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kev12east

[TFC 0.79.27] Technofirma Mod Pack

339 posts in this topic

I think i'm in love .

Especialy with electrical age .

Glad you like it :)

 

 

Chisel could be a valid addition.

I send a bug repport to them to ask to implement valid oredict recipe for all their blocks (some of them work with vanilla items, but not all).

Except that, it's working fine, you can craft some of the blocks like the paper walls. Of course there is things that are not possible to make. but it's a start.

 

I've thought about chisel, it could be doable, if only for marble

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Well the paper wall is pretty cool and the recipe already work

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I hope someone does a playthrough (written or video) of this seeing as my computer isn't powerful enough to play it.

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This looks like a awesome modpack!

Been in my thoughts to make something like this myself. Have you done something to the recipes in the other tech mods to balance it?

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This looks like a awesome modpack!

Been in my thoughts to make something like this myself. Have you done something to the recipes in the other tech mods to balance it?

I have, currently a lot of things are unavailable, but I have sent in an update request that fixes everything and makes them craftable

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Update 2.2.0:

Added Bibliocraft

Added recipe to get resin and rubber

Open Computer's things should now all be craftable

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which mod makes moving so slow? seems like i'm running in treacle.

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which mod makes moving so slow? seems like i'm running in treacle.

It is Iguana tweaks, it changes movement speed based on what material your on and how heavy your inventory is

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Do you plan on updating the mod list?

It seems you have more mods than what your OP says.

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Do you plan on updating the mod list?It seems you have more mods than what your OP says.

The OP only lists content-adding mods, the majority of the mods are support/child mods

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It is Iguana tweaks, it changes movement speed based on what material your on and how heavy your inventory is

ooh thank you. i might try to play without it. i'm a pack-rat and that mod makes the game feel laggy.

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ooh thank you. i might try to play without it. i'm a pack-rat and that mod makes the game feel laggy.

lol, enjoy

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May I ask, how do you deal with ores added by other mods, mainly the ones added by Electrical Age?

Do you let them generate by the mod or by TFC (if that's even possible)? If yes, can you use those in TFC as well?

Or did you replace them with things avaliable from TFC?

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May I ask, how do you deal with ores added by other mods, mainly the ones added by Electrical Age?

Do you let them generate by the mod or by TFC (if that's even possible)? If yes, can you use those in TFC as well?

Or did you replace them with things avaliable from TFC?

It would probably be easiest if you swapped Platinum one for one for it using Minetweaker. Platinum is rare( r) in TFC and as such would help keep Electrical Age end game content. Both elements are Transition metals and Period 6 elements as well.

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It would probably be easiest if you swapped Platinum one for one for it using Minetweaker. Platinum is rare( r) in TFC and as such would help keep Electrical Age end game content. Both elements are Transition metals and Period 6 elements as well.

Well, from what I see in the config, there's following ores in Electrical Age:

cinnabar, copper, lead, tungsten, plumb.

 

We have cinnabar, copper and lead in TFC already (may need modification of spawn rates, tho.)

Only things missing now is tungsten and plumb.

Not sure if it makes sense to replace tungsten in recipes with TFC Platinum maybe.

Then there's plumb, which I guess also refers to lead. No idea why it's generated twice and what it's used for ingame.

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Have you find any way to hide things in NEI that is not in use?

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Have you find any way to hide things in NEI that is not in use?

You can hide things with the NEI subset functionality (large button on top of the NEI inventory window).

Just rightclick on one of the categories to hide them from the NEI panel.

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Most ores are in TFC already, and those that are not are basically useless. Everything is obtainable/usable with the exception of Computronics and a few bits and bobs.

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Most ores are in TFC already, and those that are not are basically useless. Everything is obtainable/usable with the exception of Computronics and a few bits and bobs.

Yea, I noticed that Plumb(?) isn't actually used in Electrical Age, which would only leave Wolfram.

Which in turn can be added to TFC's ore spawning system.

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What did you change in local weather to make it work with TFC? Only config settings or more serious changes?

 

I'd like to see if I can get that to work in my installation. (I'm not too interested in most of the other mods in the TFC context so I'd like to leave those away) :)

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What did you change in local weather to make it work with TFC? Only config settings or more serious changes?

 

I'd like to see if I can get that to work in my installation. (I'm not too interested in most of the other mods in the TFC context so I'd like to leave those away) :)

You can disable the other mods, but it is mostly config tweaks for Local Weather

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You can disable the other mods, but it is mostly config tweaks for Local Weather

How stable is this pack? It looks like its a good mix of mods that will work with TFC. 

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