MF2 1.1.8* thaumcraft/forestry

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SauliusTheBlack

New Member
Jul 29, 2019
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Hi all,

Recently I started playing Magic Farm, and I LOVED it. the new dimension it gave me for a game that started to lose its hold on me is fantastic. I edited it a tiny bit(adding the xp collection for open blocks, and adding buildcraft pipes(not for the quarry, I wont use the quarry, I promise) )

However, having started with 2 mods that I haven't look at too much I have 2 questions:
1] is it possible to discover victus without combining it yourself?(or the incredibly rare chance of a good node)
2] is it possible to turn off power to a carpenter/centrifuge, because it always drains my system(unless I whack the conduit with my wrench, which is not user-friendly)

Greetings,

Saulius
 

Iskandar

Popular Member
Feb 17, 2013
1,285
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1. Not that I've seen. Most of the things that contain it also contain aspects that require it before you can scan them.
2. Kinda. Not directly, but a redstone energy cell of some sort can be shut off with a lever as need be.
 

DREVL

Well-Known Member
Jul 10, 2013
1,251
380
99
Yeah, if victus is the one with the red medicine bottle, that is the one aspect that needs to be fixed as far as scanning goes. After that everything just comes without a hitch.
 

Jadedcat

New Member
Jul 29, 2019
2,615
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0
Hi all,

Recently I started playing Magic Farm, and I LOVED it. the new dimension it gave me for a game that started to lose its hold on me is fantastic. I edited it a tiny bit(adding the xp collection for open blocks, and adding buildcraft pipes(not for the quarry, I wont use the quarry, I promise) )

However, having started with 2 mods that I haven't look at too much I have 2 questions:
1] is it possible to discover victus without combining it yourself?(or the incredibly rare chance of a good node)
2] is it possible to turn off power to a carpenter/centrifuge, because it always drains my system(unless I whack the conduit with my wrench, which is not user-friendly)

Greetings,

Saulius

Place an energy cell beside it and use a lever to toggle the energy cell off when not using the carpenter.


So like this

conduit- conduit -energy cell- conduits with carpenter and centrifuge attached

Then you can shut off a whole section of the network when not using it just by flicking a lever to stop the energy cell from outputting.
 

SauliusTheBlack

New Member
Jul 29, 2019
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@Jaded: Yeah, I was afraid someone(never expected you, quite honered ;-) ) was going to say that. Is it possible with gates(work done, redstone signal, something like that?)

it's a shame that there isn't victus without victus-dependent items...
 

Jadedcat

New Member
Jul 29, 2019
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@Jaded: Yeah, I was afraid someone(never expected you, quite honered ;-) ) was going to say that. Is it possible with gates(work done, redstone signal, something like that?)

it's a shame that there isn't victus without victus-dependent items...

Yeah the victus thing is annoying.

Conduits and energy cells don't use gates. the energy cell outputs a redstone signal based on how full it is when used with a comparator. You might be able to use that somehow.
 

Icepick72

New Member
Jul 29, 2019
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What I do is have a Buildcraft structure pipe leading from the Forestry machine to the Energy Cell. Forestry machines have the "Has Work" trigger for gates, so you can use that to send a redwire signal to another gate next to the Energy Cell, which emits a redstone signal to activate the cell. Takes up a bit more space but allows for efficient automation without wasting a lot of power.
 

Jadedcat

New Member
Jul 29, 2019
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What I do is have a Buildcraft structure pipe leading from the Forestry machine to the Energy Cell. Forestry machines have the "Has Work" trigger for gates, so you can use that to send a redwire signal to another gate next to the Energy Cell, which emits a redstone signal to activate the cell. Takes up a bit more space but allows for efficient automation without wasting a lot of power.

Thats really creative. Cool idea.
 

SauliusTheBlack

New Member
Jul 29, 2019
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Was what I was thinking, but I had no way of testing that quick. Nice to know that it is, indeed, possible. I will (maybe) post any results that follow.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
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Waterloo, Ontario
If your game has "additional buildcraft pipes" installed, you can use the "power switch pipe" . It opens/closes the connection depending on the redstone or gate signals it receives.

I've used this to great effect when I don't want to flip the entire energy cell off (for instance if its powering multiple machines). Be aware that the last time I used it, it failed to re-establish the pipe connection unless there was a block-update nearby (probably fixed by now but who knows). To get around this, I actually used a block updater block, but I forget what it was called or which mod had it.

Other than that it functions same as icepick72's setup (gate + has work)
 

Rushman0

New Member
Jul 29, 2019
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Most Silverwood tree nodes have victus which is the heart. The red medicine bottle is Sano.
 

Tristam Izumi

New Member
Jul 29, 2019
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Yep, there's no guarantee that a silverwood tree has node logs in it. You can visually tell which ones have nodes, even without a thaumometer or goggles of revealing: the node logs always have a big black dot on them instead of the normal silverwood log pattern.
 

SauliusTheBlack

New Member
Jul 29, 2019
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That, I know, I just haven't had the chance that I could scan one. So no victus as of yet.(probably easier to combine it huh?)
 

YX33A

New Member
Jul 29, 2019
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Maybe something from DartCraft has Victus by now... Would make sense, honestly, since it's all about making annoying things less annoying.
I'll do some testing when I get the chance.
MFR Laser drill components all have victus, as does the breeder and chronotyper <.<
What other aspects do they have? Anything that is dependent on Victus being discovered? If not, nice find!