we discussed what we knew just a few pages back... not too much info is available since they are newly introduced to gregtech.Anybody know the Modular Armor from GregTech ?
It seem the armor accept upgrade but I've no clue.
Do Heads from "Headcrumbs" mod count towards Thaumcraft's Infusion Altar stability?
I'd recommend Dark Helm since the night vision on it is from magical source thus you don't get blinded from light sources.Nano Suit made, top tier Chestplate with flight and hover, and nightvision in the helmet. Game changer!! This was one of the goals from that day I broke my first wood log... time to set some new goals I guess.
I'd recommend Dark Helm since the night vision on it is from magical source thus you don't get blinded from light sources.
Seems like the quest "Alchemical Dabbling" doesnt work. It tells you to make Nitor and Alumentum but if you do what it tells you nothing happens.
I dropped the Items whcih the quest book told me into the cauldrons hot water but nothing came out. had to cheat those 2 items in.
Simply use a battery to power the kinetic generator. Anyway, you won't be using it that long.Yes, that is an annoying drawback of the IC2-based nightvision, thanks.
[EDIT: Manual Kinetic Generator solved my problem so no need to reply.] I'm trying to make the Mining Laser now and need to make that part in the IC2 Turning Table, but I can't get the Electric Kinetic Generator to connect to GT cables, any idea why not? I'm using LV 4x Tin Cable in my base.
Here's my post from page 358 of this thread where I had the same exact problem in a previous play-thru. LOL The answer was that the Electric Kinetic Generator is a power generation block and therefore its not allowed to connect to GT Cables. At that time, I was able to use the CESU to power it, however those IC2 power storage blocks are now disabled in the modpack, so I guess the Electric Kinetic Generator is a dead item, it won't work? Maybe this is why the recipe for the Mining Laser got changed (I'm on someone's server and we're still at modpack v3.2.10 (current is 3.2.17 LOL). But there are other Kinetic Generators that don't require GT electricity to power the Turning Table so I'll try one of those I guess.
btw. i have no clue how to get the stuff for the "Easy crops" quest. Nei just tells me some recipes with stuff i cant even get, Crop mutation with IC2 seems too complicated to even start it.
So i made a few asphalt blocks (wet concrete -> concrete block -> chisel into apshalt) and i get LOWER movement speed on it. Is that intentional?
Side note, there should definitely be a different work (added recipe) around to this. Perhaps an iron block and a chipset with an unused configuration in the assembler or bender (even though the lathe makes the most sense)? I despise making machines for ONE SINGLE USE lol.[EDIT: Manual Kinetic Generator solved my problem
I honestly can't tell if/why it would be intentional. I've seen it posted before, and assumed it was a bug so EVERY update i've gone and changed the config to it's default setting so that it's on par with GT concrete speeds.So i made a few asphalt blocks (wet concrete -> concrete block -> chisel into apshalt) and i get LOWER movement speed on it. Is that intentional?
Have you actually made it? Because the thaumonomicon recipe page showing recipe is bugged (https://github.com/jaredlll08/ModTweaker/issues/296)
@Xavion ^^
Tungstate vein seems rare. I even went so far as to recreate world, then use COFH clearblocks, and still took a while to find it. And it wasn't there in my original world when I went to the same coords.
Do Heads from "Headcrumbs" mod count towards Thaumcraft's Infusion Altar stability?
Side note, there should definitely be a different work (added recipe) around to this. Perhaps an iron block and a chipset with an unused configuration in the assembler or bender (even though the lathe makes the most sense)? I despise making machines for ONE SINGLE USE lol.
I honestly can't tell if/why it would be intentional. I've seen it posted before, and assumed it was a bug so EVERY update i've gone and changed the config to it's default setting so that it's on par with GT concrete speeds.
Something that's been also been bothering me. Certain bee breeds don't indicate that they require to be bred in the nether. They just say Hot/Hellish Arid etc., which can be emulated in the industrial alveary, yet they won't mutate. Frugal is my latest example. Spent forever trying to get them and just thought I had bad luck.
Also with biome mods it's difficult to tell what is considered a 'mountain' boime. I'm trying to get Neighsayer bees for their stats, and one of their predecessors require breeding in mountains. I've seen boimes that definitely look like mountains, but apparently aren't or else I've just had bad luck once again. Somewhat frustrating.