How important is Biomes O' Plenty to this modpack? Can I swap it with Alternate Terrain Generation or ExtrabiomesXL and still progress?
You should be able to Run power to a IC2 Bat and then IC2 power to the Electric Heat Generator using IC2 wires.I just recently started playing ftb infinity evolved and I'm having a weird phenomenon or maybe I'm just stupid.
Up until now I powered all of my IC2 Machines from a energy cell -> Immersive Engineering LV Connector -> Machine
That works fine, just not for the Electric Heat Generator. It doesn't take energy that way.
Energy Cell -> RedNet Energy Cable -> Electric Heat Generator also doesnt work (tested in creative)
Kinetic Generator -> Insulated Copper Cable -> Electric Heat Generator works fine (tested in creative)
Anyone know if this is a bug / intentional ?
Yes, that works. ThanksYou should be able to Run power to a IC2 Bat and then IC2 power to the Electric Heat Generator using IC2 wires.
Favouritism/Bias?Okay so most of the passive power generation is disabled... except for the Immersive Engineering options for it?
Why allow Immersive Engineering's versions of the waterwheel and windmill, along with the Thermoelectric Generator, but no passive power from any other mod?
Thermoelectric Generator is op too which is why i'm surprised they left it in. And it is kind of still cheap considering you can get 4000 rf/t.Okay so most of the passive power generation is disabled(in expert?)... except for the Immersive Engineering options for it?
Why allow Immersive Engineering's versions of the waterwheel and windmill, along with the Thermoelectric Generator, but no passive power from any other mod?
Also the expert mode recipe for the regular Dolly is ridiculous considering you can't use it to move around anything interesting. It's a pure convenience item, so why make it cost 4 diamonds and force you through like 5 different crafting steps?
Wait, 4000? I looked up specs on it and it maxed out at 31 RF/t.Thermoelectric Generator is op too which is why i'm surprised they left it in. And it is kind of still cheap considering you can get 4000 rf/t.
Let me check in game.Wait, 4000? I looked up specs on it and it maxed out at 31 RF/t.
Looks like it is 31 but that is still only per set. you can put 2 set on the same Gener for 62 RF/t. I don't know where i got 4k from??Let me check in game.
Expert:
-Nerfed all TiC Traveller's Gear.
*looks at the new recipes*
...do the devs even know how this gear works?
The wings are armor. Not a bauble. THERE IS NO REASON TO USE THEM IF YOU HAVE A SASH ALREADY. Upgraded, you can get slowfall. That's it. There are a few situations where slowfall is useful I suppose, but in that case you should just get dark steel armor and a glider. It'd be CHEAPER, even. Oh, and hey, you can make the Openblocks glider with just leather and sticks.
The belt gives a single extra hotbar, in a modpack that has no inventory issues. So it's not a powerful item, yet it costs a reinforced strongbox?!
The vest and boots could potentially be useful if you upgrade them? The recipes for them aren't too bad considering that. I'm not sure I'd use traveler's boots over boots of the traveler, considering you can't enchant the tcon boots.
Overall, the tcon armor kinda sucks and these recipes are absolutely ridiculous when you take that into account. A full suit of it is not vastly superior to the effects of Boots of the Traveler or a Soujourner's Sash, and so you're better off wearing enchanted gear instead.
Expert Mode seems to be more about spiteful grinding than cross-mod recipes, I'm finding. Some things are excessively restricted while other similar items are easily obtained. Immersive Engineering in particular seems to be untouched and unconnected with any other mod, aside from treated wood for making the forge hammer(and other things), and enderium for the termoelectric generator.