Quick question about buildcraft.

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chbachman

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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
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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)
 
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
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Just disable the recipes to craft them with Minetweaker.
 
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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)