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

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Grove

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Jul 29, 2019
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I did find a few sheep but haven't explored too much. Been establishing a farm and preliminary mining cave and just realized after the first night I have not seen any hostile mobs spawning and I didn't figure out how to make charcoal for torches for about an in game week.

Lots of recipes have changed or have been tweaked to customise the pack to jasons exact 'requirement' ;)
At the beginning NEI is your best friend!! Or hover over the item you want to know how to make and press 'R'

If you test the aggressive mobs thing in a creative flat world at night and let me know how it goes ;)


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Pyure

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Charcoal in first couple days is a pain in the ass.

Couple things you can do: coal veins are easy to see and not too hard to find exposed on rocky surfaces. Running around for 20 minutes will generally find you one.

Failing that, if you hate exploring on day 1, you can angle for coal coke ovens to make charcoal out of wood, although that means gathering a lot of clay and sand.
 

Grove

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Charcoal in first couple days is a pain in the ass.

Couple things you can do: coal veins are easy to see and not too hard to find exposed on rocky surfaces. Running around for 20 minutes will generally find you one.

Failing that, if you hate exploring on day 1, you can angle for coal coke ovens to make charcoal out of wood, although that means gathering a lot of clay and sand.

Running around on day one with no food supply? You crazy, that'll just get you killed with the SoL and HO now :D


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Grove

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You clearly play with those mods on :)

I do indeed sir!! I agree they make the game much harder needing to eat every few mins but I've decided to take the approach of trying to automate it and even make different pies and pizzas which are fun! I've just taken it as something else to attempt to automate (not had much luck though, this is where MFR mod would help!!).


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Pyure

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Makes sense.

I'm also trying to make the game harder, but more in tech-ways than survival-ways. (Hence why I pushed so hard for Big Reactor nerfings and recommended disabling passive energy in it. I didn't realize Miguk had passed that idea along but it looks like Jason is implementing it)
 

MigukNamja

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(Hence why I pushed so hard for Big Reactor nerfings and recommended disabling passive energy in it. I didn't realize Miguk had passed that idea along but it looks like Jason is implementing it)

..and I could not have agreed more, sir. The reason I'm so enthusiastic about the BR Turbine for this pack is it provides a mid-game / end-game RF power solution that, IMHO, fits in the spirit of this "big factory / big machines" pack. eIO no longer accepts MJ power for input, which unfortunately limits the RC steam engines and Forestry engines to MJ-specific uses only. And, there was no other large (as in size) RF power producer, so I thought the BR turbine was a great fit.

The ExUt generators - while scalable to mid-game / end-game RF power - don't really fit well in this pack, IMHO. They are extremely good at what they are designed to do : provide compact power with low server and client loads. However, they're rather dull and ... IMHO, too small in size for this pack. This is a BIG pack with BIG ambitions ! And, outside of Reika's mods, it does get any bigger than the BR Turbine.

Plus, @Jason McRay had already done all the Minetweaker work for BigReactors in InfiTech 1, I mostly just ported/updated it for MT3 for 1.7.10 .
 
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MigukNamja

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Plus the BR turbine looks freaking cool.

Dood we need to set up an array of these somewhere.

Indeed !! I believe it's also fairly easy to make them smarter with the redstone port and the computer port. And, eIO has some very nice automation toys as well. I *believe* it's as simple as an eIO network monitor and a BR redstone port to make the eIO capacitors "talk" to the BR Turbine, but I'll know the next time I login.
 
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Summit

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Jul 29, 2019
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Oh, I've played with Hunger Overhaul and Spice of Life quite a bit this year, so food is not a big deal. Especially with Growthcraft. I made one apple tree and I have more apples than I can eat. In fact I made a Pam's apple tree and the Growth apple tree and in the time I've gotten 2 apples from the Pam's tree I've gotten over 100 from the Growth tree.
Gonna fire up the pack and try that flat world test, see what happens.

edit:
Yup, so many mobs from Project Zulu spawn virtually no vanilla mobs can spawn at night. Being a flat world there are loads of Slimes everywhere of course, but Zombies, Creepers, and Skeletons are few and far between. Looking through NEI it doesn't look like anything really relies on anything from PZ so I'm gonna take it out and see what happens.
 
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Tyriael_Soban

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I noticed that PZ does add alot of interesting mobs that don't show up on the journeymap radar, giant rats lol.
they need hp buffs though, especially mammoths and bears ... but i haven't noticed an overly high drop in vanilla mobs on my world, thats saying something too because i planted my factory right on top of a bloody PZ crypt ...
@Jason McRay are there any configurations that come with PZ that might affect the rate of spawning mobs?

Yea it looks enormous when you view it like that... Yesterday i managed to find 2 veins of Copper next to 2 veins of Tin, spent like 2hrs just mining it and running back home, to restock my food :D
On one world I found a Tetrahedrite vein that went all the way through a rather large mountain into the biome behind it, if i stood in the middle of the mountain, the radar minimap on Journeymap just about showed the edge of the mountain on the left and right sides :O
There was also a cassiterite / tin vein that covered the roof of a hollow about 50 blocks south of it too.
I found enough stibnite ore to make GT battery casings well before i was ready to fill them with anything.

On the subject of BR, ive never played with it much ... so i cant offer an opinion, can that energy be interchanged with EU? or does it HAVE to put out RF? (considering ive never really liked TE after the power system change)
 

Pyure

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On the subject of BR, ive never played with it much ... so i cant offer an opinion, can that energy be interchanged with EU? or does it HAVE to put out RF? (considering ive never really liked TE after the power system change)
You can sort of make EU by making the BR produce steam instead of electricity, and passing the steam through an IC2 or GT steam turbine.

This was very effective in InfiTech 1.6, not sure about now.
 

Tyriael_Soban

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i'd of thought with his usual attention to detail, that the battery buffer interfaces in GT would be more than a four slot box and poor real-time monitoring ... i wonder if anything can actively read from those boxes like the IC2 Nuclear Control mod does for tanks / batteries there.
 

Jason McRay

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I noticed that PZ does add alot of interesting mobs that don't show up on the journeymap radar, giant rats lol.
they need hp buffs though, especially mammoths and bears ... but i haven't noticed an overly high drop in vanilla mobs on my world, thats saying something too because i planted my factory right on top of a bloody PZ crypt ...
@Jason McRay are there any configurations that come with PZ that might affect the rate of spawning mobs?

On the subject of BR, ive never played with it much ... so i cant offer an opinion, can that energy be interchanged with EU? or does it HAVE to put out RF? (considering ive never really liked TE after the power system change)

I think I read something about mib spawning in PZ but not sure if it was about spawners or general mob spawning. Feel free to check the configs in project zulu.

About BR... Dont forge that there is enetbridge, which allows you to convert To and from EU, so you can use any power gen to make any type of power. To convert the energy you just use correct cables. So do you want to use BR turbine to make EU directly? Just plug IC2 cables to the reactor and done :)
 
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Grove

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Jul 29, 2019
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@MigukNamja so it the recipe the same? Does it need Stainless steel plates?

The way you've explained it above tbh I couldn't agree more. Not only does it provide a good RF endgame solution but also looks absolutely awesome :D

I'll be adding a turbine or two to my power generation ASAP for my farms. I have a feeling it'll be much more efficient than what I'm doing now.


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Jason McRay

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edit:
Yup, so many mobs from Project Zulu spawn virtually no vanilla mobs can spawn at night. Being a flat world there are loads of Slimes everywhere of course, but Zombies, Creepers, and Skeletons are few and far between. Looking through NEI it doesn't look like anything really relies on anything from PZ so I'm gonna take it out and see what happens.

Thats interesting. In my world, I am experiencing bit different problem. Vanilla mobs are spawning normaly, but PZ ones are bit more rare. But I am using the "cutting-edge" alpha version of the pack. So maybe that will be fixed with latest PZ... Try to download it: http://www.minecraftforum.net/forum...overworld-project-zulu-1-7-10-mobs-blocks#c21

In v1.1.6 I will be enabling the Project Zulu tombstones, so when you die, your items will be safe inside the tombstone. But mostly PZ is just aesthetics mod, with few extra bits if you like exploration and fighting bosses.
 

gallowglass

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Stupid question: How do I start producing EU, i.e., how do I move out of the bronze age?

We have pretty much all of the bronze stuff, including the blast furnace, and are making steel. But how do we generate EU? Every EU generator seems to require an EU consuming machine to make the parts. We must be missing something.

  • Diesel generator requires a circuit which requires a refined iron item casing which needs to be made in a a machine that eats EU
  • Steam turbine requires a circuit which requires a refined iron item casing which needs to be made in a a machine that eats EU
  • IC2 generator requires and RE battery, which require a canning machine, which requires EU
And so on.
 

Tyriael_Soban

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you can still make the batteries the old way iirc, just bear in mind that you need a GT transformer to bridge between ic2 and GT.