[1.7.10] Regrowth - A WIP HQM pack - Now Listed!

Astasia

New Member
Jul 29, 2019
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I'm having to run/swim 250+ to get to the closest oil, so a pipeline is more expensive than reasonable, and I am already making runs with Mari-Tanks, they just load slow, even with 4 wooden engines on the pump…

Is there any sort of teleport mechanism for fluids/items in the pack that I have not been able to discover yet??
There are many. Jabba B-Space barrels are the easiest to get, Thaumic Exploration can link chests like Ender Chests, AE2 has quantum rings, Blood Magic has teleposers. You can use any of those to transfer liquids, AE2 has liquid P2P tunnels, the others you can automate the filling and transfering of liquid tanks. Have a gate send a signal to a block breaker when a tank is full to send it by chest or barrel and have an empty tank placed down, botania can do both of those. Teleposers you don't even need to break/replace the tank, just have them swap full tanks for empty tanks and drain the full ones at your base. You could probably do it all with botania, but I haven't played with the botania teleport flower yet so I'm not sure how well that works.

Mekanism has solars, and you can grow coal before then, so I don't know why you are dealing with oil in the first place TBH. You can also just turn mana into RF, which is what I do.
 

Katekyi

New Member
Jul 29, 2019
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Apologies. no insult intended.. never had a seed lock itself I run a string pattern so each plant can only grow in a single direction and have yet to be stumped.
I have grown all these into 10-10-10 so it is possible in the pack 6.5 version, Just keep on cross mutating and they will eventually change
 

GrimJahk

New Member
Jul 29, 2019
448
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There are many. Jabba B-Space barrels are the easiest to get, Thaumic Exploration can link chests like Ender Chests, AE2 has quantum rings, Blood Magic has teleposers. You can use any of those to transfer liquids, AE2 has liquid P2P tunnels, the others you can automate the filling and transfering of liquid tanks. Have a gate send a signal to a block breaker when a tank is full to send it by chest or barrel and have an empty tank placed down, botania can do both of those. Teleposers you don't even need to break/replace the tank, just have them swap full tanks for empty tanks and drain the full ones at your base. You could probably do it all with botania, but I haven't played with the botania teleport flower yet so I'm not sure how well that works.

Mekanism has solars, and you can grow coal before then, so I don't know why you are dealing with oil in the first place TBH. You can also just turn mana into RF, which is what I do.
I'm using Jabba B-Space already, so that one I get.

Not far enough into Thaum yet for anything of significance.

Teleposers is an interesting Idea once I start BM.

How do you convert mana to RF?
 

Puretic

New Member
Jul 29, 2019
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I put the generation of Hobgoblin huts to false
Is the game still gonna work or are those important?
 

Kelmey

New Member
Jul 29, 2019
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I just tried the Rite of Nature's Power to try and transform an area. As I thought might happen it didn't work quite right.

Normally it will transform stone and sand into dirt and then plant trees and tall grass and flowers and such. But it didn't touch the cracked sand.

Think there might be a way to modify Witchery to include cracked sand in the list of blocks this ritual transforms?
This has been added to the Witchery change log for the upcoming release.

TWEAK: Modpacks and servers can now specify which blocks can be replaced by the Rite of Natures Power in the config file using the list under: NaturesPowerReplaceableBlocks

Yay. =)
 

RehabOholic

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Jul 29, 2019
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This has been added to the Witchery change log for the upcoming release.

TWEAK: Modpacks and servers can now specify which blocks can be replaced by the Rite of Natures Power in the config file using the list under: NaturesPowerReplaceableBlocks

Yay. =)

See, That's what I love about Mod/ModPack Developers.. If you ask nicely, and it's something that can be done or its something they argree they do it.
 

jfryk

New Member
Jul 29, 2019
2
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For anyone having trouble launching the server, I found something that works for the current version (March 4th 2015).

Open "ServerStart.bat" and change the forge version to forge-1.7.10-10.13.2.1277 instead of "1272" and capitalize the 'P' in "PermSize=256m"

Then run the bat file. This will fail, but create a bunch of files. Open "eula.txt" and change "eula=false" to "eula=true". Then run the bat again.

The issue is that once I try to connect to the server I get the following message in the client: "Mod rejections [FMLMod:AgriCraft{1.7.10-1.2.2}]".

Any ideas?

Edit: It seems that PermSize has been removed in the latest version of java, so I deleted that setting in the bat. I copied the client version of AgriCraft to the server, since it had a newer version.

Edit2: It's working!

Edit3: Somebody asked for more info on how to fix the AgriCraft mismatch so I'll post that here.
"You want to go into the Mods folder on the client version (in the FTB Launcher/Regrowth folder) and copy the AgriCraft version from there into the Mods folder on the server. Then delete the older version from the server's Mods folder. The correct version should be called "AgriCraft-1.7.10-1.2.3.jar""
 
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Kazekai

New Member
Jul 29, 2019
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Would you mind adding the tails mod in the future? I always have it installed, but having to go make everyone else install it on a server just so they can play has caused some people to complain, mostly because aside from me, there's only one other person that actually uses it but I really want everyone to see my tail instead of having to switch to the skin where the most I could accomplish was a 2D drawing of one on my back >_>
 

Novaleader

New Member
Jul 29, 2019
2
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For anyone having trouble launching the server, I found something that partially works.

Open "ServerStart.bat" and change the forge version to forge-1.7.10-10.13.2.1277 instead of "1272" and capitalize the 'P' in "PermSize=256m"

Then run the bat file. This will fail, but create a bunch of files. Open "eula.txt" and change "eula=false" to "eula=true". Then run the bat again.

The issue is that once I try to connect to the server I get the following message in the client: "Mod rejections [FMLMod:AgriCraft{1.7.10-1.2.2}]".

Any ideas?

Edit: It seems that PermSize has been removed in the latest version of java, so I deleted that setting in the bat. I copied the client version of AgriCraft to the server, since it had a newer version.

Edit2: It's working!
Thank you. I had to make an account just to say Thank you. I've been having that out of date mod problem for the passed 2 hours.