I also think that steam turbines should be buffed.
Stirling would be 2 HU to 1 EU ratio
Steam would be 2 HU to 1.5 EU ratio
SuperheatedSteam would be 2 HU to 1.8 EU ratio
I also think that steam turbines should be buffed.
Stirling would be 2 HU to 1 EU ratio
Steam would be 2 HU to 1.5 EU ratio
SuperheatedSteam would be 2 HU to 1.8 EU ratio
Kirara 3.0 keeps old K1 and K2 (GT5), adds a new K3 (kirara hardcore, uses GT6) and K4 (GT6 but softer).
You should try joining us on Kirara hardcore (K3). It is a new map and modpack.
Or you can use the crucible.
The only disabled machines of IC2 should be the furnace, macerator, extractor, thermal centrifuge, ore washer and compresser, since those have counterparts on GregTech.
Else should be kept on for utility. They can even be powered directly from GT power.
The TC use golem will constantly attempt to harvest the crop. Once mature it will harvest. But seriously, use IC2 crop harvester. It works in a great area and doesnt use much energy.
Crops will grow faster if given fertilizer and water (either manually or from cropmatron), however they don't need them. Except for high stat (growth gain and resistance > 20ish) combined with high tier crops.
Leaving note for arch: The server has been restart-crashing for 12 hours already.
Also, I found a way to sell foods that will have regular rotting times on the NPC. That will require your assistance though since some config editings (and server reboots) are required for this technique.
I fixed his screenshots links. (You have to use direct links, not the link to the website viewer)
With 1.22ctest8 the ghasts are suddenly a lot more dangerous
They are disappearing, sometimes only for a second and other times for a long period. I've attached three sequential screenshots showing two ghasts, one of which vanishes briefly in the second screenshot to reappear again in the third.
Thanks.
I've had the same problem, but with a creeper (from special mobs, don't know if that matters), it simply vanished while i was fighting it, I managed to kill it anyways.
I can also notice that my character ocasionally vanish (when you are on f5 third person perspective) while flying on creative mode. Smartmoving mod is present (modifies the player rendering).
I'm using 1.22ctest8 aswell.
I actually dont mind those mobs being powerful, I just dislike their godlike speeds. Can't we tweak them to have something more manageable?
afaik anyone should be able to use the /kill command.
What about IC²-ish pipes that uses electricity to transport items? Like a powered pneumatic tube system.
Pyrolusite: /summon ~ ~ ~ Item {Count:1,ID:insertitemIDhere, tag:{EM_ROT_DATE:2130000000}}
The world spawn has been changed to be right outside the village. You can't miss it anymore.
Also for everyone complaining about no spawning tools, i'll be sure to set axe-giving commandblocks anywhere necessary. This includes spawntown and within the spawn (close to the journal).
However we should enable forced adventure mode again. It has always been like that and it does increase a tad bit the hardcore aspect. It also have no bugs (and if there are any, greg will fix).
Else i'll keep digging dirt and sand with my bare hands.
Config setting for Arch: B:forceAdventureMode=false (set to true) at config/GregTech/GregTech.cfg
Yes you can it seems, but i have not tested them at all, in honesty.
And as always with all IC² machines, it should have a very high item throughput capacity.
By the way, the "injector" upgrade is only for items or there is a fluid version aswell? A fluid one would also be nice.
IC² UU system currently is dynamic, setting values to things based on how much of it is generated in the world (which counts mostly ores), which is also why plants have an absurd price.
It's rare.
At least it tells you what you should and shouldn't be UUing now.
That quite defeats the idea of UUM (pull out anything out of simple energy), you know.