So how are people running custom mod packs on the ftb launcher with out touching the default instal? o.oI'd suggest importing it to MultiMC. It makes managing different modded minecraft instances a lot easier.
So how are people running custom mod packs on the ftb launcher with out touching the default instal? o.oI'd suggest importing it to MultiMC. It makes managing different modded minecraft instances a lot easier.
A bit, although I'll admit that my use patterns are a little unusual (combustion engines over steam boilers for power, and more Forestry stuff on the central power stack than most people like). Any question in particular striking you?Has anyone here played much with the new Buildcraft energy network yet? The lossless pipes, lossy machines deal? I've been wondering about some details and am looking for someone to discuss with.
Generally, by importing the instance into MultiMC and not using the FTB Launcher after that point. It's possible to trick the FTB Launcher into containing two instances of the same modpack, but doing so can be irritating and I'm pretty sure it's unsupported.So how are people running custom mod packs on the ftb launcher with out touching the default instal? o.o
A bit, although I'll admit that my use patterns are a little unusual (combustion engines over steam boilers for power, and more Forestry stuff on the central power stack than most people like). Any question in particular striking you?
For the base BuildCraft operations, most machines simply won't work, and that seems to be intended behavior. Lasers, Quarries, Fillers, Refineries are all set to consume 1MJ/T explicitly, and either have small ranges between their MinActivationEnergy and MinEnergyReceive values and thus or otherwise won't operate without a sizable amount of spare juice in the circuit. Other operators are more interesting.Well, I've noticed that many machines have an idle draw of 1 MJ/t. There are also a number of engines that will produce 1 MJ/t (or even take one that produces 6, and connect it to 6 consumers). There is obviously an issue there. Now, I've seen in various changelog blurbs things about improving the behavior of machines so that weak engines have a chance to overcome the idle draw. Like, from Forestry here. "(...) increased the minimum power required for input to make sure even low-energy (sic) engines can overcome the power loss."
I'm kind of interested in how that is solved mechanically, and what it means for setups involving low-power engines. And, considering this is Buildcraft, the power output of the engine may not be the only factor, but also its stroke length (and thereby the actual aount of energy it bursts out per stroke).
Question. On vanilla I have an underwater base/train station. But I need to fill my walls with bookcases.
tl;dr
Can I grow stuff underground? Atleast sugar cane if not everything else? Do torches sub for light for them to grow?
Yes. They will grow with just torchlight.
Do they need to be in any special positions or just like regular farmland? Thank god for being able to grow underground though. My normal farm is like a billion blocks away, going from underwater to it would kill me. Guess Ill take this time to figure out how to grow mushrooms and just plant everything possible.
Sugarcane needs to be planted on a grass, dirt, or sand block with at least one water block (source or flowing, doesn't matter) next to it. But that shouldn't be too hard!
Yeah. At the very least, I'd prefer if BuildCraft had a config option to set the default and BuildCraft-specific powerPerdition values. There's a number of modpacks where the current values will obviate the use of a lot of BuildCraft-based machinery.That is... more of a band-aid than a real solution, then. Unsatisfying.
That's a complicated question. Unloading chunks doesn't seem to reliably trigger a lighting update, even though loading chunks with light sources in them does seem to force a lighting update. I'd expect the behavior to become a little unpredictable in extreme edge cases.Will a light source (glowstone, lamps, fire, lava, torches) outside of loaded chunks continue to produce light and prevent mobs from spawning in a loaded chunk?
Er. I meant via lighting. If lights needed to be above to simulate light or if just putting it in corners of a 9x9 square would work.
It does not require it but it is HIGHLY recommended.As sort of a follow up to my previous question, does forestry, and by extension extra bees + trees, require buildcraft to be installed? Or can I get by with just Thermal Expansion?
It'll run without crashing, although I warn that it will change some recipes, often to more expensive variants. The lack of item pipes (or major power sources for AE/Infinitubes) may be an issue for automation, howeverAs sort of a follow up to my previous question, does forestry, and by extension extra bees + trees, require buildcraft to be installed? Or can I get by with just Thermal Expansion?
It'll run without crashing, although I warn that it will change some recipes, often to more expensive variants. The lack of item pipes (or major power sources for AE/Infinitubes) may be an issue for automation, however
Thinking about item transport, will mfr conveyer-belts play nice with tesseracts? Never tried.What recipes does it change exactly?
And the major power sources thing won't be a problem. The reason I'm asking is that I'm thinking of putting together a smaller modpack for 1.6.2, with a focus on UE mods as well as thermal expansion, forestry, and mfr.
I've not tried it long enough to have a comprehensive list, but gears change to use ingots as the center rather than wooden gears -- and thus any engine, many farm blocks, and some other components will have slightly different costs.What recipes does it change exactly?
That should work, although MFR makes a number of design assumptions that work best where some form of strong item transportation is available.And the major power sources thing won't be a problem. The reason I'm asking is that I'm thinking of putting together a smaller modpack for 1.6.2, with a focus on UE mods as well as thermal expansion, forestry, and mfr.
I've not tried it long enough to have a comprehensive list, but gears change to use ingots as the center rather than wooden gears -- and thus any engine, many farm blocks, and some other components will have slightly different costs.
That should work, although MFR makes a number of design assumptions that work best where some form of item transportation is available.
Note that the 1.6.2 version of Applied Energistics (versions beyond rv11d-1.6.2) may not support UE as a power source, although the changelogs have been cryptic about how long-term this will be.