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  1. Changelog Ver 0.1 Have a Cookie Public Release Alpha (Vermillion, Daphinium)
  2.  
  3. Summary:
  4. Ore Gen is set to be handled primarily by IC2 and TechReborn. Due to how IC2's default oregen is handled and also has required achievements attached to several of its ores for those that care about that thing. Nickel oregen is handled by Immersive Engineering. Oil, Energized Glowstone, Destabilized Redstone and Resonant Ender ores are handled by Thermal Foundation. Apatite is handled by Forestry. Cobalt and Ardite are handled by TiC.
  5. TE Dynamos have had their RF/t lowered to match their BC, Forestry, RC counterparts using the same fuels. In most cases, it's only a tiny adjustment and doesn't affect the amount of power you get for the fuel, just how fast it hands out that power.
  6. IE's free power generators are ofc nerfed, but not as far as they are on RedTech (Roughly 4x a solar).
  7. Accompanying the configs is a Scripts folder that will fix the recipe conflicts between Quark and Forestry; Prevent duping with Thermal Foundation iridium plates; replace those quantum storage recipes you wanted, and allows the Engineer's hammer to make Tin Plates which are the only ones not supported normally by Immersive Engineering since it doesn't use tin.
  8.  
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  10.  
  11. Forestry/common:
  12. Disabled bronze ingot crafting (allows crafting of 3 copper + 1 tin into 4 bronze ingots by hand.)
  13. Difficulty changed from EASY to NORMAL.
  14. Copper and Tin ore generation set to False. (Already covered by a half-dozen other mods)
  15.  
  16. Cofh/world/01_thermalfoundation_ores:
  17. Disabled Copper
  18. Disabled Copper High
  19. Disabled Copper Ocean (Note: that's a potential total of over 150 copper ore per chunk)
  20. Disabled Tin
  21. Disabled Nickel
  22. Disabled Silver
  23. Disabled Lead
  24. well... disabled them all. Other mods handle oregen for these better. Especially TechReborn, as all TF's ores are mineable with a stone pickaxe, while TR's vary between stone to diamond level.
  25.  
  26. Cofh/world/01_thermalfoundation_oil:
  27. Reduced oil ore clusters from size 16 to size 9 and cluster count from 4 to 2. Chance of generating remains the same (10%). That's a 20% chance per chunk for 1 vein to generate that consists of 7-9 ores interspersed with 5-7 blocks of liquid oil (That's around 45m RF per vein).
  28. Note: TechReborn also adds oil. One mod needs their oil disabled, but I haven't tested if the TR oil is compatible with TF recipes.
  29.  
  30. Cofh/world/01_thermalfoundation_clathrates:
  31. Reduced energized redstone cluster size from 16 to 6 (same as vanilla redstone). Reduced clusters per chunk from 2 to 1. Generation chance remains unchanged at 12%. (Redstone ore already generates in chunks. This is just an extra redstone vein with fluid redstone in it.)
  32. Reduced energized glowstone cluster size from 20 to 16 (nether ore). Nothing else changed.
  33. Reduced resonant ender clathrate ore size from 24 to 12 (end ore). Remains at 10 clusters per chunk. Nothing else changed. (If you have access to the end, you don't really need to look for for Ender Pearls. But 10*24 ore veins is excessive.)
  34.  
  35. Cofh/Thermalexpansion/common:
  36. Reduced dynamo power output (does not affect total energy value, only the amount of energy put out per tick. e.g. a piece of coal will produce the same amount of RF regardless of this setting, the difference is in speed. Lower settings means people use more dynamos, which means longer play time.)
  37. Steam Dynamo: 40RF/t lowered to 20RF/t. (With augments that can be increased to over 100RF/t) Matches with old values of RailCraft and BuildCraft.
  38. Magmatic Dynamo: 40RF/t lowered to 30RF/t. (Matches the original power output of the magmatic dynamo when it was first introduced in 1.3.5.)
  39. Compression Dynamo: 40RF/t unchanged. (40RF/t is the equal power output of the combustion engine from BC, using the same fuels. Balances with Forestry, BC and RC engines)
  40. Reactant Dynamo: 40RF/t lowered to 30RF/t. (Now matches the Biogas Engine using the same fuels. With the upgrades that the BGEngine doesn't have the reactant dynamo becomes more efficient, but will always require an item input that the BGE doesn't)
  41. Enervation Dynamo: 40RF/t lowered to 10RF/t. (Lowered to 10RF/t due to the fuel it using being Redstone dust, which produces 64k-118kRF per dust, allowing a cheap infinite power loop. Though without ExU red orchids, it's much harder.)
  42. Numismatic Dynamo: 40RF/t unchanged.
  43.  
  44. Basic Tank capacity lowered from 20 buckets to 16 to match other tanks.
  45. Basic Cache capacity lowered from 20000 items (312.5 stacks) to 5120 items (80 stacks) to prevent storage drawers and barrels from being rendered obsolete. (80 stacks because a single basic cache is more expensive than a single basic storage drawer that holds 64 stacks)
  46.  
  47. Cofh/Thermalfoundation/common:
  48. Disabled all metal hammers. (Prevents overlap with TiC and locks players out of early-game 3x3 mining hammers before making a tool forge)
  49. Note: Sickles may also need disabling if they overlap with another mod that adds sickles.
  50.  
  51. Embers:
  52. Disabled oregen for: Aluminium, Nickel, Tin, Copper, Lead and Silver. (Handled by IC2, due to better oregen, compatibility and attached Achievements to only IC2 versions of the ores)
  53. Reduced overworld Quartz ore to 1 vein per chunk from 4. Vein size unchanged at 8 ores per vein. (We already have quartz in the nether, both ores give nether quartz)
  54.  
  55. IC2:
  56. Disabled nuke (the bomb, for obvious reasons)
  57. Added cobblestone, stone and sand to Recycler blacklist. (Both are autofarmable for free. Though you could still make, grind and smelt cobble into glass and use that. But that requires a larger setup and more power)
  58.  
  59. ImmersiveEngineering:
  60. Garden Cloche (Belljar) RF consumption increased from 8RF/t to 40RF/t. (You only need 2 cloches to make enough biodiesel to run a diesel gen constantly, even adding in the 160RF/t or so to use the fermenter, presser and refinery to make the seeds+crops into biodiesel, that's still a gain over over 3kRF/t. Forestry farms exist for a reason.)
  61. Chance that a chunk will contain a mineral vein for the excavator reduced from 20% to 10%.
  62. Power Consumption of the Excavator increased from 4096RF/t to 12280RF/t (3x power), since it literally gives infinite resources. (RedTech uses this value, and even with a tiny drain of 40RF/t going through a wireless transmitter to my excavator, it brings in 4+ stacks of ore a day)
  63. Disabled IE OreGen for: Copper, Bauxite, Lead, Silver and Uranium. Nickel ore generation is handled by Immersive Engineering.
  64. Railgun power consumption reduced from 800RF per shot to 200RF. (Allowing 8 shots from a fully charged rifle)
  65. Railgun damage modifier increased to 2.5 from 1.0 (Increases damage from 2-3 hearts to 6-7 hearts. Railgun isn't particularly accurate, uses expensive ammo and only fires 2 shots atm.)
  66. Dynamo output modifier reduced from 3.0 to 0.38 (A single waterwheel makes 24RF/t (74RF/t with a triple wheel), and a single windmill with max upgrades is 34RF/t (46RF/t in rain) both run 24/7 and consume no fuel, and are cheap to build. With a 0.38 modifier, they make 8-9RF/t for a triple waterwheel and 3-4RF/t. More than a solar at 4RF/t and only during the day.)
  67. Thermoelectric output modifier reduced from 1.0 to 0.36 (Default settings gives 15RF/t from lava+water and 30RF/t from pyrotheum+cryotheum. 0.33 modifier reduces that to 5RF and 10RF/t.)
  68.  
  69. Quark:
  70. Hoes break 5x5 plants changed to False. Overlaps with function of Sickle and Scythe.
  71. Biotite generation in The End set to natural gen instead of generating when the dragon is killed, since the dragon can be rekilled many times. Each time it'll lag the server as it retrogens the entire explored map to add more biotite.
  72. Quark Basalt disabled in overworld due to overlap with Chisel Basalt. Quark's basalt remains in the Nether.
  73.  
  74. tconstruct:
  75. Fortune+Autosmelt interaction set to false. When used on metal ores, will yield 3-6 ingots per ore.
  76. ore to ingot ratio left at 2.0. (I leave that for you to decide on whether you want the smeltery to double ores or not)
  77. Slime Island generation rate changed from 730 to 1800, since they're everywhere and rain blue slimes all over the ground.
  78. Cobalt and Ardite ore gen halved. (These are the best metals, it's a bit pointless when they're everywhere.)
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