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IC2 Experimental builds (jenkins):
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DreamMasterXXL

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101

Friday, July 8th 2016, 10:17pm


Hey. I'd like to join the server.
Thanks


I seny you a pm.

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102

Sunday, July 10th 2016, 9:38pm

Version 1.0.8.8----10.07.2016



Mod Upgrade:


Enchiridion 2.0.2a



Mod Upgrade:


Better Questing 1.0.132
Block Limiter 0.5.1a
Bloody Quest 1.1.0
Craft Tweaker 3.0.10
Draconic Evolution 1.0.2h1custom
Galacticraft 3.0.12.462aGS2.6Custom
Gregtech 5.09.22.17custom
Gt New Horizons Core Mod 1.1.61
GTTweaker 1.1.1
Hunger Overhaul 1.0.0.103
Mod Tweaker 0.9.6.173
RF Expansion 1.0.13
Standard Expansion 1.0.85
Storage Drawers 1.10.0
Thaumic Tinker 2.5.527
Utility World 1.0.9



Changed/added Recipes:


Blood Arsenal (Nerf the whole mod and put most of the Stuff in Thaumonomicum)
Blood Magic (Put all Thaumcraft Stuff in one file)
Forestry (Change Bee House Recipe to be early game available. Need Core Mod 1.1.61)
Harvestcraft (Changed Skillet and Sauce Pan recipe not using Plastic anymore, Adding Rainbow Curry recipe, Change Tofu recipe to be early game available)
Magic Bees (Change Frames need Singularity first researched)
Thaumcraft(remove the upgrade recipe because not working well(NBT data). We have to look what we can do about the Wand recycling and upgrades, rearranged the Script files)
Thaumic Machine (Change the Core recipe and change all Researches was bugged before)
Tinkers Construct (remove Alu Ingot casting and adding Alu Brass Ingots to the Smeltery)



Code and Config changes:


Block Limiter(duct taped crash with Berry Medly)
Blood Arsenal(Change LP Values a bit)
Forbidden Magic (Added back Block via Chisel)
GT New Horizons Core Mod (Added a Wooden Casing for Bee Houses, Added 16x insulated Cables, Add Blood Infused Iron Blood Wand cap, Fix Piko Circuit, Adding Field Generators to Assembler)
Gregtech (Added 16x insulated Cables, change cable recipe using Rubber sheet Shaped Recipe (32 EU only), change some Graphics from Fluid regulators and Fluid Filter and changed Ids to be not overridden, Added LuV, ZPM and UV Mob Rep, Change Pile Igniter recipe to be LV Steel, Added Blood Aps pollution system but not have any effects now, Name fixes Assembly Line (Blood Asp), Rise generator internal EU storage to counter production bug (Blood Asp), rebalancing sifting output (Blood Asp), make GT trigger ic2 achievements (Blood Asp), Finished adding all component assembly line recipes (Blood Asp), fix ic2 crash (Blood Asp), change Electric Tiers, Adding new Tooltip to Assembly Line, Add Argon Gas, Adding Blood Infused Iron to GT, visual changes, fix Stuff, Turbine tooltip fixes(Muramasa))



Quests:


A lot of fixes not remember.

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103

Sunday, July 17th 2016, 5:16pm

Version 1.0.8.9----13.07.2016



Mod Remove:


Better Hud 1.3.4



New Mods :



Default World Generator 0.1b13



Mod Upgrade:


IC2 Nucear Control 2.4.1a



Changed/added Recipes:


IC2 Nuclear Control (Added Recipe for Vanilla Kit)
Thaumic Energistics (70% done with the mod)
Warp Theory (fix some bug)



Code and Config changes:



Custom Main Menu (change aq bit the configs and pics thanks @Technus)

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104

Sunday, July 17th 2016, 5:17pm

Version 1.0.9.0----16.07.2016



Mod Upgrade:



Gregtech 5.09.22.20custom
Gt New Horizons Core Mod 1.1.63
Open Modular Turrets 2.2.3.221



Changed/added Recipes:



Forbidden magic (70% nerfed)
Thaumic Energistics (Done with this Mod recipe changes)


Code and Config changes:


GT New Horizons Core Mod (Added Essentia Processor and circuit for Thaumic Energistics)
Gregtech (added Spring and small Spring as Shaped recipe)



Quests:


same small fixes.

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105

Friday, August 5th 2016, 11:12pm

Version 1.0.9.1a-----06.08.2016



Mod Upgrade:


Better Questing 1.0.141
CofhCore 3.1.3.327
CofhLib 1.1.2.182
Ender IO 2.3.0.428
Flood Light 1.2.8.137
Forestry 4.2.15.63
Gadomancy 1.0.7.2
Gregtech 5.09.22.31custom
GT New Horizons Core Mod 1.1.71
Hardcore Ender Expansion 1.8.6
Industrial Craft 2 2.2.3.823
Open Modular Turrets 2.2.4.225
Standard Expansion 1.0.94
Storage Drawers 1.10.1
Tinker's Defense 1.3.6(NOT WORKING ON THE SERVER YET)


Changed/added Recipes:


BiblioCraft (Some recipe like the Printing Press and stuff nerfed Needs Attention)
Blood Magic(Finish this Mod)
Draconic Evolution (Make a new recipe for the Disenchanter Disenchanter [EarlyISH-Mid way] )
Forbidden Magic (nerfed this Mod 100%)
Gadomancy (All recipes are now nerfed)
Gregtech(Change some Slime recipe give not Rubber only Raw Rubber)
HEE(change and enabled some recipe)
Railcraft(remove LP and HP Boiler recipe from Minetweaker)
Thaumcraft(Change some Advance Golem recipe back to vanilla because of Gadomancies Shielding Golems (Modtweaker sucks sometimes), Void Nuggets Ore Support and Wand Cap change)
Thaumic Energistics (Added forgotten recipe)
Thaumic Tinker (Hide Kami now 100%)
Tinkers Defense(Fix some recipes with the new Version)



Code and Config changes:


Core Mod(Adding Alchemical Wand Cap(Forbidden Magic), change meta ID from Naquadah Alloy Wires, All high Tier machine Parts now in GT Code, Added LP and HP RC Boiler to code, added allot of oxy and no oxy recipes to the EBF(All new materials with changed temps), Manyullyn Crystal now in the Item List, remove all Shaped Recipes for High Tier Machine Parts because in GT Code)
Custom Main Menu(The GT New Horizons Start Screen have now a Musik)
Gregtech(Fluid Filter Fix, New EBF and Multismelter Heating Coil Blocks 4200k, 5400k, 7200K and 9001K(Old Coils get automatically replaced by new ones), Change Materials Tier, Added 16x Cables, Change Cables recipe be more like GT 5.08, UBC Ore Support, Reactoria Crop Fix, New Cables, Some Fuel in Fusin reactor change, Achievements overhaul, packing most of the high Tier stuff to GT back, GT Sound Volumes now adjustable, change Recipes from Sensors, Field Generators and Emitters, Broken Ore Spawn in the TF )
Railcraft(added LP and HP Boiler to the Core Mod code)



Quests:


Fixed some Quests. New Quests are added(Flint and Steel, Nether Portal, New EBF Furnace Coil Quests)

This post has been edited 2 times, last edit by "DreamMasterXXL" (Aug 6th 2016, 1:39pm)


106

Thursday, September 8th 2016, 2:33am

A couple of questions:

1) How much RAM is needed to run this modpack and what are recommended JVM flags? Was getting extreme lag (2-10 fps) first time I started it (with 4 GB allowed RAM). After installing fastcraft I am getting 22-40 fps.

2) There seems to be a lot of conflicts for keyboard configuration. Is this intended or I need to remap them myself?

Edit: I have installed this modpack by downloading server pack (did not find client pack) and extracting mods and config directories.

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107

Thursday, September 8th 2016, 6:43am

You need Technic launcher to run it and fastcraft is included. The Serverpack can be run but easier it is to use the pack with Technic.
Yes they are a lot of keyboard conflicts. Maybe I have to generate a preconfigured file in the next update.

108

Friday, September 9th 2016, 1:43am

After playing with it for a day I must say this is a great modpack. Definitely much better than simply installing mods yourself which I previously did. Great job!

Edit: One bug that I noticed - I cannot equip flint sword to a weapon slot (I am doing this with GUI). So, I can either hold wooden shield or I can hold flint sword - not both.

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109

Friday, September 9th 2016, 9:25am


After playing with it for a day I must say this is a great modpack. Definitely much better than simply installing mods yourself which I previously did. Great job!

Edit: One bug that I noticed - I cannot equip flint sword to a weapon slot (I am doing this with GUI). So, I can either hold wooden shield or I can hold flint sword - not both.


Yes GT Flint Swords (if you mean this becaus Tinkers flint swords are unable to craft) cant be equip there but Tinkers stuff can. So try a irn sword from tinkers or a Bronze Sword.

I hope lance fix Tinkers Defnce issues soon that we can updte Tinkers defnse to have much more Weapons and stuff.

Thanks for the feedback.

110

Friday, September 9th 2016, 11:32am

I also noticed that I cannot craft wood pulp. No recipe in NEI for mortar to make wood pulp. Tried it manually with oak wood + mortar, oak wood planks + mortar, sticks + mortar - nothing works. I guess I will complete that quest ("Boockparts") after reaching LV machines. Strangely enough paper can be made with chad (made from sugar canes + mortar) + 2 stone slabs - quest registers it as valid.

Edit: It seems I forgot to extract scripts directory. It works now.

This post has been edited 2 times, last edit by "EvgenijM86" (Sep 9th 2016, 1:24pm)


111

Friday, September 9th 2016, 2:57pm

Hi, i have 2 question
1) why you use mod Galaxy Space Beta 2.6 ? Why you no use Stable versio 1.1.0

2)Can i use your mod: "GTNewHorizonsCoreMod" on my modpack ?

Thanks and have good day

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112

Friday, September 9th 2016, 4:15pm


Hi, i have 2 question
1) why you use mod Galaxy Space Beta 2.6 ? Why you no use Stable versio 1.1.0 (Update available via Technic Launcher 1.0.9.2b)

2)Can i use your mod: "GTNewHorizonsCoreMod" on my modpack ?

Thanks and have good day


1) In the next update i will change to Version 1.1.0. We have a lot of trouble with this mod in the past.

2) yes you can but you need to using a coples of mods more because of dependencies and recipes make for this mods packed in the Core mod.
If you have more questins just ask.

114

Saturday, September 10th 2016, 12:32pm


Hi, i have 2 question
1) why you use mod Galaxy Space Beta 2.6 ? Why you no use Stable versio 1.1.0 (Update available via Technic Launcher 1.0.9.2b)

2)Can i use your mod: "GTNewHorizonsCoreMod" on my modpack ?

Thanks and have good day


1) In the next update i will change to Version 1.1.0. We have a lot of trouble with this mod in the past.

2) yes you can but you need to using a coples of mods more because of dependencies and recipes make for this mods packed in the Core mod.
If you have more questins just ask.
Thanks you for answer.
I very good use Netbeans and mineTweaker too. Your GTNewHorizonsCoreMod is amazing. I very thanks you :)

115

Sunday, September 11th 2016, 6:12am

Is it normal for having huge mushrooms biomes in this modpack? It is as if ocean was replaced by this biome (have yet to encounter ocean biome).

Edit: I see, this is because of Biomes o Plenty. If I remove this mod will this modpack still work? Does mod progression depends on Biome o Plenty? I don't like too many biomes because if you have to search for a specific biome (like minecraft swamp or thaumcraft magical forest) it can take ages.

This post has been edited 2 times, last edit by "EvgenijM86" (Sep 11th 2016, 6:32am)


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116

Sunday, September 11th 2016, 9:41am


Is it normal for having huge mushrooms biomes in this modpack? It is as if ocean was replaced by this biome (have yet to encounter ocean biome).

Edit: I see, this is because of Biomes o Plenty. If I remove this mod will this modpack still work? Does mod progression depends on Biome o Plenty? I don't like too many biomes because if you have to search for a specific biome (like minecraft swamp or thaumcraft magical forest) it can take ages.



If you play this modpack like it is without any editing you can't have any Mushroom Biomes which are a Vanilla Biome and not generated. My Pack has Biome o Plenty and Realistic World Generation. All configs are set to fit best when you play the RWG Terrain. I have a mod installed that let you play only this World type. If you remove Mods the Pack won't work anymore so better play the pack like it is. I work two 2 Years on them to balancing all very well. If you modify anything please don't complain.
Magical Forests are very hard to find yea and tainted Biomes too. RWG stopp developping but for me it is the best Terrain Mod even better then RTG.

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117

Sunday, September 11th 2016, 9:59am

Version 1.0.9.2 10.09.2016



Mod Upgrade:


Adventurebackpack 0.8ebeta27
Better Questing 1.0.155
Buildcraft 7.1.18
EnderIo 2.3.0.429
Galacticraft 3.0.12.463
Galaxyspace 1.1.0(this will change a lot YEAH)
Gregtech 5.09.23.12
GT Core Mod 1.2.09
Industrialcraft 2.2.825
Opensecurity 1.0.94
Remoteio 2.4.1
Standart Expansion 1.0.99
Storagedrawers 1.10.2
Thaumicexploration 1.1.57
Thaumictinkerer 2.5.538
Tinkersdefense 1.3.7 (hopfully works now) Sorry not works. To much crashes.
Wireles Redstone 1.4.1.11



Changed/added Recipes:


Core Mod (Added Tool Tips for Oven Gloves and Lava Buckets)
Ender IO (Telepad now LuV Level)
Extra Utilities (Item Filter need now Stainless Steel Gear)
Galaxy Space(Change mostly all, recipes are fixed, tired to Version 1.1.0, Change Rocket Reverse recipes, Avaritia Table now Nasa Workbench, Planets and Moons need to be resetted)
MANY IDS NOT MATCH SO ITEMS BE REMOVED AFTE THE UPDATE
Galacticraft (Short Range Telepoter are cheaper now)
Gendustry (recipe change now Osmium, Palladium and Naquadah is neede, high Tier Bee Combs are needed only Industry Apiary is at titan Level)
Gregtech(Add stuff to GT Code like Heavy Duty Plates, Rocket Parts, Planet and Moon Stone Byproducts, Added new Materials like Infinity Catalyst, Bedrockium and Unstable)
IC2 (Teleporter to IV Level now, Adv Miner Iv Level too, Reactor Needs now Titanium)
Project Red (Illuminator dust using more dyes Ordicted a bit)
Thaumic Tinkerer (Fix the recipe of a TT-kami scepter @Thanks to Sirilux)



Code and Config changes:


Core Mod(Ore dict support goes to the code because of Minetweaker script erros and waiting time, Quantum Circuits need now Black Plutonium, adding an Industry Frame as Crafting Item for Gendustry, Teleporter need Infinity Block, adding many Galaxy Space components to the Core mod)
Ender IO (Ender Mini not Attak creepers any more)
Gregtech(Many new Ore Mixes and changes because of Galaxy Space Update, Added nwe 3 Tiers of Naquadah Reactors, Scanner reworks by Tec, remove pullution until it is used, )
Infernal Mobs (Hellhounds not alwas infernal any more, disabed rust due server issues and life stealer, enable 1up and regen)



Quests:


Fixed all Galaxy Space Quests to fit with version 1.1.0

118

Sunday, September 11th 2016, 12:35pm

If you play this modpack like it is without any editing you can't have any Mushroom Biomes which are a Vanilla Biome and not generated.


I see. I will use it from technic launcher then, to exclude any chance of edits.

This post has been edited 1 times, last edit by "EvgenijM86" (Sep 11th 2016, 1:06pm)


119

Monday, September 12th 2016, 1:18pm

After playing it (1.0.9.2) with Technic Launcher and using the only world gen option available (Realistic Alpha) I noticed 3 things:
1. Worldgen looks much better visually.
2. It is very hard to find any ore veins on the surface. Even mountains are completely covered up and show no ore veins on their surface. This complicates things a lot, because you basically must dig underground with a shortage of torches. I'm not sure if this is a good or bad thing, but it delays progress a lot.
3. Lots of hardened clay in any hot biome or biome with mountains. This gives easy access to unlimited clay dust, meaning unlimited Aluminium, Lithium, Sodium and Silicon.

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120

Monday, September 12th 2016, 4:14pm

After playing it (1.0.9.2) with Technic Launcher and using the only world gen option available (Realistic Alpha) I noticed 3 things:
1. Worldgen looks much better visually.
2. It is very hard to find any ore veins on the surface. Even mountains are completely covered up and show no ore veins on their surface. This complicates things a lot, because you basically must dig underground with a shortage of torches. I'm not sure if this is a good or bad thing, but it delays progress a lot.
3. Lots of hardened clay in any hot biome or biome with mountains. This gives easy access to unlimited clay dust, meaning unlimited Aluminium, Lithium, Sodium and Silicon.



1. Nice that you know what I mean .
2. Gregtech replace only Stone that's why no Ores are on the Surface or very rare. Vanilla Ores, Forestry and Ic2 or never where on the Surface too. Yes I add own Ore Mixes to Mountains because before over y Level 120 nothing spawns any more.
3. Yea Maybe I have to change the recipe here a bit lower the amount and chance.