No Galacticraft?!?
Sure, it's not used that often, but how many players have gotten that far through the tech tree?
I was really looking forward to it. Living in a space station (that's possible right?) was my ultimate goal.
No Galacticraft?!?
Sure, it's not used that often, but how many players have gotten that far through the tech tree?
I was really looking forward to it. Living in a space station (that's possible right?) was my ultimate goal.
Long live Kabutops!
I can totally live without JABBA, and it does, unfortunately, greatly reduce the drive to expand your storage Tech. Otherwise, I like it. The Iron Dolly can move IC2 machines, Chests, Barrels, etc. Barrels make a nice transition to AE storage, especially with the ME Storage Bus, but they don't require an Emerald Farm.
However, moving spawners could be OP even without (perhaps even more because we're without) an Enchanting Table:
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As to PFAA, I think it needs to be more mature first, but I really look forward to that day.
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Biomes mods: Biomes O' Plenty has biomes worth seeing once. Highlands has biomes worth living in.
Highlands also adjusts oregen in it's own biomes, allowing, for example, Iron Ore to spawn well above sea level in it's mountainous biomes (so you're not wasting your time caving near the surface like you kind of are in vanilla Extreme Hills).
I like Thaumcraft, but I'd be more open to it on this sort of server only if you could slow progression (perhaps by reducing aura node frequency, vis distillation, and reducing research point intake (maybe some sort of .5 or .25 modifier on all those things).
Iguana Tweaks and /gamerule naturalRegeneration false
Iguana tweaks can discourage suicide for regen, and also makes you spawn with only 2.5 hearts on Hard. It can also make poison do less total damage, but removes the part where it can't normally kill you.
I have trouble with the Google Drive links too. I find that if I open it so I can view the files in the .zip, I can click file > save and get the mod file that way.
I see that you're looking for 400EU/t and effeciency. Considering that Reactors are no longer 96 copper for just the basic block (12 lead instead!), I suggest going with several reactors, producing 50 to 100 EU per tick.
In this case, you're picking Efficiency only, allowing you to have enough component space to deal with the high heat that neutron reflectors produce. You make up for output by simply building more of them.
Oil completely removed; so the only way to get oil is oilberries?
Difficulty changes from IC2 that *can't* be changed back in the config (almost everything else can):
- Resin to Rubber Only in Extractor
- Diamond Drill Needs Titanium
Crops bread to high stats (unlike bees) cost you additional resources to maintain, (and will still plant, but spontaneously die) in harsh environments (or for perfect plants, imperfect environments).
The only weapon that beats a Tungstensteel Wrench is the Advanced Saw.
The Steel Wrench deals more damage than a Diamond Sword or Tungstensteel Sword.
Carpenter's Blocks has fixed adventure mode compatibility for it's 2.0 version.
You didn't mention U-235 in the Uranium Processing, only Pu and U-238.
Right, but would you say 31/31/31 is manageable and better in many cases than 21/31/10 (which would get same harvest quantities after longer maturation, but cost less in upkeep)?
If this is partially derived from what I had said on IRC, I hadn't meant to indicate that growth > 24 caused plants spreading themselves; I meant it would cause weeds.
Interesting to see that the weeds inherit properties from parent non-weeds. Being immune to weeds makes >24 actually viable.
The spontaneous death for nutrient 0: That still does apply to >24 plants?
Different plant types require some hidden total of nutrition, hydration, and air quality to grow and not die. Plants with higher total statistics may either require more totals or simply drain the totals faster. You can keep either or both of nutrient/hydration at 0 for some lower tier plants but not for others.
With what you've seen, providing you have a good consistent supply of fertilizer, and hydration and weeds are kept manually, are 31/31/31 plants useful, or not worth the trouble as I had indicated in my IRC post?
I loaded up without GT to test in a free-er environment. The problem is indeed Carpenter's blocks and it's only broken in Adventure Mode.
(I guess at least a 10% chance this mod goes the way of Forestry and stops supporting adventure.)
Posted on the Mod's forums.
http://www.minecraftforum.net/…s-and-more/page__st__1900
edit: Very fast response from the dev. "I'll look into it. For now just use a version prior to v1.9.9."
Anyone having this issue: Using Carpenter's Blocks variants of items (Doors and Beds) does not work with an empty hand (in adventure mode?); you must have a block or tool in hand to use them.
My pack is this server's pack with Gregtech J and IC2 364, so I'd imagine you guys are having similar issues, or are about to.
The guest # spike on this thread is because of twitter.
edit: Turns out this post was wholly unnecessary; the guy was already running the SSP version when I posted.