[1.7.10] TolkienCraft II - Adventure Awaits! - v2.9.5[QUESTS][ADVENTURE][NORMAL MODE]

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Saxlamar

Guest
Hello! I am playing the modpack in a single player map. I haven't build anything outside the cities in overworld. And I would like to ask if there is a way to "reload" the map (reset biomes and save) without losing any progression in the quests and the items i have mined/collected etc. The map is starting to became a little laggy, probably from the save file being too big from loading so many biomes ( i am trying to find a place i can build a nice house, i am picky :p ) Thank you in advance :)
Edit: Probably what i am looking for is deleting loaded chunks? I dont know how this will work and if it is even possible :(
Or maybe there is a way to get my player and his progress and go to another save? without losing inventory? and i will just put everything i own or want to keep in my inventory... If anyone knows a way to do either thing I will appreciate the help :)

I think i made it!! Unzipped a new world, and then copied nei players stats, playerdata folder, enderstorage folder, backpacks, customnpcs, hqm, level.dat, level_old.dat and apparently it worked. I have everything i had. The world is new. The 2 quest mods (customnpcs, hqm) are in the right progress.
Thank you if anyone tried to do it! Feel free to spread the word if anyone has the same problem :)
 
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Sticstar

New Member
Jul 29, 2019
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Sup guys. So yeah total noob question, but how do I convert EU to RF? (If that's even possible in this modpack) I'm planning on using the Railcraft steam turbine to power my AE system, but to do that I'll need to convert to RF. Advice would be appreciated. Cheers :)
 

Demolishun

New Member
Jul 29, 2019
23
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Sup guys. So yeah total noob question, but how do I convert EU to RF? (If that's even possible in this modpack) I'm planning on using the Railcraft steam turbine to power my AE system, but to do that I'll need to convert to RF. Advice would be appreciated. Cheers :)
Use a storage Cell from Thermal Expansion mods. You can search for "cell" in NEI. I have used those to convert the power coming from the Ancient Warfare handcrank engines. I think the cells or maybe even the leadstone ducts might work. I can look at testing in game, I will build an EU source to test.
 

Sticstar

New Member
Jul 29, 2019
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Use a storage Cell from Thermal Expansion mods. You can search for "cell" in NEI. I have used those to convert the power coming from the Ancient Warfare handcrank engines. I think the cells or maybe even the leadstone ducts might work. I can look at testing in game, I will build an EU source to test.

Thanks for the reply. Unfortunately I can't output directly from the steam turbine using ducts or directly into the cell. They won't connect to the machine
 

Demolishun

New Member
Jul 29, 2019
23
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It doesn't create EU:
http://tekkify.com/threads/how-do-i-get-energy-out-of-railcraft-steam-turbine.5042/#post-45763
http://tekkify.com/threads/how-do-i-get-energy-out-of-railcraft-steam-turbine.5042/#post-45763
It creates railcraft "charge". That link says to use a converter which I suppose is provided by railcraft:
http://railcraft.info/wiki/device:flux_transformer

Edit:
I honestly do not know if this will work or not. I am not finding anything that says it will convert from RC Charge to RF.
 
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Sticstar

New Member
Jul 29, 2019
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Yeah I can't seem to find anything regarding RC to RF either. Oh well, never mind, I'll just have to use steam dynamos. That'll do the trick ;). Thanks for your help.
 

Scottly318

New Member
Jul 29, 2019
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IIrc railcraft produces rf. As the steam engines connect and play well with rf storage from thermal expansion.
 

Sticstar

New Member
Jul 29, 2019
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I understand that you can pump the steam into railcraft machines, which in turn can be converted to RF. But the same can't be said for the steam turbine. Also, considering the efficiency of steam dynamos is equivalent to RC Engines, I believe I'll be using the former.
 

Demolishun

New Member
Jul 29, 2019
23
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GreatOrator,
I found some certain underground vendors under a certain mountain. They sell all sorts of ores. Is there a way to get them to sell zinc? It would be pretty awesome to be able to buy it from them (since they use it in their "constructs"). It would also encourage exploration if there were hints of this "special" ore.

Also, I found another vendor in a forsaken hold that sells all the gears for Ancient Warfare. Too bad there is not a quest for that? Or is there? That would have been cool to do a quest like that to get those gears for the progression in Ancient Warfare technology. Anyway, there are all these wonderful hidden gems in this pack. This is truly an amazing work of art.
 

Demolishun

New Member
Jul 29, 2019
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Hmmm, you are supposed to be able to make dwarven pillars on the dwarven crafting tables. However, when I attempt to do so it shows the dwarven pillars for a split second and then goes to the standard pillars. The "switch" button appears, but it only toggles between standard pillars and the wall plates.
 

GreatOrator

New Member
Jul 29, 2019
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GreatOrator,
I found some certain underground vendors under a certain mountain. They sell all sorts of ores. Is there a way to get them to sell zinc? It would be pretty awesome to be able to buy it from them (since they use it in their "constructs"). It would also encourage exploration if there were hints of this "special" ore.

Also, I found another vendor in a forsaken hold that sells all the gears for Ancient Warfare. Too bad there is not a quest for that? Or is there? That would have been cool to do a quest like that to get those gears for the progression in Ancient Warfare technology. Anyway, there are all these wonderful hidden gems in this pack. This is truly an amazing work of art.
Yeah, tried to make exploring all the areas worth the effort beyond just doing it, glad you are enjoying it. I might be able to add anoth3r item to a vendor for the zinc..we'll see.
Hmmm, you are supposed to be able to make dwarven pillars on the dwarven crafting tables. However, when I attempt to do so it shows the dwarven pillars for a split second and then goes to the standard pillars. The "switch" button appears, but it only toggles between standard pillars and the wall plates.
See, mevans keeps changing things each update...there should be a new update out for the lotr mod, we'll see if that fixes it. Plan is to put out a new update for the pack this week or next to fix a couple of bugs and to add new patron statues to moria. Though since mod dev work in 1.7.10 is all but stopped this may be the final pack update as a result.
 

Cntrldfusion

New Member
Jul 29, 2019
17
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Is anyone still having the problem with the Wither skeleton skulls not dropping for grinders or ExtraUtilities spikes? I've checked every config I can think of and changed some, even tried disabling the cofh loot module and I still can't get any drops without having to go back to using a cleaver. I'm running on 2.9.4 btw.

Also I don't get any of the Thaumcraft treasure bag drops from my mob farms and I'm pretty sure those are supposed to drop as well.
 

GreatOrator

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Jul 29, 2019
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treasure bags, no, but you should be getting the skulls. I can look into it but my test world they are working fine now that I have changed the config.
 

Cntrldfusion

New Member
Jul 29, 2019
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treasure bags, no, but you should be getting the skulls. I can look into it but my test world they are working fine now that I have changed the config.

Ok, just to make sure. The config files your talking about are the ones under config/cofh.

CoFHLoot.cfg has everything in it set to true and 5's for all of the chance entries.
core/loot.cfg has
WitherSkeletons {
I:Chance=5
B:Enabled=false
}
and everything else is set to true and 5's

In the Nether I have placed a skelly spawner on cursed earth and all the spawned wither skeletons are pushed into a drop zone via conveyor belts. It doesn't matter if I use diamond spikes or a draconic evolution grinder, i don't get any skulls. If I get rid of those and use a TiCon cleaver with beheading, I get skulls just fine, but thats not the point, lol. It also doesn't matter if I use a skelly spawner I got from the overworld or one that I spawn in from creative mode.
 

GreatOrator

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Jul 29, 2019
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Not at home so do not know the specific config, but one of the cofh configs has:

enable { B:WitherSkeletonsDropHeads=false but should be set to true...that was one of the items I fixed with the last update...or should have been...
 

Cntrldfusion

New Member
Jul 29, 2019
17
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Not at home so do not know the specific config, but one of the cofh configs has:

enable { B:WitherSkeletonsDropHeads=false but should be set to true...that was one of the items I fixed with the last update...or should have been...

Yeah, I already have that set to true. I been trying some different settings in single player but so far nothing has worked. Just like one guy said before setting the Mob Heads Module to false in the Iguana Tweaks config causes a client crash when you try to enter a world. I even tried disabling the Iguana Tweaks mod altogether and creating a new world and it still crashed.
 

Demolishun

New Member
Jul 29, 2019
23
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Did Extra Utilities change which spikes drop which kinds of drops? Like iron drops items, gold drops rare drops, and diamond drops rare drops and XP. I read that somewhere, but none of the Extra Utils wikis/pages are specific on this. Also, I read you can enchant the diamond version with Reaper and get mob souls as well. Not sure if you can do that to the gold ones, but if they take the enchant i am guessing it works.