I'm in a peaceful single-player game with IC2, GT5u, GemBlocksForGreg, and some utility mods (none of which add any worldgen or crafting recipes), and I've been thinking about relocating my stuff to under a large crop-farm I built, but that would also mean moving the chests I use for storage as well. I was wondering if anybody had tips to share that might help me organize my new storage better. If there are some non-obvious reasons for such a move being a bad idea, I'd like to know about those as well.
Posts by MauveCloud
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Skimming the search results for "spawn" at http://modlist.mcf.li/version/1.7.10, it looks like there are a lot of mods that could theoretically cause that (although some of them would have to be specifically configured to do so). It might help if you listed the mods you're currently using.
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Crops are not random, but theres a ton of RNG on it. Growth, yield and breeding all have some sort of it.
Also spawn X you are right there is a lot of Randomness inside of the Breeding code... But it is not so extreme as most people say... i hear from most people i know that they are extremly random at breeding new Crops (not making them better), which is actually wrong. It is about 50% random if you make it right... Else it is 90-100% random...
Also at the last Update from IC2 Classic i added even a helper config that allow to see which crops are good with for breeding other ones.
That is none cheat addition because the information i show is already shown in the CropAnalizer and you can see that also only if the cropanalizer gui is already open (in combination with nei)I think the scarcity of documentation on the actual probabilities might be part of why other people often assume it's completely random. Using NEI (and sometimes addons), one can find probabilities for Forestry bee breeding, byproducts in a GT Universal Macerator, etc., but not for IC2 crops. After privately doing some decompiling of the crop code back in late 2014, I noticed the rule against revealing details found that way, and deleted the program I'd made to figure out crossbreeding chances, but that rule is almost 3.5 years old.
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Yeah, I knew about the other way around, but that doesn't help me when I have Terra Wart already but no Nether Wart.
I might eventually explore the Nether further for a fortress with Nether Wart, but at the moment, I'm focusing on building up the stats on my Ferru and Aurelia (with help from a GT Portable Scanner), and if some Nether Wart happens to show up while breeding (and drops seeds or at least the Nether Wart item once full grown), I won't have to find a Nether fortress.
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According to the FTB wiki, Terra Wart will change into Nether Wart if it has soul sand under it. However, as the attached screenshot shows, I got Terra Wart to full growth above soul sand, and it didn't change to Nether Wart. Is that a bug, or just mistaken/outdated info on the FTB wiki?
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I think that part got added to the subject within the last day or two. I've watched (or at least tried) at lot of anime series myself, but the references to anime that has come out within the last few years aren't familiar to me, partially because the online anime rental site I'd been using stopped sending me discs last year.
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Also, there should be a NEI thing that shows the recycler blacklist. I remember opening it with the L key (recipe lists or something like)
The L key does nothing for me, I didn't find anything that seemed relevant in the NEI keybindings, and hovering over the progress arrow in the Recycler gui shows a tooltip "Recipes" (unlike the disassembler gui), but nothing happens when I click it. Thank you for the other details on blacklisted items, though.
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Is there documentation available on the full list of items blacklisted by GT recyclers? I discovered the hard way that stone dust is blacklisted (first, it wouldn't go in from the hopper until I put some in manually, then after it processed around 5 or 6 stacks of it, I had no more scrap than I started with). I'm not upset about it, given how easy it is to get stone dust, but I'm curious what else is blacklisted without being listed in IC2.ini.
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I figured nintendow131 meant cells from IC2. The IC2 steam generator has a slot for those, right?
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Not sure about the others, but BC and IC2 pumps only work within the dimension, right? I don't know of a way (other than cheating) to place water in the nether for those pumps to pick up. Cells would work, though.
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That reminds me. I recently discovered some misleading info on the input bus in the FTB wiki:
QuoteMore than one Input Bus can be used in a machine, but as no recipe currently consumes more than 2 different items, if additional input space is required a larger Bus should be used.
Nichrome (and presumably other two-item EBF recipes) only works if I put the items in separate buses. Putting them both in one 9-slot input bus didn't work, so if the above is how it's supposed to work, there's a bug.
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If you really want examples of Japanese insanity, try watching the Necro Critic's list of the top ten weirdest anime.
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Where would you get the water from, though?
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The processing array is a way to replace many single block machines. Currently only Centrifuge recipes with fluid input work. So: Put 16 Basic centrifuges in the gui slot and hydrogen in the input hatch, it will process it into deuterium at the same speed as 16 Centrifuges.
I initially misinterpreted this to mean that (once the functionality is complete) multiple types of single-block machines could be put in, but I built one in creative mode, and even though it was telling me the structure was incomplete, I saw there was only one slot in the gui.
However, I've noticed that other GT multiblock controllers have a slot in the upper right of the gui as well. Do any of them do anything with items/blocks placed there?
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That's different from your initial reasoning, and I wouldn't object to it on that basis. However, I'm curious why you feel the need for it - even if you're not automating your processing (e.g. via BuildCraft pipes or AE2 interfaces and import/export buses), by the time you can build a quantum suit, I'd expect you to have already made sure the base where you process and handle the radioactive materials is protected from other hazards.
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I've looked at decompiled code for IC2, and it would take some refactoring to allow certain electric armors to act as hazmat suit pieces.
However, I just looked in NEI, and I have to disagree about your claim that it should protect you from radiation, because only the helmet and boots include hazmat suit parts. The torso and leggings do not, so it wouldn't count as a complete hazmat suit.
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NEI does a better job than CraftGuide of showing how to craft the "handle" for the laser (unless NEI crashes, which I've read happens for others - I haven't seen it happen myself).
Alternatively, you can look at this page: http://wiki.industrial-craft.net/index.php?titl…ng_Table#Handle
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It would be your choice what the names would be =p
It wasn't that hard for me to write the script, but I found a couple of limitations:
1. Many machines that exist in GT5u didn't have suggested names for higher-tier versions in that thread about machine names, or I didn't like any of the suggested names for certain machine types. I haven't decided yet whether it's worth asking for more suggestions (which I'd do either in that thread or a new thread, not here in the GT5u thread)
2. When I open the GUI for a machine, it still shows the old naming, even for a machine I crafted after making the Minetweaker script, and I don't know if Minetweaker can change that. -
I'm talking about this: [Addon for IC2V2][V0.557][MC1.7.2-1.7.10]IHL Tools & Machines
Also, I would advise caution regarding how close it gets to other mods, and carefully read the licenses to make sure your suggestion wouldn't violate them somewhere.
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Placeable treetap? Isn't that getting a bit too close to what IHL does for sticky resin?
(personally, I don't have much interest in treetaps - I get my resin from stickreed instead)