N
Hmm, I didn't know that about JEI. I've been using gamestages+crafttweaker to set a non-existent game stage to items I want to hide.You are doing some really, really good work here!
A couple of notes for you that I just found out. In JEI, there is an item hiding mode. Essentially, you click on the JEI wrench, activate that and then when you click on an item, it will have a red background. What is happening is that JEI is writing that block data into a config file located in the config/JEI folder. When you go back into the settings and turn off the item hiding mode, the items will be hidden in JEI!
Then when you distribute your modpack, the config file will already be included and the items will be hidden for players.
Is your plan to use Pneumaticraft for drones?
Do you have a Discord name, or an easy way to chat in real-time as I would like to help out with this.
I must admit I'm bit of an "old man" now in the IT scene, and have never looked at or used Discord. I'd prefer to stick with the forum or PMs.I am also interested in a Discord for this modpack if you wouldn't mind throwing one up!
The quest/research progression should be a guide enough, I've tried to ensure quests in other chapters show requirements to craft the item (so for example, if you want to play with Flamethrowers - who wouldn't?, the flame thrower progression indicates that plastics and flammables are required, looking at processing you'll plastics is behind oil, and I've tried to explain build requirements at vital stages).I hate to say it but I am a bit of an ol' fuddyduddy myself and a lot of the tech mods being used I don't know squat about. Any chance you might be willing to work in a rough guideline on "what to do next" via the questbook? Neat modpack so far!
Yep, switching over to Factory0 in the next pack update. I've used Magneticraft for the inserters and advanced conveyor belts.I haven't looked thtough all the pages here, but have you considered using the Factory0-Resources mod? There's also a mod someone made of the FTB subreddit, though there is no download for it, that just implements the inserters from Factorio
Just read through this entire thread, and I'm loving the concept as both a Factorio and Minecraft player.
A few suggestions, just based on looking in the thread:
And some questions:
- Use a custom item from a custom items mod (perhaps the Custom Stuff mod?) for the research packs. It seems a little odd to only use the Thermal coins as science packs.
- The modpack should be playable with only the vanilla resource pack, as some people prefer to use their own resource pack, or their PC can't handle the 32x pack you're using right now.
- Maybe Modular Machines as a really, really end-game (as in post-asteroid mining) way of processing anything really quickly or in bulk. How it was used in Enigmatica 2 Expert was wonderful (being able to automate really annoying machines like the Forestry Carpenter and Thermionic Fabricator), and could provide some ideas for uses.
- To emulate Factorio rail signals, the Signals mod would fit perfectly.
- To emulate the circuit network, we'd need either wiring up tons of IE redstone wire and making sure to keep the signals separate, wireless redstone, and/or Project: RED/RSWires. I don't think there's anything out there that can replicate combinators, though.
Looking forward to this pack. I might want to alpha test this, too.
- What are you using for circuits? What is the progression for it?
- What are the plans for power gen? Steam -> Solar -> Nuclear?
- How many mods are there going to be for the "main" progression (grinding up to space science)?
That's odd. Every test world they are always showing as research/science.Hey, just discovered the pack on Curse, don't usually use these forums myself. So far I am really liking what's going on with it. My one concern is the rename for the Science Packs seems bugged. Sometimes they show up as Packs/Research, and sometimes as the Thermal coins you're re-purposing them from. I'm not sure what mod you're using to change it, just thought you should know it wasn't fully working as intended.
I am using the included resource pack to poke around, in case that affects finding the cause.
There's another requirement, which in the latest version of the mod (which I missed before uploading) can be configured.So I'm playing with it and I can't seem to get the burner miner to work. I am in a chunk with both coal and copper, the miner is formed, the output is set, an iron drill head is inserted, and it has fuel. Am I missing something?
There's another requirement, which in the latest version of the mod (which I missed before uploading) can be configured.
The drills have to be built on a surface of vanilla stone.
That's right, the vanilla crafting table is disabled, it makes the base efab, which acts just like a vanilla crafting table, but takes 10 seconds to craft.Ah, I'm missing the stone.
Also, there's no way of crafting the vanilla crafting table, so you have to use the EFab instead. However, the fact that you use an EFab makes the Simple Generator quest unobtainable, because you don't have a crafting table per se until you get a Philosopher's Stone.
Err, unless you've loaded a fresh resource pack, the "coins" are named science packs/research. Next reload of the game with the resource pack will show the correct names. It's an issue with crafttweaker and resourcepacks since 1.7.10 days.Ah, I'm missing the stone.
Mod Suggestions:
- A Custom Item mod, so that the names of the science packs aren't coins and count as a separate item. It's also weird to be able to put science packs into a TE coin generator and get power from it. This will also allow the pack to not have a dependency on a modified resource pack.
- Mouse Tweaks, for quick inventory management.
A crafting task? Really, was I really that stupid? I've been purposely avoiding crafting tasks. Should just be a no-consume detection task.I mean that the Simple Generator quest is a crafting task, which I'm pretty sure checks to see if you've crafted the item, as in physically clicking the item in a vanilla-based crafting table GUI result slot and removing it from the slot.
Technically the EFab is not crafting, according to Better Questing. I'd suggest changing that to an item check-like quest instead.
There's another requirement, which in the latest version of the mod (which I missed before uploading) can be configured.
The drills have to be built on a surface of vanilla stone.
Darn, yes, I was going to make it require hardened stone, then forgot all about changing the config....For your information, in quest "Introduction 1" it is stated that the burner drill needs a foundation of hardened stone. Was confused until i checked this thread.^^
Keep up the good work, the pack looks awesome.^^
mobs cannot spawn on grass, dirt, gravel, sand (aka surface materials), so if any appear, they should be emerging from caves..