Posts by MauveCloud

    Actually it would more likely have to do with how Treecapitator handles its tools; I remember I was able to get Treecapitator to work with GT axes (and Leaf Cutters), but I had to figure out [read: ask here] what the item name was for GT meta-tools. (It's something like gt.metaitem.01 or some such.)


    Really? I think I tried to configure Treecapitator to handle GregTech axes sometime mid last year, and it didn't seem to be working. Maybe I did something wrong, though. I'll give it another try.


    Edit: Worked fine this time. Maybe I missed some of the required sub-entries last time when I was adding GregTech to the TreeCapitator config.

    If you can get Treecapitator working though, =false that config again; don't want anything screwy to happen with both mods trying to do the same thing at the same time


    I've had them both enabled before, and didn't notice any problems like that happening. Last I knew, Treecapitator didn't apply to GregTech axes (maybe because of the unusual way they store the durability), but also didn't interfere with GregTech's timber axe option (which only applies to GregTech axes and chainsaws, and isn't as useful, considering that even vanilla Minecraft has several tree types with branches to deal with)

    Awesome. I tried to revive the suggestion a few months ago (Electric lighter) but didn't get very far, so it's nice to see that someone is willing to make an addon for it.


    I'm not sure I entirely agree with the recipe - I was thinking more along the lines of it using an electrical spark across a gap with exposed wires, which wouldn't require flint and steel in the recipe, or a motor (which is part of the recipe for the small power unit). Not really a big deal, though.


    However, I have a few questions before I download it:
    1. How much EU does it store?
    2. How much EU does it use per operation?
    3. Does it recharge from a batpack (or charging battery) when partially discharged?

    Which tool can harvest Brittle Charcoal in adventure mode? Pickaxe, Shovel and Axe do not work =-(


    According to the source code, an axe is supposed to work:
    https://github.com/Blood-Asp/G…Block_Reinforced.java#L68


    What type of those tools did you try? If they're from another mod, they might not have been coded properly to handle adventure mode.

    It solve the problem, but now it messed extrabees, because they crash with NoClassDefFoundError with some of their classes...but that's not your problem
    You helped me a lot. Again thx
    Toonu


    Chocohead is working on a patcher for Binnie's Mods (although it doesn't cover Extra Bees yet), since Binnie has been MIA for a while - see the "Random IC2/Forum chat" thread.

    This is a huge problem, especially with large gas or plasma turbines because their fuel production is spiky and there are not many way to transport fluid every tick at an finely adjustable rate (actually I couldn't come up with any).


    Really? What about this block then: http://wiki.industrial-craft.n…php?title=Fluid_Regulator
    I may not be the best one to stick up for the multiblock turbines, since I haven't actually built one myself, but iirc, the others who have done so have used that block to deal with the problem you describe.

    Interestingly, once i got the stickreed, I now am growing "stagnium" and "cyprium"


    they will not mature, and I can't find anything on the wiki. they are at growth 3/4 . I've literally spent all day growing crops.


    Some crops require special blocks below them in order to fully mature. It's probably safer if I don't directly give away what blocks those particular crops need, but there's a clue in the first post of [1.7.10 - Addon] Useful-Crops - IC2 Crops will rise again!


    Didn't think so, is there a way of getting it to work with 4.x? Also what's the major differences between 3 and 4?


    As far as I can tell from skimming the CurseForge comments and the bug tracker for Binnie's Mods, no, there isn't really a way to make it work with 4.x (and Binnie has been MIA or possibly worse for several months). As far as major differences between 3 and 4, I don't really know. You might have better luck asking in the Forestry thread. If the wiki was up, it might cover that, but I just checked, and the Forestry wiki is still down.

    Anyone have an idea on how to fix this? It's not IC2 at all, but still an issue I'm having with this pack
    Binnie's Mods 2.0 pre 14, Forestry 1.7.10 4.2.6.54


    You probably need to revert to Forestry 3.6 if you want to still use Binnie's - version 2.0 pre 14 is from July 2015, so I wouldn't expect it to work with Forestry 4.x.

    You may want to add a mod called "Minecraft Forge" as well...


    I think of that as a platform for mods to run on, rather than being a mod itself (the same goes for LiteLoader), and since MultiMC has special buttons for installing Forge and LiteLoader, I didn't bother listing them. Don't worry, I haven't forgotten about installing Minecraft Forge. :D

    I'm not sure if there's a forum post about it or if it was just discussed in the shoutbox, but I think the plan was to skip 1.8, and then once Minecraft 1.9 officially releases, and Forge for that version comes out, they'll decide whether to work on making a version of IC2 for it.

    I know I start new worlds with different lists of mods more often than some players here, but I guess that's part of the fun of Minecraft for me. I have been playing with PFAA Geologica for a while, but some GregTech materials are actually harder to find when using it than when using GregTech's default worldgen, and I'm missing the overworld small ores.


    I've got a 32GB memory kit on the way (hoping it doesn't end up in Laurel, Mississippi instead :pinch: ), and I've switched to using mostly Soartex 64x textures (except for IC2 crops - I don't like what they did to the stickreed, melon, and pumpkin crop textures, so I've mixed in some Sphax textures for those), so I don't need to keep my mod list as short as when I was trying to use 128x and 256x textures. Once it gets here, I think I'll start a new world with some different mods. However, I haven't found a modpack I like - many of them include mods I'd prefer to avoid, like EnderIO or Doom Like Dungeons, but fail to include mods I want, like Control Pack and Mouse Tweaks. I also don't want to spend a lot of time building Minetweaker scripts to balance things - half an hour to an hour is okay, but not much longer than that. Also, I'm playing single-player in peaceful mode.


    Here's the list I'm considering this time:


    As usual, please let me know if there are significant balance or compatibility issues with those mods that I might not have noticed, or if there are other mods that might be worth adding. (existence of Soartex textures for a mod, or at least higher-than-16x textures that look good alongside Soartex textures is a plus)

    Well with the next classic update you need maybe a hour with this special Fertilzer.


    Any chance you could release the special fertilizer in a mini-mod for IC2exp (sort of like you did with the crop breeding calculator), or does it involve deep changes to the crop system that make it only practical to do in IC2 classic?

    As i said: for logic gates and not for the loot... I mean who has a logic gate powered by crops xDDD


    iirc, fully grown redwheat emits a redstone signal, so theoretically, it could be done. XD


    I mean why ever use the direct purpose? Why not looking at a indirect purpose? My example for the Logic Circuits.
    You could combine wheat and cooa Crops to run generators and alll that stuff (food generator from extra utils)
    And gaining some dyes from crops can be usefull too...


    I forgot about the Food Generator from Extra Utils, since I don't have that mod installed at the moment (though now that the bug with anvil sound effects upon opening the inventory with GT installed has apparently finally been fixed, I'm willing to consider it). Dyes, huh? Let's see, besides decorative uses, they can keep cables from connecting by virtue of being different colors, right? Any other uses I might not be aware of?


    Also a thing that Agricraft can not have (by its own) is the crazy grwoth speed for crops. I have with 9,9,9-12,12,12 Crops about every 3-5 Minutes (based on growth calc) almsot a stack woth of Wheat which is (in classic) the same amount of food... While Agricraft is limited to random blockupdates... xD (that excludes random blockupdate helpers like Watering can or bonemeal of any kind)


    While we're at it, AgriCraft drop rate is limited to what, 4 items for a 10/10/10 "super" crop, right? I think I've seen as many as 8 pumpkins drop from a single high-stat IC2 crop.

    Sorry, but I don't feel the same way about those particular crops:


    I'm not particularly interested in making beer or coffee. (or tea, for that matter)


    Stickreed was attractive for a while (since it avoided the need for making treetaps and looking up and down and around trees to find the resin holes), but now I'm thinking a Forestry Rubber Plantation (using rubber trees) is better.


    Redwheat is unimpressive when a GT redstone ore vein can easily contain several hundred (or maybe even a few thousand) redstone ore blocks, which each macerate to 10 crushed redstone ore.

    That certainly sounds like a good reason to skip AgriCraft, but let's look at this from another perspective: are there any IC2 or GT crops that are really worth the time and effort of breeding them in a single-player peaceful world, instead of getting similar materials from other sources, such as mining, the Peaceful Plus mod, the peaceful table from Extra Utilities, GT Bees/Gendustry custom bees, etc.?

    Is it possible to grow the crops that require metal blocks below them on the multifarm??? It wouldn´t be that useful without it, except for oil berri and uum/uua berries :thumbdown: .


    Also, can iou tell me what I´m doing wrong? How does the crop farm work?


    I haven't tried it myself, and Forestry's main wiki is still down, but the changelogs for Forestry and Forestry_Dev say it uses the orchard farm logic for the IC2 crops support, so I'm guessing you need to configure your circuit board to "Orchard", not "Crop Farm" (also, it was added Dec 30, so longer ago than last week). That might also mean that it can handle handle multiple layers of dirt (and possibly metal blocks) between the bricks used for the farm structure and the crop sticks you plant the crops in, since orchards generally have fruit higher than the first layer above the dirt.


    Update: I have now confirmed that a Forestry "Orchard" works for harvesting IC2 crops, and at least it works with 0 or 1 layers of dirt between the farmland and the farm structure bricks, though I didn't check whether it could handle other blocks, like metal, coal, or gems under the crops.