Posts by GregoriusT

    Have you got a suggestion what I could use all my Biofuel Cells For? I have actually got a copperchest filled with them, and still don't know what to do with them later!

    Dont worry, I'm currently coding on my Diesel Generator (Searching for good Fuel Values of BC-Fuel right now), Biofuel Cells, Coalfuel Cells and Fuelcans get a 25%-Bonus in that Generator and you always get the empty Cells back.

    Can i use machine casing for decorating or its lagging enough?

    Yes, decoration is possible. Except for the connected Textures you have not more Lag, than with a Cobblestone.

    Don't nerf capsules from Forestry because they are single-use. And reducing capacity of cans from IC2 bad idea (need rebalance all recipes that use them).

    And why should I nerf Capsule Cell Containers stackability? Not only that it would ruin some of MY Recipes, doing it the 0.250-Way would also require a massive overhaul of the Empty Cell Code. Thats definetly denied.

    As you have planned to add methane and other stuff as liquids...
    Although i know you don't like BuildCrash (as you call it) much... many people do use it, for other mods like RC and TE. GT integration also would be nice.
    Also newest Thermal expansion has liquiducts, a very nice liquid tubing, better than BC ones.


    Suggestion for Liquids :
    Allow Translocators/Buffers to move liquids (Gui option to move only liquids), make all GT machinery which uses water/lava (or any other liquid) have internal liquid tank,
    New Generator : Liquid fuel generator, which effectively burns any (compatible) liquid that goes in it , with a nice output of 100 EU/t.

    That was already on my List. I make diffrent Generators for diffrent Fuels, for example Diesel Generator for the yellow BC-Fuel, the IC²-Coalfuel Cells and the orange Forestry Biofuel. After doing that, I will very likely remove some of the Cell->Fuelcan Recipes. When using IC²-Cells for fueling them you get the empty Cells back, while any other Cells (from Forestry) will cause a waste of Tin.


    When using IC²-Fuel Cans you will get a small Bonus (20% or 25%).

    If you want to make a "flatlands" biome make a huge tunnel bore with frames when rp2 is out lol

    Yeah, thats much easier with the new TUBEFRAMES. Or the CABLEFRAMES, or the REDSTONETUBEFRAMES. Just build a Drillhead and move forwards, without having to shake the Drillhead everytime you wanna go forward, and it solves any Gravel/Sand Problems, with the old Designs. (I got all the Information from Dires SMP LP)

    Its enough for the Check (Its already in the Game since I remove all the Buckets instead of just the Bronze/Tin editions), that the Output equals Bucket (now matter how much Buckets you get) and the inputs shape is the 3 ingots in a "V"-shape.


    The Check only works for GregTech-Supported Ingots (so Ingots which are available in MC, IC² and GregTech).


    The removal of the Bucket Recipes happens in the same Function, which enables reverse Macerating of Tools, Armor and some other things.


    Can you add a config for the wrench loss? Just to disable loss whenever you're using a wrench, if you use a pickaxe that it drops machine parts. I lost a few pieces of superconductor and it really pissed me off. It was much better before you put this in.

    Right, some of the Machines (Superconductor) shouldnt have Wrench loss. Buffers and other simple Automation Devices, already have said Functionality of being lossless wrenchable. If you wrench a lossless (100%-Chance) Object with lossless Wrench Mode, you dont loose the EU for the useless lossless operation, as it would've been lossless anyways, btw.

    3 Weedex Barrels? Seems, they are not well working with unstackable Items. The one RP-Tube on the Side of your right future Industrial Grinder, would put Stuff into the Output Slot. Redpower should work well with my Stuff. The only thing I'm not sure about, is the Fluid Tube.


    Are these all lossless CopperCable-LV-Transformer-Wires?

    Hi all. I'm really like thorium, and automatisation. And i like small count of reactors (because of automatisation) and big counts of EU (because...never mind). So i'm using this one if i have no a lot of copper input, this, if i have copper (or this to get more EU at a time) or this, if i have recourses for it.
    I can't imagine how to improve efficiency of it without reduction of power output. And i think, it's can be a way for it.

    All 4 are Resource Inefficient. They are just wasting Thorium. The only relatively (in comparsion to the others) good one is the first where you just put the Cells into a 4x6-Rectangle.

    That will be very usefull for an already running Survival Server...


    Btw. I've taken measures to make my OreDict-Name-Detector a bit more annoying in the next Version. Then it will detect EVERYTHING (except the Objects I already know ofcourse). I have all the registered Stuff of IC², GregTech, Factoryzation, Forestry, Buildcraft, Thermal Expansion, Twilight Forest and EXBL already inside the OreDict-List (mostly ignored prefixes).

    Like RawCode once said: The Oredictionary (btw go to Forge with this Suggestion as Forge isnt IC2), should give you the first registered Ore of said kind, so that you dont generate other Ores.


    But there is (almost) always a Config if you dislike Oregeneration of other Mods, so I think this will get shut down as its not really needed.

    Nanites (like enchantment) were already confirmed, so its not needed to be suggested.


    But I got a PM about this Thread (I seemingly got mentioned here inside an unread Spoiler), and I thought I should give it a bit Input, by adding some Facts, about how it would probably be realized.

    Well actually, the buckets they make aren't able to be put in the Alloy Furnace(as far as i know) or be macerated into iron, since the tin recipe in the mod literally makes a Tin bucket, not just the normal one, same deal with copper. the only machine recipes they have is being able to be filled and used. I am glad that you made your mod auto-disable that recipe though, since the exploit kinda ruins the fun.

    I have added an additional Check, if the outputted Stuff is REALLY a regular vanilly Bucket, otherwise my remover would also remove Boats and Soup Bowls.



    @Adamantium: It's not an actual Material, its the shape of a crystalline Structure, like the one of Rubies (I think they were it, but I could be wrong as I dont want to look it up now) for example.

    Hey Greg, in the Diamond Buckets mod, tin and copper buckets are uncraftable, just wondering if coincidence or intended, since i don't see it in any change-logs if they were disabled. thanks.

    Any Bucket or Minecart made with any Vanilla/IC2/GregTech-Metals (except Iron ofcourse) is automatically removed to prevent exploits with reverse Macerating/AlloyFurnaceSmelting Buckets into Iron.

    Devs will probably (pretty sure) use their own "enchanting" system, with custom upgrades as alb doesnt like the way vanilla enchants works and the way it was coded (?). Maybe something related to nanotechnology.

    The Way the Effects were Anchieved, i.e. Enchantment Table + EXP are the Problem. The Effects themselfes are working moreless well.


    If I make an upgrade System, then it would work with the Enchantment Effects, as they are a working System. How one achieves them is another thing, but NOT lie the vanilly Enchantment Table.