Just wanted to report a bug with 4.7 FTB one I was trying out it seems that your machines only input from the 1 side but will not start filling the 2nd slot. Thanks
Posts by Kane Hart
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Oh wow there was an update
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I like your suggestion way more than mine
I was trying to avoid new items, for spriter nightmare, but it seems like you've already gotten that one nailed. That was the only recipe that I wasn't completely sold on.EDIT:
Okay, for anyone concerned (Kane) for the difficulty of the Gregtech recipes, here's some math. ONE ion thruster requires:
WARNING! PROBABLY INCORRECT NAPKIN MATH AHEAD! WARNING!
•~60 Iridium ore (item)(you're left with a few extra parts)
•16 Berylium Cells
•548 Copper Ingots
•256 Coal Dust
•256 Tin Dust
•6 Chrome Ingots
•3 Helium Cells/NaK Cells/60k Coolant Cells
•6 Tungsten Ingots
•12 Tin Ingots
•12 Steel Ingots
•36 Silver Ingots
•60 Advanced Alloys
•16 Diamond Dust
•256 ITNT (For compressing the Iridium Plates)
•120 Lapis Lazuli
•20 Blue Sapphires
•40 Elec. Circuits (or equivalent)For ONE thruster! You need 4 for a jetpack, 2 for jet boots and 1 for swim assist! You're going to have to have a fusion reactor, powered by high power, creating iridium. You'll need a factory to create ITNT from cells or soul sand, and gravel. You'll need either an array of Miners, a couple quarries, or a huge Tunnel Bore for the raw resources. Planning an efficient strategy for creating only a few of these thrusters will require good thought and execution.
And that's awesome.
Sounds a bit easy but looks like its for sure getting there
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Anyone have suggestions on how to protect my base underground and the surface and keep a few Soulshard spawners not effected in a small say 16x16 areas?
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Kane, a gregtech version is currently in the works.
sweet, I really hope its a lot and I mean a LOT more expensive then what Quantium and nano are.. They both are a bit op as is with Greg's techline. But then again even Greg likes it easy
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Cool mod, Will never ever touch unless if there was say a GregTech Hardcore version of this. That being using certain stuff from GregTech if not even fusion type things to make this work. Great idea's though and looks really sweet but I like my gameplay to be very challenging.
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I have company this weekend. Most I can do is troll
Though I have a really crazy idea... A MFFS Mob neutralization block. Where you can place it and give it a certain radius of what to counter act the MFFS defence block. Great for doing stuff like Shadows Soul Shards and etc. I pretty much cap out my area's all the time so now I gotta run 100's of blocks away to create a special spawner. Be cool just to have a block that cancels the effect
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Small issue I ran into with the new 2.3 beta:
When you have the multi tool out, shift clicking cycles through the different modes until you get to the Personal ID Encoder mode. Then it won't cycle any further than that, and you begin "swinging" the tool when trying to right click (shift or not shift). It also doesn't encode the ID cards.
This might not be just limited to 2.3 beta. I have had some similar issues with the last release accept I have never had issues with ID cards as far as I know. Swinging up in the air sort of fixed the switching part. Had multiple users complain about it.
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Github remove these service..from this Page...but i will release 2.2.8.3.* public Beta his week
Sounds good, This why I use dropbox really nice service and right at my desktop!
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what happen to all the beta builds?
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There's the problem. PlayerInteractEvent doesn't tell you that the player is breaking a block, it only tells you that they clicked on it.
Mining lasers don't click blocks, so they don't fire PlayerInteractEvents.Unfortunately Forge doesn't have an actual event for block breaking, so you'll have to pester CPW or LexManos until they add it.
yeah what even happen to that? It sounded like be a week away at most a half a year ago lol.
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I find on my server anyways since we started to go with Vanilla servers and also open the Nether that most my users now just build large geo thermal arrays. Now time has passed and screw large Solar Panel Arrays. We now have Nether and lots and lots of Lava to where it can even almost be considered a unlimited resource of it. My suggestion is simple. Just a config option that makes IC Pumps not work in the nether that is default off so that it effects no one unless they decide to use the feature.
This will make me happy and even deep down make my players happy and move away from doing just pure Geo for large power generation.
Thanks
PS: I assume if IC does this then the devs doing BC would probably be more then happy to follow suit bring more balance to both mods
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Woot
Chunck <- German Version of Chunk
lmao, Don't worry Greg can't spell words to well in game too
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its not a store date problem ... more a timing glitch..work for the next version on an change.. load chuncks if required (unload if player offline)...but is always very difficult to test in a development environment.... can sign up as a beta tester of course
temporary solution tell your players to put Extractor,Capacitor,SecurityStation in the same chunck...
I never mind testing really. My problem is not actually how you take it. The problem is their abusing it and using it as a chunk loader. A offline one at that
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Is there no better way to store mffs data then to keep chunks loaded? I know it might be a pain but I feel keeping chunks open is not the answer. Mainly because it adds up when you got a couple dozen players and their bases are loaded or half loaded when their offline not only causing other failures in other mods to take place but also to cause low TPS and performance due to having so many active lots loaded.
I hope there might be a way I really would like to reduce chunk loading in the future.
Thanks
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If i was going for a larger server I probably wouldn't be using nether ores and would be disabling Cooperite generation in the end.
But it feels very nice with 2-3 people currently. After the first stack or so of Iridium plates things ease up with green gen farms and whatnot.
Most of my iridium still comes from overworld mining.I do feel that water mills could use a buff for both their passive and manned power, they are no where near what a wind farm can produce or even a solar farm.
The best unmanned setup of water is 0.25EU/t at an optimal setup per unit, meaning 4 per EU/t
They just feel... sadMy problem right now though is if I remove sheldonite generation in the end they will setup 200+ if not more geothermals in the nether. These are people who try to abuse everything as much as possible like run 32 turtles 24/7 or try run several quarries and so on.. It's hard being a server admin and have some kind of order
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I just hate the rain so much though
Edit: Just thought I should mention, Powercrystals now does the nether ores mod again so you might wanna just check and make sure there is full compatibility with it as it now adds a few extra ores.
http://www.minecraftforum.net/…s-and-more/#entry20092612Im just installing to see how it handles currently.
Edit: Most things work fairly well, but there is no handling of nether lead ore.
Greg will probably use this and also make the end even easier
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errrrrrrrrrrrrrrrrr! when i was trying to install a newer version of greg tech it deleted all my mods!!!!!!!!!!! all i did is that i didnt know where the mods folder was located so i did a search for it and draged it into my favorites hotbar.
Jesus.... Time for someone to take basic how to use a computer class.
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Problem with Logistics Pipes, which has been stated to be fixed long time ago. I don't know why, but these Pipes can access invalid Inventoryspace aka Holoslots.
Thanks, I will write up a bug report for them tomorrow