Latest 1.6 IC2 Changes indicated IC2 Miner is becoming a better option.

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DZCreeper

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Jul 29, 2019
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Basically it increases the range of the IC2 miner by several blocks in each direction, meaning they can be moved less often.

I personally think they received this buff so they remained a viable option when we have turtles at our disposal.

Proof: http://141.28.27.36:8080/job/IC2_lf/392/
 

Bigglesworth

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Jul 29, 2019
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Depends on how fast it is, but that seems like a nice change.

I'll make one right now if I can and report.

Edit: Nope IC2 and EU still a little b0rked in 161. Batteries work but it was very slow. Seems to reach out quite far with the upgraded scanner.
 

Omicron

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Jul 29, 2019
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Interesting. I used to like the IC2 miner, but I eventually migrated to quarries. The fact that they had to be moved so often, and how that made powering them reliably an issue, was part of the reason why.

However, it was not the only reason. The other reason came to me after I had built my factory on top of an area that I had previously stripped bare of resources with IC2 miners. To my horror, I discovered that this left an uncountable number of tiny hollows underground, which due to my presence in the general area started being filled with zombies. And they moaned, moaned, moaned. Zombies day and night, zombies sun and rain, zombies around the clock, moaning, moaning, moaning. I was never able to find all of the hollows - I'd have to quarry out the entire area below the factory and a large distance into the surrounding lands.

So that's what I do nowadays, I just quarry everything out and use a filler to close the holes with cobblestone.
 
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DZCreeper

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Jul 29, 2019
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Zombies day and night, zombies sun and rain, zombies around the clock, moaning, moaning, moaning. I was never able to find all of the hollows - I'd have to quarry out the entire area below the factory and a large distance into the surrounding lands.

So that's what I do nowadays, I just quarry everything out and use a filler to close the holes with cobblestone.

Next up on my mod, a config option to fill spots IC2 miners mine with stone. So far I have silk touch quarries working, although not as a standalone block.
 

Omicron

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Jul 29, 2019
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That would be a great idea, although silk touch quarries are probably a bad idea.
 

Omegatron

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Mar 29, 2013
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According to the wiki you can put blocks in the pipe slot when you remove the drill and it will fill the shaft with those blocks.
 

Omicron

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Jul 29, 2019
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The shaft, yes.

But not the areas to the side of the shaft where the ores got dug out of...
 

Juanitierno

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Jul 29, 2019
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Is the miner properly configured in FTB to grab all valuables? Or does it leave behind other mod's good stuff like thaumcraft shards or greg ores?
 

Bibble

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Jul 29, 2019
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I used to quite like them, but the configs are what killed it for me. I can cope with relocating, and the high iron cost, and sorting out enough power, but the amount of time it took to get all the relevant ores into the config file so that the miner would pick them up was daft. And it never worked right even when I had them all added.

At least quarries pick everything up and let you sift through the remainder.
 

PhilHibbs

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Jan 15, 2013
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Is the miner properly configured in FTB to grab all valuables? Or does it leave behind other mod's good stuff like thaumcraft shards or greg ores?
My IC2.cfg has this line:
Code:
S:valuableOres=14:3, 15:4, 16:1, 21:3, 56:5, 73:3, 129:5, 200:1, 220:1, 221:1, 246:1, 247:1, 688:1
Those are the block IDs that it looks for.
 

Omicron

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Jul 29, 2019
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Is the miner properly configured in FTB to grab all valuables? Or does it leave behind other mod's good stuff like thaumcraft shards or greg ores?

If you play a modpack with GregTech, then you don't have to worry... GregTech detects anything that registers itself as an ore during startup, regardless of where it comes from, and makes the IC2 miner look for it even if the IC2 config file doesn't have the item IDs listed.

If you play without Gregtech, then well... you're going to have to populate the list yourself. Or hope that the FTB team does it ;)
 

Yusunoha

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Jul 29, 2019
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Next up on my mod, a config option to fill spots IC2 miners mine with stone. So far I have silk touch quarries working, although not as a standalone block.

I'd rather want it somewhat like slowpoke once suggested, a mining block that would only mine the ores in the ground, and leaves the rest untouched.
 

zorn

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Jul 29, 2019
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Interesting. I used to like the IC2 miner, but I eventually migrated to quarries. The fact that they had to be moved so often, and how that made powering them reliably an issue, was part of the reason why.

However, it was not the only reason. The other reason came to me after I had built my factory on top of an area that I had previously stripped bare of resources with IC2 miners. To my horror, I discovered that this left an uncountable number of tiny hollows underground, which due to my presence in the general area started being filled with zombies. And they moaned, moaned, moaned. Zombies day and night, zombies sun and rain, zombies around the clock, moaning, moaning, moaning. I was never able to find all of the hollows - I'd have to quarry out the entire area below the factory and a large distance into the surrounding lands.

So that's what I do nowadays, I just quarry everything out and use a filler to close the holes with cobblestone.


This probably doesnt help you now but... if you had used mining wells every few blocks under your factory, and then flooded those holes, it would have flooded the entire area underground, which would have stopped the mobs. I had the same problem with turtles, using a program that stripped every other layer, and im flooding everything after I mine it.
 

Milaha

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Jul 29, 2019
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You can also use a BC filler to cobble everything up including natural caves if you do not like underground mobs spawning in an area.