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    posted a message on Modern Skyblock 2 [Discussion]

    The drawer with aluminum has tinkers drains, the copper that I'm hovering on has frames, and the silver drawer has electromagnets I believe.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     It isn't just how it looks though, I can take those blocks out and put them back in.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    I am also having mass nei recipe issues, it seems the recipes still work but you can't look them up in game.  Also, updated the pack to the latest today, loaded up and saw something interesting with my compacting drawers screenshot included.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    Just so you're aware, this new graves mod is cool but it deletes your botania baubles.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    is there a trick to picking up the neotech tanks?  the only mod spotlight I can find suggests you use a pick, but I've tried a diamond pick and the neotech wrench and nothing drops when I break the tank

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to DoomSquirter:

     I believe the idea is to have currency for multiplayer trades, for single player you can craft upt to $50 and craft them into solidified xp.  It's another recipe with multiple results that I'm not a fan of but hopefully we eventually iron out all the recipe conflicts.  Maybe we could get it changed to  maybe 4 fifties gets you 4 solidified xp?
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    The new main menu buttons are a little difficult to see.  If I look really hard I can see the 'gear' that designates the options button but it's almost invisible.

     

    That being said I do like the clean look.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    Material cost isn't the problem, I'd pay 10 iron ingots for a piston right now if I could shift+click to craft 10 at once.  but mostly I'm just worried what's going to happen when I get an autocrafting system set up, whether it will craft the thing that is 3 layers of same recipe deep.  I'm actually perfectly okay with you locking it behind a machine, maybe move it to the rolling machine like the bucket or even a block of iron in the IC2 roller on extrude.

     

    this whole deal with multiple items with the same recipe is just a new Idea to me.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    I don't know what mod is allowing for multiple things to have the same recipe, but it is super annoying when you are crafting a bunch of a thing that isn't the first option.  I'm not to auto crafting yet so I don't know how bad that is going to screw up, but if I want to make multiple pistons, I have to make iron rods by placing the iron in the crafting table, clicking the arrow twice craft 1 rod, click the arrow 3 times craft 1 more rod, rinse and repeat, shift clicking crafts one of the iron rods and the rest are conveyor rollers which I can't use to make a piston.  I don't mind 3 iron per piston, but this crafting process is ridiculous, and it isn't the first time I've run into this issue, but I can't remember what the last item that did this to me was.

     

    would you at least be willing to make the piston use the conveyor roller so that shift click crafting (and I would assume auto crafting) will work?

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    working now thanks :)

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    Whatever you did to the extrautils2 transfer node recipe completely disabled it. the recipe won't show up and while I'm admittedly still trying to craft it with a spruce chest, crafting the recipe from memory doesn't work.

     

    Other than my troubles with the node I really do like the pack, tried playing with skyresources on SkyColony but the hadn't made sure that the basics for each mod were actually available.

    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

    In reply to EmosewaGamer:

     I'm refering to the recipe which has to be an oak chest or a trapped chest but either for me requires advanced machinery and/or a lot of infusion.  I just like to use them early game so I don't get a lot of backstuffed hoppers lagging me out.
    Posted in: Non-CurseForge Modpacks
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    posted a message on Modern Skyblock 2 [Discussion]

     Is the extrautils2 transfer node deliberately not accepting non-oak chests?  I did the snow start but it looks like anyone who didn't chose the start with an oak tree can't use transfer nodes until they do quite a lot of infusion work.

    Posted in: Non-CurseForge Modpacks
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