http://www.siedler25.org/uploa…ipe-generator-0.0.1.6.jar
https://github.com/Flow86/Advanced-Recipe-Generator-Mod
This may be helpful, but atm doesn't have support for alot of things, is open source though.
http://www.siedler25.org/uploa…ipe-generator-0.0.1.6.jar
https://github.com/Flow86/Advanced-Recipe-Generator-Mod
This may be helpful, but atm doesn't have support for alot of things, is open source though.
Just found a bug, with useIC2Stuff set to true there is no way to get ULV windmills the crafting recipe that should be for them outputs a LV instead.
Put them in Spoiler tags, it keeps the forum tidy.
Edit: What version of industrial craft are you using?
I would suggest trying this one or later http://ic2api.player.to:8080/job/IC2_lf/309/
Anything up to 313 is fine.
Edit: Hows the update going?
They are included in gregtech now
Add a ForgeModLoader.log file if possible, they really help in working out problems.
Electric rails would be pretty awesome.
Or they could be setup like the electrified rails here in AUS, where the trains get power from rails over the top of the train. Would keep things compatible with railcraft
Well with the current setup of the network anchor i could see running a cable over the train line to simulate electric rails. Everything would be chunk loaded and the Power use would grow based on the size of the rail network.
Ha not a bad idea.
So... as you may have noticed I had a bit of a thought.
A sort of, coding challenge you could say?
I propose your chunk loader, that sits in a minecart (If railcraft is installed) scans the size of the train and then loads chunks larger than the train size (With a separate configurable EU usage) and can be loaded in a similar way to a MFSU cart.
Failing that, a 3x3 loader in a minecart that uses EU would also be pretty awesome.
I also dont have mystcraft/twlightforest/tinkers constuct. Im really aiming for this next server deployment to have as few exploits as possible. If i have to I will simply disable slime spawning.
Also dont have soul shards.
The only mods with teleportation I have now is IC2 and GT
IC2 has the teleporter and with the modlist i have... good luck automating item teleportation with chunk loaders (Lost coders and railcraft, RC tuneing is still in progress)
Lostcoders chunk loader is by far the best I have used, if only it had a minecart version......
And your tesseracts are going to be needing at least 128 (probably 512) eu/t to run the simplest of setups. Really really trying to put a focus on rail.
Gold is a funny one for me, I either have so much gold its coming out of my ears and I end up throwing it in the recyclers or not enough. Never the Goldilocks amount.
I have my spawners setup to be quite taxing to produce the mobs you want.
So they produce about 0.5x the amount of mobs as a normal mob farm will produce.
So 2 mob farms input will produce the extra creepers of 1 more mob farm (In this case) Acting more like a nice boost to a mob farm system rather than some crazy mats producing facility.
Only if they are not configured right
Hmmm, I just checked this and it was working before. Id probably wait for the updated version to be released, I would have to guess that its something that has changed between IC2 versions?
Removing TE, Removing alot of mods, Restructuring in a way to really push railcraft systems.
Current only has tesseracts and ender chests. Next server will have none other than the IC2 teleporter (Its a bit more of a mongrel to automate)
All survival. Next server build is going to have no Item teleportation mechanics or mystcraft as those few things made things quite easy.
Speaking of the base is basically finished, fusion reactor is complete, everything functional.
A Loose cannon, he plays by nobody's rules. Not even his own!