Also, I do have GT handlers which are supposed to recognize some of those ores as iron.
Ah! I was testing the common ore blocks, your system only detected the vanilla stone, endstone, and netherrack ores [broken and silktouched]. {hematite, yellow limonite, and brown limonite} I agree black sand shouldn't be, as it is ore dicted already to Magnetite ore for ReC.
I'll add the (long and growing list) of other stone types to the custom config as IRON, and try that tomorrow.
I'd like to request a permission to include your mods in a public modpack that will be posted on the Twitch Launcher.
The pack's name was decided to be Origin of Planet.
The mods I want to ask for permission included are:
DragonAPI
RotaryCraft
ReactorCraft
ElectriCraft
ChromatiCraft
Users of the pack will not have permission to reupload and redistribute the pack.
Users of the pack are not have permission to extract your mods from the modpack and rehost them.
The pack will comply with the rules regarding third-party modification discussed below.
The pack will not generate income, either directly from purchases or donations, or indirectly with ad revenue or merchandise, except that which is necessary for maintenance (eg server fees). This includes disabling/banning machines so that users must donate to have access to them or offering packages which include my items. These actions are also explicitly forbidden by the Mojang EULA.
I will not claim credit for any mods that are included in this pack.
I will only use official release version from Curse.
This modpack included a large number of mods, which means I have to pour much time and energy into the changes because I want to build a balance belong to this pack to ensure the good quality of game and keep away from the techtree flaw. You may notice the modlist below included gregtech and terrafirmacraft, both of them will highly change the game, not only the recipes but also mob's health and spawn, item's durability and damage, structure spawn I have to modify and so on. Whatever, I promise I will do my best to make this modpack.
The quest is a important thing to guide player to get though the pack, I'd like to use Better Questing. But like what I say, the quest is used as a guidance so the rewards will not be too much, if there's something important I need to notice, please tell me.
I am also making a story plot to build a background of game and a series of hint in quests for players to explore. I decided to use the template map and a variety of tweaks to achieve it. (Vocation here is very useful I think)
I wil comply your special rules for modification, I will only use Minetweaker to modify the mods of yours and change the config. But my pack is still in WIP, maybe there's some modifications more I need to add so I can't document the modification here at present, after finish all of them I will post all the changes of your mods here.
I am not sure there is a way to do this, though I would try telling the custom extract that its product is that of iron (the system does support "this new ore produces the products of another, preexisting, ore").
Alas, to no avail. Attempting to add the additional stone types produced a new customextract, that did not have the by-product of the native ore type specified. (v19c) Unless it also has to be exactly the same colours, which I have yet to find in the source code nor listed in other sources.
Since that didn't work, I'm transitioning this to an issue.
Edit: The specifc trouble would be fixed by extending the method used in issue#1605 to detect GT6 orenames, but this also counts as exposing an underlying issue in the config.
Hello Reika i've been using your mods for a year now in my private modpack.
Then an awesome dude offered me free hosting and some help balancing it so i'm asking for permission to use your mod in the server, it will be public and I want to know if these changes are allowed.
Using forestry ethanol.
I think the process of creating it is fairly the same and maybe even more expensive (it uses energy while the RC fermenter can be powered with a DC engine)
Reducing ore multiplication of platinum from x9 to x3
Platinum is a rare resource and i think the gen is about right but x9 multiplication destroys how rare it is, i have galaxyspace installed so players are encouraged to visit other planets to get more platinum
Hello Reika i've been using your mods for a year now in my private modpack.
Then an awesome dude offered me free hosting and some help balancing it so i'm asking for permission to use your mod in the server, it will be public and I want to know if these changes are allowed.
Using forestry ethanol.
I think the process of creating it is fairly the same and maybe even more expensive (it uses energy while the RC fermenter can be powered with a DC engine)
Reducing ore multiplication of platinum from x9 to x3
Platinum is a rare resource and i think the gen is about right but x9 multiplication destroys how rare it is, i have galaxyspace installed so players are encouraged to visit other planets to get more platinum
Neither change is even possible, and the former would certainly not be allowed. Also, what does "it uses energy while the RC fermenter can be powered with a DC engine" even mean? RF energy is far easier to make in large quantities than RC power.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Neither change is even possible, and the former would certainly not be allowed. Also, what does "it uses energy while the RC fermenter can be powered with a DC engine" even mean? RF energy is far easier to make in large quantities than RC power.
I mean the DC engine is pretty simple to setup and a lever is all you need, and with RF while true it is very easy, you either need the equivalent of DC engine or something that uses fuel (at least in my pack) but sure then...
I'd like to request a permission to include your mods in a public modpack that will be posted on the Twitch Launcher.
The pack's name was decided to be Origin of Planet.
The mods I want to ask for permission included are:
DragonAPI
RotaryCraft
ReactorCraft
ElectriCraft
ChromatiCraft
Users of the pack will not have permission to reupload and redistribute the pack.
Users of the pack are not have permission to extract your mods from the modpack and rehost them.
The pack will comply with the rules regarding third-party modification discussed below.
The pack will not generate income, either directly from purchases or donations, or indirectly with ad revenue or merchandise, except that which is necessary for maintenance (eg server fees). This includes disabling/banning machines so that users must donate to have access to them or offering packages which include my items. These actions are also explicitly forbidden by the Mojang EULA.
I will not claim credit for any mods that are included in this pack.
I will only use official release version from Curse.
This modpack included a large number of mods, which means I have to pour much time and energy into the changes because I want to build a balance belong to this pack to ensure the good quality of game and keep away from the techtree flaw. You may notice the modlist below included gregtech and terrafirmacraft, both of them will highly change the game, not only the recipes but also mob's health and spawn, item's durability and damage, structure spawn I have to modify and so on. Whatever, I promise I will do my best to make this modpack.
The quest is a important thing to guide player to get though the pack, I'd like to use Better Questing. But like what I say, the quest is used as a guidance so the rewards will not be too much, if there's something important I need to notice, please tell me.
I am also making a story plot to build a background of game and a series of hint in quests for players to explore. I decided to use the template map and a variety of tweaks to achieve it. (Vocation here is very useful I think)
I wil comply your special rules for modification, I will only use Minetweaker to modify the mods of yours and change the config. But my pack is still in WIP, maybe there's some modifications more I need to add so I can't document the modification here at present, after finish all of them I will post all the changes of your mods here.
To be hosted on Curse = Twitch (point 6), in which the latest versions (point 2) of your minecraft 'mods' (point 5) RotaryCraft, ReactorCraft, Electricraft, and Expanded Redstone are used to supplement and counter-point GregTech 6 with a short list of similarly challenging tech and magic mods. My derivative works' license complies with the non-commercial in any form clause (4) of yours, and prospective users are reminded to respect these rights (point 1).
In order to achieve pack coherence, CraftTweaker has been used (point 3) to:
* add a replacement screwdriver shaped recipe requiring HSLA-steel, since you deleted the standard one to avoid HarvestCraft conflict.
* Change the Floodlamp recipe to include Lumium like all the other anti-mob lanterns.
* add an alternate rad suit material recipe from rubber, lead sheet, and leather.
* provide alternate recipes for Impellors, shaft Mounts, ball bearings, mirror part, and Shaft Bearings using GregT's new part shapes in the same materials
* add alternate recipes to some permanent magnets (not used as direct components) from GregT magnetized steel and magnetic neodynium
- the existing fusion ring requirement of having bedrock dust for the compactor will remain.
The provided configs are used for making oregen more lumpy and de-duplicated where possible, allowing machines in standard crafting tables, and providing Extractor uses for the many new ores.
Aside from the convenience machine Floodlamp, no recipes were removed; and all recipe additions are careful to maintain the flow and tech-tree of your mods as I understand it.
Any advices how to use RotaryCraft electric generator or how is working turbine generator from ReactorCraft? The first connected nearly directly to microturbine seems dead - MFSU next to that generator is still empty. Second - Electricraft handbook writings about EU splitter indicates that turbine generator shall produce IC2 EU, but Reactorcraft handbook shows that is making RF.
To be hosted on Curse = Twitch (point 6), in which the latest versions (point 2) of your minecraft 'mods' (point 5) RotaryCraft, ReactorCraft, Electricraft, and Expanded Redstone are used to supplement and counter-point GregTech 6 with a short list of similarly challenging tech and magic mods. My derivative works' license complies with the non-commercial in any form clause (4) of yours, and prospective users are reminded to respect these rights (point 1).
In order to achieve pack coherence, CraftTweaker has been used (point 3) to:
* add a replacement screwdriver shaped recipe requiring HSLA-steel, since you deleted the standard one to avoid HarvestCraft conflict.
* Change the Floodlamp recipe to include Lumium like all the other anti-mob lanterns.
* add an alternate rad suit material recipe from rubber, lead sheet, and leather.
* provide alternate recipes for Impellors, shaft Mounts, ball bearings, mirror part, and Shaft Bearings using GregT's new part shapes in the same materials
* add alternate recipes to some permanent magnets (not used as direct components) from GregT magnetized steel and magnetic neodynium
- the existing fusion ring requirement of having bedrock dust for the compactor will remain.
The provided configs are used for making oregen more lumpy and de-duplicated where possible, allowing machines in standard crafting tables, and providing Extractor uses for the many new ores.
Aside from the convenience machine Floodlamp, no recipes were removed; and all recipe additions are careful to maintain the flow and tech-tree of your mods as I understand it.
Elaborate on "provide alternate recipes for Impellors, shaft Mounts, ball bearings, mirror part, and Shaft Bearings using GregT's new part shapes in the same materials" and "add alternate recipes to some permanent magnets (not used as direct components) from GregT magnetized steel". The latter especially sounds like it will make the permanent magnets much, much cheaper.
Elaborate on "provide alternate recipes for Impellors, shaft Mounts, ball bearings, mirror part, and Shaft Bearings using GregT's new part shapes in the same materials" and "add alternate recipes to some permanent magnets (not used as direct components) from GregT magnetized steel". The latter especially sounds like it will make the permanent magnets much, [i]much[/i] cheaper.
Impellor: from one TinAlloy, Iron, or Steel Rotor (4.250 to 9 ingot vs. 5.666) part, give back the RoC screwdriver for flavour
Mount: use Tin or TinAlloy ring (0.25 or 1 ingot) for the upper ingots, and TinAlloy, Iron, or Steel ingots for lower. Keep the HSLA base plate.
ball bearing: 3 from 4 Rounds = polished nuggets of HSLA.
shaft bearing: two curved plates, a ring, and four ball bearings all in HSLA = 2.842 to 5.592 vs 3
mirror part: optionally replace the 3 silver plates with 3 silver foil (0.25 or 1 ingot each);
option the glass blocks with cast glass panels (equal material) to allow aluminum foil backing.
1mT magnet from 4 magnetized iron or 3 magnetized steel (gregT's ore dict = ferromagnetic ingots), vs two magnetite gems
256mT magnet from 3 magnetized neodymium [takes 9x as long at 4x power tier], vs 16 1mT magnets
[I was considering full Tesla, but Nd is only slightly rarer than nickel with the ore-processing chain expected at that power tier].
p.s.
(Since all ReC recipes use ferromagnetic ingots and plates from item definition, said ore-dict simply allows GT tools and GT machines to be made from it.)
[2 TinAlloy = 1 Iron + 1 Tin, derived from Railcraft "tin plate"]
May I use ReactorCraft,ElectriCraft and RotaryCraft in my mod pack? also May I Use Mine tweaker to Make some stuff from other mods require stuff from this mod? And may I change some of the recipes to be more realistic because its a STEM (Science, Technology, Engineering, Math) based mod pack and I'm trying to make my mod pack balanced and realistic which is the reason I'm using these mods in my pack?
I'm not going to alter these mods too much because the mods already fit in pretty well with my pack I just want to force players to have to use these mods and some of the other mods I got for STEM related stuff.
The main thing I want to do is change the redstone in the blast furnace recipe into a steel gear from Advanced Rocketry because I want players to have to get steel from another mod before they can progress into this mod.
Sorry I'm not very good with formal writing.
But I am not lazy I take time to think before I make any recipe changes.
I read that full page before I even asked in the first place and It tells me that you have to ask about recipe changes that's why I asked.
I was just following what that page said and went ahead and asked for permission before publishing the pack.
that's also why I'm waiting for a response before publishing my pack.
All the page is saying is "The mod's fundamental identity must remain intact" and "All modifications must be in good faith".
And I plan on keeping everything the same excepted for the blast furnace thing so that players have to get steel before using this mod (same thing goes for all the other tech mods in my pack excepted for the Railcraft Blast furnace/coke oven)
.
All that changing the blast furnace recipe dose is make it so players have to get steel by crafting the Railcraft Blast furnace with sand,iron and bricks.
I'm not trying to be rude I'm just telling you that I also changed it so that you do not have to go to the nether to get Railcraft steel in my mod pack.
Sorry if this was rude I do not have very good social skills so I do not know what offends people.
In my pack I am experiencing an issue with items/blocks that add creative flight (so far I've tested Extra Utilities' Angel Ring, RFTools' Environmental Controller and Baubles Stuff's Flying Belt). They would work fine for a while but whenever I took certain inventory related actions, I would suddenly be unable to use double-tap space to either trigger or disable flight. Examples of these inventory related actions are: sorting my inventory with InvTweaks, adding items to a Storage Drawers Drawer Controller, taking items in and out of an EnderIO Capacitor Bank. After removing mods from my pack to test if they were issue I finally found Chromaticraft (v19c) to seemingly be the cause. I even tested it out in one of my older modpacks (which used v18b) to see if I could recreate the problem and whether removing Chromaticraft would fix the issue. It did.
Is this an issue you are familiar with? Most likely it is a conflict with one or more mods. I hope you know of a fix as I was really looking forward to finally delving into Chromaticraft.
Ah! I was testing the common ore blocks, your system only detected the vanilla stone, endstone, and netherrack ores [broken and silktouched]. {hematite, yellow limonite, and brown limonite} I agree black sand shouldn't be, as it is ore dicted already to Magnetite ore for ReC.
I'll add the (long and growing list) of other stone types to the custom config as IRON, and try that tomorrow.
May I suggest looking over the quest guide already done by Unistic for his pack last spring?
For the time being, we've decided upon the name "KatPak"
This might change in the future, but I'll be sure to notify you well before a change is made.
I'd be very interested in looking through that. Thanks for the recommendation.
Hello Reika,
I'd like to request a permission to include your mods in a public modpack that will be posted on the Twitch Launcher.
The pack's name was decided to be Origin of Planet.
The mods I want to ask for permission included are:
DragonAPI
RotaryCraft
ReactorCraft
ElectriCraft
ChromatiCraft
This modpack included a large number of mods, which means I have to pour much time and energy into the changes because I want to build a balance belong to this pack to ensure the good quality of game and keep away from the techtree flaw. You may notice the modlist below included gregtech and terrafirmacraft, both of them will highly change the game, not only the recipes but also mob's health and spawn, item's durability and damage, structure spawn I have to modify and so on. Whatever, I promise I will do my best to make this modpack.
The quest is a important thing to guide player to get though the pack, I'd like to use Better Questing. But like what I say, the quest is used as a guidance so the rewards will not be too much, if there's something important I need to notice, please tell me.
I am also making a story plot to build a background of game and a series of hint in quests for players to explore. I decided to use the template map and a variety of tweaks to achieve it. (Vocation here is very useful I think)
I wil comply your special rules for modification, I will only use Minetweaker to modify the mods of yours and change the config. But my pack is still in WIP, maybe there's some modifications more I need to add so I can't document the modification here at present, after finish all of them I will post all the changes of your mods here.
Modlist:
[1.7.10]ArmorStatusHUD-client-1.28.jar
[1.7.10]BugfixMod-universal-2.5.0.jar
[1.7.10]DamageIndicatorsMod-3.2.3.jar
[1.7.10]LeatherWaterSac-3.9.B79.jar
[1.7.10]Merchants-1.1.3.jar
[1.7.10]StatusEffectHUD-client-1.27.jar
[1.7.10]TerraFirmaCraft-0.79.34-PFAA.jar
[1.7.10]TerraFirmaPumpkins-2.1.jar
[1.7.10]terrafirmastuff-0.1.3.jar
[1.7.10]TFC Wells-1.1.jar
[1.7.10]TFCAutomatedBellowsAddon-1.1b.jar
[1.7.10]TFCCellarsAddon-1.1.jar
[1.7.10]tfccrops-1.2.jar
[1.7.10]TFCScales-1.0.2.jar
[1.7.10]TFCTech-0.2.10-A15.jar
AcceleratorMod-1.03.jar
accidentallycircumstantialevents-1.12.11.jar
ACMobDrops-1.7.10-0.11.jar
AdvancedRocketry-1.7.10-1.2.5-69.jar
AdvancedSolarPanel-1.7.10-3.5.1[TFCN].jar
ae2stuff-rv3-0.5.1.9-mc1.7.10.jar
AFSU-1.2.3a-Freeza.jar
AgriCraft-1.7.10-1.5.0.jar
AngerMod-1.7.10-0.6.jar
antiqueatlas-1.7.10-4.2.10.jar
AppleCore-mc1.7.10-1.3.9.jar
appliedenergistics2-rv3-beta-16.jar
AsieLib-1.7.10-0.4.8.jar
Avaritiaddons-1.4b.jar
AvaritiaFix.jar
backpack-2.2.4-1.7.x.jar
bdlib-1.9.4.109-mc1.7.10.jar
BeeBetterAtBees-0.3.jar
BetterAchievements-1.7.10-0.1.0.jar
BetterFps-1.2.0.jar
BetterQuesting-2.0.233.jar
BiblioCraft[v1.11.7][MC1.7.10].jar
BiblioWoods[Forestry][v1.7].jar
BiblioWoods[TerraFirmaCraftV0.79.23][v1.2].jar
BiggerCraftingTables-1.7.10-1.7.jar
BigReactors-0.4.3A.jar
binnie-mods-1.7.10-2.0.22.jar
BloodArsenal-1.7.10-1.2-7.jar
BloodMagic-1.7.10-1.3.3-24.jar
boilerplate-1.7.10-6.3.0.81-universal.jar
BrandonsCore-1.0.0.12.jar
buildcraft-7.1.22.jar
buildcraft-compat-7.1.5.jar
catwalks-2.0.4.jar
Chicken+Chunk+Patcher+1.1.jar
Chisel-2.9.5.11.jar
ChromatiCraft 1.7.10 V19c.jar
ClockHUD-1.7.10-1.1.jar
CMD files.jar
CodeChickenCore-1.7.10-1.0.7.47-universal.jar
CoFHCore-[1.7.10]3.1.4-329.jar
CoFHLib-[1.7.10]1.2.1-185.jar
ColorUtility-1.7.10-1.0.3.jar
CompactKineticGenerators-1.7.10-1.0.jar
Computronics-1.7.10-1.6.5.jar
ContentTweaker-1.0.5.jar
Controlling-1.7.10-1.0.0.jar
CookingWithTFC-1.7.10-0.0.7.1.jar
craftingtweaks-mc1.7.10-1.0.88.jar
CraftTweaker-1.7.10-3.0.13.jar
CrashLogAdditions-1.7.10-1.1.jar
Custom+Music+Discs-1.7.jar
CustomCursorMod-1.0.jar
customgen-R4-1.7.10.jar
CustomMainMenu-MC1.7.10-1.9.2.jar
CustomOreGen-1.7.10-1.2.26.jar
CustomSkinLoader_1.7.10-13.7.jar
DeathQuotes-1.2.0-mc1.7.10-forge.jar
defaultkeys-mc1.7.10-1.0.28.jar
Ding-MC1.7.10v2.jar
Draconic-Evolution-1.7.10-1.0.2h.jar
DragonAPI 1.7.10 V19c.jar
DummyCore1.13.jar
ElecCore-1.7.10-1.4.294.jar
EnderCore-1.7.10-0.2.0.39_beta.jar
EnderIO-1.7.10-2.3.0.429_beta.jar
EnderStorage-1.7.10-1.4.7.37-universal.jar
EnderZoo-1.7.10-1.0.15.32.jar
EnhancedLootBags-1.7.10-1.0.2a.jar
EnhancedVisuals+v0.2.4+mc1.7.10.jar
EternalSingularity-1.7.10-1.0.4.jar
ExtraCells-1.7.10-2.3.14b200.jar
ExtraFixes-1.7.10-1.2.4b.jar
extrautilities-1.2.12.jar
ExtraUtilitiesTweaks-1.0.0.jar
fastcraft-1.25.jar
Fluxed-Core-1.0.6.jar
forestry_1.7.10-4.2.16.64.jar
Foundry-1.7.10-1.2.2.0.jar
FriendlyMobs_1.7.10-v1.0.0.jar
FSP-1.7.10-0.29.3.jar
FTBLib-1.7.10-1.0.18.3.jar
FTBTweaks-1.0.2.jar
FTBUtilities-1.7.10-1.0.18.3.jar
gendustry-1.6.4.135-mc1.7.10.jar
generators-0.9.20.123-mc1.7.10.jar
GraviSuite_Reloaded-1.7.10-0.9.1-PFAA.jar
GraviSuite-1.7.10-2.0.3.jar
gregtech-5.09.32.19.jar
GT Scanner Mod-1.4.jar
GTNewHorizonsCoreMod-1.7.10-1.5.18.jar
GT-PlusPlus-1.7.0-prerelease-6.jar
GTTweaker-1.7.10-1.1.1.jar
Guide-API-1.7.10-1.0.1-29.jar
HardcoreEnderExpansion MC-1.7.10 v1.8.6.jar
HardCoreMapReset-2.2.0.jar
HoloInventory-1.7.10-1.9.1.124.jar
HungerOverhaul-1.7.10-1.0.2.jar
IC2 Nei Plugin Version 1.1.0.jar
IC2NuclearControl-2.4.3a.jar
iChunUtil-4.2.3.jar
IguanaTinkerTweaks-1.7.10-2.1.6.jar
ihl-tools_n_machines-0.656-1.7.10.jar
ImmersiveEngineering-0.7.7.jar
immersiveintegration-0.6.8.jar
IncreaseMobs_1.7.10-v1.0.0.jar
industrialcraft-2-2.2.828a-experimental.jar
InfernalMobs-1.7.10.jar
INpureCore-[1.7.10]1.0.0B9-62.jar
InputFix-1.7.10-v5.jar
InventoryTweaks-1.59-dev-152.jar
ironchest-1.7.10-6.0.62.742-universal.jar
itlt-1.7.10-0.0.8.jar
IvToolkit-1.2.1.jar
Jabba-1.2.2_1.7.10.jar
journeymap-1.7.10-5.1.4p2-unlimited.jar
JustAnotherSpawner-0.17.8.jar
JWIN_v0.10.2_1.7.10.jar
legiblenei_1.7.10-1.5.7.6.2.jar
LibVulpes-1.7.10-0.2.8-31-universal.jar
llibrary-1.5.1-1.7.10.jar
logisticspipes-0.9.3.132.jar
LycanitesMobsComplete 1.13.0.5 [1.7.10].jar
magicbees-1.7.10-2.4.4.jar
MagneticraftPatcher-1.7.10-0.2.jar
malisiscore-1.7.10-0.14.3.jar
malisisdoors-1.7.10-1.13.2.jar
Mantle-1.7.10-0.3.2b.jar
MatterOverdrive-1.7.10-0.4.4.jar
mcjtylib-1.8.1.jar
Mekanism-1.7.10-9.1.1.1031.jar
MiscTweaks-1.7.10-1.0.3.jar
MmmMmmMmmMmm_patch-1.7.10-1.0.0-universal.jar
MmmMmmMmmMmm-1.7.10-1.9.jar
MobProperties-1.7.10-1.0.2.jar
Mod+Lister+-+1.1.1710.0.jar
ModTweaker2-0.9.6.jar
ModularPowersuits-1.7.10-0.11.1.113.jar
MoreChisels-1.7.10-1.0-28.jar
Morpheus-1.7.10-1.6.21.jar
MouseTweaks-2.4.4-mc1.7.10.jar
mpbasic-1.7.10-1.0.0.jar
mputils-1.7.10-1.0.8.jar
MTUtils-1.6.jar
MusicChoices-1.3_for_1.7.10.jar
Neat 1.0-1.jar
Necromancy-1.7.10.jar
neiaddons-1.12.14.40-mc1.7.10.jar
NEIIntegration-MC1.7.10-1.1.2.jar
Networks Manager-11.0R.jar
NoMobSpawningOnTrees-1.1.4-mc1.7.10.jar
NoMoreRecipeConflict-0.3(1.7.10).jar
NotEnoughIDs-1.4.3.4.jar
NotEnoughItems-1.7.10-1.0.5.120-universal.jar
NotEnoughKeys-1.7.10-3.0.0b45-dev-universal.jar
NotEnoughResources-1.7.10-0.1.0-128.jar
NotEnoughThaumcraftTabs-1.0.2.jar
Numina-0.4.1.105.jar
OmniOcular-1.7.10-1.0build107.jar
OpenBlocks-1.7.10-1.6.jar
OpenComputers-MC1.7.10-1.7.1.1127-universal (1).jar
OpenModsLib-1.7.10-0.10.jar
OpenModularTurrets-1.7.10-2.2.11-238.jar
OpenPeripheralAddons-1.7.10-0.6.jar
OpenPeripheralCore-1.7.10-1.4.jar
OpenPeripheralIntegration-1.7.10-0.6.jar
OpenPrinter-MC1.7.10-0.1.0.132.jar
OpenSecurity-1.7.10-1.0-104.jar
OptiFine_1.7.10_HD_U_E3 (1).jar
p455w0rdslib-1.7.10-1.0.4.jar
Pam's Harvest the Nether 1.7.10a.jar
Pam's HarvestCraft 1.7.10m.jar
Pam's+BoneCraft+1.7.2b.zip
Pam's+DesertCraft+1.7.10a.zip
Pam's+Mob+Drop+Crops+1.7.10a.zip
Patcher.jar
Pixelated EnhancedVisuals by nox_cgt.zip
PneumaticCraft-1.7.10-1.12.7-152-universal.jar
PowerConverters1.7.10.jar
Practical-Logistics-1.7.10-0.2.4.jar
pressure-1.3.0.131-mc1.7.10.jar
ProjectBlue-1.1.6-mc1.7.10.jar
ProjectRed-1.7.10-4.7.0pre12.95-Base.jar
ProjectRed-1.7.10-4.7.0pre12.95-Compat.jar
ProjectRed-1.7.10-4.7.0pre12.95-Fabrication.jar
ProjectRed-1.7.10-4.7.0pre12.95-Integration.jar
ProjectRed-1.7.10-4.7.0pre12.95-Lighting.jar
ProjectRed-1.7.10-4.7.0pre12.95-Mechanical.jar
ProjectRed-1.7.10-4.7.0pre12.95-World.jar
Railcraft_1.7.10-9.12.2.1.jar
ReactorCraft 1.7.10 V19c.jar
ReAuth-3.5.0.jar
RemoteIO-1.7.10-2.4.0-universal.jar
ResourceLoader-MC1.7.10-1.3.jar
ResourcePackOrganizer++MC-1.7.10++v1.0.2.jar
RestrictedPortals-1.7.10-0.3.4.jar
roguelike for TFC-1.7.10-1.0.3.jar
RotaryCraft 1.7.10 V19c.jar
Ruins-1.7.10.jar
ShadowTweaks-1.7.10-1.5.1.jar
SignPicture-1.7.10-2.8.0-universal.jar
SimpleAchievements-MC1.7.10-1.1.0-21.jar
SimplyJetpacks-MC1.7.10-1.5.3.jar
SleepingBag-1.7.10-0.1.1.jar
SolarFlux-1.7.10-0.8b.jar
SonarCore-1.7.10-1.1.3.jar
SoundFilters-0.8_for_1.7.X.jar
SpecialAI-1.7.10-1.1.2.jar
SpecialMobs-1.7.10-3.3.0.jar
SpiceOfLife-mc1.7.10-1.3.11.jar
statues-1.7.10-2.1.4.jar
steamcraft2-1.7.10-B5.0.2-universal.jar
StepUp-v.2.0.0-mc1.7.10.jar
StevesAddons-1.7.10-0.10.16.jar
StevesCarts2.0.0.b18.jar
StevesFactoryManagerA93.jar
StorageDrawers-1.7.10-1.10.9.jar
StorageDrawers-Forestry-1.7.10-1.1.2.jar
Super Solar Panels-1.0.9-mc1.7.10.jar
Sync-4.0.1.jar
taam-1.7.10-1.0.1.jar
TConstruct-1.7.10-1.8.9.7-GTNH.jar
Techguns.beta.1.2_alphatest4.1.jar
TecTech-1.7.10-3.6.3.jar
TerraFirmaCraftNEIplugin-1.7.10-1.5.3.25.jar
TFCEngineer-1.7.10-1.1.2.jar
TFCTweaker-1.7.10-1.1.4.0.jar
TFC-Tweaks-1.7.10-0.4.0.17.jar
TGregworks-1.7.10-1.0.18.jar
TiConAutoToolStation-1.7.10-1.1.2.jar
TiCTooltips-mc1.7.10-1.2.5.jar
tinker_io-1.7.10-release 1.5.0.jar
Tinkers'+Modifiers+v1.2.1.jar
TooMuchLoot-1.7.10-4.0.3.B2.jar
ttfcapi-a0.8.9.jar
ttfcmat-a0.7.2.jar
twilightforest-1.7.10-2.3.7.jar
twistedtweaks-0.1.2-3.jar
UndergroundBiomesConstructs-1.7.10-0.8-beta49.jar
UnicodeFontFixer-1.1.12-mc1.7.10.jar
UniDict-1.7.10-2.9.2.jar
Universal Singularities-1.7.10-8.4.jar
UtilityWorlds-1.7.10-1.0.9d.jar
VisibleRayGenerator-1.7.10-2.2.695-1.jar
Waila-1.5.10_1.7.10.jar
waila-blacklist-1.7.10-0.1.jar
WailaEvents-1.0.0.jar
WailaHarvestability-mc1.7.10-1.1.6.jar
WallpaperCraft-1.7.10-1.03.jar
WanionLib-1.7.10-1.8.jar
waterhooks-1.2.1.jar
WaterPower-1.7.10-0.3u.jar
Wawla-1.0.5.120.jar
WirelessCraftingTerminal-1.7.10-rv3-1.8.7.4b.jar
WorldEditCuiFe-v1.0.7-mf-1.7.10-10.13.4.1566.jar
worldedit-forge-mc1.7.10-6.1.1-dist.jar
WR-CBE-1.7.10-1.4.1.11-universal.jar
YAMCore-1.7.10-0.5.77.jar
YouShallNotStack-1.1.jar
zettaindustries-1.1-120.jar
Ztones-1.7.10-2.2.2.jar
Alas, to no avail. Attempting to add the additional stone types produced a new customextract, that did not have the by-product of the native ore type specified. (v19c) Unless it also has to be exactly the same colours, which I have yet to find in the source code nor listed in other sources.
Since that didn't work, I'm transitioning this to an issue.
Edit: The specifc trouble would be fixed by extending the method used in issue#1605 to detect GT6 orenames, but this also counts as exposing an underlying issue in the config.
Hello Reika i've been using your mods for a year now in my private modpack.
Then an awesome dude offered me free hosting and some help balancing it so i'm asking for permission to use your mod in the server, it will be public and I want to know if these changes are allowed.
Using forestry ethanol.
I think the process of creating it is fairly the same and maybe even more expensive (it uses energy while the RC fermenter can be powered with a DC engine)
Reducing ore multiplication of platinum from x9 to x3
Platinum is a rare resource and i think the gen is about right but x9 multiplication destroys how rare it is, i have galaxyspace installed so players are encouraged to visit other planets to get more platinum
Neither change is even possible, and the former would certainly not be allowed. Also, what does "it uses energy while the RC fermenter can be powered with a DC engine" even mean? RF energy is far easier to make in large quantities than RC power.
I mean the DC engine is pretty simple to setup and a lever is all you need, and with RF while true it is very easy, you either need the equivalent of DC engine or something that uses fuel (at least in my pack) but sure then...
Reika, could you please reply to me even if you refuse to my request? It's over 10 days since I posted it.
Feeling like this pack is ready for alpha testing, so it's high time to get public pack permission for
Gregorious hexii Artorus
To be hosted on Curse = Twitch (point 6), in which the latest versions (point 2) of your minecraft 'mods' (point 5) RotaryCraft, ReactorCraft, Electricraft, and Expanded Redstone are used to supplement and counter-point GregTech 6 with a short list of similarly challenging tech and magic mods. My derivative works' license complies with the non-commercial in any form clause (4) of yours, and prospective users are reminded to respect these rights (point 1).
In order to achieve pack coherence, CraftTweaker has been used (point 3) to:
* add a replacement screwdriver shaped recipe requiring HSLA-steel, since you deleted the standard one to avoid HarvestCraft conflict.
* Change the Floodlamp recipe to include Lumium like all the other anti-mob lanterns.
* add an alternate rad suit material recipe from rubber, lead sheet, and leather.
* provide alternate recipes for Impellors, shaft Mounts, ball bearings, mirror part, and Shaft Bearings using GregT's new part shapes in the same materials
* add alternate recipes to some permanent magnets (not used as direct components) from GregT magnetized steel and magnetic neodynium
- the existing fusion ring requirement of having bedrock dust for the compactor will remain.
The provided configs are used for making oregen more lumpy and de-duplicated where possible, allowing machines in standard crafting tables, and providing Extractor uses for the many new ores.
Aside from the convenience machine Floodlamp, no recipes were removed; and all recipe additions are careful to maintain the flow and tech-tree of your mods as I understand it.
Use a screwdriver on it.
Elaborate on "provide alternate recipes for Impellors, shaft Mounts, ball bearings, mirror part, and Shaft Bearings using GregT's new part shapes in the same materials" and "add alternate recipes to some permanent magnets (not used as direct components) from GregT magnetized steel". The latter especially sounds like it will make the permanent magnets much, much cheaper.
Go ahead, for now. But those "coming changes" will need to be approved.
Impellor: from one TinAlloy, Iron, or Steel Rotor (4.250 to 9 ingot vs. 5.666) part, give back the RoC screwdriver for flavour
Mount: use Tin or TinAlloy ring (0.25 or 1 ingot) for the upper ingots, and TinAlloy, Iron, or Steel ingots for lower. Keep the HSLA base plate.
ball bearing: 3 from 4 Rounds = polished nuggets of HSLA.
shaft bearing: two curved plates, a ring, and four ball bearings all in HSLA = 2.842 to 5.592 vs 3
mirror part: optionally replace the 3 silver plates with 3 silver foil (0.25 or 1 ingot each);
option the glass blocks with cast glass panels (equal material) to allow aluminum foil backing.
1mT magnet from 4 magnetized iron or 3 magnetized steel (gregT's ore dict = ferromagnetic ingots), vs two magnetite gems
256mT magnet from 3 magnetized neodymium [takes 9x as long at 4x power tier], vs 16 1mT magnets
[I was considering full Tesla, but Nd is only slightly rarer than nickel with the ore-processing chain expected at that power tier].
p.s.
(Since all ReC recipes use ferromagnetic ingots and plates from item definition, said ore-dict simply allows GT tools and GT machines to be made from it.)
[2 TinAlloy = 1 Iron + 1 Tin, derived from Railcraft "tin plate"]
May I use ReactorCraft,ElectriCraft and RotaryCraft in my mod pack? also May I Use Mine tweaker to Make some stuff from other mods require stuff from this mod? And may I change some of the recipes to be more realistic because its a STEM (Science, Technology, Engineering, Math) based mod pack and I'm trying to make my mod pack balanced and realistic which is the reason I'm using these mods in my pack?
I'm not going to alter these mods too much because the mods already fit in pretty well with my pack I just want to force players to have to use these mods and some of the other mods I got for STEM related stuff.
The main thing I want to do is change the redstone in the blast furnace recipe into a steel gear from Advanced Rocketry because I want players to have to get steel from another mod before they can progress into this mod.
Sorry I'm not very good with formal writing.
But I am not lazy I take time to think before I make any recipe changes.
Did you read first post of this thread before posting?
If I didn't read it why would I be asking if I can use Rotary Craft in my mod pack and about the recipe change?
The main reason I want to change the Blast furnace recipe is because Rotary Craft is so hard to use and I want
Players to have some experience with modded minecraft before they can even begin progressing into Rotary Craft/Reactor Craft.
That's because you did not read it.
Here, if you are unable to follow two links from one page: https://sites.google.com/site/reikasminecraft/pack-permissions-and-rules
I read that full page before I even asked in the first place and It tells me that you have to ask about recipe changes that's why I asked.
I was just following what that page said and went ahead and asked for permission before publishing the pack.
that's also why I'm waiting for a response before publishing my pack.
All the page is saying is "The mod's fundamental identity must remain intact" and "All modifications must be in good faith".
And I plan on keeping everything the same excepted for the blast furnace thing so that players have to get steel before using this mod (same thing goes for all the other tech mods in my pack excepted for the Railcraft Blast furnace/coke oven)
.
All that changing the blast furnace recipe dose is make it so players have to get steel by crafting the Railcraft Blast furnace with sand,iron and bricks.
I'm not trying to be rude I'm just telling you that I also changed it so that you do not have to go to the nether to get Railcraft steel in my mod pack.
Sorry if this was rude I do not have very good social skills so I do not know what offends people.
You need to explicitly agree to the rules, by restating them in your own words to prove you read them.
oh OK.
Yes, it was a test for reading comprehension. And you failed it miserable.
Related? https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/785