Quick question about buildcraft.

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord
C

chbachman

Guest
Can you remove sub modules of build craft, such as the transportation part of it and leave the rest? I was trying to keep server load down and thinking that by removing the transportation side of buildcraft but keeping lasers and energy that I could reduce the server load
.
 

ThatOneSlowking

New Member
Jul 29, 2019
3,520
0
0
I do not think Buoldcraft has modules(but it has been ages since i checked, something may have changed in 1.6. I never did much with it in 1.6)
 

ProfessorMudkip

New Member
Jul 29, 2019
274
0
0
Can you remove sub modules of build craft, such as the transportation part of it and leave the rest? I was trying to keep server load down and thinking that by removing the transportation side of buildcraft but keeping lasers and energy that I could reduce the server load
.
Just disable the recipes to craft them with Minetweaker.
 
  • Like
Reactions: ThatOneSlowking

Celestialphoenix

Too Much Free Time
Nov 9, 2012
3,741
3,204
333
Tartarus.. I mean at work. Same thing really.
I think you can, but its a little finicky- Like you need all of the 'A' modules before you can enable any of the 'B' modules or something.
(the last time I tinkered was Spacetoads/Flowerchilds cross-compatibility patch in 1.2.5)

Though given the the lasers/table includes the gates and facades, which need pipes- removing the pipes module might be a bad idea.
(Also didn't pipe code get a rework so it didn't lag? In which case removing it probably wont do much for server load)