Posts by MauveCloud

    A little bit late but, how do i install this? i tried putting it on the resource pack folder but nothing happens:(


    What version of Minecraft are you running? I'm not sure about the exact version this resource pack is for, but since it uses spritesheets, I'm fairly sure it won't work with MC 1.6 or newer. Whatever resource/texture pack you choose, you also have to enable it in the Minecraft options (there's a button, labeled "Resource Packs" or "Texture Packs" depending on MC version, to select resource/texture packs from the folder to use)

    Even when the machine takes 34 seconds per item?


    Or maybe it's 17 seconds because 5 EU/t would probably qualify as ULV for the recipe - I'll have to time it when I get back to my base.


    Either way, I'm pretty sure it's a lot slower than doing it manually with a cauldron (unless the cauldron is far from the water).

    New semi-related question: when preparing redstone dust for smelting into red alloy for circuits, is it more common to put the impure dust in a centrifuge and do something else while it's running, or to continue to use a cauldron even after one has built electric machines? Or is there some other way to process it that I hadn't found?

    Energy storage blocks, such as BatBoxes and MFSUs, already do that, at least when they're set to the "Nothing" redstone behavior (which last I knew the chargepad forms didn't allow). However, the comparator output will not update on its own when those are fed or drained by cables (though charging or draining an re-battery or similar triggers the update), so having something like a redstone-clock-powered piston next to the comparator helps.


    I haven't checked the other block types you mention, but for processing machines, should it be the stored energy that affects the comparator output, the fullness of the input slot(s), or the fullness of the output slot(s)? Or even the fullness of the internal fluid tank(s) for machines that use fluids?

    Perhaps the empty cells aren't considered an output (I'm presuming you already have an ejector upgrade, otherwise the washed ores wouldn't go into the sorter either). I think the normal way is to use a fluid ejector to get the water from the pump into the ore washer (either directly, or via some form of fluid pipes (fluid distributors, or pipes from another mod)).

    1. afaik, cable explosions and related effects are still disabled by default in IC2 (especially in build 673, which is over a month old), so you shouldn't even need a transformer.
    2. a transformer won't convert a single 32 EU/t source into 128 EU/t (that would be overpowered). You need 4 such sources (e.g. 4 batboxes) connected to the transformer inputs to get a 128 eu/t output.

    The IC2 blast furnace only needs heat, not electricity, so having the cables not connect to it is expected, and there are two ways to make it start building up heat:
    1. Put some iron in it. (can be ingots, ore blocks, crushed/purified ore, or dust)
    2. Give it a redstone signal.


    Edit: for #1, you'll also need the compressed air cells.

    That's not quite what I was asking. With GregTech, I've disabled vanilla ore generation, so the gold ore I have is gregtech:gt.blockores:86 instead of minecraft:gold_ore (I'm using the NEI Integration option to make it show me the internal names). Would it still meet the conditions for aurelia to grow into its final stage (and allow me to collect the seed) or do I need to use a gold block? I can tell it isn't a GregTech crop, because it has a 128x texture, and I only have default 16x textures for the GT crops.

    Large-scale breeding (a checkerboard of 40 coppon and 40 crossbreeding places) helped get it faster. Even though I've only been knocking out weeds, new coppon, and reed/stickreed, I've got about 4 slimeplants. However, I've also got some that I think are ferru and aurelia. Do you know if GregTech ores will work to allow them to grow? (and I put them just below the farmland block, right?)

    If the tier matters, then it's debatable whether it qualifies as being *entirely* random, and I had a vague memory of there being some hidden stats that also affected the crossbreeding chances. However, I'll try a big coppon+coppon crossbreeding setup.

    I play on peaceful, so I've been trying to use GT crops to get the materials for the magma cream required for Railcraft blast furnace bricks. I got some blazereed, but I've been having trouble getting the slimeplant, so I was hoping to get some suggestions for what to cross - coppon and tine are the only ones that have any attributes in common with slimeplant according to http://ftb.gamepedia.com/Crops_%28GregTech%29, but I haven't had much luck crossing them so far.


    I haven't made a cropnalyzer or GT scanner to determine the stats of my seeds, but I've tentatively identified them based on the crop textures and drops, and put them in chests with signs to label them.


    I'm using GregTech 5.07.07 and IC2exp build 691. (plus a few other mods, but I don't expect them to affect the crops)


    I've got one 9x9 field (with water in the center and a lilypad) of reed (some of it crossbred), one of stickreed, and one of wheat (some of it crossbred), plus the following seedbags:
    7 stickreed
    47 coppon
    1 indigo
    3 spidernip
    2 flax
    10 argentia
    30 blazereed
    6 tine
    1 creeperweed
    8 milkwart
    8 plumbilia
    1 hops
    3 meatrose
    1 terra wart
    1 venomilia
    3 eggplant

    Looking at the screenshot at http://atherys.com/pack, I can somewhat understand calling it "medieval", but I don't quite understand what you mean about it being "dark".


    Personally, I use PureBDCraft (and patches for mods). I'd say it qualifies as "whimsical", and there are lots of patches for mods to give them matching textures (the search box at the top tends to be more effective than the list found at the "Patches" link), though it doesn't exactly keep the original style of Minecraft, and there are a couple things to be cautious of:
    1. sometimes there will be more than one thread for a given mod, and some of those threads will only have downloads for older versions of Minecraft.
    2. many of the downloads are through adf.ly links, but if you have AdBlock Plus, or stay careful to use the "skip ad" link that appears in the upper right corner after a few seconds and ignore any links that are part of ads, that won't be a big deal.


    As far as keeping the original style of Minecraft, that's what the Faithful pack claims to do, and there is a link to matching packs for mods, though I don't see Metallurgy or Thermal Foundation listed (a forum or Google search might turn up some unofficial "faithful" packs for them, I haven't checked). I haven't tried this pack myself, since I prefer to use a small list of mods and 128x or higher textures.

    It might be easier for someone here to help you find one if you give some examples of the resource packs you've tried already, so we can understand what you mean by "medieval" textures, and avoid suggesting ones you've already rejected.

    I already have the Soartex "Fanver Universal" and "Invictus Universal" resource packs downloaded, but those don't even fully cover the IC2 crops - there's a file "~Untextured.txt" in each that lists the missing textures: brown and red mushrooms, the 4th stage of potatoes, and the 4th and 5th stages of weeds. I also just downloaded the Soartex pack specifically for GregTech, and could quickly tell that it didn't include the GregTech crop textures (since they're in assets/ic2 in the GregTech jar rather than in assets/gregtech)


    I started on attempting to make my own crop textures starting from HanFox's bdcraft textures, but I ran into a snag: withereed, diareed, and blazereed start as darkened (not quite black) reeds in the default textures, and the reed part of the bdcraft textures shares some colors with the cropsticks, making it hard to select them for color adjustment without also selecting the cropsticks.


    I also noticed two sets of crop texture files in the jar that don't have matching crops listed at http://ftb.gamepedia.com/Crops_%28GregTech%29 yet: Liveroots and Steeleafranks.

    I've noticed that some of the subforum names here include numbers in parentheses, e.g. "Addons (4)" and "Nuclear Engineering (1)". Does anybody know what those numbers signify? They don't seem to correlate with thread count, post count, number of further subforums, or even stickied-thread count.

    If I do those things, I'm not really copying the Kirara mod list, am I? btw, I can confirm that Fast Leaf Decay works in single player, and i forgot to mention I also skipped eirairc and AppleCore. Another thing I noticed was that the "thickness" of a flint pickaxe in my hand was mostly transparent. I could probably track down the option for that, but simpler to switch back to my GregTech+AE2 instance and add a few mods (BuildCraft, Forestry, and Railcraft, though with their worldgen options disabled). That also allows me to use 128x textures instead of 64x.

    I wonder if Redwheat farms are efficient?

    • 1 Redstone Dust = 800 EU, at a rate of 800 EU/t/Battery Block (lossless). = 800 * avg. drops * quantity (should be 11^2) EU/avg. growth time (in ticks) = 800 * d * q/ T EU/t (values are only for daytime, when crops grow best)
    • Crop Harvester consumes 1EU/t = 800 * d * q/ T - T EU/t
    • Crop Harvester also consumes 100 EU per drop (another 100 EU if the cropnalyzer is in) = 600 * d / T - T EU/t


    According to http://ftb.gamepedia.com/Crop_…g_%28IndustrialCraft_2%29, redwheat only grows in light levels between 5 and 10 inclusive, so it's an exception to daytime being when crops grow best - if it's open to the sky, it won't grow while the sun is out (not sure about during rain or thunderstorms). Also, afaik some crops like reed (aka sugar cane) and stickreed grow equally well at night as in the daytime.

    I tried downloading the configs and Minetweaker scripts from the Kirara 2.0 thread, and the mods listed, except for Morpheus and qCraft, though I used newer versions of most of them and added Optifine, and I don't think it's really for me.
    1. I didn't find Sphax texturepacks for "IHL Tools & Machines" or "Underground Biomes Constructs"
    2. I came across several blocks early on that still had 16x textures (e.g. cassiterite sand, garnet sand (for which the popup display of the name, which I hadn't realized was possible without Waila, rapidly fluctuates between that and some number of nuggets), and granitic mineral sand)
    3. Some of the options seem to be taking the difficulty a little too far for me, such as "hiddenores" (I'm not familiar with the PFAA stone types, and now I can't even see which ones have ores in them?), disabling the wood to charcoal furnace recipe (I think it's still possible to make charcoal in a Railcraft coke oven, but I had to install NEI Integration, which isn't listed for Kirara 2.0, to see that), and limiting stack sizes to 16.

    Then, try copying the custom modpack the kirara server has. It has a bit more than 20 but not a hundred like the usual modpacks.


    That mod list might actually work for me (fwiw, based on this definition it doesn't qualify as a "modpack") - I'll probably have to use 64x textures, but that's not as bad as having to look at default 16x textures on a 28-inch 4k monitor.
    However, I have a couple of concerns:
    1. According to the second post of the Kirara 2.0 thread, the server is set to Hard difficulty. Would any of the config settings or mods be inappropriate to use in peaceful difficulty?
    2. Are there any mods from that list I should skip when setting it up for single-player? (I already noticed that Morpheus would be pointless for single-player, but I haven't found anything to tell me ahead of time whether the linked FastLeafDecay mod will work for single-player, and there might be others to question)