Posts by DreamMasterXXL

    Version 1.0.9.3d 22.10.2016




    New Mods:



    Re Auth 3.2




    Mod Upgrade:



    Adventurebackpack 0.9fbeta1
    Buildcraft 7.1.18(let's try to fill up the Nether with BC Oil Tongue)
    Carpenter's Blocks 3.3.8.1
    Craft Tweaker 3.0.12
    Draconic Evolution 1.0.2i
    Electro Magic Tools 1.2.6.2
    Ender Core 0.2.0.39 beta
    Forestry 4.2.16.64
    Galactic Greg 0.9.5
    Galaxy Space 1.1.1 STABLE
    Gregtech 5.09.25.05
    GT NewHorizons CoreMod 1.2.27
    Hunger Overhaul 1.0.0.104
    Industrialcraft 2-2.2.826 experimental
    Iguana Tinker Tweaks 2.1.6b
    Natura 2.2.0.1.126
    RemoteIO 2.4.1 (Now with new version)
    Spice Of Life 1.3.6
    Storage Drawers 1.10.4




    Changed/added Recipes:



    Adventure Backpacks(Now Backpacks craftable because Craft Tweaker gave me a NBT option to remove only one nbt recipe instead of all)
    Electro Magic Tools(Make the whole Mod playable so add all Recipes back with GT Tools)
    Gergtech(remove crafting Bronze and Steel Ingots out of Nuggets, Bio Fiber recipe changed to be even more like the new gt recipe)
    GT New Horizons Core Mod (Now pollution is toxic.)
    Railcraft(Now the Advanced Coke oven is available Lv age. You need to vac freezer anymore and no blaze)
    Witchery(add Crucible to Witchery Oven recipes.)




    Code changes:



    Gregtech(Changed get clay dust a bit. And diamond out of red sand, change compressor recipes, Update IGT_RecipeAdder.java Fluid Canner, Adding tiers up to Tier 15, Add Infinity as Material Add Cells to Infinity Catalyst, infinity and Bedrockium Add more Plasma and Cells to new Materials from GS, Added some magic Fuels and fixes, Initial material change and tier expansion., Materials update, whitespaces, Higher tier method adjustment for long computaion., more work on ultimat-er battery, Scanner core scanning code changes, Finally working on first ticks on the teleporter and microwaveET's. Also minor spelling fix, Worldgen and random changes, Postinit reduction and save registered recipes., Change max machine casings to UHV, add Mysterious Crystal Material, Exposing more recipe adding functionality. Chemical Reactor and Centrifuge, Assembly Line Fix, Pyrolyse Oven fix, Return slabs on paper crafting and add metal subtags to TungstenCarbine, VanadiumSteel, ect, fix #717 Lathe can't make rods, Adding UBC Support from Blood asps code, Temp fix for missing Greg'd recipes (Muramasa), Fixes #714 - solar boiler, add Pollution system, add Ores to Infinity Infinity Catalyst and Bedrockium, Fix the MKII Fusion Casing Recipe , Fixed fluid regulator., Return slabs on paper craft(this time without bug), Alloy energy hatch in every slice of the assembly line, Optimize hiding of fluid extraction recipes., drop items from exploding gt machines + config, Fixed charcoal pile igniter bug, high tier stuff require more Nq and Nq alloy cable instead of wire..., Give ore Achievements from all ore stone types, change recipes for Field Generator (Tier balance) fix #740, Add duranium and tritanium, Pyrolyze works, soft Hammer->soft Mallet changes too, Pollution effects detects Full hazmat now, Make pyrolyze to use our casing (fixes texturinig), Optimize particles and change spawning code for electric machines, )
    GT New Horizons(Added Wet Transformers, Added HP and Plasma Turbines recipe, change compressor recipes, Add new Wires/Cables Ordict Berockium, New Fluid and Items Pipes Ordict more stuff, Put Wildcard values to ic2 recipes., GS compat version 1.1.1, TCeti Stone dust added and recipes, fixe large Plasma Turbine recipe, try to ordict mince meat to pams food for Burgers Idea by mtesseract, Added Pollution Air Filter Machine and Filters, Pollution fluid etc, update forge to 1614, fix Conductive iron in the mixer using no titanium, added recipe for Air Filter Block, Electric Air Filter Machine Block and Vent Casing, Optimize Imports (intelliJ), add helper Item for EMT nerf, Initial power trafo's recipes, change Ordict stuff to void from voidmetal, Added generators to expand railcraft quarried/abyssal stone generators., Trinium processing, better HighTier EBF ing, Astral Silver craftable etc., Remove Character.valueOf, Add pyrolyze oven casing, )




    Config changes:



    Applied Energystics(System needs now 10x power then before)
    Electro Magic Tools(Tiered Tools via Iguana Tweaks to a higher level)
    Galaxy Space(Add TCeti Dimension ID)
    Gregtech(Teleporter now Interdimensional tp able, TCetiE now added in the GT configs withe Orgen, added three now Small Ores small 16/Infinity Catalyst, small 17/Infinity, small 18/Bedrockium, Plutonium Mix are dprecated now and removed, Adden new GT Uranium Mix, New Solar Panel design in Avaritia Table. Welcome to Hell Muahahahaha Tongue, fix the last recipe need 32 eut/t)
    Iguana Tinker Tweaks(Change a lot of Tool defaults to higher Tier)
    Pams Harvestcraft(No you can plant all plants from Harvest craft.)
    Thaumcraft(VoidMetal stuff is fixed)




    Fixes:


    fix #708
    reverse recipe for Thermal clothes


    Fix #707
    Chandelier not craft able in LV Tier


    fix #711
    SDHC Alloy need now Stainless Steel screws


    fix #713
    Quest Fixes


    fix #720
    rainbow Curry now craftable
    Change recipes for Bio Fiber.


    fix #716
    OD and OV Scanner recipe changes


    fix #730
    CAble using Circuit state 24 now


    fix #621
    Forestry Backpacks can now hold all items of the right type.




    Quests:



    Fix Wooden Cutter and Farmer Quest. Ignore NBT Data, Thaumcraft Quest fixes, Tier fixes, Quest overhault by Tec remove many spelling issues (thanks), Change Copper and Malachite Quest make two Quests. Change Steel Tank Multi Block Quest be retrieval instead of crafting Quest. Advanced Coke Oven Quest Fix

    It need Titanium and Glow Stone and in SP is works for me. Did you change the cfg file?
    May i have yours to compare it with my cfg to be sure there is nothing wrong.



    This is the cfg file part btw



    S:specialBlocks <
    gregtech:gt.blockmetal7:9 (Titanium Block) (Tier 3)
    minecraft:glowstone:0 (Tier 3)
    gregtech:gt.blockmetal7:12 (Tungsten Steel Blocks) (Tier 4)
    AWWayofTime:largeBloodStoneBrick:0 (Tier 4)
    minecraft:beacon:0 (Tier 5)
    gregtech:gt.blockmetal3:12 (Iridium Block) (Tier 6)
    AWWayofTime:blockCrystal:0 (Tier 6)


    Hello, ive been playing this modpack and just started the blood magic part a day ago, now im going into tier 3 altar and im strugling to do it.... in change log i see you changed some blocks to titanium is there any place i could see what will the altar look with your tweaks? or could you please explain what i need to change to get the tier 3 altar, some specific runes or maybe some specific titanium block? (tier 3 is the one with glowstone)
    Thank you


    It is in the config file but maybe a bit cryptic. I will look inside and can say you later what Blocks you need. And yes there is no proper wiki. Some day I have to do it.

    Ok fist of all you need to play the newest version 1.0.9.2j or k


    From time to time I change Quests or fix them and so you need to do the following command.


    /bq_admin default load


    sometimes Quests are unlocked and you not touch them before. Go to edit Mode and hide them again.


    /bq_admin edit then edit them and hit again /bq_admin edit



    I Hope that will help you.


    I noticed 1 more thing - with realistic alpha worldgen Red Sand is a lot more common than before. 1 red sand = 0.5 iron + 0.01 * 1/9 diamond dust + 0.5 sand. This means that if you find desert with red sand you have almost unlimited supply of iron once you reach LV tech.


    Yes, you could also find it in normal worldgen, but you have to search quite a lot for a rare mesa biome.


    I don't think that having unlimited things is always bad (otherwise we would not have bees), but it costs only 1500 EU to process it in centrifuge and it takes 2 seconds. And you can mine sand A LOT faster than iron ore.



    Yea Red Sand and Clay needs to be balanced.

    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.

    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


    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.


    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.


    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.

    How does one replaces GregTech recipe? I was trying to make a script to bypass overclocking by upping the tier of recipes, starting with deuterium production. But it seems to work only with molten cheese(and every other liquid with no centrifuge recipe). As I've get it, two recipes for same liquid can not coexist. So i tried to remove entry "I:hydrogen_160". It returned. I tried to set it to zero. It removed the recipie from nei, but I assume it still there, gloating at me.


    Here is my line in script

    Code
    Centrifuge.addRecipe([null], <liquid:hydrogen>*4096, null, null, <liquid:deuterium>*1024, [0], 16, 5120);


    You can only set the recipe to 0 in the Recipe config file from Gt


    Then you can add your own recipes. Change a bit time and eu to override it successfully.

    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)

    @ Thunderbird


    It would be nice if your recipe support Ordict.


    Like Iron Plates = plateIron or plateAnyIron tob be comapatible with Gregtech.
    Same for the other Metal plates too.
    And maybe Gregtech Cables too CraftingWireGold or chose superconductor cable for the Glaswire Cables.


    Thanks.