem to affect any processing and will still properly create the correctly spelled cell containing said fluid.
Running version 3.2.9, to prevent the obvious next question :)

Also, is researching through thaumcraft in any way required in this pack? I'm not very interested in researching everything _again_ when there's no reason to; plus it kind of seems not fitting in such a tech heavy pack, but to each his own :)

Yeah, the spelling error always bothers me... but I can understand why it never gets fixed - because the item is basically just a transition item (to the de-sulfurized version), and because it doesn't affect the game at all whether the spelling is fixed or not. Thus, it will always be at the very bottom of any "to-do" list, the developer(s) certainly must prioritize like this to keep things progressing properly and efficiently. Some things just aren't worth any time or effort (unless you have OCD haha).

As for Thaumcraft...I'd say it might not be required, no, but with some added tabs in the Thaumonomicon book, there is enough stuff added to the mod that is unique to this modpack, that we're probably doing ourselves a disservice by not utilizing the mod and these added items.
 

Folanlron

New Member
Jul 29, 2019
230
0
0
Found a small typo in a description of Sulfuric Naphtha in fluid state, it's listed as Sufluric Naphtha. It doesn't seem to affect any processing and will still properly create the correctly spelled cell containing said fluid.
Running version 3.2.9, to prevent the obvious next question :)

Also, is researching through thaumcraft in any way required in this pack? I'm not very interested in researching everything _again_ when there's no reason to; plus it kind of seems not fitting in such a tech heavy pack, but to each his own :)

If you want to go to Mars/Asteroids you need basic thaumcraft to make the thermal suit....
 

melignus

New Member
Jul 29, 2019
7
0
0
I've searched through the forums and read plenty of posts that it's possible but not how it works. What configuration of machines is required to extract EU from a Galacticraft solar array into a GregTech battery buffer?
 

Jason McRay

New Member
Jul 29, 2019
2,125
0
0
I've searched through the forums and read plenty of posts that it's possible but not how it works. What configuration of machines is required to extract EU from a Galacticraft solar array into a GregTech battery buffer?
I am currently not sure if I haven't disabled it, because of positive energy loops. But what you can try, is to connect the solars to GT Transformer (not sure which side) and then connect that to the buffer.
 

melignus

New Member
Jul 29, 2019
7
0
0
I am currently not sure if I haven't disabled it, because of positive energy loops. But what you can try, is to connect the solars to GT Transformer (not sure which side) and then connect that to the buffer.

Just tried this and it's a no go. I can put GT batteries directly into the Galacticraft Solar array and it will charge them, but I can't get the export side of the solar panel to send EU to a battery buffer, either directly connected or via cables. I've tried the IC2 transformer conversion setup, straight into a GT battery buffer, and now just tried the Solar -> GT Transformer -> GT Battery Buffer.
 
U

UNG_God

Guest
Just tried this and it's a no go. I can put GT batteries directly into the Galacticraft Solar array and it will charge them, but I can't get the export side of the solar panel to send EU to a battery buffer, either directly connected or via cables. I've tried the IC2 transformer conversion setup, straight into a GT battery buffer, and now just tried the Solar -> GT Transformer -> GT Battery Buffer.
well i am not following this thread daily , so forgive me if i am wrong, but i believe that is because grag made the machines not accept eu direct from any other type of "generation" except gt itself, you can try to make it fill an ic2 battery buffer and use a gt transformer to take Eu from there.

idk if it is a bug or intended, but if you fill a tank (gt,rc,Ender) with biomass from ic2, it turn into a different kind of biomass , when inside the distillery it makes ethanol instead of biogas.
this will be strange, but can one of the modpack dev give me some ideas of the reason some of the mods are add to it? i ask because i dont play that many mods and dont have much clue what each mod have to offer , like idk what pneumaticraft can be useful at my actual stage. I try to always have a reason to include a mod into a private modpack, so i would not have multiple things for the same work, that is kind of interesting to make full use of a complex mod instead of using other that do the same just more flashy or cheaper, that was one reason i played gt focused.
 

Batch2

New Member
Jul 29, 2019
183
0
1
I'm usually a horizontal shaft miner kind of person. However recently I've decided to try the vertical shaft method.

I'm curious as to how far apart you guys space the shafts 2/3/4 chunks. Because you technically can miss a vein spacing them 3 or greater I've been going with every 2 chunks. However I feel like that may be too dense.
Also I remember a recent post where someone posted a screen shot of their map with great early game finds. However I can't seem to find it?? Anyone have the date/link to that post?