What to do with creosote

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ZTB23

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Jul 29, 2019
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Just now completed the salination plant itself. Time for the panels... I never knew Mekanism was so complicated. Even making the components for the machines is a project. I don't even want to know how difficult this would be without being able to grow raw resources with magical crops.
 

ZTB23

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Jul 29, 2019
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My salination plant is 100% complete. Yay.... It does me absolutely no good without the machines to break liquids down into chlorine and hydrogen and put chemicals together. They aren't in the pack! Help?Q.Q
 

ZTB23

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Jul 29, 2019
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Turns out that I have none of the machines I need for ore multiplying through Mekanism. I've wasted hours of work and tons of resources for something that is absolutely useless in this pack, unless someone can help me install the rest of Mekanism into Regrowth. I have no idea how to mod.
 

Someone Else 37

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Feb 10, 2013
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Open your launcher (I'm assuming you're using the FTB launcher here), select Regrowth, and click the Edit Modpack button. This should bring up two lists of mods: those that you currently have installed, and those that are present in your mods folder, but are currently disabled. Look in the Installed Mods list for MDK, Mekanism, MekanismGenerators, and MekanismTools. I'm guessing that you'll see MDK, Mekanism, and maybe MekanismGenerators, but probably not MekanismTools. Then, download whichever of those modules you're missing from here, click the Add Mod button in your launcher, find the jar files that you downloaded, and click OK. Now, load up the game, and you should be good to go.

I happen to know that Regrowth changes a lot of recipes for things; just be aware that these changes will not extend to anything you install into the pack. If the difference between the default recipes and the recipes you've become used to in the pack is too great, you can edit the pack's Minetweaker scripts to suit your liking. However, that's beyond the scope of my knowledge.
 
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thephoenixlodge

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Jul 29, 2019
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Turns out that I have none of the machines I need for ore multiplying through Mekanism. I've wasted hours of work and tons of resources for something that is absolutely useless in this pack, unless someone can help me install the rest of Mekanism into Regrowth. I have no idea how to mod.
It is all there. I'm getting sick of this bug: https://github.com/aidancbrady/Mekanism/issues/2948
 
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ZTB23

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Jul 29, 2019
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Thank you TPL :) I wasn't aware of that. Since none of the recipes have changed ( I assume, but we all know what that makes out of you and me ) I can just make the machines normally? And thank you very much Someone Else. I'll definitely keep that in mind. There are more than a few mods I've been wanting to add, primarily Ender IO. Will recipes from mods I've added myself appear in NEI?
 

ZTB23

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Jul 29, 2019
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By the way, the wasteland biome does indeed give the x2 multiplier to the salination chamber.
 

ZTB23

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Jul 29, 2019
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So how do I go about getting the machines I need if they're disabled? I went into the Mekanism configs and enabled everything but that didn't seem to help any. The machines still aren't showing up in NEI, and the default recipes don't work.
 

GreenZombie

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Jul 29, 2019
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So how do I go about getting the machines I need if they're disabled? I went into the Mekanism configs and enabled everything but that didn't seem to help any. The machines still aren't showing up in NEI, and the default recipes don't work.

I guess, if you are playing a pack like Regrowth, the machines are disabled / accessed differently for a reason. PErsonally, I wouldn't even start playing a scenario pack - like regrowth - if I didn't want to play with the mods, and restrictions, that pack implies.
But, if the Mek mods are all present, but the machines are not in NEI, then its probable that Minetweaker (or similar) has been used to alter / remove the recipes, so that is the config you need to look at if you want to re-enable them.
 

ZTB23

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Jul 29, 2019
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I did enable them, but they didn't appear in NEI. That's whats got me confused. Since I know the recipes have been changed, I can't just look them up on the wiki, and if they aren't available on NEI, I really have no way of knowing how to build them without TPL basically telling me lol.
 

KingTriaxx

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Jul 27, 2013
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There's probably a quest necessary to unlock them. I believe there are op commands that can unlock the book, in a world that allows cheats (IE a creative screwing around world.) Might see if you can find those and unlock the necessary info in the creative world so you know where to go in the 'fair' world.
 

ZTB23

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Jul 29, 2019
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I have no clue how to unlock the quest book unfortunately. I do have cheats turned on, so I can pop into creative mode if I need to, but I would prefer to do it legitimately. I haven't unlocked the whole quest book yet, and I have no clue how to because I've never done it before. I guess I'll just have to start doing each and every quest available and hope that I unlock something useful.
 

thephoenixlodge

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Jul 29, 2019
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If you actually read the link I posted, you'd see that machines are disabled in the config as it was the only way to remove the default recipes to replace them. All the machines are there, craftable and functional, just not consistently being listed in NEI.
 

ZTB23

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Jul 29, 2019
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Well I feel like an ass now... I'm sorry. I did read the post, I guess I just misunderstood it. The machines are appearing now.
 

ZTB23

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Jul 29, 2019
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When the liquid fueled boiler is at max temp, does it decrease the amount of creosote it consumes? I though 12 coke ovens would be enough to keep it supplied, but I'm using creosote faster than I'm making it. I really don't want to have to make more coke ovens.
 

ZTB23

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Jul 29, 2019
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Actually nevermind. I'll switch to a solid fueled boiler with another BSpaced barrel on it to receive coke blocks, and just put a void pipe on the tanks I'm storing creosote in.