It should be able to be used as a server as is, minus the Java 8 checker and maybe some of the NEI and WAILA addons might be client side only. At any rate, the conversion should be trivial, but really relies on knowledge I'm not confident about.
Aha, that makes two of us then...cheersAt any rate, the conversion should be trivial, but really relies on knowledge I'm not confident about.
Are strongboxes and satchels still enabled?Odd, that is nothing I did but, yeah, that seems to be a problem. Investigating.
Also, it looks like Thermal Expansion will be required by a few mods to add better recipes for things. So I'm disabling all power gen and most of the machines, as well as the ability to make steel. This leaves the materials, the tesseract (we did kinda need another way to send power/items/fluids across dimensions), the magmatic crucible/fluid transposer (some recipes need them and there are no other machine equivalents) and the Induction Smelter (hardened glass and a few other recipes require it, and it's ability to ore double or triple is expensive and would require extensive and complicated infrastructure to automate. I'm okay with that). I also left the portable tanks (handy and again no other sources, really) and the energy cells.
I will go ahead and hide all the disabled stuff.
This improves the recipes of Advanced Generators, Open Modular Turrets, Super Multi Drills and Modular Power Suits. It adds the capacitors which are a better alternative for handheld iventory charging than what we have already, the portable tanks which closes a few weaknesses in the pack. I'm not too hapy including the energy cells, but we do have a multiblock structure in advanced generators that is flat out better. It starts at 25 million RF and can be expanded from there. Plus it allows me to investigate a few mods for possible inclusion that I couldn't because they relied so heavily on Thermal Expansion. This does include a few one block machines, which I'm not super happy with, but most of that is internal to Thermal Expansion and has no alternatives and no use beyond producing parts for other things.
No. Iron Backpacks makes satchels unnecessary and Storage Drawers in place of strongboxes. I'm trying to keep the impact on the pack as low as I can.Are strongboxes and satchels still enabled?
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This improves the recipes of Advanced Generators, Open Modular Turrets, Super Multi Drills and Modular Power Suits. It adds the capacitors which are a better alternative for handheld iventory charging than what we have already, the portable tanks which closes a few weaknesses in the pack. I'm not too hapy including the energy cells, but we do have a multiblock structure in advanced generators that is flat out better. It starts at 25 million RF and can be expanded from there. Plus it allows me to investigate a few mods for possible inclusion that I couldn't because they relied so heavily on Thermal Expansion. This does include a few one block machines, which I'm not super happy with, but most of that is internal to Thermal Expansion and has no alternatives and no use beyond producing parts for other things.
Given that Reika added that on purpose it wouldn't surprise me if that wasn't on purpose. Still, reporting that on Reika's bug tracker is probably a good idea.possible bug: the chromaticraft Shimmering drops glowstone with ID 348:1 so its not actual glowstone. cant be used to craft anything and doesnt ore dicionary back to normal glowstone. i tried jabba barrels to get it back to normal but didnt work.
Transfer of items is more than covered by Applied Energistics, Refined Relocation, Router Reborn, and Extra Utilities. Fluids are covered by Pressure Pipes, Extra Utilities, and Extra Cells and Magneticraft and Hydraulicraft can move their own fluids around at the very least. Energy can be handled by Immersive Engineering, Engineer's Toolbox, Galacticraft, and Magneticraft can handle its own energy transfer. and I'm sure I'm missing a few options, especially on the magic side of things. This pack is about finding new solutions and to that end I wouldn't be including AE if we didn't need end game storage or ExU if it didn't include some needed, well, utilities. Hell, I'm ambivalent about adding even a very stripped down Thermal Expansion even though it adds quite a bit of balance to quite a few other mods' recipes.can the advanced generators be used as straight up capacitor banks? i didnt think you could put energy into them, only store energy that is produced but that generator. If so that fixes one of the few issues i had remaining with the pack and that was large scale energy banks. (everything else seems to require both an in and out per block making a large tangle of wires. magneticraft batteries multiblock but only hold 16000 RF and require 24 blocks of sulfer EACH ontop of the the other material costs which is pretty extreme.
i feel buildcraft's core, transport, and energy modules would be a good fit providing consistent and reliable transportation for fluids, items, and energy, and add more fuel options to use with Advanced Geneators. the addon Buildcraft Additions would solve the bulk energy storage issues (expensive but the high tier is a 3x3x3 multiblock that stores 100m RF) along with early game ore processing (dusting, which requires the player to literally jump on ores) and the Additional Pipes addon would remove the need for tesseracts to be enabled and allow for pipes to teleport to destinations instead of one single block. this is just my 2 cents though.