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

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SteelGiant

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Jul 29, 2019
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There are also speed upgrades for Ender IO conduits.

EnderIO conduits start at 4 items per move, an can go up to 64 items per move. I think they move items about once a second. A fully upgraded conduit will get you one stack per second, which while not slow, is nothing compared to transfer nodes.

AE2 import/export busses are also very fast when filled with acceleration cards.
 

DarknessShadow

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Jul 29, 2019
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Is there a chance that the TC "Addon" Kami will be activated and the recipes get customized?
Well the last time I asked about changed recipes in thaumcraft to make the golem treefarm not totally superior to any other treefarm the answer was no because the recipes inside the thaumanomicon couldn't be changed which would confuse people to much. :(

edit: added quote
JasonMcRay said:
Modifying TC recipes is quite hard to do. Changes will not appear inside Thaumonomicon, I have already tried to do some changes. It would confuse a lot of ppl :(
 
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gatsu

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Jul 29, 2019
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I`m "firmly" at HV era. Whats my next step? Reactors?

I think you have options. I went with extreme bee breeding and naquadah production to fuel naquadah reactors. I wanted to do fusion, but a key recipe is broken.

I'm not certain what the other options are, although I imagine others will chime in with them.
 

gatsu

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Jul 29, 2019
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How do you guys handle world breaking updates on your servers/single player worlds? the 3.1x update destroyed my last world and haven't had the time to start anew again after that. I had hoped that we would get 3.2 soon so i could start anew then and have plenty of time before i encountered that kind of problem again but with 3.2 being pretty far away i was thinking of starting anew now on 3.14.

Is there any way around this issue? For normal servers this is less of a problem but due to the time it takes to get anywhere in this modpack (which i think is a good thing) so by the time i get to the interesting parts (MV-HV+) i usually run into update issues with my server.

Also keeps me away from putting a lot of effort into building nice looking bases as the servers generally don't last that long for me before i run into troubles :(

I had a world at 3.1.3 for the longest time, before I finally updated to 3.1.14. Nothing broke, but I did have to confirm removal of some pneumatic item due to it getting removed in the mod itself. Is that the sort of thing you encountered? It didn't really trouble me, although I did have to look up how to confirm the removal.
 

Dlur100

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Jul 29, 2019
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I think you have options. I went with extreme bee breeding and naquadah production to fuel naquadah reactors. I wanted to do fusion, but a key recipe is broken.

I'm not certain what the other options are, although I imagine others will chime in with them.
I'm starting to ramp up my Naquadah bee production. I've had them going with "perfect" traits in 2 alvearies for a little over a week now. After centrifuging the combs, centrifuging the naquadah dust, packaging the tiny enriched naquadah dusts, running them through a EBF, and putting the hot ingots in the vacuum freezer I now have 3 whole ingots of enriched naquadah. I haven't bothered throwing these in the extruder yet to get bolts, but I should be able to power my base for tens of minutes. Woot!

I also had to run some Uranium bees for a while to get the Uranium 235 needed for the rods to build the Naquadah Reactor Mk1. I've got Plutonium bees going also for RTG/MOX

I'll probably ramp it up to 10 alvearies for naquadah bees and see where that gets me. I don't need nearly as many imperial bees now as I'm pretty much done running my Mutagen full time. I now have a level IV jabba barrel full of royal jelly heh.

After my little GregTech inspired base-remodeling yesterday I rebuilt my distillation tower into a dual unit. So I should have biogass for a while. After I got all my power infrastructure back up and running and rebuilt my EBFs (also bigger and better) I built a pile of Radioisotope Thermal Generators, fed them into an MFSU, and placed that connecting into only my AE2 power grid so that if my base ever blows up again I can at least power my AE2 controller and drives.

Next I built reactor chambers (AE2 autocrafting, I love you) and a nuclear reactor. I set up autocrafting for MOX fuel and all of the reactor components required for MOX reactors. Tonight after work I'm going to dig a big hole deep under my base. I'm going to line it with layers of warded blocks. I'm going to build a pile of MFSUs for power storage/transmission. And I'm going to build a MOX reactor without first testing it in CSP.

I'll post pictures of the explosion later. :)

Maybe I'll start on fusion in a few weeks.
 
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gatsu

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Jul 29, 2019
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I'm starting to ramp up my Naquadah bee production. I've had them going with "perfect" traits in 2 alvearies for a little over a week now. After centrifuging the combs, centrifuging the naquadah dust, packaging the tiny enriched naquadah dusts, running them through a EBF, and putting the hot ingots in the vacuum freezer I now have 3 whole ingots of enriched naquadah. I haven't bothered throwing these in the extruder yet to get bolts, but I should be able to power my base for tens of minutes. Woot!

I also had to run some Uranium bees for a while to get the Uranium 235 needed for the rods to build the Naquadah Reactor Mk1. I've got Plutonium bees going also for RTG/MOX

I'll probably ramp it up to 10 alvearies for naquadah bees and see where that gets me. I don't need nearly as many imperial bees now as I'm pretty much done running my Mutagen full time. I now have a level IV jabba barrel full of royal jelly heh.

After my little GregTech inspired base-remodeling yesterday I rebuilt my distillation tower into a dual unit. So I should have biogass for a while. After I got all my power infrastructure back up and running and rebuilt my EBFs (also bigger and better) I built a pile of Radioisotope Thermal Generators, fed them into an MFSU, and placed that connecting into only my AE2 power grid so that if my base ever blows up again I can at least power my AE2 controller and drives.

Next I built reactor chambers (AE2 autocrafting, I love you) and a nuclear reactor. I set up autocrafting for MOX fuel and all of the reactor components required for MOX reactors. Tonight after work I'm going to dig a big hole deep under my base. I'm going to line it with layers of warded blocks. I'm going to build a pile of MFSUs for power storage/transmission. And I'm going to build a MOX reactor without first testing it in CSP.

I'll post pictures of the explosion later. :)

Maybe I'll start on fusion in a few weeks.

Yeah, I put in a bunch of RTG fueled low-power sources for my AE2 network as a power supplement after I saw you mention them the other day. I didn't know those existed, until you mentioned them! Now, between those, my Advanced Solar Panels, my adept magic absorber, and two dense energy cells, I never experience AE2 brownouts. Glad you mentioned those Radioisotope things!

I've never really messed with nuclear reactors to any significant degree, but I wouldn't mind learning it at some point. Fusion really interests me; waiting on the next release of IT2 and hoping it fixes the broken recipe.

Honestly, the naquadah reactors don't really do proper GT "era" stepping, and they probably need their recipes or fuel modified so that you can't just jump from HV to LuV like I have done. I had originally created a Mark 1 (EV power using enriched naquadah), and then the other guy on the server pointed out nothing was stopping me from going straight to Mark 3. So I went ahead and did that yesterday--will re-arrange my machines to run off of the Mark 3 (likely using IV machines and an LuV > IV transformer). Granted, setting up the bees and processing is a bear of a task, but once that's done, there's really no steps involved from HV to LuV. Its not as fulfilling as clawing one's way up from era to era.
 
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asb3pe

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Jul 29, 2019
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I`m "firmly" at HV era. Whats my next step? Reactors?

And I'm firmly at MV era, with a smattering of HV machines. I'm limited by my current power generation setup which is a CreoStak 36 feeding charcoal into a GT Titanium Large Boiler, I run out of steam when running my MV EBF.
What's my next step?

Choices:
(a) Add more steam generation - I can build a second Large Boiler out of Tungstensteel and run the two Large Boilers together. Will probably have to expand my 36 coke oven setup. Easiest option but seems like a bad idea (waste of a lot of Tungstensteel) to add more of what should now be "obsolete" technology for me.
(b) Use Railcraft Turbine - similar to (a), it's still steam power so not sure I continue in this direction, but if I do stick with steam the forum advice always seems to be to use the Railcraft Turbine. I've never used it or built one, so there's that factor - no idea how good it is at power generation compared to GT Steam Turbines.
(c) Add GT Diesel Generators, I have 9 Drums full of Gasoline but each one takes hours to fill via the GT Distillery and I have a feeling the Diesel Generators will go thru the Gasoline far faster than I can make it unless I operate a farm of Distilleries. No idea how many Distilleries I would need, probably a lot of them, which would be counterproductive since I'm opposed to "spamming" machines.
(d) Use IC2 power generation - such as Semi-Fluid Generator, which I've used extensively before. My familiarity with them makes me prefer them over GT Diesel Generators, altho I need to know which is more efficient at fuel usage (I could test it offline unless someone knows).
(e) Go nuclear, which I suppose basically is still IC2 power generation, but it's a speciality obv, and not one I'm inclined to try since we all know the stories of explosions and craters. Ugh. But since most people seem to recommend this route, I can't be opposed to it.
(f) Build the GT Large Steam Turbine. I don't even know anything about this multiblock which is why it's at the bottom of my list. Is this an option for me?
(g) Go Gas Turbine route via building large farm with help of TC golems and centrifuge plants for methane. Again, will prob have to spam Centrifuges for this? That's a negative. Are farm/Gas Turbine operations net-positive in terms of energy? Since golems do most of the work for free, I would assume they are? How much so?

tl;dr: At mid-game MV era, what's the best path to reliable HV-level (and beyond) power? What's the best route to take in your opinion?

I think I'm leaning towards (g) right now, only because I kinda like the idea of a self-contained farm in its own building off to the side of my base, even if it turns out to be a huge structure - seems like I could expand it to gigantic proportions with resultant gigantic power output? Or no?
 
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Dlur100

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Jul 29, 2019
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@asb3pe I don't think you can really go wrong with option B at the stage you are at. RC turbines are efficient, easy to make once you have good steel production, and not bad to maintain if you don't let your rotors break and repair them instead (vanilla repair crafting rotor with a blade repairs it). I believe Langer on the official IT2 server is still running his massive (old) base off of 2 RC turbines...

Diesel is good, but you need a lot of LV distilleries to keep up and running around with drums and finding large oil well is a pita. And you can't do the GT distillery tower until you have at least the EV laser engraver.

I think IC2 nuclear is the best option forward and probably the most fitting with the pack. Just because I'm a dunce/unlucky with nukes (and rain) doesn't mean you can't figure it out. I'm forcing myself to build a MOX reactor. It'll be fine.

The GT large steam turbine is good, but there's varying returns depending on how much steam you're able to feed it and how good of a rotor you can afford to make. Also, never ever ever let your rotor break in a GT turbine. Your base would look probably worse than what mine did yesterday. Also remember that there's GT multiblock gas turbines and plasma turbines (mostly a fusion thing I think).

HV Gas turbines are powering 75% of my base, but I'm not using methane. I have drums of methane as a byproduct of turning rubber trees into rubber the way I'm doing it, but that's just in case my distillation tower blows up (again). I'm doing IC2 biomass->biogas, and frankly I'm surprised that it exists in this pack the way it does (as was discussed on previous pages). Requires EV to do well, but man is it good.

Not sure if you are far enough into HV territory to make EV pumps needed to do it, but the GT multiblock heat exchanger is an option also. Feed it lava and distilled water and it will output massive amounts of steam (or even high pressure steam) and give you a form of lava that's easier to centrifuge as a byproduct.
 

twisto51

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Jul 29, 2019
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I'm still building out boilers/turbines to match all those ovens. I need to make some higher tier fluid conduit or perhaps use 2 tanks so I can have more connections. With 8 36LP boilers on creosote the two large steel boilers haven't triggered since. Need more turbines.

Thinking I might make 2 max size steel RC tanks, sandwich the GT large boilers in between them so they can fill either tank, then put 6 RC 36LP boilers on each of the tanks, LV turbine arrays beneath each tank.
 
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Jason McRay

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Jul 29, 2019
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WOOOOHOOOOOOOOOOOOOOOOO Modpack updated to v3.1.15 - Whats up with that Forestry 4? A LOT! (Needs to be selected in the version drop down)
Mod Updates:
- AsieLib -> 0.4.3
- Buildcraft -> 7.1.11
- Buildcraft Compat -> 7.1.2
- Chisel -> 2.9.2.8
- Computronics -> 1.5.8
- EnderCore -> 0.1.0.26
- EnderIO -> 2.3.0.417
- ExtrabiomesXL -> 3.16.3
- Forestry -> 4.0.10.39
- Galacticraft -> 3.0.12.376
- Gendustry -> 1.6.2.127
- GregTech -> 5.08.31
- Headcrumbs -> 1.6.2
- Industrial Craft 2 -> 2.2.785
- Logistics Pipes -> 0.9.3.61
- MagicBees -> 2.4.0
- ModTweaker2 -> 0.9.4
- NEI Addons -> 1.12.14.40
- NEI Integration -> 1.0.13
- NuclearControl -> 2.3.1a-Butt
- OpenBlocks -> 1.4.4-677
- OpenComputers -> 1.5.19.37
- OpenModsLib -> 0.8-402
- Pam's Harvestcraft -> 1.7.10k
- PneumaticCraft -> 1.11.16-138
- Thaumic Tinkerer -> 2.5-512
- XACT -> 0.5.4c


Changes/Fixes
- Fixed forestry worktable using always 1st GT Tool instead of correct one.
- Huge Forestry config rework and big ass update. (If something is hugely different than before, let me please know)
- Updated ARC Furance charcoal recipes to reflect Forestry 4 changes
- Fixed Crafting of IC2 Reactor Items
- Thorium Rods now requires 3x Thorium Dust (instead of 1)
- Removed already generated Galacticraft Oil Fields
- Also disabled GC Oil Generation all together (there are already couple of diferent Oil Fields).
- Note that if you have some GC Oil stored in tanks (it is named "fluid.oilgc" or "oilgc") it will be gone.
- Raised bee products chances.
- Radioactive bee now produces D-O-B Comb, which when centrifuged will give low chance of product.
- Lowered mutation chances of Organic, Gem, Alloy and Thaumic Bee types. Raised mutation chance of Metalic and Metalic Rare bees.
- Machine Upgrades for Squeezer and Centrifuge in form of electron tubes
- Boost mutation chances by researching mutations in the escritoire.
- Optimized the performance of bees
- Fixed making Biomass from EXBL Sapplings and Honey.
- New Ambient Thermal Controller - controlls heat in rooms in space. Works in the similiar way as Thermal Padding, but affects whole "room".
- Fixed shift-clicking items into Harvestcraft blocks (like presser)
- Experimental: XACT crafter grouping (multiple XACT Crafters near each other will allow you to access all of them - limited)
- Fixed hopefully eIO Glider kicking other players from game
- Fixed GT Type Filter crash on certain items with specific tags.
- Fixed PneumaticCraft Speed Upgrade recipe. Now requires Lubricant Cell.
- Fixed SAG milling cobblestone into "wierd" sand or gravel type.
- Fixed Gravisuite recipes


WARNING: There will be around 50 missing items from update 3.1.14 to this one. Reason is that Forestry changed the IDs of its Wooden Logs (to be more specific, they use now just 1 ID with different NBT tags). It will probably cause those Wooden Logs gone from your worlds. There is nothing you can do about that.
If you will find out that this is true and your Forestry trees are missing: You can go and chop them up (before update), store the sapplings and replant them after update.
If you will find that no Forestry Trees are missing from your world... Well then consider yourself lucky (and let me know, so I can let others know in this changelog)
 

Jason McRay

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Jul 29, 2019
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Oh and I guess I should add.... If you have any Bibliocraft tool racks and other stuffz made from forestrry wood... good for you... But they are no longer craftable because of the forestry change
No idea if its comming back, since i read that Nuchaz is not going to update Bibliowoods addons (but i might be mistaken)
 

twisto51

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Jul 29, 2019
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Oxygen drums are aquamarine instead of black now, don't freak out when you can't find your black drums.

Uh oh, combs not processing in GT centrifuge and walnuts not working in extractor? Do we go back to Forestry machines for this? No recipe for forestry centrifuge or carpenter in NEI.
 
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gatsu

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Jul 29, 2019
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Oxygen drums are aquamarine instead of black now, don't freak out when you can't find your black drums.

Uh oh, combs not processing in GT centrifuge and walnuts not working in extractor? Do we go back to Forestry machines for this? No recipe for forestry centrifuge or carpenter in NEI.

Combs aren't processing? Thanks for the heads up! I have a great deal invested in bees! I think I'll wait for the next release....
 

twisto51

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Jul 29, 2019
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Combs aren't processing? Thanks for the heads up! I have a great deal invested in bees! I think I'll wait for the next release....

Definitely hold off if you rely on bee production. I'm just getting imperial/industrious/cultivated going by hand so don't really need any processing at the moment as I've already got a few stack of drops for analysis and a drum of seed oil.
 

Jason McRay

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Jul 29, 2019
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Oxygen drums are aquamarine instead of black now, don't freak out when you can't find your black drums.

Uh oh, combs not processing in GT centrifuge and walnuts not working in extractor? Do we go back to Forestry machines for this? No recipe for forestry centrifuge or carpenter in NEI.
Oh. Whoops. Thanks for noticing. FT 4changed quite alot so I will make a hotfix update as soon as @Blood Asp will release hotfix for that...
 

Jason McRay

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Jul 29, 2019
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Oh and I guess I should add.... If you have any Bibliocraft tool racks and other stuffz made from forestrry wood... good for you... But they are no longer craftable because of the forestry change
No idea if its comming back, since i read that Nuchaz is not going to update Bibliowoods addons (but i might be mistaken)
Regarding the Bbliowoods addon for forestry. Its not comming back and the mod will get removed in one of the future updates. So keep an eye on the changlogs (because when the mod will be gone, corresponding blocks will be gone and with them all items stored in them). You will still be able to make Bibliocraft items from Forestry wood by using Paneler machine (it currently doesnt support FT4, but should eventually).

Will warn you when the time will come, dont worry :)