There was at one point a small addon that just added some crops that provided items that would normally be dropped by mobs (both passive and hostile), until those crops were migrated into GregTech. However, both GT5u and GT6 are pretty much only available for MC 1.7.10, and GTCE has detached from IC2, so I'm fairly sure it doesn't include those crops. It would be nice to have them available for newer versions of Minecraft, whether as part of IC2 or as an addon.
Are the new bonuses limited to vanilla and traverse biomes, or would BoP or even Biome Bundle biomes potentially benefit?
Negative modifiers to the nutrient bonus based on biome dictionary entries aren't applied, because the code only looks for the maximum modifier. There are also some biomeDictionary-based modifiers for humidity now that don't seem to actually be used.
I have a question about oil drilling: is it supposed to start at the same rate in all chunks of each 6x6 chunk "oil source" area? https://ftb.gamepedia.com/Oil_Drilling_Rig#Usage makes it seem like that's the intended behavior, but with an oil drilling rig centered at x=69 z=2, I got light oil at 19 L/cycle, then I rebuilt it at x=55 z=2, I got light oil at 13 L/cycle. However, I don't know whether I'm misinterpreting the wiki, the wiki is out of date, or if that's a bug.
Debug screen shows it as "ic2:resource" and "type: reinforced_stone", but I got it to work by passing "ic2:resource 11" (without quotes) to the /fill command (despite the wiki saying that only Bedrock Edition accepts numeric tileData for the command).
That's one of the GregTech 4 recipes for it. I just looked at your modlist again, and you're using TechReborn, which iirc was originally based on GT4, and might not have been completely separated from IC2 in its 1.7.10 version. That recipe isn't listed on the TechReborn wiki, though, since said wiki is updated for the 1.12.2 version of the mod.
Nei, voxelget or tmi would here accurate.
TMI has no recipe lookup (it's only for cheating in items). I hadn't actually heard of voxelget before, but I looked it up, and it has no mention of recipe lookup there either. Technically there is also CraftGuide, but iirc there is less support for processing recipes involving mod-added machines when using that mod (since few mod authors added support for it).
In 1.7.10 it would be NEI (Not Enough Items) rather than JEI, but that mod is missing from the list, even though CodeChickenCore is there. Since it also does not seem to include CraftTweaker or MineTweaker, I am guessing you assembled those mods yourself rather than downloading a pre-assembled modpack, so I would suggest adding NEI so you can look up recipes in-game.
while ((!heatAcceptors.isEmpty()) && (heat > 0))
int dheat = heat / heatAcceptors.size();
heat -= dheat;
ItemStackCoord acceptor = (ItemStackCoord)heatAcceptors.remove();
//func_77973_b() is getItem()??
IReactorComponent acceptorComp = (IReactorComponent)stack.getItem();
dheat = acceptorComp.alterHeat(stack, reactor, x, y, dheat);
heat += dheat;
I didn't catch this before (since I didn't have much interest in actually using the mod), but that should be (IReactorComponent)acceptor.stack.getItem() instead of (IReactorComponent)stack.getItem(), otherwise you're altering the heat on the rod itself (which has no effect). I think you'll also want to use acceptor.x and acceptor.y in the call to alterHeat, otherwise overheating an adjacent component may cause the rod to break instead of the overheated component.
Also, it seems like you left this in the code for both Coaxium rods and Cesium rods (I hope you don't mind that I peeked with jd-gui). For all I know, maybe you want coaxium rods to heat adjacent components but not directly heat the reactor, but otherwise, you might want to strip out that whole section from the Coaxium rod class.
Since DreamMasterXXL hasn't responded yet, I will try:
I've looked at source code for GT5u and this addon, and the large chemical reactor is indirectly supported already - if you add a recipe for the single-block chemical reactor, GT5u will automatically add an LCR recipe as well, with any fluids used directly instead of in cells. However, this doesn't allow for recipes requiring more than 2 non-fluid inputs or more than 3 total inputs, which are supported by the LCR (which if I'm reading the tooltip correctly, can theoretically have up to 14 total input and output hatches/buses, though I imagine more than 6 inputs or outputs could cause problems with displaying the recipe in NEI)
Why do you want both Advanced Machines and Tech Reborn? I thought TR had more machines, and would make AM mostly redundant. Admittedly, it's probably buggy since iirc the devs didn't spend long on 1.7.10 before updating TR to newer MC versions.
The mods are already listed in the log. It looks like Advanced Machines is erroring, but when I tried it with minimal other mods, it didn't crash for me, meaning you probably have an inter-mod conflict causing the ambiguous recipe, which will be a pain to track down.
I haven't tried the Capsule mod myself, but I came across this:
Which indicates that removing IC2 machines from those lists will cause problems, and fixing it in either mod is apparently impractical until both mods have been updated to MC 1.13 (or later)
AFAIK, config files alone can't do that in the 1.7.10 version of IC2 experimental. However, there's a small addon that allows bringing back the "classic" E-net. Here's a link to it: [IC2 Exp][1.7.10|1.8.9|1.10.2] Uncomplication, IC2Classic E-Net, IC2Classic Recipes, Old UUMatter... And all of that for IC2Exp.
and 14 gb of dedicated ram.
Somewhere your attempt at giving it 14 gb of dedicated ram is being overridden by a parameter that only gives it 512 megabytes. If you didn't leave that in the launcher settings, there may be an environment variable or something that's providing the second memory setting.
I'm not sure about a "cover" over construction foam, but there is the Obscurator:
I haven't used it much myself, since I only play single-player and prefer to have my cables visible.
That matches the in-game behavior, though I'm aware it may be confusing to those accustomed to its EU reactor behavior. It is documented on both https://wiki.industrial-craft.….php?title=Fuel_Rod_(MOX):Quote
MOX Fuel Rods behave rather more sedately in the fluid reactor, outputting normal efficiency at reactor heat <50% and 2 times normal efficiency for reactor heat >50%.
It is also mentioned in the tooltips when you select MOX fuel rods from the component palette in the upper right section of the planner.
https://ftb.gamepedia.com/Fuel_Rod_(MOX) has apparently not been updated to cover fluid reactor usage.
Looking at the author's profile, he/she hasn't been active since 2015, but as far as I can tell, the link is only broken due to changes in curseforge site structure. A little searching, and it looks like it is available here:
I'm not sure why you posted this in the IC2 forum, since that is a Buildcraft pump, and as far as I can tell, there are no IC2 blocks in that screenshot. However, I will try to help anyway. You need to provide power to the pump, not just the wooden fluid pipe attached to it, and the pump will auto-output to any fluid pipes attached without needing a wooden fluid pipe (I just checked using Buildcraft 126.96.36.199). The pump can technically operate when powered by a redstone engine, but idk whether that will be fast enough to keep up with your arboretum (which as I recall has variable water requirements based on how long it has been since the last rainfall and possibly other factors)
It's a rather low chance for any given crossbreeding attempt - I usually make at least one 9x9 field with 40 regular reed and 40 cross-crops in a sort of "checkerboard" pattern (water in the center with some sort of slab over it), and even then it can take 3 or 4 passes before I get any stickreed (more regular reed is a lot more common).
Look in the "Advanced" tab. There's an option to make it output old-style codes.
As far as the mobile app, I am not involved in developing that.