QB Formatting Improvements Relating to Spaces (#962)

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@ -239,7 +239,7 @@
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"desc:8": "Welcome to §5Nomifactory§r §2GTCEu Edition: §cHard/Expert Mode§r!\n\nThis pack is intended to be played in a §bLost Cities / Overworld dimension§r.\n\nIf you\u0027re playing with friends, don\u0027t forget to invite them to the §equestbook party§r.\n\nDon\\u0027t forget: you can always open the §6Questbook§r with the §eGrave§r key!\n\n§rIf you wish to build your base in a skyblock world, place the §6Void World Cake§r down on the ground, and eat a slice to be sent to the void. Please note that you\u0027ll still need to return to the Lost Cities / Overworld dimension to mine, but you can freely build in complete safety in the §eVoid World§r.\n\nFeatures new to §2CEu§r and quests with new content will be highlighted in §2dark green (color 2)§r, and features unique to §cHard/Expert Mode§r will be highlighted in §cred (color C)§r.",
"desc:8": "Welcome to §5Nomifactory §2GTCEu Edition: §cHard/Expert Mode§r!\n\nThis pack is intended to be played in a §bLost Cities / Overworld dimension§r.\n\nIf you\u0027re playing with friends, don\u0027t forget to invite them to the §equestbook party§r.\n\nDon\\u0027t forget: you can always open the §6Questbook§r with the §eGrave§r key!\n\n§rIf you wish to build your base in a skyblock world, place the §6Void World Cake§r down on the ground, and eat a slice to be sent to the void. Please note that you\u0027ll still need to return to the Lost Cities / Overworld dimension to mine, but you can freely build in complete safety in the §eVoid World§r.\n\nFeatures new to §2CEu§r and quests with new content will be highlighted in §2dark green (color 2)§r, and features unique to §cHard/Expert Mode§r will be highlighted in §cred (color C)§r.",
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@ -2297,7 +2297,7 @@
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"desc:8": "This alloy is made from §2mixing§r §22 Gold Dust, 1 Redstone, and 1 Glowstone Dust§r §2and putting it §rin your new §3Electric Blast Furnace§r.\n\nThrow §2the prepared dust into the input bus§r and in twenty seconds your §6Energetic Alloy Ingot§r will be in the output bus.\n\n§2In EV Age, you can build an Alloy Blast Smelter which doubles the yield.",
"desc:8": "This alloy is made from §2mixing §22 Gold Dust, 1 Redstone, and 1 Glowstone Dust §2and putting it §rin your new §3Electric Blast Furnace§r.\n\nThrow §2the prepared dust into the input bus§r and in twenty seconds your §6Energetic Alloy Ingot§r will be in the output bus.\n\n§2In EV Age, you can build an Alloy Blast Smelter which doubles the yield.",
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@ -2871,7 +2871,7 @@
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"desc:8": "Being able to fly is nice. This is the first jetpack that uses §bEnderIO§r materials.\n\nThere\u0027s also a quest chain for §bThermal Expansion§r material Jetpacks (starting with the §6Leadstone Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2§r §eConfiguration file§r or the command §6/topcfg§r respectively.",
"desc:8": "Being able to fly is nice. This is the first jetpack that uses §bEnderIO§r materials.\n\nThere\u0027s also a quest chain for §bThermal Expansion§r material Jetpacks (starting with the §6Leadstone Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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@ -3256,7 +3256,7 @@
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"desc:8": "The §2Cleanroom§r is a hollow multiblock free of contaminants. Going forward, most new circuit-related recipes, as well as some unique things like §3Fusion Casings§r, will need to be run in machines inside a Cleanroom. This is another ported §5GT5u§r feature, but just like with §aMaintenance§r, it won\u0027t be nearly as harsh.\n\nOnce built, it must be well-maintained and powered for a while to clean the inside. The Cleanroom\u0027s power draw will decrease once it fully cleans itself. Recipes requiring the Cleanroom will §conly§r run when inside a §cfully-cleaned§r Cleanroom; if not, the recipe will not start, or recipe progress might be lost. (Recipe inputs will §enever be voided§r.)\n\nThe Cleanroom can be built in any size between 5x5x5 and 15x15x15. The Controller is placed in the center of the top face, and the rest of the top face is built from §3Filter Casings§r. The rest of the wall space is filled with §3Plascrete§r.\n\nFor transfer between the clean environment and the outside world:\n\n- Items and fluids through §3Passthrough Hatches§r. They automatically input from one side and output from the opposite side.\n\n- Energy through §bGregTech §3Hulls§r or §3Diodes§r (of any tier). Note that Diodes can transport up to §e16 amps§r, whilst Hulls can only transport §e1 amp§r.\n\n- Your AE network through §bGregTech§r §3Hulls§r (of any tier).\n\n- Players through regular §3Doors§r. The room remains clean when doors are opened.\n\nApart from the \"official\" solutions, non-physical methods of transfer such as §3Ender Chests§r might be effective. §bApplied Energistics§r §3P2P Tunnels§r may also fit your liking.\n\nYou will also need an §3Energy §rand §3Maintenance Hatch §rfor cleaning. §3Cleanroom Glass§r can replace any §3Plascrete§r, apart from the edges.\n\nIf you\u0027re facing issues forming the Cleanroom:\n\n- The wall space must be at least 75% §3Plascrete§r or §3Cleanroom Glass§r. The floor block directly under the controller must also be §3Plascrete§r or §3Cleanroom Glass§r.\n\n- GT generators and Muffler Hatches are §cnot allowed§r in Cleanrooms.\n\n- Try rotating the controller with a wrench, or for even side lengths, try the other central positions.",
"desc:8": "The §2Cleanroom§r is a hollow multiblock free of contaminants. Going forward, most new circuit-related recipes, as well as some unique things like §3Fusion Casings§r, will need to be run in machines inside a Cleanroom. This is another ported §5GT5u§r feature, but just like with §aMaintenance§r, it won\u0027t be nearly as harsh.\n\nOnce built, it must be well-maintained and powered for a while to clean the inside. The Cleanroom\u0027s power draw will decrease once it fully cleans itself. Recipes requiring the Cleanroom will §conly§r run when inside a §cfully-cleaned§r Cleanroom; if not, the recipe will not start, or recipe progress might be lost. (Recipe inputs will §enever be voided§r.)\n\nThe Cleanroom can be built in any size between 5x5x5 and 15x15x15. The Controller is placed in the center of the top face, and the rest of the top face is built from §3Filter Casings§r. The rest of the wall space is filled with §3Plascrete§r.\n\nFor transfer between the clean environment and the outside world:\n\n- Items and fluids through §3Passthrough Hatches§r. They automatically input from one side and output from the opposite side.\n\n- Energy through §bGregTech §3Hulls§r or §3Diodes§r (of any tier). Note that Diodes can transport up to §e16 amps§r, whilst Hulls can only transport §e1 amp§r.\n\n- Your AE network through §bGregTech §3Hulls§r (of any tier).\n\n- Players through regular §3Doors§r. The room remains clean when doors are opened.\n\nApart from the \"official\" solutions, non-physical methods of transfer such as §3Ender Chests§r might be effective. §bApplied Energistics §3P2P Tunnels§r may also fit your liking.\n\nYou will also need an §3Energy §rand §3Maintenance Hatch §rfor cleaning. §3Cleanroom Glass§r can replace any §3Plascrete§r, apart from the edges.\n\nIf you\u0027re facing issues forming the Cleanroom:\n\n- The wall space must be at least 75% §3Plascrete§r or §3Cleanroom Glass§r. The floor block directly under the controller must also be §3Plascrete§r or §3Cleanroom Glass§r.\n\n- GT generators and Muffler Hatches are §cnot allowed§r in Cleanrooms.\n\n- Try rotating the controller with a wrench, or for even side lengths, try the other central positions.",
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"desc:8": "§6ME Conduits§r have the advantage of being able to share a block space with other conduit types. Oh, and they\u0027re relatively cheaper to make.\n\nThe only downside is that §ethey will not connect to §bApplied Energistics§r §emicroparts§r like slab-form §6Interfaces§r or §6Level Emitters§r, so you have to use AE cables like §6Fluix Cable§r for those.",
"desc:8": "§6ME Conduits§r have the advantage of being able to share a block space with other conduit types. Oh, and they\u0027re relatively cheaper to make.\n\nThe only downside is that §ethey will not connect to §bApplied Energistics §emicroparts§r like slab-form §6Interfaces§r or §6Level Emitters§r, so you have to use AE cables like §6Fluix Cable§r for those.",
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@ -8615,7 +8615,7 @@
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"desc:8": "Note: this quest accepts both LV and MV Polarizer.\n\nAlthough you could §emagnetize§r §6Iron Ingots§r by hand using §6Redstone§r, doing that consumes considerable amounts of dust and that\u0027s not an option for more advanced materials. This machine will let you magnetize §6Steel Rods§r, as well as even more advanced materials later.\n\n§2Polarizer recipes in GTCEu go up to HV.",
"desc:8": "Note: this quest accepts both LV and MV Polarizer.\n\nAlthough you could §emagnetize §6Iron Ingots§r by hand using §6Redstone§r, doing that consumes considerable amounts of dust and that\u0027s not an option for more advanced materials. This machine will let you magnetize §6Steel Rods§r, as well as even more advanced materials later.\n\n§2Polarizer recipes in GTCEu go up to HV.",
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@ -8988,7 +8988,7 @@
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"desc:8": "It\u0027s finally time to make a §3Distillation Tower§r, which is the gatekeeper for more advanced plastics like §6Epoxy§r and doing petrochemistry.\n\nThe Distillation Tower is a highly flexible multiblock structure, able to be anywhere from §62 blocks high to up to 13 high§r (12 fluid outputs). The way that it works is that each level of the tower after the first will output an additional fluid from the recipe. §cAny output fluids in excess of available buses are voided§r. \n\nWhat you need the Distillation Tower for initially is to break down §9Oil§r and §9Fermented Biomass§r into useful resources.§9 Oil§r distillation, with its four outputs, will require a §efive-block-high Distillation Tower§r (the quest materials are for such a tower; if you want to build it bigger, you will need §ean additional 7 casings and 1 fluid output per floor§r).\n\nAny recipe with more than four output fluids (like §9Fermented Biomass§r) will need a larger tower. Make sure to increase the height of your tower to accommodate all of the outputs you want to keep. Also check the voltage requirements of the recipes, as many Distillation Tower recipes need higher voltages than MV. §eYou can swap out your Energy Input for a higher tier one when that time comes§r. Also, any recipe that has an item output will need an §6Output Bus§r, anywhere on the bottom layer.\n\nThe tower we\u0027ll be building at first is 3x3x5 (LxWxH), with a hollow center. The §6Fluid Input Hatch§r §2can go anywhere on the bottom layer.§r. The §6controller§r goes in the middle of an outer edge of the bottom layer. The §6Energy Input Hatch§r can go wherever you can fit it on the bottom layer. The rest of the 3x3 must be filled with §6Clean Stainless Steel Casings§r.§2 You also need a Maintenance Hatch, which can go anywhere on the structure.§r Each level above that is a ring of 7 Clean Stainless Steel Casings, one §6Fluid Output§r and nothing in the center, except for the topmost layer which needs an eighth casing to fill in the center, capping off the top. \n\nFor distilling fluids which only have one useful output, like §9Biomass§r, it is recommended to use single-block Distilleries, due to their energy efficiency and generally lower costs.",
"desc:8": "It\u0027s finally time to make a §3Distillation Tower§r, which is the gatekeeper for more advanced plastics like §6Epoxy§r and doing petrochemistry.\n\nThe Distillation Tower is a highly flexible multiblock structure, able to be anywhere from §62 blocks high to up to 13 high§r (12 fluid outputs). The way that it works is that each level of the tower after the first will output an additional fluid from the recipe. §cAny output fluids in excess of available buses are voided§r.\n\nWhat you need the Distillation Tower for initially is to break down §9Oil§r and §9Fermented Biomass§r into useful resources.§9 Oil§r distillation, with its four outputs, will require a §efive-block-high Distillation Tower§r (the quest materials are for such a tower; if you want to build it bigger, you will need §ean additional 7 casings and 1 fluid output per floor§r).\n\nAny recipe with more than four output fluids (like §9Fermented Biomass§r) will need a larger tower. Make sure to increase the height of your tower to accommodate all of the outputs you want to keep. Also check the voltage requirements of the recipes, as many Distillation Tower recipes need higher voltages than MV. §eYou can swap out your Energy Input for a higher tier one when that time comes§r. Also, any recipe that has an item output will need an §6Output Bus§r, anywhere on the bottom layer.\n\nThe tower we\u0027ll be building at first is 3x3x5 (LxWxH), with a hollow center. The §6Fluid Input Hatch §2can go anywhere on the bottom layer.§r. The §6controller§r goes in the middle of an outer edge of the bottom layer. The §6Energy Input Hatch§r can go wherever you can fit it on the bottom layer. The rest of the 3x3 must be filled with §6Clean Stainless Steel Casings§r.§2 You also need a Maintenance Hatch, which can go anywhere on the structure.§r Each level above that is a ring of 7 Clean Stainless Steel Casings, one §6Fluid Output§r and nothing in the center, except for the topmost layer which needs an eighth casing to fill in the center, capping off the top.\n\nFor distilling fluids which only have one useful output, like §9Biomass§r, it is recommended to use single-block Distilleries, due to their energy efficiency and generally lower costs.",
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@ -9288,7 +9288,7 @@
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"desc:8": "§6Nichrome§r is the third coil material available, increasing your EBF\u0027s operating temperature to 3600K so it can process more advanced materials.\n\nNotice that an §6HV§r §3Assembler§r is required to make them. Each tier of coil requires their tier of Assembler - we won\u0027t remind you again.\n\n§d3600K§r is now also hot enough to grant a single §d100% efficient overclock§r to 1800K and below recipes. This means that one overclock will grant §d4x speed§r instead of the normal §d2x§r. In effect, you will get an additional 2x speed boost by overclocking once. \n\nThis means that the gas-boosted recipe for §6Aluminium§r will get cut from about §e7s§r to §e3s§r at HV. Once you upgrade your EBF to EV power, §6Stainless Steel Ingots§r will get cut from about §e37s§r to §e9s§r! It\u0027s well worth upgrading the EBFs producing these materials to §6Nichrome§r once you can afford it. \n\nLater coils will give similar bonuses. Additionally, the EBF\u0027s temperature will increase by §d100K§r for each voltage tier above MV, which could make a difference for future materials.",
"desc:8": "§6Nichrome§r is the third coil material available, increasing your EBF\u0027s operating temperature to 3600K so it can process more advanced materials.\n\nNotice that an §6HV §3Assembler§r is required to make them. Each tier of coil requires their tier of Assembler - we won\u0027t remind you again.\n\n§d3600K§r is now also hot enough to grant a single §d100% efficient overclock§r to 1800K and below recipes. This means that one overclock will grant §d4x speed§r instead of the normal §d2x§r. In effect, you will get an additional 2x speed boost by overclocking once.\n\nThis means that the gas-boosted recipe for §6Aluminium§r will get cut from about §e7s§r to §e3s§r at HV. Once you upgrade your EBF to EV power, §6Stainless Steel Ingots§r will get cut from about §e37s§r to §e9s§r! It\u0027s well worth upgrading the EBFs producing these materials to §6Nichrome§r once you can afford it.\n\nLater coils will give similar bonuses. Additionally, the EBF\u0027s temperature will increase by §d100K§r for each voltage tier above MV, which could make a difference for future materials.",
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"desc:8": "Like other petroleum products, §9Sulfuric Gas§r §2or Natural Gas§r is hydrodesulfurized into §9Refinery Gas§r using §9Hydrogen§r in a §3Chemical Reactor§r.\n\nRefinery Gas can be cracked and further distilled for its constituents, but it is also useful as fuel for §3Gas Turbines§r. While it can be burned directly, centrifuging Refinery Gas produces §9LPG§r (Liquefied Petroleum Gas), which is an ideal fuel for Gas Turbines, and §9Methane§r which is a potential suboptimal turbine fuel but is also useful for various chemical reactions.",
"desc:8": "Like other petroleum products, §9Sulfuric Gas §2or Natural Gas§r is hydrodesulfurized into §9Refinery Gas§r using §9Hydrogen§r in a §3Chemical Reactor§r.\n\nRefinery Gas can be cracked and further distilled for its constituents, but it is also useful as fuel for §3Gas Turbines§r. While it can be burned directly, centrifuging Refinery Gas produces §9LPG§r (Liquefied Petroleum Gas), which is an ideal fuel for Gas Turbines, and §9Methane§r which is a potential suboptimal turbine fuel but is also useful for various chemical reactions.",
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@ -11645,7 +11645,7 @@
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"desc:8": "§6Tungsten§r is a material that requires an §3EV Electrolyzer, §ca LV Extractor§r and an §3Electric Blast Furnace§r with at least §6Nichrome Coils§r. §cAn EV Chemical Reactor can also be used, if you want Tungsten Dust§r.\n\nIt is only found from §6Tungstate§r §2Dust and Scheelite Dust, obtained from their respective ores.§r Tungstate is also obtainable in small quantities from centrifuging §6Endstone Dust§r.\n\nScheelite and Tungstate needs to be §2bathed in Hydrochloric Acid to make Tungstic Acid, then §cextracted§r to get to §cTungsten Trioxide. \n\nThis can either be cooked in an EBF with Carbon to get Tungsten, or chemically reacted with Hydrogen to achieve Tungsten Dust. \n\nThe first option is recommended, as it saves Hydrogen, and takes less time to cook in the EBF than the latter option.",
"desc:8": "§6Tungsten§r is a material that requires an §3EV Electrolyzer, §ca LV Extractor§r and an §3Electric Blast Furnace§r with at least §6Nichrome Coils§r. §cAn EV Chemical Reactor can also be used, if you want Tungsten Dust§r.\n\nIt is only found from §6Tungstate §2Dust and Scheelite Dust, obtained from their respective ores.§r Tungstate is also obtainable in small quantities from centrifuging §6Endstone Dust§r.\n\nScheelite and Tungstate needs to be §2bathed in Hydrochloric Acid to make Tungstic Acid, then §cextracted§r to get to §cTungsten Trioxide.\n\nThis can either be cooked in an EBF with Carbon to get Tungsten, or chemically reacted with Hydrogen to achieve Tungsten Dust.\n\nThe first option is recommended, as it saves Hydrogen, and takes less time to cook in the EBF than the latter option.",
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@ -13186,7 +13186,7 @@
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"desc:8": "§9Water§r and §9Chlorine§r can be combined to make §9Hypochlorous Acid§r. If you add §9Mercury§r to catalyze the reaction, the yield is much better.\n\n§ePlease note that Hypochlorous Acid and Hydrochloric Acid are different things.§r\n\nYou\u0027re already familiar with Chlorine production from your forays into Plastics, but a great source of Mercury is §2centrifuging§4 §6Redstone§r.",
"desc:8": "§9Water§r and §9Chlorine§r can be combined to make §9Hypochlorous Acid§r. If you add §9Mercury§r to catalyze the reaction, the yield is much better.\n\n§ePlease note that Hypochlorous Acid and Hydrochloric Acid are different things.§r\n\nYou\u0027re already familiar with Chlorine production from your forays into Plastics, but a great source of Mercury is §2centrifuging §6Redstone§r.",
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@ -15423,7 +15423,7 @@
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"desc:8": "§2Item Pipes are back in GTCEu! They will transport items instantly through them.§r\n\nThis quest accepts a §bGregTech §6Item Pipe§r of any material, and size and of both normal and restrictive variants.\n\nTheir advantage over §bEnderIO§r §6Item Conduits§r is their far higher §6throughput§r. An unupgraded EIO Item Conduit transports §38 items per second§r, and up to §3128§r when upgraded. In comparison, small low-tier Item Pipes can transfer §364 items per second§r, and those made from later materials can transfer multiple stacks per second.\n\nFurthermore, with a §6Robot Arm§r cover, these can do perfect §3Round-Robin§r, equally spliiting the items between the §eDestinations§r.\n\nFor now, the recommended material to use for these is §6Tin§r.\n\nThey don\u0027t §3auto-extract§r by themselves, so you have to use §6Conveyor§r covers etc. with them.\n\nThe priority mechanics are more complicated, so skip ahead if you are not interested:\nA §eDestination§r will have a §3Routing Value§r calculated, which is the sum of all §3Routing Values§r of the individual Pipes to that §eDestination§r. Whichever §eDestination§r has the lowest §3Routing Value§r will be the one selected for Insertion.\n§6Restrictive Pipes§r typically have the lowest §3Priority§r for insertion due to their higher §3Routing Value§r.",
"desc:8": "§2Item Pipes are back in GTCEu! They will transport items instantly through them.§r\n\nThis quest accepts a §bGregTech §6Item Pipe§r of any material, and size and of both normal and restrictive variants.\n\nTheir advantage over §bEnderIO §6Item Conduits§r is their far higher §6throughput§r. An unupgraded EIO Item Conduit transports §38 items per second§r, and up to §3128§r when upgraded. In comparison, small low-tier Item Pipes can transfer §364 items per second§r, and those made from later materials can transfer multiple stacks per second.\n\nFurthermore, with a §6Robot Arm§r cover, these can do perfect §3Round-Robin§r, equally spliiting the items between the §eDestinations§r.\n\nFor now, the recommended material to use for these is §6Tin§r.\n\nThey don\u0027t §3auto-extract§r by themselves, so you have to use §6Conveyor§r covers etc. with them.\n\nThe priority mechanics are more complicated, so skip ahead if you are not interested:\nA §eDestination§r will have a §3Routing Value§r calculated, which is the sum of all §3Routing Values§r of the individual Pipes to that §eDestination§r. Whichever §eDestination§r has the lowest §3Routing Value§r will be the one selected for Insertion.\n§6Restrictive Pipes§r typically have the lowest §3Priority§r for insertion due to their higher §3Routing Value§r.",
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"desc:8": "§9Radon§r will be needed in large quantities.\n\nFor now, you\u0027ll need to obtain it from Tier Two Micro Miner missions, in the form of §6Radium Salt§r. Electrolyze it for Radon and §6Rock Salt§r. §2You can also get it from distilling liquid Ender Air.§r\n\nLater it will be possible to make Radon using a §bGregTech§r §3Fusion Reactor§r.",
"desc:8": "§9Radon§r will be needed in large quantities.\n\nFor now, you\u0027ll need to obtain it from Tier Two Micro Miner missions, in the form of §6Radium Salt§r. Electrolyze it for Radon and §6Rock Salt§r. §2You can also get it from distilling liquid Ender Air.§r\n\nLater it will be possible to make Radon using a §bGregTech §3Fusion Reactor§r.",
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"desc:8": "Time to get fusing!\n\nThe §3Fusion Reactor§r is a multiblock that uses enormous amounts of energy to fuse fluids into new elements. This one is less flexible than the previous GregTech multiblocks, as you can only put hatches where the preview shows. §6Sneak-right click§r the controller to enable the in-world preview.\n\nThe §bJEI§r preview shows §eall valid hatch locations§r, but you don\u0027t actually need that many fluid hatches. You can replace any of the hatch positions in the structure with §2Fusion Glass or Fusion Machine Casings§r as long as you have at least §atwo Fluid Input Hatches§r and §aone Fluid Output Hatch§r. It\u0027s possible to use input/output hatches in every valid location, if you prefer.\n\nBecause of this, the quest only asks for §248 Fusion Machine Casings§r. If you want to use the minimum number of fluid hatches, you\u0027ll need to craft an additional §229 Fusion Machine Casings§r. In addition to the §a48 Fusion Machine Casings§r, you will also need §631 Fusion Glass§r or §631 Fusion Machne Casings§r. §bFusion Glass is cheaper, and looks cooler§r, but its your choice.\n\nEach §aEnergy Hatch§r increases the reactor\u0027s power buffer. §2You cannot use 4x or 16x Energy Hatches in Fusion Reactors. §aAll 16 Energy Hatches§r are required to be able to process all Mark 1 recipes and give a power buffer of §e160M EU§r. §2However, not all energy hatches are needed to be connected to power. For example, a recipe that requires LuV power draw would only need one or more hatches connected to power, but a recipe that needs ZPM power draw would need two hatches connected to power.§r §cThey still need to be present on the structure!§r\n\nIn addition to the recipe power drain, Fusion Reactors have a §eheat§r mechanic related to the recipe\u0027s §e\"Eu to Start\"§r. This amount of power is drained from the reactor\u0027s buffer before starting the recipe to heat up the reactor to the necessary temperature, and is independent of the recipe\u0027s EU/t cost. As such, this determines the minimum tier of reactor you need for a recipe.\n\nIf the reactor stops processing, it will §erapidly lose heat§r, even if you pause it with a soft hammer. On the other hand, if the reactor is already at the required temperature for a recipe, §eno additional power§r is required to heat up the reactor! This is true even if you switch between different recipes. This mechanic incentivizes continuous use of the reactor.\n\nIf you switch to a recipe that requires more heat, §eonly the difference§r in heat values is consumed as EU to reach the target heat (up to a maximum heat equal to the reactor\u0027s current buffer).\n\nFusion Reactors §2overclock, but only once per fusion tier, instead of based on energy input.§r They gate the next tier of materials, so you will eventually want to make more than one.",
"desc:8": "Time to get fusing!\n\nThe §3Fusion Reactor§r is a multiblock that uses enormous amounts of energy to fuse fluids into new elements. This one is less flexible than the previous GregTech multiblocks, as you can only put hatches where the preview shows. §6Sneak-right click§r the controller to enable the in-world preview.\n\nThe §bJEI§r preview shows §eall valid hatch locations§r, but you don\u0027t actually need that many fluid hatches. You can replace any of the hatch positions in the structure with §2Fusion Glass or Fusion Machine Casings§r as long as you have at least §atwo Fluid Input Hatches§r and §aone Fluid Output Hatch§r. It\u0027s possible to use input/output hatches in every valid location, if you prefer.\n\nBecause of this, the quest only asks for §248 Fusion Machine Casings§r. If you want to use the minimum number of fluid hatches, you\u0027ll need to craft an additional §229 Fusion Machine Casings§r. In addition to the §a48 Fusion Machine Casings§r, you will also need §631 Fusion Glass§r or §631 Fusion Machne Casings§r. §bFusion Glass is cheaper, and looks cooler§r, but its your choice.\n\nEach §aEnergy Hatch§r increases the reactor\u0027s power buffer. §2You cannot use 4x or 16x Energy Hatches in Fusion Reactors. §aAll 16 Energy Hatches§r are required to be able to process all Mark 1 recipes and give a power buffer of §e160M EU§r. §2However, not all energy hatches are needed to be connected to power. For example, a recipe that requires LuV power draw would only need one or more hatches connected to power, but a recipe that needs ZPM power draw would need two hatches connected to power. §cThey still need to be present on the structure!§r\n\nIn addition to the recipe power drain, Fusion Reactors have a §eheat§r mechanic related to the recipe\u0027s §e\"Eu to Start\"§r. This amount of power is drained from the reactor\u0027s buffer before starting the recipe to heat up the reactor to the necessary temperature, and is independent of the recipe\u0027s EU/t cost. As such, this determines the minimum tier of reactor you need for a recipe.\n\nIf the reactor stops processing, it will §erapidly lose heat§r, even if you pause it with a soft hammer. On the other hand, if the reactor is already at the required temperature for a recipe, §eno additional power§r is required to heat up the reactor! This is true even if you switch between different recipes. This mechanic incentivizes continuous use of the reactor.\n\nIf you switch to a recipe that requires more heat, §eonly the difference§r in heat values is consumed as EU to reach the target heat (up to a maximum heat equal to the reactor\u0027s current buffer).\n\nFusion Reactors §2overclock, but only once per fusion tier, instead of based on energy input.§r They gate the next tier of materials, so you will eventually want to make more than one.",
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@ -22746,7 +22746,7 @@
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"desc:8": "§3Anvils§r can be used to repair almost all §bGregTech tools§r!\n\nYou might want to get yourself an anvil instead of breaking and crafting new tools every time. Anvils§r spawn abundantly in §bLost Cities§r buildings, so go and snatch one!\n\nPlease note that in §5Nomifactory CEu§r, XP scales linearly.\n\nThis means that every XP level §arequires the same amount of XP§r §e(25 XP)§r, and that higher XP levels §ado not require more XP§r.\n\nPut a damaged tool inside and put some material it\u0027s made of. For example, you\u0027ll need to put §6Wrought Iron Ingots§r to repair tools made of §6Wrought Iron§r. The only tools unable to be repaired are the mortar and the plunger.\n\nAlso, you can now repair your free §6Mining Hammers§r with some §6Diamonds§r!",
"desc:8": "§3Anvils§r can be used to repair almost all §bGregTech tools§r!\n\nYou might want to get yourself an anvil instead of breaking and crafting new tools every time. Anvils§r spawn abundantly in §bLost Cities§r buildings, so go and snatch one!\n\nPlease note that in §5Nomifactory CEu§r, XP scales linearly.\n\nThis means that every XP level §arequires the same amount of XP §e(25 XP)§r, and that higher XP levels §ado not require more XP§r.\n\nPut a damaged tool inside and put some material it\u0027s made of. For example, you\u0027ll need to put §6Wrought Iron Ingots§r to repair tools made of §6Wrought Iron§r. The only tools unable to be repaired are the mortar and the plunger.\n\nAlso, you can now repair your free §6Mining Hammers§r with some §6Diamonds§r!",
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"desc:8": "Now that you have §6Osmium§r and §6Iridium§r from §6Platinum Group Processing§r, you can begin automating §bExtended Crafting§r recipes. While it is possible to use §6Automation Interfaces§r for this task, you have access to something §ovastly§r better§r: §bPackagedExCrafting§r.\n\nTo begin, you\u0027ll need to craft one of each extended §3Package Crafter§r listed on the right. Put an §3Unpackager§r on top of each one, and then a §3Packager§r §eanywhere§r you want. These are all AE2 devices, so you\u0027ll need to connect them to an ME Network.\n\nNext, right-click the §3Package Recipe Encoder§r, and you should see a button saying \"Processing\": this button cycles through recipe types, including the various Extended Crafting tables. You\u0027ll have to choose the appropriate table for the recipe you want to encode.\n\n§6Holders§r must be encoded in pairs: one for the Packager, and one for the Unpackager. Select the appropriate table for the recipe, look up the recipe you want to encode, and press §6[+]§r in §bJEI§r to fill it in. Put two Holders in the top-left slot and press Save to encode the recipe to both of them. Finally, put each Holder into the respective machines.\n\nIf you\u0027ve done everything correctly, you should see the item appear as craftable in a Terminal.\n\nWhile it might seem that the crafting process is slow, §ePackagedAuto is excellent at parallelizing§r. You can surround an Unpackager with Crafters and it will use all of them. It\u0027s also possible to add more Unpackagers with Crafters to keep up with the Packager, as long as the Holders are all the same.",
"desc:8": "Now that you have §6Osmium§r and §6Iridium§r from §6Platinum Group Processing§r, you can begin automating §bExtended Crafting§r recipes. While it is possible to use §6Automation Interfaces§r for this task, you have access to something §ovastly§r better§r: §bPackagedExCrafting§r.\n\nTo begin, you\u0027ll need to craft one of each extended §3Package Crafter§r listed on the right. Put an §3Unpackager§r on top of each one, and then a §3Packager §eanywhere§r you want. These are all AE2 devices, so you\u0027ll need to connect them to an ME Network.\n\nNext, right-click the §3Package Recipe Encoder§r, and you should see a button saying \"Processing\": this button cycles through recipe types, including the various Extended Crafting tables. You\u0027ll have to choose the appropriate table for the recipe you want to encode.\n\n§6Holders§r must be encoded in pairs: one for the Packager, and one for the Unpackager. Select the appropriate table for the recipe, look up the recipe you want to encode, and press §6[+]§r in §bJEI§r to fill it in. Put two Holders in the top-left slot and press Save to encode the recipe to both of them. Finally, put each Holder into the respective machines.\n\nIf you\u0027ve done everything correctly, you should see the item appear as craftable in a Terminal.\n\nWhile it might seem that the crafting process is slow, §ePackagedAuto is excellent at parallelizing§r. You can surround an Unpackager with Crafters and it will use all of them. It\u0027s also possible to add more Unpackagers with Crafters to keep up with the Packager, as long as the Holders are all the same.",
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@ -26915,7 +26915,7 @@
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"desc:8": "§aStorage Drawer Controllers§r are the central hub of any good storage system. They can pull from any drawers they are connected to (via other drawers, or drawer trims) within a 12 block cubic radius. This leads to a potential 25x25x25 area to connect drawers, centered on the controller.\n\nThe appearance can be customized by crafting the controller into §aFramed Controller§r and putting it into a §aFraming Table§r.\n\n§aController Slaves§r do not extend the range, but rather act as another access point to that controller - allowing you to push/pull from any of the drawers within range of the local Drawer Controller.\n\nConnecting an §6ME Storage Bus§r to a controller exposes all of the drawers to §bApplied Energistics§r. Particularly large networks can be laggy though, so keep your drawer networks a manageable size.\n\nAnother cool thing about controllers is that when §bStorage Drawers§r §6Keys§r are used on a drawer controller, they affect the whole system!",
"desc:8": "§aStorage Drawer Controllers§r are the central hub of any good storage system. They can pull from any drawers they are connected to (via other drawers, or drawer trims) within a 12 block cubic radius. This leads to a potential 25x25x25 area to connect drawers, centered on the controller.\n\nThe appearance can be customized by crafting the controller into §aFramed Controller§r and putting it into a §aFraming Table§r.\n\n§aController Slaves§r do not extend the range, but rather act as another access point to that controller - allowing you to push/pull from any of the drawers within range of the local Drawer Controller.\n\nConnecting an §6ME Storage Bus§r to a controller exposes all of the drawers to §bApplied Energistics§r. Particularly large networks can be laggy though, so keep your drawer networks a manageable size.\n\nAnother cool thing about controllers is that when §bStorage Drawers §6Keys§r are used on a drawer controller, they affect the whole system!",
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@ -29490,7 +29490,7 @@
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"desc:8": "Overclocking aside, as you continue to progress in §5Nomifactory§r, materials made in the §3Electric Blast Furnace§r will take longer to complete. §eMore advanced coils do not give speed bonuses§r §2directly§r; they mainly allow for the furnace to §eget hot enough to process more advanced materials§r, §2and they also granting energy efficiency bonuses and speed bonuses to overclocking.§r\n\nConsequently, you\u0027ll need to continually expand your smelting and power generation infrastructure.\n\nYou don\u0027t have to get all four of these Electric Blast Furnaces completed and running just yet, but be prepared to make many of them over the course of the pack.\n\n§2As a reminder, all blocks and hatches can be shared across EBFs, except Maintenance!",
"desc:8": "Overclocking aside, as you continue to progress in §5Nomifactory§r, materials made in the §3Electric Blast Furnace§r will take longer to complete. §eMore advanced coils do not give speed bonuses §2directly§r; they mainly allow for the furnace to §eget hot enough to process more advanced materials§r, §2and they also granting energy efficiency bonuses and speed bonuses to overclocking.§r\n\nConsequently, you\u0027ll need to continually expand your smelting and power generation infrastructure.\n\nYou don\u0027t have to get all four of these Electric Blast Furnaces completed and running just yet, but be prepared to make many of them over the course of the pack.\n\n§2As a reminder, all blocks and hatches can be shared across EBFs, except Maintenance!",
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@ -30169,7 +30169,7 @@
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"desc:8": "Being able to fly is pretty sick. It\u0027s also pretty expensive.\n\nIt\u0027s probably a bit premature to consider a §6jetpack§r at this point, but if you really want to craft this bad boy, I won\u0027t stop you.\n\nThere\u0027s also a quest chain for §bEnderIO§r Jetpacks (starting with the §6Conductive Iron Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2§r §eConfiguration file§r or the command §6/topcfg§r respectively.",
"desc:8": "Being able to fly is pretty sick. It\u0027s also pretty expensive.\n\nIt\u0027s probably a bit premature to consider a §6jetpack§r at this point, but if you really want to craft this bad boy, I won\u0027t stop you.\n\nThere\u0027s also a quest chain for §bEnderIO§r Jetpacks (starting with the §6Conductive Iron Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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@ -36858,7 +36858,7 @@
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"desc:8": "The §aImplosion Compressor§r is like an autoclave that uses explosions instead of water. It is the only way to turn most gem dusts into gemstones.\n\nPlease note that for recipes, like §6Apatite Dust -\u003e Apatite§r, an §3Autoclave§r with §6Distilled Water§r is more efficient than the Implosion Compressor.\n\nIt will also be vital for processing §5Motes of Omnium§r.\n\nIn addition to the controller and casings, you will need one §eLV or better§r §6Item Input Bus§r, §6Item Output Bus§r, and §6Energy Input Hatch§r.\n\n§2If desired, you may upgrade this directly to an Electric Implosion Compressor, which is no different than an Implosion Compressor at the moment.",
"desc:8": "The §aImplosion Compressor§r is like an autoclave that uses explosions instead of water. It is the only way to turn most gem dusts into gemstones.\n\nPlease note that for recipes, like §6Apatite Dust -\u003e Apatite§r, an §3Autoclave§r with §6Distilled Water§r is more efficient than the Implosion Compressor.\n\nIt will also be vital for processing §5Motes of Omnium§r.\n\nIn addition to the controller and casings, you will need one §eLV or better §6Item Input Bus§r, §6Item Output Bus§r, and §6Energy Input Hatch§r.\n\n§2If desired, you may upgrade this directly to an Electric Implosion Compressor, which is no different than an Implosion Compressor at the moment.",
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@ -41973,7 +41973,7 @@
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"desc:8": "These are the basic cables used by §3Applied Energistics§r to transport network connectivity. Due to the fact that channels are disabled, these cables will be your main method of transporting network connectivity, rather than the dense cables.\n\nThese cables do not share blockspace with conduits or cables for other mods, so they can be somewhat unweildy to build with, but they do accept §3Applied Energistics§r §6Facades§r, so they can be hidden very easily.\n\nLater you can make a variant of the cable that can share blockspace with §3Ender IO§r conduits.",
"desc:8": "These are the basic cables used by §3Applied Energistics§r to transport network connectivity. Due to the fact that channels are disabled, these cables will be your main method of transporting network connectivity, rather than the dense cables.\n\nThese cables do not share blockspace with conduits or cables for other mods, so they can be somewhat unweildy to build with, but they do accept §3Applied Energistics §6Facades§r, so they can be hidden very easily.\n\nLater you can make a variant of the cable that can share blockspace with §3Ender IO§r conduits.",
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@ -44004,7 +44004,7 @@
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"desc:8": "§2Sodium Persulfate§r §2and Iron III Chloride§r are used to make cheaper §9Good Circuit Boards§r, as it cuts the Silver amount by a factor of four. They are also §drequired§r to make §9Plastic Circuit Boards§r.\n\nMaking §aSodium Persulfate§r with §6Salt§r will yield §aHydrochloric Acid§r as a coproduct, which you may re-use to make §aIron III Chloride§r. This should the best approach right now, but the decision is entirely yours. With more automation later in the game, Iron III Chloride will be the cheaper and more straight forward path.\n\nSodium Persulfate§r can also be used in §9Ore Processing§r in the §3Chemical Bath§r, to get various bonus outputs you would not normally obtain. It is completely optional, but pretty rewarding.",
"desc:8": "§2Sodium Persulfate §2and Iron III Chloride§r are used to make cheaper §9Good Circuit Boards§r, as it cuts the Silver amount by a factor of four. They are also §drequired§r to make §9Plastic Circuit Boards§r.\n\nMaking §aSodium Persulfate§r with §6Salt§r will yield §aHydrochloric Acid§r as a coproduct, which you may re-use to make §aIron III Chloride§r. This should the best approach right now, but the decision is entirely yours. With more automation later in the game, Iron III Chloride will be the cheaper and more straight forward path.\n\nSodium Persulfate§r can also be used in §9Ore Processing§r in the §3Chemical Bath§r, to get various bonus outputs you would not normally obtain. It is completely optional, but pretty rewarding.",
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@ -44274,7 +44274,7 @@
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"desc:8": "§2The §2Large Chemical Reactor (LCR)§r §2is a multiblock §2Chemical Reactor §2with more input/output slots.§r\n\nThe §3LCR§r can perform some exclusive reactions which allow you to combine multiple normal §3Chemical Reactor§r steps into a §6single step§r, such as:\n- §aNitrogen Dioxide§r\n- §aSulfuric Acid§r\n-§r §aEpichlorohydrin§r, needed for...\n-§r §aEpoxy§r\n\nThe §3LCR§r also is required to perform some recipes, such as §aRaw Gasoline§r production.\n\nAny other recipe which could be done in a normal §9Chemical Reactor§r, as well as certain §9Mixer§r recipes, can also be done in an §3LCR§r.\n\nAll §dOverclocks§r in the §3LCR§r are §6100% efficient§r; each overclock will §5quadruple the speed§r, as opposed to doubling it.",
"desc:8": "§2The §2Large Chemical Reactor (LCR) §2is a multiblock §2Chemical Reactor §2with more input/output slots.§r\n\nThe §3LCR§r can perform some exclusive reactions which allow you to combine multiple normal §3Chemical Reactor§r steps into a §6single step§r, such as:\n- §aNitrogen Dioxide§r\n- §aSulfuric Acid§r\n- §aEpichlorohydrin§r, needed for...\n- §aEpoxy§r\n\nThe §3LCR§r also is required to perform some recipes, such as §aRaw Gasoline§r production.\n\nAny other recipe which could be done in a normal §9Chemical Reactor§r, as well as certain §9Mixer§r recipes, can also be done in an §3LCR§r.\n\nAll §dOverclocks§r in the §3LCR§r are §6100% efficient§r; each overclock will §5quadruple the speed§r, as opposed to doubling it.",
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@ -45621,7 +45621,7 @@
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"desc:8": "The §6IV Assembling Machine§r is required for§2 Advanced SMD components§r.\n\nConsider upgrading to a §6Large Assembling Factory§r, which is easier to upgrade and can accept Parallel Control Hatches. The §6Large Assembing Factory§r §ccannot be recipe tier overclocked§r, as it only accepts one Energy hatch. You will need to craft higher tier standard Assembling Machines for some higher tier items.",
"desc:8": "The §6IV Assembling Machine§r is required for§2 Advanced SMD components§r.\n\nConsider upgrading to a §6Large Assembling Factory§r, which is easier to upgrade and can accept Parallel Control Hatches. The §6Large Assembing Factory §ccannot be recipe tier overclocked§r, as it only accepts one Energy hatch. You will need to craft higher tier standard Assembling Machines for some higher tier items.",
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@ -54310,7 +54310,7 @@
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"desc:8": "§2Research has returned to GregTech 1.12!§r The §3Assembly Line§r needs to be provided with §edata§r on how to craft items before it can craft them. Data on how to craft each item is stored in a §6Data Stick§r and read by a §aData Access Hatch§r. This data is required to craft §6LuV components§r, the §3Fusion Reactor§r, and some parts from §dDraconic Evolution§r.\n\nTo begin, craft a §3Scanner§r and a few §6Data Sticks§r. The initial Scanner recipes run at §6HV§r, but §1IV§r is required relatively soon so might as well make that one.\n\nPress §bR§r on the item you want to craft in the and navigate to the §bScanner tab§r. This will tell you which item needs to be scanned to make the data for the new item. For example, §dLuV §6Electric Motors§r will require an §1IV§r §6Electric Motor§r to be scanned.\n\nPlace a §6Data Stick§r with the item to be scanned in the §3Scanner§r. The item will be §cconsumed§r and its data will be written to the §6Data Stick§r. Each §6Data item§r can only hold a §csingle recipe§r.\n\nFinally, place the §6Data Stick§r into the §aData Access Hatch§r of your §3Assembly Line§r. It will now be able to craft that item.\n\nLater, you will need more advanced §6Data Orbs§r and §6Data Modules§r to store data, and a §3Data Bank§r to read them.\n\nIf you need to create duplicate Data items, you can copy the data to a blank data item of the same type using the Scanner.",
"desc:8": "§2Research has returned to GregTech 1.12!§r The §3Assembly Line§r needs to be provided with §edata§r on how to craft items before it can craft them. Data on how to craft each item is stored in a §6Data Stick§r and read by a §aData Access Hatch§r. This data is required to craft §6LuV components§r, the §3Fusion Reactor§r, and some parts from §dDraconic Evolution§r.\n\nTo begin, craft a §3Scanner§r and a few §6Data Sticks§r. The initial Scanner recipes run at §6HV§r, but §1IV§r is required relatively soon so might as well make that one.\n\nPress §bR§r on the item you want to craft in the and navigate to the §bScanner tab§r. This will tell you which item needs to be scanned to make the data for the new item. For example, §dLuV §6Electric Motors§r will require an §1IV §6Electric Motor§r to be scanned.\n\nPlace a §6Data Stick§r with the item to be scanned in the §3Scanner§r. The item will be §cconsumed§r and its data will be written to the §6Data Stick§r. Each §6Data item§r can only hold a §csingle recipe§r.\n\nFinally, place the §6Data Stick§r into the §aData Access Hatch§r of your §3Assembly Line§r. It will now be able to craft that item.\n\nLater, you will need more advanced §6Data Orbs§r and §6Data Modules§r to store data, and a §3Data Bank§r to read them.\n\nIf you need to create duplicate Data items, you can copy the data to a blank data item of the same type using the Scanner.",
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@ -54490,7 +54490,7 @@
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"desc:8": "Combining an §aI/O Bus§r and an §aME Interface§r into a single block, these can be used in place of §aInput§r and §aOutput Buses/Hatches§r in GregTech multiblocks to connect them directly to your AE2 network.\n\nSaves you that crucial block space, whilst giving you access to your usual features (such as §eGhost Circuits§r). They also have an extra storage space (for things like §6Lenses§r and §6Molds§r)!\n\nAlso, when you get tired of placing the same configuration over and over again, you can use §bGregTech§r §6Data Sticks§r to copy a ME Hatch/Bus Configuration!\n\nIn §9IV§r, you also unlock §6ME Stocking Input Buses and Hatches§r, which instead of storing a set amount of items/fluids itself, simply extracts items/fluids from the AE Network on demand. Technically, §einfinite throughput§r (or as much as your AE system can support), and saves having buffer items and fluids everywhere!\n\nNote that only the Interface-textured side will connect to an ME network.",
"desc:8": "Combining an §aI/O Bus§r and an §aME Interface§r into a single block, these can be used in place of §aInput§r and §aOutput Buses/Hatches§r in GregTech multiblocks to connect them directly to your AE2 network.\n\nSaves you that crucial block space, whilst giving you access to your usual features (such as §eGhost Circuits§r). They also have an extra storage space (for things like §6Lenses§r and §6Molds§r)!\n\nAlso, when you get tired of placing the same configuration over and over again, you can use §bGregTech §6Data Sticks§r to copy a ME Hatch/Bus Configuration!\n\nIn §9IV§r, you also unlock §6ME Stocking Input Buses and Hatches§r, which instead of storing a set amount of items/fluids itself, simply extracts items/fluids from the AE Network on demand. Technically, §einfinite throughput§r (or as much as your AE system can support), and saves having buffer items and fluids everywhere!\n\nNote that only the Interface-textured side will connect to an ME network.",
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@ -54606,7 +54606,7 @@
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"desc:8": "The §3Data Bank§r acts as a mass storage for §6Data Sticks§r and §6Data Orbs§r. It is also required for reading §6Data Modules§r.\n\nConnect an §3Optical Data Transmission Hatch§r on the Data Bank to an §3Optical Data Reception Hatch§r (replacing the §3Data Access Hatch§r) on your §3Assembly Line§r using §aOptical Cables§r, and it will be able to read the data of all data items within the Data Bank.\n\nYou can connect multiple §3Assembly Lines§r to a single Data Bank, but each one will need its own §3Transmission Hatch§r on the Data Bank.\n\n§3Data Access Hatches§r and §3Optical Hatches§r can replace any of the §aComputer Casings§r in the structure, but it must have a minimum of §e3§r §aComputer Casings§r. Each §3Data Access Hatch§r and §3Optical Hatch§r within the structure will consume §d1,920 EU/t§r regardless of their usage.\n\nYou will also need a §aMaintenance§r and §aEnergy Hatch§r, which can replace the §aHigh Power Casings§r in front.\n\nAlthough this is not strictly required until you need to make and read §6Data Modules§r, your single §3Data Access Hatch§r on your §3Assembly Line§r will not have space to hold all the items you need to craft otherwise.\n\nIf your Assembly Line setups grow enough, you may need to §echain§r Data Banks. Connect the §3Transmission Hatch§r on the Data Bank with data to the §3Reception Hatch§r of a second Data Bank. The §ereceiving§r Data Bank will be able to read all the data within the transmitting Data Bank, and can send that data to more Assembly Lines or more Data Banks. However, this comes at a greatly increased energy cost for the transmitting Data Bank.",
"desc:8": "The §3Data Bank§r acts as a mass storage for §6Data Sticks§r and §6Data Orbs§r. It is also required for reading §6Data Modules§r.\n\nConnect an §3Optical Data Transmission Hatch§r on the Data Bank to an §3Optical Data Reception Hatch§r (replacing the §3Data Access Hatch§r) on your §3Assembly Line§r using §aOptical Cables§r, and it will be able to read the data of all data items within the Data Bank.\n\nYou can connect multiple §3Assembly Lines§r to a single Data Bank, but each one will need its own §3Transmission Hatch§r on the Data Bank.\n\n§3Data Access Hatches§r and §3Optical Hatches§r can replace any of the §aComputer Casings§r in the structure, but it must have a minimum of §e3 §aComputer Casings§r. Each §3Data Access Hatch§r and §3Optical Hatch§r within the structure will consume §d1,920 EU/t§r regardless of their usage.\n\nYou will also need a §aMaintenance§r and §aEnergy Hatch§r, which can replace the §aHigh Power Casings§r in front.\n\nAlthough this is not strictly required until you need to make and read §6Data Modules§r, your single §3Data Access Hatch§r on your §3Assembly Line§r will not have space to hold all the items you need to craft otherwise.\n\nIf your Assembly Line setups grow enough, you may need to §echain§r Data Banks. Connect the §3Transmission Hatch§r on the Data Bank with data to the §3Reception Hatch§r of a second Data Bank. The §ereceiving§r Data Bank will be able to read all the data within the transmitting Data Bank, and can send that data to more Assembly Lines or more Data Banks. However, this comes at a greatly increased energy cost for the transmitting Data Bank.",
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@ -54686,7 +54686,7 @@
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"desc:8": "The §3Research Station§r is an advanced Scanner which consumes §dComputation Work§r provided by connected §3High Performance Computing Arrays§r to research §cZPM§r and higher items.\n\nThe function of this multiblock is similar to the Scanner. Place the §6Data Orb§r or §6Data Module§r into the §3Object Holder§r alongside the item to be scanned. After sufficient §dCWU§r has been drawn, the item will be §cconsumed§r and the corresponding data will be written to the data item. Ensure your §3HPCA§r is supplying sufficient §dCWU/t§r - check the scan recipe in §eJEI§r for how much is required.\n\n§3Energy§r, §3Maintenance§r, and §3Computation Hatches§r can only replace the 9 §aComputer Casings§r between the §aComputer Heat Vents§r at the back of the structure. The §3Object Holder§r §cmust face§r the §3Research Station§r controller block.\n\nThe Research Station can be accelerated with excess §dCWU/t§r, but it §cdoes not overclock§r with extra §dEU/t§r. Initial recipes run on §dLuV§r power, but §cZPM§r will be required soon, and higher tiers of energy will be required for more advanced scans. As most Research scans take a long time, you should start this process early.",
"desc:8": "The §3Research Station§r is an advanced Scanner which consumes §dComputation Work§r provided by connected §3High Performance Computing Arrays§r to research §cZPM§r and higher items.\n\nThe function of this multiblock is similar to the Scanner. Place the §6Data Orb§r or §6Data Module§r into the §3Object Holder§r alongside the item to be scanned. After sufficient §dCWU§r has been drawn, the item will be §cconsumed§r and the corresponding data will be written to the data item. Ensure your §3HPCA§r is supplying sufficient §dCWU/t§r - check the scan recipe in §eJEI§r for how much is required.\n\n§3Energy§r, §3Maintenance§r, and §3Computation Hatches§r can only replace the 9 §aComputer Casings§r between the §aComputer Heat Vents§r at the back of the structure. The §3Object Holder §cmust face§r the §3Research Station§r controller block.\n\nThe Research Station can be accelerated with excess §dCWU/t§r, but it §cdoes not overclock§r with extra §dEU/t§r. Initial recipes run on §dLuV§r power, but §cZPM§r will be required soon, and higher tiers of energy will be required for more advanced scans. As most Research scans take a long time, you should start this process early.",
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@ -55110,7 +55110,7 @@
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"desc:8": "§6Silicon§r in its solid form is required to produce §6Transistors§r, which are required for §6HV Circuits§r. Notice that the recipe for a §6Hot Silicon Ingot§r calls for §d2,273 K§r. This is why we built §6Kanthal Coils§r earlier - §6Cupronickel Coils§r can\u0027t reach that temperature.\n\nDirectly heating §6Silicon Dust§r you get from Electrolyzing various materials is an option, but a slow and energy-hungry one. The better method is to obtain §6Silicon Dioxide Dust§r by repurposing the §6Glass§r you\u0027re producing for PPC, and heat it with §6Carbon Dust§r. This produces §6Silicon Ingots§r §dover 5x§r faster, with a side of §eCarbon Monoxide§r for use in various chemical processes.\n\nDon\u0027t forget that what comes out of the §3EBF§r is a §6Hot Ingot§r - cool it in a §6Chemical Bath§r first before using. Later, you will build a §3Vacuum Freezer§r which can do it better.",
"desc:8": "§6Silicon§r in its solid form is required to produce §6Transistors§r, which are required for §6HV Circuits§r. Notice that the recipe for a §6Hot Silicon Ingot§r calls for §d2,273 K§r. This is why we built §6Kanthal Coils§r earlier - §6Cupronickel Coils§r can\u0027t reach that temperature.\n\nDirectly heating §6Silicon Dust§r you get from Electrolyzing various materials is an option, but a slow and energy-hungry one. The better method is to obtain §6Silicon Dioxide Dust§r by repurposing the §6Glass§r you\u0027re producing for PPC, and heat it with §6Carbon Dust§r. This produces §6Silicon Ingots §dover 5x§r faster, with a side of §eCarbon Monoxide§r for use in various chemical processes.\n\nDon\u0027t forget that what comes out of the §3EBF§r is a §6Hot Ingot§r - cool it in a §6Chemical Bath§r first before using. Later, you will build a §3Vacuum Freezer§r which can do it better.",
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@ -56514,7 +56514,7 @@
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"desc:8": "Want to make configuring your §6P2P Tunnels§r easier?\n\nThis pack has §bBetter(er) P2P§r, which adds the §6Advanced Memory Card§r. Using it, you can §aright-click§r on any ME device or cable that is attached to the current system. This will allow you to see all your current P2P connections without having to search for your tunnels.\n\nTo configure P2P tunnels, you need to select a P2P tunnel. This can be done in the GUI by clicking on its entry, or it can be done in-world by §aright-clicking§r on a P2P tunnel whilst holding the card.\n\nOnce a tunnel is selected, it will be highlighted in §agreen§r.\n\nConnected outputs are highlighted in §6orange§r, and connected inputs are highlighted in §9blue§r.\n\nAn incorrect setup will show in §cred§r (Usually P2P device without input).\n\n§aLeft-click§r on the name of the P2P to rename it.\n\n§aRight-click§r on a P2P entry to change its type, or to change it from an input to an output (or vice versa).\n\nThe card has 5 modes accessible in the §3GUI§r, switchable via the second button to the left. These are:\n\n§lBind to Output:§r\nThis mode sets the §aselected P2P§r as the §9input§r of the §bbind target§r (the entry you pressed §eBind§r on). Note that their input/output state and type are changed as necessary.\n\nIn this mode, the §bbind target§r can be any P2P on a different frequency than the §aselected P2P§r.\n\nNote that the §aselected P2P§r becomes an §9input§r, and the §bbind target§r becomes an §aoutput§r.\n\n§lBind to Input:§r\nThis is the same as §oBind to Output§r, except the §aselected P2P§r becomes an §6output§r, and the §bbind target§r becomes an §9input§r.\n\n§lAdd as Input:§r\nThis simply adds the §aselected P2P§r as one of the §bbind target\u0027s§r §9inputs§r.\n\nIn this mode, the §bbind target§r must have the same type as the §aselected P2P§r, as well as on a different frequency.\n\nNote that the §bbind targetis not changed. The §aselected P2P§r becomes an §9input§r.\n\n§lAdd as Output:§r\nThis is the same as §oAdd as Input§r, but the §aselected P2P§r becomes an §6output§r.\n\n§lUnbind:§r\nThis mode simply allows you to unbind P2P entries. The §aselected P2P§r is not changed.",
"desc:8": "Want to make configuring your §6P2P Tunnels§r easier?\n\nThis pack has §bBetter(er) P2P§r, which adds the §6Advanced Memory Card§r. Using it, you can §aright-click§r on any ME device or cable that is attached to the current system. This will allow you to see all your current P2P connections without having to search for your tunnels.\n\nTo configure P2P tunnels, you need to select a P2P tunnel. This can be done in the GUI by clicking on its entry, or it can be done in-world by §aright-clicking§r on a P2P tunnel whilst holding the card.\n\nOnce a tunnel is selected, it will be highlighted in §agreen§r.\n\nConnected outputs are highlighted in §6orange§r, and connected inputs are highlighted in §9blue§r.\n\nAn incorrect setup will show in §cred§r (Usually P2P device without input).\n\n§aLeft-click§r on the name of the P2P to rename it.\n\n§aRight-click§r on a P2P entry to change its type, or to change it from an input to an output (or vice versa).\n\nThe card has 5 modes accessible in the §3GUI§r, switchable via the second button to the left. These are:\n\n§lBind to Output:§r\nThis mode sets the §aselected P2P§r as the §9input§r of the §bbind target§r (the entry you pressed §eBind§r on). Note that their input/output state and type are changed as necessary.\n\nIn this mode, the §bbind target§r can be any P2P on a different frequency than the §aselected P2P§r.\n\nNote that the §aselected P2P§r becomes an §9input§r, and the §bbind target§r becomes an §aoutput§r.\n\n§lBind to Input:§r\nThis is the same as §oBind to Output§r, except the §aselected P2P§r becomes an §6output§r, and the §bbind target§r becomes an §9input§r.\n\n§lAdd as Input:§r\nThis simply adds the §aselected P2P§r as one of the §bbind target\u0027s §9inputs§r.\n\nIn this mode, the §bbind target§r must have the same type as the §aselected P2P§r, as well as on a different frequency.\n\nNote that the §bbind targetis not changed. The §aselected P2P§r becomes an §9input§r.\n\n§lAdd as Output:§r\nThis is the same as §oAdd as Input§r, but the §aselected P2P§r becomes an §6output§r.\n\n§lUnbind:§r\nThis mode simply allows you to unbind P2P entries. The §aselected P2P§r is not changed.",
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@ -56877,7 +56877,7 @@
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"desc:8": "§aVoid Storage Cells§r can be placed anywhere a regular storage cell is allowed, but §call items or fluids that enter the cell are voided to create data for the§r §3Matter Condenser§r.\n\nAs such, you should §cbe extremely careful§r and partition the cell to filter which items or fluids are allowed to be voided using a §aCell Workbench§r.\n\nOne possible use case is putting them in an §3ME IO Port§r to mass-void junk items from your storage.",
"desc:8": "§aVoid Storage Cells§r can be placed anywhere a regular storage cell is allowed, but §call items or fluids that enter the cell are voided to create data for the §3Matter Condenser§r.\n\nAs such, you should §cbe extremely careful§r and partition the cell to filter which items or fluids are allowed to be voided using a §aCell Workbench§r.\n\nOne possible use case is putting them in an §3ME IO Port§r to mass-void junk items from your storage.",
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@ -62109,7 +62109,7 @@
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"desc:8": "Welcome to §5Nomi-CEu§r §cHard/Expert Mode§r, I\u0027ll be your guide.",
"desc:8": "Welcome to §5Nomi-CEu §cHard/Expert Mode§r, I\u0027ll be your guide.",
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"Damage:2": 516,

View File

@ -277,7 +277,7 @@
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"desc:8": "Welcome to §5Nomifactory§r §2GTCEu Edition§r!\n\nThis pack is intended to be played in a §bLost Cities / Overworld dimension§r.\n\nIf you\u0027re playing with friends, don\u0027t forget to invite them to the §equestbook party§r.\n\nDon\u0027t forget: you can always open the §6Questbook§r with the §eGrave§r key!\n\n§rIf you wish to build your base in a skyblock world, place the §6Void World Cake§r down on the ground, and eat a slice to be sent to the void. Please note that you\u0027ll still need to return to the Lost Cities / Overworld dimension to mine, but you can freely build in complete safety in the §eVoid World§r.\n\nFeatures new to §2CEu§r and quests with new content will be highlighted in §2dark green (colour 2)§r.",
"desc:8": "Welcome to §5Nomifactory §2GTCEu Edition§r!\n\nThis pack is intended to be played in a §bLost Cities / Overworld dimension§r.\n\nIf you\u0027re playing with friends, don\u0027t forget to invite them to the §equestbook party§r.\n\nDon\u0027t forget: you can always open the §6Questbook§r with the §eGrave§r key!\n\n§rIf you wish to build your base in a skyblock world, place the §6Void World Cake§r down on the ground, and eat a slice to be sent to the void. Please note that you\u0027ll still need to return to the Lost Cities / Overworld dimension to mine, but you can freely build in complete safety in the §eVoid World§r.\n\nFeatures new to §2CEu§r and quests with new content will be highlighted in §2dark green (colour 2)§r.",
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@ -3381,7 +3381,7 @@
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"desc:8": "Being able to fly is nice. This is the first jetpack that uses §bEnderIO§r materials.\n\nThere\u0027s also a quest chain for §bThermal Expansion§r material Jetpacks (starting with the §6Leadstone Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2§r §eConfiguration file§r or the command §6/topcfg§r respectively.",
"desc:8": "Being able to fly is nice. This is the first jetpack that uses §bEnderIO§r materials.\n\nThere\u0027s also a quest chain for §bThermal Expansion§r material Jetpacks (starting with the §6Leadstone Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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@ -3860,7 +3860,7 @@
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"desc:8": "The §2Cleanroom§r is a hollow multiblock free of contaminants. Going forward, most new circuit-related recipes, as well as some unique things like §3Fusion Casings§r, will need to be run in machines inside a Cleanroom. This is another ported §5GT5u§r feature, but just like with §aMaintenance§r, it won\u0027t be nearly as harsh.\n\nOnce built, it must be well-maintained and powered for a while to clean the inside. The Cleanroom\u0027s power draw will decrease once it fully cleans itself. Recipes requiring the Cleanroom will §conly§r run when inside a §cfully-cleaned§r Cleanroom; if not, the recipe will not start, or recipe progress might be lost. (Recipe inputs will §enever be voided§r.)\n\nThe Cleanroom can be built in any size between 5x5x5 and 15x15x15. The Controller is placed in the center of the top face, and the rest of the top face is built from §3Filter Casings§r. The rest of the wall space is filled with §3Plascrete§r.\n\nFor transfer between the clean environment and the outside world:\n\n- Items and fluids through §3Passthrough Hatches§r. They automatically input from one side and output from the opposite side.\n\n- Energy through §bGregTech §3Hulls§r or §3Diodes§r (of any tier). Note that Diodes can transport up to §e16 amps§r, whilst Hulls can only transport §e1 amp§r.\n\n- Your AE network through §bGregTech§r §3Hulls§r (of any tier).\n\n- Players through regular §3Doors§r. The room remains clean when doors are opened.\n\nApart from the \"official\" solutions, non-physical methods of transfer such as §3Ender Chests§r might be effective. §bApplied Energistics§r §3P2P Tunnels§r may also fit your liking.\n\nYou will also need an §3Energy §rand §3Maintenance Hatch §rfor cleaning. §3Cleanroom Glass§r can replace any §3Plascrete§r, apart from the edges.\n\nIf you\u0027re facing issues forming the Cleanroom:\n\n- The wall space must be at least 75% §3Plascrete§r or §3Cleanroom Glass§r. The floor block directly under the controller must also be §3Plascrete§r or §3Cleanroom Glass§r.\n\n- GT generators and Muffler Hatches are §cnot allowed§r in Cleanrooms.\n\n- Try rotating the controller with a wrench, or for even side lengths, try the other central positions.",
"desc:8": "The §2Cleanroom§r is a hollow multiblock free of contaminants. Going forward, most new circuit-related recipes, as well as some unique things like §3Fusion Casings§r, will need to be run in machines inside a Cleanroom. This is another ported §5GT5u§r feature, but just like with §aMaintenance§r, it won\u0027t be nearly as harsh.\n\nOnce built, it must be well-maintained and powered for a while to clean the inside. The Cleanroom\u0027s power draw will decrease once it fully cleans itself. Recipes requiring the Cleanroom will §conly§r run when inside a §cfully-cleaned§r Cleanroom; if not, the recipe will not start, or recipe progress might be lost. (Recipe inputs will §enever be voided§r.)\n\nThe Cleanroom can be built in any size between 5x5x5 and 15x15x15. The Controller is placed in the center of the top face, and the rest of the top face is built from §3Filter Casings§r. The rest of the wall space is filled with §3Plascrete§r.\n\nFor transfer between the clean environment and the outside world:\n\n- Items and fluids through §3Passthrough Hatches§r. They automatically input from one side and output from the opposite side.\n\n- Energy through §bGregTech §3Hulls§r or §3Diodes§r (of any tier). Note that Diodes can transport up to §e16 amps§r, whilst Hulls can only transport §e1 amp§r.\n\n- Your AE network through §bGregTech §3Hulls§r (of any tier).\n\n- Players through regular §3Doors§r. The room remains clean when doors are opened.\n\nApart from the \"official\" solutions, non-physical methods of transfer such as §3Ender Chests§r might be effective. §bApplied Energistics §3P2P Tunnels§r may also fit your liking.\n\nYou will also need an §3Energy §rand §3Maintenance Hatch §rfor cleaning. §3Cleanroom Glass§r can replace any §3Plascrete§r, apart from the edges.\n\nIf you\u0027re facing issues forming the Cleanroom:\n\n- The wall space must be at least 75% §3Plascrete§r or §3Cleanroom Glass§r. The floor block directly under the controller must also be §3Plascrete§r or §3Cleanroom Glass§r.\n\n- GT generators and Muffler Hatches are §cnot allowed§r in Cleanrooms.\n\n- Try rotating the controller with a wrench, or for even side lengths, try the other central positions.",
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@ -5415,7 +5415,7 @@
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"desc:8": "§6ME Conduits§r have the advantage of being able to share a block space with other conduit types. Oh, and they\u0027re relatively cheaper to make.\n\nThe only downside is that §ethey will not connect to §bApplied Energistics§r §emicroparts§r like slab-form §6Interfaces§r or §6Level Emitters§r, so you have to use AE cables like §6Fluix Cables§r for those. §2Furthermore, they are known to sometimes disconnect from machine hulls and full-block interfaces, so use AE cables like §6Fluix Cables§r for those.",
"desc:8": "§6ME Conduits§r have the advantage of being able to share a block space with other conduit types. Oh, and they\u0027re relatively cheaper to make.\n\nThe only downside is that §ethey will not connect to §bApplied Energistics §emicroparts§r like slab-form §6Interfaces§r or §6Level Emitters§r, so you have to use AE cables like §6Fluix Cables§r for those. §2Furthermore, they are known to sometimes disconnect from machine hulls and full-block interfaces, so use AE cables like §6Fluix Cables§r for those.",
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@ -10292,7 +10292,7 @@
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"desc:8": "Another common component of any machine that uses fluids. Also usable as a cover for moving fluids between §bGregTech§r machines and adjacent tanks or machines.\n\nYou must use §6 §6Rubber Rings§r, which requires a §aKnife§r to craft. A stick and a piece of flint will make a Knife with low durability, or check the recipe for metal ones.",
"desc:8": "Another common component of any machine that uses fluids. Also usable as a cover for moving fluids between §bGregTech§r machines and adjacent tanks or machines.\n\nYou must use §6Rubber Rings§r, which requires a §aKnife§r to craft. A stick and a piece of flint will make a Knife with low durability, or check the recipe for metal ones.",
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@ -10359,7 +10359,7 @@
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"desc:8": "§oNote: this quest accepts both LV and MV Polarizer.§r\n\nAlthough you could §emagnetize§r §6Iron Ingots§r by hand using §6Redstone§r, doing that consumes considerable amounts of dust and that\u0027s not an option for more advanced materials. This machine will let you magnetize §6Steel Rods§r, as well as even more advanced materials later.\n\n§2Polarizer recipes in GTCEu go up to IV.",
"desc:8": "§oNote: this quest accepts both LV and MV Polarizer.§r\n\nAlthough you could §emagnetize §6Iron Ingots§r by hand using §6Redstone§r, doing that consumes considerable amounts of dust and that\u0027s not an option for more advanced materials. This machine will let you magnetize §6Steel Rods§r, as well as even more advanced materials later.\n\n§2Polarizer recipes in GTCEu go up to IV.",
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"desc:8": "With tier three circuits in hand, it\u0027s time to make a §3Distillation Tower§r, which is the gatekeeper for more advanced plastics like §6Epoxy§r and doing petrochemistry.\n\nThe Distillation Tower is a highly flexible multiblock structure, able to be anywhere from §62 blocks high to up to 13 high§r (12 fluid outputs). The way that it works is that each level of the tower after the first will output an additional fluid from the recipe. §cAny output fluids in excess of available buses are voided§r. \n\nWhat you need the Distillation Tower for initially is to break down §9Oil§r and §9Fermented Biomass§r into useful resources.§9 Oil§r distillation, with its four outputs, will require a §efive-block-high Distillation Tower§r (the quest materials are for such a tower; if you want to build it bigger, you will need §ean additional 7 casings and 1 fluid output per floor§r).\n\nAny recipe with more than four output fluids (like §9Fermented Biomass§r) will need a larger tower. Make sure to increase the height of your tower to accommodate all of the outputs you want to keep. Also check the voltage requirements of the recipes, as many Distillation Tower recipes need higher voltages than MV. §eYou can swap out your Energy Input for a higher tier one when that time comes§r. Also, any recipe that has an item output will need an §6Output Bus§r, anywhere on the bottom layer.\n\nThe tower we\u0027ll be building at first is 3x3x5 (LxWxH), with a hollow center. The §6Fluid Input Hatch§r §2can go anywhere on the bottom layer.§r. The §6controller§r goes in the middle of an outer edge of the bottom layer. The §6Energy Input Hatch§r can go wherever you can fit it on the bottom layer. The rest of the 3x3 must be filled with §6Clean Stainless Steel Casings§r.§2 You also need a Maintenance Hatch, which can go anywhere on the structure.§r Each level above that is a ring of 7 Clean Stainless Steel Casings, one §6Fluid Output§r and nothing in the center, except for the topmost layer which needs an eighth casing to fill in the center, capping off the top. \n\nFor distilling fluids which only have one useful output, like §9Biomass§r, it is recommended to use single-block Distilleries, due to their energy efficiency and generally lower costs.",
"desc:8": "With tier three circuits in hand, it\u0027s time to make a §3Distillation Tower§r, which is the gatekeeper for more advanced plastics like §6Epoxy§r and doing petrochemistry.\n\nThe Distillation Tower is a highly flexible multiblock structure, able to be anywhere from §62 blocks high to up to 13 high§r (12 fluid outputs). The way that it works is that each level of the tower after the first will output an additional fluid from the recipe. §cAny output fluids in excess of available buses are voided§r.\n\nWhat you need the Distillation Tower for initially is to break down §9Oil§r and §9Fermented Biomass§r into useful resources.§9 Oil§r distillation, with its four outputs, will require a §efive-block-high Distillation Tower§r (the quest materials are for such a tower; if you want to build it bigger, you will need §ean additional 7 casings and 1 fluid output per floor§r).\n\nAny recipe with more than four output fluids (like §9Fermented Biomass§r) will need a larger tower. Make sure to increase the height of your tower to accommodate all of the outputs you want to keep. Also check the voltage requirements of the recipes, as many Distillation Tower recipes need higher voltages than MV. §eYou can swap out your Energy Input for a higher tier one when that time comes§r. Also, any recipe that has an item output will need an §6Output Bus§r, anywhere on the bottom layer.\n\nThe tower we\u0027ll be building at first is 3x3x5 (LxWxH), with a hollow center. The §6Fluid Input Hatch §2can go anywhere on the bottom layer.§r. The §6controller§r goes in the middle of an outer edge of the bottom layer. The §6Energy Input Hatch§r can go wherever you can fit it on the bottom layer. The rest of the 3x3 must be filled with §6Clean Stainless Steel Casings§r.§2 You also need a Maintenance Hatch, which can go anywhere on the structure.§r Each level above that is a ring of 7 Clean Stainless Steel Casings, one §6Fluid Output§r and nothing in the center, except for the topmost layer which needs an eighth casing to fill in the center, capping off the top.\n\nFor distilling fluids which only have one useful output, like §9Biomass§r, it is recommended to use single-block Distilleries, due to their energy efficiency and generally lower costs.",
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"desc:8": "§6Nichrome§r is the third coil material available, increasing your EBF\u0027s operating temperature to 3600K so it can process more advanced materials.\n\nNotice that an §6HV§r §3Assembler§r is required to make them. Each tier of coil requires their tier of Assembler - we won\u0027t remind you again.\n\n§d3600K§r is now also hot enough to grant a single §d100% efficient overclock§r to 1800K and below recipes. This means that one overclock will grant §d4x speed§r instead of the normal §d2x§r. In effect, you will get an additional 2x speed boost by overclocking once. \n\nThis means that the gas-boosted recipe for §6Aluminium§r will get cut from about §e7s§r to §e3s§r at HV. Once you upgrade your EBF to EV power, §6Stainless Steel Ingots§r will get cut from about §e37s§r to §e9s§r! It\u0027s well worth upgrading the EBFs producing these materials to §6Nichrome§r once you can afford it. \n\nLater coils will give similar bonuses. Additionally, the EBF\u0027s temperature will increase by §d100K§r for each voltage tier above MV, which could make a difference for future materials.",
"desc:8": "§6Nichrome§r is the third coil material available, increasing your EBF\u0027s operating temperature to 3600K so it can process more advanced materials.\n\nNotice that an §6HV §3Assembler§r is required to make them. Each tier of coil requires their tier of Assembler - we won\u0027t remind you again.\n\n§d3600K§r is now also hot enough to grant a single §d100% efficient overclock§r to 1800K and below recipes. This means that one overclock will grant §d4x speed§r instead of the normal §d2x§r. In effect, you will get an additional 2x speed boost by overclocking once.\n\nThis means that the gas-boosted recipe for §6Aluminium§r will get cut from about §e7s§r to §e3s§r at HV. Once you upgrade your EBF to EV power, §6Stainless Steel Ingots§r will get cut from about §e37s§r to §e9s§r! It\u0027s well worth upgrading the EBFs producing these materials to §6Nichrome§r once you can afford it.\n\nLater coils will give similar bonuses. Additionally, the EBF\u0027s temperature will increase by §d100K§r for each voltage tier above MV, which could make a difference for future materials.",
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"desc:8": "Like other petroleum products, §9Sulfuric Gas§r §2or Natural Gas§r is hydrodesulfurized into §9Refinery Gas§r using §9Hydrogen§r in a §3Chemical Reactor§r.\n\nRefinery Gas can be cracked and further distilled for its constituents, but it is also useful as fuel for §3Gas Turbines§r. While it can be burned directly, centrifuging Refinery Gas produces §9LPG§r (Liquefied Petroleum Gas), which is an ideal fuel for Gas Turbines, and §9Methane§r which is a potential suboptimal turbine fuel but is also useful for various chemical reactions.",
"desc:8": "Like other petroleum products, §9Sulfuric Gas §2or Natural Gas§r is hydrodesulfurized into §9Refinery Gas§r using §9Hydrogen§r in a §3Chemical Reactor§r.\n\nRefinery Gas can be cracked and further distilled for its constituents, but it is also useful as fuel for §3Gas Turbines§r. While it can be burned directly, centrifuging Refinery Gas produces §9LPG§r (Liquefied Petroleum Gas), which is an ideal fuel for Gas Turbines, and §9Methane§r which is a potential suboptimal turbine fuel but is also useful for various chemical reactions.",
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"desc:8": "Mixing §9Diesel§r (or less efficiently, §9Bio Diesel§r) with §9Tetranitromethane§r in an §3HV Mixer§r §2or Large Chemical Reactor§r produces §2Cetane-Boosted Diesel§r, an extremely potent fuel needed later for §6Draconium§r production.\n\nIf you have a very robust petrochemical infrastructure and can afford to burn it, this fuel along with proper oxygenation §2is a potent fuel in the Large Combustion Engine and Extreme Combustion Engine, producing §2720 EU/mB of fuel.",
"desc:8": "Mixing §9Diesel§r (or less efficiently, §9Bio Diesel§r) with §9Tetranitromethane§r in an §3HV Mixer §2or Large Chemical Reactor§r produces §2Cetane-Boosted Diesel§r, an extremely potent fuel needed later for §6Draconium§r production.\n\nIf you have a very robust petrochemical infrastructure and can afford to burn it, this fuel along with proper oxygenation §2is a potent fuel in the Large Combustion Engine and Extreme Combustion Engine, producing §2720 EU/mB of fuel.",
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"desc:8": "§6Tungsten§r is a material that requires an §3EV Electrolyzer,§2 Chemical Bath§r and an §3Electric Blast Furnace§r with at least §6Nichrome Coils§r.\n\nIt is only found from §6Tungstate§r §2Dust and Scheelite Dust, obtained from their respective ores.§r Tungstate is also obtainable in small quantities from centrifuging §6Endstone Dust§r.\n\nScheelite and Tungstate needs to be §2bathed in Hydrochloric Acid to make Tungstic Acid, then electrolyzed§r to get to the Tungsten, which then needs to be cooked in the EBF for Tungsten ingots.",
"desc:8": "§6Tungsten§r is a material that requires an §3EV Electrolyzer,§2 Chemical Bath§r and an §3Electric Blast Furnace§r with at least §6Nichrome Coils§r.\n\nIt is only found from §6Tungstate §2Dust and Scheelite Dust, obtained from their respective ores.§r Tungstate is also obtainable in small quantities from centrifuging §6Endstone Dust§r.\n\nScheelite and Tungstate needs to be §2bathed in Hydrochloric Acid to make Tungstic Acid, then electrolyzed§r to get to the Tungsten, which then needs to be cooked in the EBF for Tungsten ingots.",
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"desc:8": "Time to get fusing!\n\nThe §3Fusion Reactor§r is a multiblock that uses enormous amounts of energy to fuse fluids into new elements. This one is less flexible than the previous GregTech multiblocks, as you can only put hatches where the preview shows. §6Sneak-right click§r the controller to enable the in-world preview.\n\nThe §bJEI§r preview shows §eall valid hatch locations§r, but you don\u0027t actually need that many fluid hatches. You can replace any of the hatch positions in the structure with §2Fusion Machine Casings§r as long as you have at least §atwo Fluid Input Hatches§r and §aone Fluid Output Hatch§r. It\u0027s possible to use input/output hatches in every valid location, if you prefer.\n\nBecause of this, the quest only asks for §248 Fusion Machine Casings§r. If you want to use the minimum number of fluid hatches, you\u0027ll need to craft an additional §229 Fusion Machine Casings§r. In addition to the §a48 Fusion Machine Casings§r, you will also need §631 Fusion Glass§r or §631 Fusion Machne Casings§r. §bFusion Glass is cheaper, and looks cooler§r, but its your choice.\n\nEach §aEnergy Hatch§r increases the reactor\u0027s power buffer. §2You cannot use 4x or 16x Energy Hatches in Fusion Reactors. §aAll 16 Energy Hatches§r are required to be able to process all Mark 1 recipes and give a power buffer of §e160M EU§r. §2However, not all energy hatches are needed to be connected to power. For example, a recipe that requires LuV power draw would only need one or more hatches connected to power, but a recipe that needs ZPM power draw would need two hatches connected to power.§r §cThey still need to be present on the structure!§r\n\nIn addition to the recipe power drain, Fusion Reactors have a §eheat§r mechanic related to the recipe\u0027s §e\"Eu to Start\"§r. This amount of power is drained from the reactor\u0027s buffer before starting the recipe to heat up the reactor to the necessary temperature, and is independent of the recipe\u0027s EU/t cost. As such, this determines the minimum tier of reactor you need for a recipe.\n\nIf the reactor stops processing, it will §erapidly lose heat§r, even if you pause it with a soft hammer. On the other hand, if the reactor is already at the required temperature for a recipe, §eno additional power§r is required to heat up the reactor! This is true even if you switch between different recipes. This mechanic incentivizes continuous use of the reactor.\n\nIf you switch to a recipe that requires more heat, §eonly the difference§r in heat values is consumed as EU to reach the target heat (up to a maximum heat equal to the reactor\u0027s current buffer).\n\nFusion Reactors §2overclock, but only once per fusion tier, instead of based on energy input.§r They gate the next tier of materials, so you will eventually want to make more than one.",
"desc:8": "Time to get fusing!\n\nThe §3Fusion Reactor§r is a multiblock that uses enormous amounts of energy to fuse fluids into new elements. This one is less flexible than the previous GregTech multiblocks, as you can only put hatches where the preview shows. §6Sneak-right click§r the controller to enable the in-world preview.\n\nThe §bJEI§r preview shows §eall valid hatch locations§r, but you don\u0027t actually need that many fluid hatches. You can replace any of the hatch positions in the structure with §2Fusion Machine Casings§r as long as you have at least §atwo Fluid Input Hatches§r and §aone Fluid Output Hatch§r. It\u0027s possible to use input/output hatches in every valid location, if you prefer.\n\nBecause of this, the quest only asks for §248 Fusion Machine Casings§r. If you want to use the minimum number of fluid hatches, you\u0027ll need to craft an additional §229 Fusion Machine Casings§r. In addition to the §a48 Fusion Machine Casings§r, you will also need §631 Fusion Glass§r or §631 Fusion Machne Casings§r. §bFusion Glass is cheaper, and looks cooler§r, but its your choice.\n\nEach §aEnergy Hatch§r increases the reactor\u0027s power buffer. §2You cannot use 4x or 16x Energy Hatches in Fusion Reactors. §aAll 16 Energy Hatches§r are required to be able to process all Mark 1 recipes and give a power buffer of §e160M EU§r. §2However, not all energy hatches are needed to be connected to power. For example, a recipe that requires LuV power draw would only need one or more hatches connected to power, but a recipe that needs ZPM power draw would need two hatches connected to power. §cThey still need to be present on the structure!§r\n\nIn addition to the recipe power drain, Fusion Reactors have a §eheat§r mechanic related to the recipe\u0027s §e\"Eu to Start\"§r. This amount of power is drained from the reactor\u0027s buffer before starting the recipe to heat up the reactor to the necessary temperature, and is independent of the recipe\u0027s EU/t cost. As such, this determines the minimum tier of reactor you need for a recipe.\n\nIf the reactor stops processing, it will §erapidly lose heat§r, even if you pause it with a soft hammer. On the other hand, if the reactor is already at the required temperature for a recipe, §eno additional power§r is required to heat up the reactor! This is true even if you switch between different recipes. This mechanic incentivizes continuous use of the reactor.\n\nIf you switch to a recipe that requires more heat, §eonly the difference§r in heat values is consumed as EU to reach the target heat (up to a maximum heat equal to the reactor\u0027s current buffer).\n\nFusion Reactors §2overclock, but only once per fusion tier, instead of based on energy input.§r They gate the next tier of materials, so you will eventually want to make more than one.",
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"desc:8": "§oNow this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.§r\n\nThe §dCreative Tank§r is a major milestone. Great work!\n\nThis tank is your first proper creative item, which can be set to a fluid and then provides an infinite quantity of that fluid. §2Use the Creative Tank Provider to supply you with Creative Tanks.\n\nThe GT Creative Tank has been enhanced. You can turn it on and off, configure exactly how much fluid you want it to push and how often, and change which direction the fluid is pushed out. You can even configure the fluid you want directly from JEI!§r\n\nFrom there you can set up tanks with infinite quantities of every fluid you can think of. §3Fluid Solidifiers§r §2or the much more powerful Large Solidification Arrays§r can be used to make infinite of every element you can melt and solidify.\n\nThis is quite a game-changer as far as infrastructure goes. You\u0027ll find that many machines won\u0027t need to be used for their original purpose anymore. Some major base redesign is in order. Have you considered moving to space?\n\nAll that said, §ethe pack will still be challenging to complete§r. Infinite resources and power is nice, but it\u0027s not everything. There are plenty of materials you can\u0027t melt, and creative items will push your factory automation engineering skills to their limits.\n\nOnward to the final challenge: the §dCreative Chest§r!",
"desc:8": "§oNow this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.§r\n\nThe §dCreative Tank§r is a major milestone. Great work!\n\nThis tank is your first proper creative item, which can be set to a fluid and then provides an infinite quantity of that fluid. §2Use the Creative Tank Provider to supply you with Creative Tanks.\n\nThe GT Creative Tank has been enhanced. You can turn it on and off, configure exactly how much fluid you want it to push and how often, and change which direction the fluid is pushed out. You can even configure the fluid you want directly from JEI!§r\n\nFrom there you can set up tanks with infinite quantities of every fluid you can think of. §3Fluid Solidifiers §2or the much more powerful Large Solidification Arrays§r can be used to make infinite of every element you can melt and solidify.\n\nThis is quite a game-changer as far as infrastructure goes. You\u0027ll find that many machines won\u0027t need to be used for their original purpose anymore. Some major base redesign is in order. Have you considered moving to space?\n\nAll that said, §ethe pack will still be challenging to complete§r. Infinite resources and power is nice, but it\u0027s not everything. There are plenty of materials you can\u0027t melt, and creative items will push your factory automation engineering skills to their limits.\n\nOnward to the final challenge: the §dCreative Chest§r!",
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"desc:8": "§3Anvils§r can be used to repair almost all §bGregTech tools§r!\n\nYou might want to get yourself an anvil instead of breaking and crafting new tools every time. Anvils§r spawn abundantly in §bLost Cities§r buildings, so go and snatch one!\n\nPlease note that in §5Nomifactory CEu§r, XP scales linearly.\n\nThis means that every XP level §arequires the same amount of XP§r §e(25 XP)§r, and that higher XP levels §ado not require more XP§r.\n\nPut a damaged tool inside and put some material it\u0027s made of. For example, you\u0027ll need to put §6Wrought Iron Ingots§r to repair tools made of §6Wrought Iron§r. The only tools unable to be repaired are the mortar and the plunger.\n\nAlso, you can now repair your free §6Mining Hammers§r with some §6Diamonds§r!",
"desc:8": "§3Anvils§r can be used to repair almost all §bGregTech tools§r!\n\nYou might want to get yourself an anvil instead of breaking and crafting new tools every time. Anvils§r spawn abundantly in §bLost Cities§r buildings, so go and snatch one!\n\nPlease note that in §5Nomifactory CEu§r, XP scales linearly.\n\nThis means that every XP level §arequires the same amount of XP §e(25 XP)§r, and that higher XP levels §ado not require more XP§r.\n\nPut a damaged tool inside and put some material it\u0027s made of. For example, you\u0027ll need to put §6Wrought Iron Ingots§r to repair tools made of §6Wrought Iron§r. The only tools unable to be repaired are the mortar and the plunger.\n\nAlso, you can now repair your free §6Mining Hammers§r with some §6Diamonds§r!",
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"desc:8": "Now that you have §6Osmium§r and §6Iridium§r from the §6Tier Four Micro Miner§r or §6Platinum Group Processing§r, you can begin automating §bExtended Crafting§r recipes. While it is possible to use §6Automation Interfaces§r for this task, you have access to something §ovastly§r better§r: §bPackagedExCrafting§r.\n\nTo begin, you\u0027ll need to craft one of each extended §3Package Crafter§r listed on the right. Put an §3Unpackager§r on top of each one, and then a §3Packager§r §eanywhere§r you want. These are all AE2 devices, so you\u0027ll need to connect them to an ME Network.\n\nNext, right-click the §3Package Recipe Encoder§r, and you should see a button saying \"Processing\": this button cycles through recipe types, including the various Extended Crafting tables. You\u0027ll have to choose the appropriate table for the recipe you want to encode.\n\n§6Holders§r must be encoded in pairs: one for the Packager, and one for the Unpackager. Select the appropriate table for the recipe, look up the recipe you want to encode, and press §6[+]§r in §bJEI§r to fill it in. Put two Holders in the top-left slot and press Save to encode the recipe to both of them. Finally, put each Holder into the respective machines.\n\nIf you\u0027ve done everything correctly, you should see the item appear as craftable in a Terminal.\n\nWhile it might seem that the crafting process is slow, §ePackagedAuto is excellent at parallelizing§r. You can surround an Unpackager with Crafters and it will use all of them. It\u0027s also possible to add more Unpackagers with Crafters to keep up with the Packager, as long as the Holders are all the same.",
"desc:8": "Now that you have §6Osmium§r and §6Iridium§r from the §6Tier Four Micro Miner§r or §6Platinum Group Processing§r, you can begin automating §bExtended Crafting§r recipes. While it is possible to use §6Automation Interfaces§r for this task, you have access to something §ovastly§r better§r: §bPackagedExCrafting§r.\n\nTo begin, you\u0027ll need to craft one of each extended §3Package Crafter§r listed on the right. Put an §3Unpackager§r on top of each one, and then a §3Packager §eanywhere§r you want. These are all AE2 devices, so you\u0027ll need to connect them to an ME Network.\n\nNext, right-click the §3Package Recipe Encoder§r, and you should see a button saying \"Processing\": this button cycles through recipe types, including the various Extended Crafting tables. You\u0027ll have to choose the appropriate table for the recipe you want to encode.\n\n§6Holders§r must be encoded in pairs: one for the Packager, and one for the Unpackager. Select the appropriate table for the recipe, look up the recipe you want to encode, and press §6[+]§r in §bJEI§r to fill it in. Put two Holders in the top-left slot and press Save to encode the recipe to both of them. Finally, put each Holder into the respective machines.\n\nIf you\u0027ve done everything correctly, you should see the item appear as craftable in a Terminal.\n\nWhile it might seem that the crafting process is slow, §ePackagedAuto is excellent at parallelizing§r. You can surround an Unpackager with Crafters and it will use all of them. It\u0027s also possible to add more Unpackagers with Crafters to keep up with the Packager, as long as the Holders are all the same.",
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"desc:8": "§aStorage Drawer Controllers§r are the central hub of any good storage system. They can pull from any drawers they are connected to (via other drawers, or drawer trims) within a 12 block cubic radius. This leads to a potential 25x25x25 area to connect drawers, centered on the controller.\n\nThe appearance can be customized by crafting the controller into §aFramed Controller§r and putting it into a §aFraming Table§r.\n\n§aController Slaves§r do not extend the range, but rather act as another access point to that controller - allowing you to push/pull from any of the drawers within range of the local Drawer Controller.\n\nConnecting an §6ME Storage Bus§r to a controller exposes all of the drawers to §bApplied Energistics§r. Particularly large networks can be laggy though, so keep your drawer networks a manageable size.\n\nAnother cool thing about controllers is that when §bStorage Drawers§r §6Keys§r are used on a drawer controller, they affect the whole system!",
"desc:8": "§aStorage Drawer Controllers§r are the central hub of any good storage system. They can pull from any drawers they are connected to (via other drawers, or drawer trims) within a 12 block cubic radius. This leads to a potential 25x25x25 area to connect drawers, centered on the controller.\n\nThe appearance can be customized by crafting the controller into §aFramed Controller§r and putting it into a §aFraming Table§r.\n\n§aController Slaves§r do not extend the range, but rather act as another access point to that controller - allowing you to push/pull from any of the drawers within range of the local Drawer Controller.\n\nConnecting an §6ME Storage Bus§r to a controller exposes all of the drawers to §bApplied Energistics§r. Particularly large networks can be laggy though, so keep your drawer networks a manageable size.\n\nAnother cool thing about controllers is that when §bStorage Drawers §6Keys§r are used on a drawer controller, they affect the whole system!",
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"desc:8": "Being able to fly is pretty sick. It\u0027s also pretty expensive.\n\nIt\u0027s probably a bit premature to consider a §6jetpack§r at this point, but if you really want to craft this bad boy, I won\u0027t stop you.\n\nThere\u0027s also a quest chain for §bEnderIO§r Jetpacks (starting with the §6Conductive Iron Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2§r §eConfiguration file§r or the command §6/topcfg§r respectively.",
"desc:8": "Being able to fly is pretty sick. It\u0027s also pretty expensive.\n\nIt\u0027s probably a bit premature to consider a §6jetpack§r at this point, but if you really want to craft this bad boy, I won\u0027t stop you.\n\nThere\u0027s also a quest chain for §bEnderIO§r Jetpacks (starting with the §6Conductive Iron Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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"desc:8": "The §aImplosion Compressor§r is like an autoclave that uses explosions instead of water. \n\nIt is the only way to turn some gem dusts into gemstones. However, for some gemstones, like §6Apatite§r, it is much more efficient to use an §3Autoclave§r with §9Distilled Water§r.\n\nIt will also be vital for processing §5Motes of Omnium§r.\n\nIn addition to the controller and casings, you will need one §eLV or better §6Item Input Bus§r, §6Item Output Bus§r, and §6Energy Input Hatch§r.\n\n§2If desired, you may upgrade this directly to an Electric Implosion Compressor, which has no improvements over the base multi for now.",
"desc:8": "The §aImplosion Compressor§r is like an autoclave that uses explosions instead of water.\n\nIt is the only way to turn some gem dusts into gemstones. However, for some gemstones, like §6Apatite§r, it is much more efficient to use an §3Autoclave§r with §9Distilled Water§r.\n\nIt will also be vital for processing §5Motes of Omnium§r.\n\nIn addition to the controller and casings, you will need one §eLV or better §6Item Input Bus§r, §6Item Output Bus§r, and §6Energy Input Hatch§r.\n\n§2If desired, you may upgrade this directly to an Electric Implosion Compressor, which has no improvements over the base multi for now.",
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@ -53586,7 +53586,7 @@
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"desc:8": "The §6IV Assembling Machine§r is required for§2 Advanced SMD components§r.\n\nConsider upgrading to a §6Large Assembling Factory§r, which is easier to upgrade and can accept Parallel Control Hatches. The §6Large Assembing Factory§r §ccannot be recipe tier overclocked§r, as it only accepts one Energy hatch. You will need to craft higher tier standard Assembling Machines for some higher tier items.",
"desc:8": "The §6IV Assembling Machine§r is required for§2 Advanced SMD components§r.\n\nConsider upgrading to a §6Large Assembling Factory§r, which is easier to upgrade and can accept Parallel Control Hatches. The §6Large Assembing Factory §ccannot be recipe tier overclocked§r, as it only accepts one Energy hatch. You will need to craft higher tier standard Assembling Machines for some higher tier items.",
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"desc:8": "The §3Rock Breaker§r makes §6Lava§r and §6Water§r related products, such as §6Cobblestone§r, §6Granite§r and §6Obsidian§r. \n\nIn order to set this up, §6Lava§r and §6Water§r must be placed §ahorizontally adjacent§r. \n\nMaking §6Cobblestone§r this way is not a good idea, due to §bNuclearCraft§r §6Cobblestone Generators§r, which don\u0027t cost any power. However, with §aHV §3Rock Breakers§r, you can make §6Obsidian§r, without spending lots of §6Lava§r!\n\n§aLV§r and §aMV§r ones also exist, however, they aren\u0027t very useful.",
"desc:8": "The §3Rock Breaker§r makes §6Lava§r and §6Water§r related products, such as §6Cobblestone§r, §6Granite§r and §6Obsidian§r.\n\nIn order to set this up, §6Lava§r and §6Water§r must be placed §ahorizontally adjacent§r.\n\nMaking §6Cobblestone§r this way is not a good idea, due to §bNuclearCraft §6Cobblestone Generators§r, which don\u0027t cost any power. However, with §aHV §3Rock Breakers§r, you can make §6Obsidian§r, without spending lots of §6Lava§r!\n\n§aLV§r and §aMV§r ones also exist, however, they aren\u0027t very useful.",
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@ -64006,7 +64006,7 @@
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"desc:8": "§2Research has returned to GregTech 1.12!§r The §3Assembly Line§r needs to be provided with §edata§r on how to craft items before it can craft them. Data on how to craft each item is stored in a §6Data Stick§r and read by a §aData Access Hatch§r. This data is required to craft §6LuV components§r, the §3Fusion Reactor§r, and some parts from §dDraconic Evolution§r.\n\nTo begin, craft a §3Scanner§r and a few §6Data Sticks§r. The initial Scanner recipes run at §6HV§r, but §1IV§r is required relatively soon so might as well make that one.\n\nPress §bR§r on the item you want to craft in the and navigate to the §bScanner tab§r. This will tell you which item needs to be scanned to make the data for the new item. For example, §dLuV §6Electric Motors§r will require an §1IV§r §6Electric Motor§r to be scanned.\n\nPlace a §6Data Stick§r with the item to be scanned in the §3Scanner§r. The item will be §cconsumed§r and its data will be written to the §6Data Stick§r. Each §6Data item§r can only hold a §csingle recipe§r.\n\nFinally, place the §6Data Stick§r into the §aData Access Hatch§r of your §3Assembly Line§r. It will now be able to craft that item.\n\nLater, you will need more advanced §6Data Orbs§r and §6Data Modules§r to store data, and a §3Data Bank§r to read them.\n\nIf you need to create duplicate Data items, you can copy the data to a blank data item of the same type using the Scanner.",
"desc:8": "§2Research has returned to GregTech 1.12!§r The §3Assembly Line§r needs to be provided with §edata§r on how to craft items before it can craft them. Data on how to craft each item is stored in a §6Data Stick§r and read by a §aData Access Hatch§r. This data is required to craft §6LuV components§r, the §3Fusion Reactor§r, and some parts from §dDraconic Evolution§r.\n\nTo begin, craft a §3Scanner§r and a few §6Data Sticks§r. The initial Scanner recipes run at §6HV§r, but §1IV§r is required relatively soon so might as well make that one.\n\nPress §bR§r on the item you want to craft in the and navigate to the §bScanner tab§r. This will tell you which item needs to be scanned to make the data for the new item. For example, §dLuV §6Electric Motors§r will require an §1IV §6Electric Motor§r to be scanned.\n\nPlace a §6Data Stick§r with the item to be scanned in the §3Scanner§r. The item will be §cconsumed§r and its data will be written to the §6Data Stick§r. Each §6Data item§r can only hold a §csingle recipe§r.\n\nFinally, place the §6Data Stick§r into the §aData Access Hatch§r of your §3Assembly Line§r. It will now be able to craft that item.\n\nLater, you will need more advanced §6Data Orbs§r and §6Data Modules§r to store data, and a §3Data Bank§r to read them.\n\nIf you need to create duplicate Data items, you can copy the data to a blank data item of the same type using the Scanner.",
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@ -64225,7 +64225,7 @@
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"desc:8": "Combining an §aI/O Bus§r and an §aME Interface§r into a single block, these can be used in place of §aInput§r and §aOutput Buses/Hatches§r in GregTech multiblocks to connect them directly to your AE2 network.\n\nSaves you that crucial block space, whilst giving you access to your usual features (such as §eGhost Circuits§r). They also have an extra storage space (for things like §6Lenses§r and §6Molds§r)!\n\nAlso, when you get tired of placing the same configuration over and over again, you can use §bGregTech§r §6Data Sticks§r to copy a ME Hatch/Bus Configuration!\n\nIn §9IV§r, you also unlock §6ME Stocking Input Buses and Hatches§r, which instead of storing a set amount of items/fluids itself, simply extracts items/fluids from the AE Network on demand. Technically, §einfinite throughput§r (or as much as your AE system can support), and saves having buffer items and fluids everywhere!\n\nNote that only the Interface-textured side will connect to an ME network.",
"desc:8": "Combining an §aI/O Bus§r and an §aME Interface§r into a single block, these can be used in place of §aInput§r and §aOutput Buses/Hatches§r in GregTech multiblocks to connect them directly to your AE2 network.\n\nSaves you that crucial block space, whilst giving you access to your usual features (such as §eGhost Circuits§r). They also have an extra storage space (for things like §6Lenses§r and §6Molds§r)!\n\nAlso, when you get tired of placing the same configuration over and over again, you can use §bGregTech §6Data Sticks§r to copy a ME Hatch/Bus Configuration!\n\nIn §9IV§r, you also unlock §6ME Stocking Input Buses and Hatches§r, which instead of storing a set amount of items/fluids itself, simply extracts items/fluids from the AE Network on demand. Technically, §einfinite throughput§r (or as much as your AE system can support), and saves having buffer items and fluids everywhere!\n\nNote that only the Interface-textured side will connect to an ME network.",
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@ -64354,7 +64354,7 @@
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"desc:8": "The §3Data Bank§r acts as a mass storage for §6Data Sticks§r and §6Data Orbs§r. It is also required for reading §6Data Modules§r.\n\nConnect an §3Optical Data Transmission Hatch§r on the Data Bank to an §3Optical Data Reception Hatch§r (replacing the §3Data Access Hatch§r) on your §3Assembly Line§r using §aOptical Cables§r, and it will be able to read the data of all data items within the Data Bank.\n\nYou can connect multiple §3Assembly Lines§r to a single Data Bank, but each one will need its own §3Transmission Hatch§r on the Data Bank.\n\n§3Data Access Hatches§r and §3Optical Hatches§r can replace any of the §aComputer Casings§r in the structure, but it must have a minimum of §e3§r §aComputer Casings§r. Each §3Data Access Hatch§r and §3Optical Hatch§r within the structure will consume §d1,920 EU/t§r regardless of their usage.\n\nYou will also need a §aMaintenance§r and §aEnergy Hatch§r, which can replace the §aHigh Power Casings§r in front.\n\nAlthough this is not strictly required until you need to make and read §6Data Modules§r, your single §3Data Access Hatch§r on your §3Assembly Line§r will not have space to hold all the items you need to craft otherwise.\n\nIf your Assembly Line setups grow enough, you may need to §echain§r Data Banks. Connect the §3Transmission Hatch§r on the Data Bank with data to the §3Reception Hatch§r of a second Data Bank. The §ereceiving§r Data Bank will be able to read all the data within the transmitting Data Bank, and can send that data to more Assembly Lines or more Data Banks. However, this comes at a greatly increased energy cost for the transmitting Data Bank.",
"desc:8": "The §3Data Bank§r acts as a mass storage for §6Data Sticks§r and §6Data Orbs§r. It is also required for reading §6Data Modules§r.\n\nConnect an §3Optical Data Transmission Hatch§r on the Data Bank to an §3Optical Data Reception Hatch§r (replacing the §3Data Access Hatch§r) on your §3Assembly Line§r using §aOptical Cables§r, and it will be able to read the data of all data items within the Data Bank.\n\nYou can connect multiple §3Assembly Lines§r to a single Data Bank, but each one will need its own §3Transmission Hatch§r on the Data Bank.\n\n§3Data Access Hatches§r and §3Optical Hatches§r can replace any of the §aComputer Casings§r in the structure, but it must have a minimum of §e3 §aComputer Casings§r. Each §3Data Access Hatch§r and §3Optical Hatch§r within the structure will consume §d1,920 EU/t§r regardless of their usage.\n\nYou will also need a §aMaintenance§r and §aEnergy Hatch§r, which can replace the §aHigh Power Casings§r in front.\n\nAlthough this is not strictly required until you need to make and read §6Data Modules§r, your single §3Data Access Hatch§r on your §3Assembly Line§r will not have space to hold all the items you need to craft otherwise.\n\nIf your Assembly Line setups grow enough, you may need to §echain§r Data Banks. Connect the §3Transmission Hatch§r on the Data Bank with data to the §3Reception Hatch§r of a second Data Bank. The §ereceiving§r Data Bank will be able to read all the data within the transmitting Data Bank, and can send that data to more Assembly Lines or more Data Banks. However, this comes at a greatly increased energy cost for the transmitting Data Bank.",
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@ -64447,7 +64447,7 @@
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"desc:8": "The §3Research Station§r is an advanced Scanner which consumes §dComputation Work§r provided by connected §3High Performance Computing Arrays§r to research §cZPM§r and higher items.\n\nThe function of this multiblock is similar to the Scanner. Place the §6Data Orb§r or §6Data Module§r into the §3Object Holder§r alongside the item to be scanned. After sufficient §dCWU§r has been drawn, the item will be §cconsumed§r and the corresponding data will be written to the data item. Ensure your §3HPCA§r is supplying sufficient §dCWU/t§r - check the scan recipe in §eJEI§r for how much is required.\n\n§3Energy§r, §3Maintenance§r, and §3Computation Hatches§r can only replace the 9 §aComputer Casings§r between the §aComputer Heat Vents§r at the back of the structure. The §3Object Holder§r §cmust face§r the §3Research Station§r controller block.\n\nThe Research Station can be accelerated with excess §dCWU/t§r, but it §cdoes not overclock§r with extra §dEU/t§r. Initial recipes run on §dLuV§r power, but §cZPM§r will be required soon, and higher tiers of energy will be required for more advanced scans. As most Research scans take a long time, you should start this process early.",
"desc:8": "The §3Research Station§r is an advanced Scanner which consumes §dComputation Work§r provided by connected §3High Performance Computing Arrays§r to research §cZPM§r and higher items.\n\nThe function of this multiblock is similar to the Scanner. Place the §6Data Orb§r or §6Data Module§r into the §3Object Holder§r alongside the item to be scanned. After sufficient §dCWU§r has been drawn, the item will be §cconsumed§r and the corresponding data will be written to the data item. Ensure your §3HPCA§r is supplying sufficient §dCWU/t§r - check the scan recipe in §eJEI§r for how much is required.\n\n§3Energy§r, §3Maintenance§r, and §3Computation Hatches§r can only replace the 9 §aComputer Casings§r between the §aComputer Heat Vents§r at the back of the structure. The §3Object Holder §cmust face§r the §3Research Station§r controller block.\n\nThe Research Station can be accelerated with excess §dCWU/t§r, but it §cdoes not overclock§r with extra §dEU/t§r. Initial recipes run on §dLuV§r power, but §cZPM§r will be required soon, and higher tiers of energy will be required for more advanced scans. As most Research scans take a long time, you should start this process early.",
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@ -64949,7 +64949,7 @@
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"desc:8": "§6Silicon§r in its solid form is required to produce §6Transistors§r, which are required for §6HV Circuits§r. Notice that the recipe for a §6Hot Silicon Ingot§r calls for §d2,273 K§r. This is why we built §6Kanthal Coils§r earlier - §6Cupronickel Coils§r can\u0027t reach that temperature.\n\nDirectly heating §6Silicon Dust§r you get from Electrolyzing various materials is an option, but a slow and energy-hungry one. The better method is to obtain §6Silicon Dioxide Dust§r by repurposing the §6Glass§r you\u0027re producing for PPC, and heat it with §6Carbon Dust§r. This produces §6Silicon Ingots§r §dover 5x§r faster, with a side of §eCarbon Monoxide§r for use in various chemical processes.\n\nDon\u0027t forget that what comes out of the §3EBF§r is a §6Hot Ingot§r - cool it in a §6Chemical Bath§r first before using. Later, you will build a §3Vacuum Freezer§r which can do it better.",
"desc:8": "§6Silicon§r in its solid form is required to produce §6Transistors§r, which are required for §6HV Circuits§r. Notice that the recipe for a §6Hot Silicon Ingot§r calls for §d2,273 K§r. This is why we built §6Kanthal Coils§r earlier - §6Cupronickel Coils§r can\u0027t reach that temperature.\n\nDirectly heating §6Silicon Dust§r you get from Electrolyzing various materials is an option, but a slow and energy-hungry one. The better method is to obtain §6Silicon Dioxide Dust§r by repurposing the §6Glass§r you\u0027re producing for PPC, and heat it with §6Carbon Dust§r. This produces §6Silicon Ingots §dover 5x§r faster, with a side of §eCarbon Monoxide§r for use in various chemical processes.\n\nDon\u0027t forget that what comes out of the §3EBF§r is a §6Hot Ingot§r - cool it in a §6Chemical Bath§r first before using. Later, you will build a §3Vacuum Freezer§r which can do it better.",
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@ -66540,7 +66540,7 @@
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"desc:8": "Want to make configuring your §6P2P Tunnels§r easier?\n\nThis pack has §bBetter(er) P2P§r, which adds the §6Advanced Memory Card§r. Using it, you can §aright-click§r on any ME device or cable that is attached to the current system. This will allow you to see all your current P2P connections without having to search for your tunnels.\n\nTo configure P2P tunnels, you need to select a P2P tunnel. This can be done in the GUI by clicking on its entry, or it can be done in-world by §aright-clicking§r on a P2P tunnel whilst holding the card.\n\nOnce a tunnel is selected, it will be highlighted in §agreen§r.\n\nConnected outputs are highlighted in §6orange§r, and connected inputs are highlighted in §9blue§r.\n\nAn incorrect setup will show in §cred§r (Usually P2P device without input).\n\n§aLeft-click§r on the name of the P2P to rename it.\n\n§aRight-click§r on a P2P entry to change its type, or to change it from an input to an output (or vice versa).\n\nThe card has 5 modes accessible in the §3GUI§r, switchable via the second button to the left. These are:\n\n§lBind to Output:§r\nThis mode sets the §aselected P2P§r as the §9input§r of the §bbind target§r (the entry you pressed §eBind§r on). Note that their input/output state and type are changed as necessary.\n\nIn this mode, the §bbind target§r can be any P2P on a different frequency than the §aselected P2P§r.\n\nNote that the §aselected P2P§r becomes an §9input§r, and the §bbind target§r becomes an §aoutput§r.\n\n§lBind to Input:§r\nThis is the same as §oBind to Output§r, except the §aselected P2P§r becomes an §6output§r, and the §bbind target§r becomes an §9input§r.\n\n§lAdd as Input:§r\nThis simply adds the §aselected P2P§r as one of the §bbind target\u0027s§r §9inputs§r.\n\nIn this mode, the §bbind target§r must have the same type as the §aselected P2P§r, as well as on a different frequency.\n\nNote that the §bbind targetis not changed. The §aselected P2P§r becomes an §9input§r.\n\n§lAdd as Output:§r\nThis is the same as §oAdd as Input§r, but the §aselected P2P§r becomes an §6output§r.\n\n§lUnbind:§r\nThis mode simply allows you to unbind P2P entries. The §aselected P2P§r is not changed.",
"desc:8": "Want to make configuring your §6P2P Tunnels§r easier?\n\nThis pack has §bBetter(er) P2P§r, which adds the §6Advanced Memory Card§r. Using it, you can §aright-click§r on any ME device or cable that is attached to the current system. This will allow you to see all your current P2P connections without having to search for your tunnels.\n\nTo configure P2P tunnels, you need to select a P2P tunnel. This can be done in the GUI by clicking on its entry, or it can be done in-world by §aright-clicking§r on a P2P tunnel whilst holding the card.\n\nOnce a tunnel is selected, it will be highlighted in §agreen§r.\n\nConnected outputs are highlighted in §6orange§r, and connected inputs are highlighted in §9blue§r.\n\nAn incorrect setup will show in §cred§r (Usually P2P device without input).\n\n§aLeft-click§r on the name of the P2P to rename it.\n\n§aRight-click§r on a P2P entry to change its type, or to change it from an input to an output (or vice versa).\n\nThe card has 5 modes accessible in the §3GUI§r, switchable via the second button to the left. These are:\n\n§lBind to Output:§r\nThis mode sets the §aselected P2P§r as the §9input§r of the §bbind target§r (the entry you pressed §eBind§r on). Note that their input/output state and type are changed as necessary.\n\nIn this mode, the §bbind target§r can be any P2P on a different frequency than the §aselected P2P§r.\n\nNote that the §aselected P2P§r becomes an §9input§r, and the §bbind target§r becomes an §aoutput§r.\n\n§lBind to Input:§r\nThis is the same as §oBind to Output§r, except the §aselected P2P§r becomes an §6output§r, and the §bbind target§r becomes an §9input§r.\n\n§lAdd as Input:§r\nThis simply adds the §aselected P2P§r as one of the §bbind target\u0027s §9inputs§r.\n\nIn this mode, the §bbind target§r must have the same type as the §aselected P2P§r, as well as on a different frequency.\n\nNote that the §bbind targetis not changed. The §aselected P2P§r becomes an §9input§r.\n\n§lAdd as Output:§r\nThis is the same as §oAdd as Input§r, but the §aselected P2P§r becomes an §6output§r.\n\n§lUnbind:§r\nThis mode simply allows you to unbind P2P entries. The §aselected P2P§r is not changed.",
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@ -66970,7 +66970,7 @@
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"desc:8": "§aVoid Storage Cells§r can be placed anywhere a regular storage cell is allowed, but §call items or fluids that enter the cell are voided to create data for the§r §3Matter Condenser§r.\n\nAs such, you should §cbe extremely careful§r and partition the cell to filter which items or fluids are allowed to be voided using a §aCell Workbench§r.\n\nOne possible use case is putting them in an §3ME IO Port§r to mass-void junk items from your storage.",
"desc:8": "§aVoid Storage Cells§r can be placed anywhere a regular storage cell is allowed, but §call items or fluids that enter the cell are voided to create data for the §3Matter Condenser§r.\n\nAs such, you should §cbe extremely careful§r and partition the cell to filter which items or fluids are allowed to be voided using a §aCell Workbench§r.\n\nOne possible use case is putting them in an §3ME IO Port§r to mass-void junk items from your storage.",
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View File

@ -277,7 +277,7 @@
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"desc:8": "Welcome to §5Nomifactory§r §2GTCEu Edition§r!\n\nThis pack is intended to be played in a §bLost Cities / Overworld dimension§r.\n\nIf you\u0027re playing with friends, don\u0027t forget to invite them to the §equestbook party§r.\n\nDon\u0027t forget: you can always open the §6Questbook§r with the §eGrave§r key!\n\n§rIf you wish to build your base in a skyblock world, place the §6Void World Cake§r down on the ground, and eat a slice to be sent to the void. Please note that you\u0027ll still need to return to the Lost Cities / Overworld dimension to mine, but you can freely build in complete safety in the §eVoid World§r.\n\nFeatures new to §2CEu§r and quests with new content will be highlighted in §2dark green (colour 2)§r.",
"desc:8": "Welcome to §5Nomifactory §2GTCEu Edition§r!\n\nThis pack is intended to be played in a §bLost Cities / Overworld dimension§r.\n\nIf you\u0027re playing with friends, don\u0027t forget to invite them to the §equestbook party§r.\n\nDon\u0027t forget: you can always open the §6Questbook§r with the §eGrave§r key!\n\n§rIf you wish to build your base in a skyblock world, place the §6Void World Cake§r down on the ground, and eat a slice to be sent to the void. Please note that you\u0027ll still need to return to the Lost Cities / Overworld dimension to mine, but you can freely build in complete safety in the §eVoid World§r.\n\nFeatures new to §2CEu§r and quests with new content will be highlighted in §2dark green (colour 2)§r.",
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@ -3381,7 +3381,7 @@
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"desc:8": "Being able to fly is nice. This is the first jetpack that uses §bEnderIO§r materials.\n\nThere\u0027s also a quest chain for §bThermal Expansion§r material Jetpacks (starting with the §6Leadstone Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2§r §eConfiguration file§r or the command §6/topcfg§r respectively.",
"desc:8": "Being able to fly is nice. This is the first jetpack that uses §bEnderIO§r materials.\n\nThere\u0027s also a quest chain for §bThermal Expansion§r material Jetpacks (starting with the §6Leadstone Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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@ -3860,7 +3860,7 @@
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"desc:8": "The §2Cleanroom§r is a hollow multiblock free of contaminants. Going forward, most new circuit-related recipes, as well as some unique things like §3Fusion Casings§r, will need to be run in machines inside a Cleanroom. This is another ported §5GT5u§r feature, but just like with §aMaintenance§r, it won\u0027t be nearly as harsh.\n\nOnce built, it must be well-maintained and powered for a while to clean the inside. The Cleanroom\u0027s power draw will decrease once it fully cleans itself. Recipes requiring the Cleanroom will §conly§r run when inside a §cfully-cleaned§r Cleanroom; if not, the recipe will not start, or recipe progress might be lost. (Recipe inputs will §enever be voided§r.)\n\nThe Cleanroom can be built in any size between 5x5x5 and 15x15x15. The Controller is placed in the center of the top face, and the rest of the top face is built from §3Filter Casings§r. The rest of the wall space is filled with §3Plascrete§r.\n\nFor transfer between the clean environment and the outside world:\n\n- Items and fluids through §3Passthrough Hatches§r. They automatically input from one side and output from the opposite side.\n\n- Energy through §bGregTech §3Hulls§r or §3Diodes§r (of any tier). Note that Diodes can transport up to §e16 amps§r, whilst Hulls can only transport §e1 amp§r.\n\n- Your AE network through §bGregTech§r §3Hulls§r (of any tier).\n\n- Players through regular §3Doors§r. The room remains clean when doors are opened.\n\nApart from the \"official\" solutions, non-physical methods of transfer such as §3Ender Chests§r might be effective. §bApplied Energistics§r §3P2P Tunnels§r may also fit your liking.\n\nYou will also need an §3Energy §rand §3Maintenance Hatch §rfor cleaning. §3Cleanroom Glass§r can replace any §3Plascrete§r, apart from the edges.\n\nIf you\u0027re facing issues forming the Cleanroom:\n\n- The wall space must be at least 75% §3Plascrete§r or §3Cleanroom Glass§r. The floor block directly under the controller must also be §3Plascrete§r or §3Cleanroom Glass§r.\n\n- GT generators and Muffler Hatches are §cnot allowed§r in Cleanrooms.\n\n- Try rotating the controller with a wrench, or for even side lengths, try the other central positions.",
"desc:8": "The §2Cleanroom§r is a hollow multiblock free of contaminants. Going forward, most new circuit-related recipes, as well as some unique things like §3Fusion Casings§r, will need to be run in machines inside a Cleanroom. This is another ported §5GT5u§r feature, but just like with §aMaintenance§r, it won\u0027t be nearly as harsh.\n\nOnce built, it must be well-maintained and powered for a while to clean the inside. The Cleanroom\u0027s power draw will decrease once it fully cleans itself. Recipes requiring the Cleanroom will §conly§r run when inside a §cfully-cleaned§r Cleanroom; if not, the recipe will not start, or recipe progress might be lost. (Recipe inputs will §enever be voided§r.)\n\nThe Cleanroom can be built in any size between 5x5x5 and 15x15x15. The Controller is placed in the center of the top face, and the rest of the top face is built from §3Filter Casings§r. The rest of the wall space is filled with §3Plascrete§r.\n\nFor transfer between the clean environment and the outside world:\n\n- Items and fluids through §3Passthrough Hatches§r. They automatically input from one side and output from the opposite side.\n\n- Energy through §bGregTech §3Hulls§r or §3Diodes§r (of any tier). Note that Diodes can transport up to §e16 amps§r, whilst Hulls can only transport §e1 amp§r.\n\n- Your AE network through §bGregTech §3Hulls§r (of any tier).\n\n- Players through regular §3Doors§r. The room remains clean when doors are opened.\n\nApart from the \"official\" solutions, non-physical methods of transfer such as §3Ender Chests§r might be effective. §bApplied Energistics §3P2P Tunnels§r may also fit your liking.\n\nYou will also need an §3Energy §rand §3Maintenance Hatch §rfor cleaning. §3Cleanroom Glass§r can replace any §3Plascrete§r, apart from the edges.\n\nIf you\u0027re facing issues forming the Cleanroom:\n\n- The wall space must be at least 75% §3Plascrete§r or §3Cleanroom Glass§r. The floor block directly under the controller must also be §3Plascrete§r or §3Cleanroom Glass§r.\n\n- GT generators and Muffler Hatches are §cnot allowed§r in Cleanrooms.\n\n- Try rotating the controller with a wrench, or for even side lengths, try the other central positions.",
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"desc:8": "§6ME Conduits§r have the advantage of being able to share a block space with other conduit types. Oh, and they\u0027re relatively cheaper to make.\n\nThe only downside is that §ethey will not connect to §bApplied Energistics§r §emicroparts§r like slab-form §6Interfaces§r or §6Level Emitters§r, so you have to use AE cables like §6Fluix Cables§r for those. §2Furthermore, they are known to sometimes disconnect from machine hulls and full-block interfaces, so use AE cables like §6Fluix Cables§r for those.",
"desc:8": "§6ME Conduits§r have the advantage of being able to share a block space with other conduit types. Oh, and they\u0027re relatively cheaper to make.\n\nThe only downside is that §ethey will not connect to §bApplied Energistics §emicroparts§r like slab-form §6Interfaces§r or §6Level Emitters§r, so you have to use AE cables like §6Fluix Cables§r for those. §2Furthermore, they are known to sometimes disconnect from machine hulls and full-block interfaces, so use AE cables like §6Fluix Cables§r for those.",
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"desc:8": "Another common component of any machine that uses fluids. Also usable as a cover for moving fluids between §bGregTech§r machines and adjacent tanks or machines.\n\nYou must use §6 §6Rubber Rings§r, which requires a §aKnife§r to craft. A stick and a piece of flint will make a Knife with low durability, or check the recipe for metal ones.",
"desc:8": "Another common component of any machine that uses fluids. Also usable as a cover for moving fluids between §bGregTech§r machines and adjacent tanks or machines.\n\nYou must use §6Rubber Rings§r, which requires a §aKnife§r to craft. A stick and a piece of flint will make a Knife with low durability, or check the recipe for metal ones.",
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"desc:8": "§oNote: this quest accepts both LV and MV Polarizer.§r\n\nAlthough you could §emagnetize§r §6Iron Ingots§r by hand using §6Redstone§r, doing that consumes considerable amounts of dust and that\u0027s not an option for more advanced materials. This machine will let you magnetize §6Steel Rods§r, as well as even more advanced materials later.\n\n§2Polarizer recipes in GTCEu go up to IV.",
"desc:8": "§oNote: this quest accepts both LV and MV Polarizer.§r\n\nAlthough you could §emagnetize §6Iron Ingots§r by hand using §6Redstone§r, doing that consumes considerable amounts of dust and that\u0027s not an option for more advanced materials. This machine will let you magnetize §6Steel Rods§r, as well as even more advanced materials later.\n\n§2Polarizer recipes in GTCEu go up to IV.",
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"desc:8": "With tier three circuits in hand, it\u0027s time to make a §3Distillation Tower§r, which is the gatekeeper for more advanced plastics like §6Epoxy§r and doing petrochemistry.\n\nThe Distillation Tower is a highly flexible multiblock structure, able to be anywhere from §62 blocks high to up to 13 high§r (12 fluid outputs). The way that it works is that each level of the tower after the first will output an additional fluid from the recipe. §cAny output fluids in excess of available buses are voided§r. \n\nWhat you need the Distillation Tower for initially is to break down §9Oil§r and §9Fermented Biomass§r into useful resources.§9 Oil§r distillation, with its four outputs, will require a §efive-block-high Distillation Tower§r (the quest materials are for such a tower; if you want to build it bigger, you will need §ean additional 7 casings and 1 fluid output per floor§r).\n\nAny recipe with more than four output fluids (like §9Fermented Biomass§r) will need a larger tower. Make sure to increase the height of your tower to accommodate all of the outputs you want to keep. Also check the voltage requirements of the recipes, as many Distillation Tower recipes need higher voltages than MV. §eYou can swap out your Energy Input for a higher tier one when that time comes§r. Also, any recipe that has an item output will need an §6Output Bus§r, anywhere on the bottom layer.\n\nThe tower we\u0027ll be building at first is 3x3x5 (LxWxH), with a hollow center. The §6Fluid Input Hatch§r §2can go anywhere on the bottom layer.§r. The §6controller§r goes in the middle of an outer edge of the bottom layer. The §6Energy Input Hatch§r can go wherever you can fit it on the bottom layer. The rest of the 3x3 must be filled with §6Clean Stainless Steel Casings§r.§2 You also need a Maintenance Hatch, which can go anywhere on the structure.§r Each level above that is a ring of 7 Clean Stainless Steel Casings, one §6Fluid Output§r and nothing in the center, except for the topmost layer which needs an eighth casing to fill in the center, capping off the top. \n\nFor distilling fluids which only have one useful output, like §9Biomass§r, it is recommended to use single-block Distilleries, due to their energy efficiency and generally lower costs.",
"desc:8": "With tier three circuits in hand, it\u0027s time to make a §3Distillation Tower§r, which is the gatekeeper for more advanced plastics like §6Epoxy§r and doing petrochemistry.\n\nThe Distillation Tower is a highly flexible multiblock structure, able to be anywhere from §62 blocks high to up to 13 high§r (12 fluid outputs). The way that it works is that each level of the tower after the first will output an additional fluid from the recipe. §cAny output fluids in excess of available buses are voided§r.\n\nWhat you need the Distillation Tower for initially is to break down §9Oil§r and §9Fermented Biomass§r into useful resources.§9 Oil§r distillation, with its four outputs, will require a §efive-block-high Distillation Tower§r (the quest materials are for such a tower; if you want to build it bigger, you will need §ean additional 7 casings and 1 fluid output per floor§r).\n\nAny recipe with more than four output fluids (like §9Fermented Biomass§r) will need a larger tower. Make sure to increase the height of your tower to accommodate all of the outputs you want to keep. Also check the voltage requirements of the recipes, as many Distillation Tower recipes need higher voltages than MV. §eYou can swap out your Energy Input for a higher tier one when that time comes§r. Also, any recipe that has an item output will need an §6Output Bus§r, anywhere on the bottom layer.\n\nThe tower we\u0027ll be building at first is 3x3x5 (LxWxH), with a hollow center. The §6Fluid Input Hatch §2can go anywhere on the bottom layer.§r. The §6controller§r goes in the middle of an outer edge of the bottom layer. The §6Energy Input Hatch§r can go wherever you can fit it on the bottom layer. The rest of the 3x3 must be filled with §6Clean Stainless Steel Casings§r.§2 You also need a Maintenance Hatch, which can go anywhere on the structure.§r Each level above that is a ring of 7 Clean Stainless Steel Casings, one §6Fluid Output§r and nothing in the center, except for the topmost layer which needs an eighth casing to fill in the center, capping off the top.\n\nFor distilling fluids which only have one useful output, like §9Biomass§r, it is recommended to use single-block Distilleries, due to their energy efficiency and generally lower costs.",
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@ -11191,7 +11191,7 @@
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"desc:8": "§6Nichrome§r is the third coil material available, increasing your EBF\u0027s operating temperature to 3600K so it can process more advanced materials.\n\nNotice that an §6HV§r §3Assembler§r is required to make them. Each tier of coil requires their tier of Assembler - we won\u0027t remind you again.\n\n§d3600K§r is now also hot enough to grant a single §d100% efficient overclock§r to 1800K and below recipes. This means that one overclock will grant §d4x speed§r instead of the normal §d2x§r. In effect, you will get an additional 2x speed boost by overclocking once. \n\nThis means that the gas-boosted recipe for §6Aluminium§r will get cut from about §e7s§r to §e3s§r at HV. Once you upgrade your EBF to EV power, §6Stainless Steel Ingots§r will get cut from about §e37s§r to §e9s§r! It\u0027s well worth upgrading the EBFs producing these materials to §6Nichrome§r once you can afford it. \n\nLater coils will give similar bonuses. Additionally, the EBF\u0027s temperature will increase by §d100K§r for each voltage tier above MV, which could make a difference for future materials.",
"desc:8": "§6Nichrome§r is the third coil material available, increasing your EBF\u0027s operating temperature to 3600K so it can process more advanced materials.\n\nNotice that an §6HV §3Assembler§r is required to make them. Each tier of coil requires their tier of Assembler - we won\u0027t remind you again.\n\n§d3600K§r is now also hot enough to grant a single §d100% efficient overclock§r to 1800K and below recipes. This means that one overclock will grant §d4x speed§r instead of the normal §d2x§r. In effect, you will get an additional 2x speed boost by overclocking once.\n\nThis means that the gas-boosted recipe for §6Aluminium§r will get cut from about §e7s§r to §e3s§r at HV. Once you upgrade your EBF to EV power, §6Stainless Steel Ingots§r will get cut from about §e37s§r to §e9s§r! It\u0027s well worth upgrading the EBFs producing these materials to §6Nichrome§r once you can afford it.\n\nLater coils will give similar bonuses. Additionally, the EBF\u0027s temperature will increase by §d100K§r for each voltage tier above MV, which could make a difference for future materials.",
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"desc:8": "Like other petroleum products, §9Sulfuric Gas§r §2or Natural Gas§r is hydrodesulfurized into §9Refinery Gas§r using §9Hydrogen§r in a §3Chemical Reactor§r.\n\nRefinery Gas can be cracked and further distilled for its constituents, but it is also useful as fuel for §3Gas Turbines§r. While it can be burned directly, centrifuging Refinery Gas produces §9LPG§r (Liquefied Petroleum Gas), which is an ideal fuel for Gas Turbines, and §9Methane§r which is a potential suboptimal turbine fuel but is also useful for various chemical reactions.",
"desc:8": "Like other petroleum products, §9Sulfuric Gas §2or Natural Gas§r is hydrodesulfurized into §9Refinery Gas§r using §9Hydrogen§r in a §3Chemical Reactor§r.\n\nRefinery Gas can be cracked and further distilled for its constituents, but it is also useful as fuel for §3Gas Turbines§r. While it can be burned directly, centrifuging Refinery Gas produces §9LPG§r (Liquefied Petroleum Gas), which is an ideal fuel for Gas Turbines, and §9Methane§r which is a potential suboptimal turbine fuel but is also useful for various chemical reactions.",
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"desc:8": "Mixing §9Diesel§r (or less efficiently, §9Bio Diesel§r) with §9Tetranitromethane§r in an §3HV Mixer§r §2or Large Chemical Reactor§r produces §2Cetane-Boosted Diesel§r, an extremely potent fuel needed later for §6Draconium§r production.\n\nIf you have a very robust petrochemical infrastructure and can afford to burn it, this fuel along with proper oxygenation §2is a potent fuel in the Large Combustion Engine and Extreme Combustion Engine, producing §2720 EU/mB of fuel.",
"desc:8": "Mixing §9Diesel§r (or less efficiently, §9Bio Diesel§r) with §9Tetranitromethane§r in an §3HV Mixer §2or Large Chemical Reactor§r produces §2Cetane-Boosted Diesel§r, an extremely potent fuel needed later for §6Draconium§r production.\n\nIf you have a very robust petrochemical infrastructure and can afford to burn it, this fuel along with proper oxygenation §2is a potent fuel in the Large Combustion Engine and Extreme Combustion Engine, producing §2720 EU/mB of fuel.",
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"desc:8": "§6Tungsten§r is a material that requires an §3EV Electrolyzer,§2 Chemical Bath§r and an §3Electric Blast Furnace§r with at least §6Nichrome Coils§r.\n\nIt is only found from §6Tungstate§r §2Dust and Scheelite Dust, obtained from their respective ores.§r Tungstate is also obtainable in small quantities from centrifuging §6Endstone Dust§r.\n\nScheelite and Tungstate needs to be §2bathed in Hydrochloric Acid to make Tungstic Acid, then electrolyzed§r to get to the Tungsten, which then needs to be cooked in the EBF for Tungsten ingots.",
"desc:8": "§6Tungsten§r is a material that requires an §3EV Electrolyzer,§2 Chemical Bath§r and an §3Electric Blast Furnace§r with at least §6Nichrome Coils§r.\n\nIt is only found from §6Tungstate §2Dust and Scheelite Dust, obtained from their respective ores.§r Tungstate is also obtainable in small quantities from centrifuging §6Endstone Dust§r.\n\nScheelite and Tungstate needs to be §2bathed in Hydrochloric Acid to make Tungstic Acid, then electrolyzed§r to get to the Tungsten, which then needs to be cooked in the EBF for Tungsten ingots.",
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"desc:8": "Time to get fusing!\n\nThe §3Fusion Reactor§r is a multiblock that uses enormous amounts of energy to fuse fluids into new elements. This one is less flexible than the previous GregTech multiblocks, as you can only put hatches where the preview shows. §6Sneak-right click§r the controller to enable the in-world preview.\n\nThe §bJEI§r preview shows §eall valid hatch locations§r, but you don\u0027t actually need that many fluid hatches. You can replace any of the hatch positions in the structure with §2Fusion Machine Casings§r as long as you have at least §atwo Fluid Input Hatches§r and §aone Fluid Output Hatch§r. It\u0027s possible to use input/output hatches in every valid location, if you prefer.\n\nBecause of this, the quest only asks for §248 Fusion Machine Casings§r. If you want to use the minimum number of fluid hatches, you\u0027ll need to craft an additional §229 Fusion Machine Casings§r. In addition to the §a48 Fusion Machine Casings§r, you will also need §631 Fusion Glass§r or §631 Fusion Machne Casings§r. §bFusion Glass is cheaper, and looks cooler§r, but its your choice.\n\nEach §aEnergy Hatch§r increases the reactor\u0027s power buffer. §2You cannot use 4x or 16x Energy Hatches in Fusion Reactors. §aAll 16 Energy Hatches§r are required to be able to process all Mark 1 recipes and give a power buffer of §e160M EU§r. §2However, not all energy hatches are needed to be connected to power. For example, a recipe that requires LuV power draw would only need one or more hatches connected to power, but a recipe that needs ZPM power draw would need two hatches connected to power.§r §cThey still need to be present on the structure!§r\n\nIn addition to the recipe power drain, Fusion Reactors have a §eheat§r mechanic related to the recipe\u0027s §e\"Eu to Start\"§r. This amount of power is drained from the reactor\u0027s buffer before starting the recipe to heat up the reactor to the necessary temperature, and is independent of the recipe\u0027s EU/t cost. As such, this determines the minimum tier of reactor you need for a recipe.\n\nIf the reactor stops processing, it will §erapidly lose heat§r, even if you pause it with a soft hammer. On the other hand, if the reactor is already at the required temperature for a recipe, §eno additional power§r is required to heat up the reactor! This is true even if you switch between different recipes. This mechanic incentivizes continuous use of the reactor.\n\nIf you switch to a recipe that requires more heat, §eonly the difference§r in heat values is consumed as EU to reach the target heat (up to a maximum heat equal to the reactor\u0027s current buffer).\n\nFusion Reactors §2overclock, but only once per fusion tier, instead of based on energy input.§r They gate the next tier of materials, so you will eventually want to make more than one.",
"desc:8": "Time to get fusing!\n\nThe §3Fusion Reactor§r is a multiblock that uses enormous amounts of energy to fuse fluids into new elements. This one is less flexible than the previous GregTech multiblocks, as you can only put hatches where the preview shows. §6Sneak-right click§r the controller to enable the in-world preview.\n\nThe §bJEI§r preview shows §eall valid hatch locations§r, but you don\u0027t actually need that many fluid hatches. You can replace any of the hatch positions in the structure with §2Fusion Machine Casings§r as long as you have at least §atwo Fluid Input Hatches§r and §aone Fluid Output Hatch§r. It\u0027s possible to use input/output hatches in every valid location, if you prefer.\n\nBecause of this, the quest only asks for §248 Fusion Machine Casings§r. If you want to use the minimum number of fluid hatches, you\u0027ll need to craft an additional §229 Fusion Machine Casings§r. In addition to the §a48 Fusion Machine Casings§r, you will also need §631 Fusion Glass§r or §631 Fusion Machne Casings§r. §bFusion Glass is cheaper, and looks cooler§r, but its your choice.\n\nEach §aEnergy Hatch§r increases the reactor\u0027s power buffer. §2You cannot use 4x or 16x Energy Hatches in Fusion Reactors. §aAll 16 Energy Hatches§r are required to be able to process all Mark 1 recipes and give a power buffer of §e160M EU§r. §2However, not all energy hatches are needed to be connected to power. For example, a recipe that requires LuV power draw would only need one or more hatches connected to power, but a recipe that needs ZPM power draw would need two hatches connected to power. §cThey still need to be present on the structure!§r\n\nIn addition to the recipe power drain, Fusion Reactors have a §eheat§r mechanic related to the recipe\u0027s §e\"Eu to Start\"§r. This amount of power is drained from the reactor\u0027s buffer before starting the recipe to heat up the reactor to the necessary temperature, and is independent of the recipe\u0027s EU/t cost. As such, this determines the minimum tier of reactor you need for a recipe.\n\nIf the reactor stops processing, it will §erapidly lose heat§r, even if you pause it with a soft hammer. On the other hand, if the reactor is already at the required temperature for a recipe, §eno additional power§r is required to heat up the reactor! This is true even if you switch between different recipes. This mechanic incentivizes continuous use of the reactor.\n\nIf you switch to a recipe that requires more heat, §eonly the difference§r in heat values is consumed as EU to reach the target heat (up to a maximum heat equal to the reactor\u0027s current buffer).\n\nFusion Reactors §2overclock, but only once per fusion tier, instead of based on energy input.§r They gate the next tier of materials, so you will eventually want to make more than one.",
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"desc:8": "§oNow this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.§r\n\nThe §dCreative Tank§r is a major milestone. Great work!\n\nThis tank is your first proper creative item, which can be set to a fluid and then provides an infinite quantity of that fluid. §2Use the Creative Tank Provider to supply you with Creative Tanks.\n\nThe GT Creative Tank has been enhanced. You can turn it on and off, configure exactly how much fluid you want it to push and how often, and change which direction the fluid is pushed out. You can even configure the fluid you want directly from JEI!§r\n\nFrom there you can set up tanks with infinite quantities of every fluid you can think of. §3Fluid Solidifiers§r §2or the much more powerful Large Solidification Arrays§r can be used to make infinite of every element you can melt and solidify.\n\nThis is quite a game-changer as far as infrastructure goes. You\u0027ll find that many machines won\u0027t need to be used for their original purpose anymore. Some major base redesign is in order. Have you considered moving to space?\n\nAll that said, §ethe pack will still be challenging to complete§r. Infinite resources and power is nice, but it\u0027s not everything. There are plenty of materials you can\u0027t melt, and creative items will push your factory automation engineering skills to their limits.\n\nOnward to the final challenge: the §dCreative Chest§r!",
"desc:8": "§oNow this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.§r\n\nThe §dCreative Tank§r is a major milestone. Great work!\n\nThis tank is your first proper creative item, which can be set to a fluid and then provides an infinite quantity of that fluid. §2Use the Creative Tank Provider to supply you with Creative Tanks.\n\nThe GT Creative Tank has been enhanced. You can turn it on and off, configure exactly how much fluid you want it to push and how often, and change which direction the fluid is pushed out. You can even configure the fluid you want directly from JEI!§r\n\nFrom there you can set up tanks with infinite quantities of every fluid you can think of. §3Fluid Solidifiers §2or the much more powerful Large Solidification Arrays§r can be used to make infinite of every element you can melt and solidify.\n\nThis is quite a game-changer as far as infrastructure goes. You\u0027ll find that many machines won\u0027t need to be used for their original purpose anymore. Some major base redesign is in order. Have you considered moving to space?\n\nAll that said, §ethe pack will still be challenging to complete§r. Infinite resources and power is nice, but it\u0027s not everything. There are plenty of materials you can\u0027t melt, and creative items will push your factory automation engineering skills to their limits.\n\nOnward to the final challenge: the §dCreative Chest§r!",
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"desc:8": "§3Anvils§r can be used to repair almost all §bGregTech tools§r!\n\nYou might want to get yourself an anvil instead of breaking and crafting new tools every time. Anvils§r spawn abundantly in §bLost Cities§r buildings, so go and snatch one!\n\nPlease note that in §5Nomifactory CEu§r, XP scales linearly.\n\nThis means that every XP level §arequires the same amount of XP§r §e(25 XP)§r, and that higher XP levels §ado not require more XP§r.\n\nPut a damaged tool inside and put some material it\u0027s made of. For example, you\u0027ll need to put §6Wrought Iron Ingots§r to repair tools made of §6Wrought Iron§r. The only tools unable to be repaired are the mortar and the plunger.\n\nAlso, you can now repair your free §6Mining Hammers§r with some §6Diamonds§r!",
"desc:8": "§3Anvils§r can be used to repair almost all §bGregTech tools§r!\n\nYou might want to get yourself an anvil instead of breaking and crafting new tools every time. Anvils§r spawn abundantly in §bLost Cities§r buildings, so go and snatch one!\n\nPlease note that in §5Nomifactory CEu§r, XP scales linearly.\n\nThis means that every XP level §arequires the same amount of XP §e(25 XP)§r, and that higher XP levels §ado not require more XP§r.\n\nPut a damaged tool inside and put some material it\u0027s made of. For example, you\u0027ll need to put §6Wrought Iron Ingots§r to repair tools made of §6Wrought Iron§r. The only tools unable to be repaired are the mortar and the plunger.\n\nAlso, you can now repair your free §6Mining Hammers§r with some §6Diamonds§r!",
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"desc:8": "Now that you have §6Osmium§r and §6Iridium§r from the §6Tier Four Micro Miner§r or §6Platinum Group Processing§r, you can begin automating §bExtended Crafting§r recipes. While it is possible to use §6Automation Interfaces§r for this task, you have access to something §ovastly§r better§r: §bPackagedExCrafting§r.\n\nTo begin, you\u0027ll need to craft one of each extended §3Package Crafter§r listed on the right. Put an §3Unpackager§r on top of each one, and then a §3Packager§r §eanywhere§r you want. These are all AE2 devices, so you\u0027ll need to connect them to an ME Network.\n\nNext, right-click the §3Package Recipe Encoder§r, and you should see a button saying \"Processing\": this button cycles through recipe types, including the various Extended Crafting tables. You\u0027ll have to choose the appropriate table for the recipe you want to encode.\n\n§6Holders§r must be encoded in pairs: one for the Packager, and one for the Unpackager. Select the appropriate table for the recipe, look up the recipe you want to encode, and press §6[+]§r in §bJEI§r to fill it in. Put two Holders in the top-left slot and press Save to encode the recipe to both of them. Finally, put each Holder into the respective machines.\n\nIf you\u0027ve done everything correctly, you should see the item appear as craftable in a Terminal.\n\nWhile it might seem that the crafting process is slow, §ePackagedAuto is excellent at parallelizing§r. You can surround an Unpackager with Crafters and it will use all of them. It\u0027s also possible to add more Unpackagers with Crafters to keep up with the Packager, as long as the Holders are all the same.",
"desc:8": "Now that you have §6Osmium§r and §6Iridium§r from the §6Tier Four Micro Miner§r or §6Platinum Group Processing§r, you can begin automating §bExtended Crafting§r recipes. While it is possible to use §6Automation Interfaces§r for this task, you have access to something §ovastly§r better§r: §bPackagedExCrafting§r.\n\nTo begin, you\u0027ll need to craft one of each extended §3Package Crafter§r listed on the right. Put an §3Unpackager§r on top of each one, and then a §3Packager §eanywhere§r you want. These are all AE2 devices, so you\u0027ll need to connect them to an ME Network.\n\nNext, right-click the §3Package Recipe Encoder§r, and you should see a button saying \"Processing\": this button cycles through recipe types, including the various Extended Crafting tables. You\u0027ll have to choose the appropriate table for the recipe you want to encode.\n\n§6Holders§r must be encoded in pairs: one for the Packager, and one for the Unpackager. Select the appropriate table for the recipe, look up the recipe you want to encode, and press §6[+]§r in §bJEI§r to fill it in. Put two Holders in the top-left slot and press Save to encode the recipe to both of them. Finally, put each Holder into the respective machines.\n\nIf you\u0027ve done everything correctly, you should see the item appear as craftable in a Terminal.\n\nWhile it might seem that the crafting process is slow, §ePackagedAuto is excellent at parallelizing§r. You can surround an Unpackager with Crafters and it will use all of them. It\u0027s also possible to add more Unpackagers with Crafters to keep up with the Packager, as long as the Holders are all the same.",
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"desc:8": "§aStorage Drawer Controllers§r are the central hub of any good storage system. They can pull from any drawers they are connected to (via other drawers, or drawer trims) within a 12 block cubic radius. This leads to a potential 25x25x25 area to connect drawers, centered on the controller.\n\nThe appearance can be customized by crafting the controller into §aFramed Controller§r and putting it into a §aFraming Table§r.\n\n§aController Slaves§r do not extend the range, but rather act as another access point to that controller - allowing you to push/pull from any of the drawers within range of the local Drawer Controller.\n\nConnecting an §6ME Storage Bus§r to a controller exposes all of the drawers to §bApplied Energistics§r. Particularly large networks can be laggy though, so keep your drawer networks a manageable size.\n\nAnother cool thing about controllers is that when §bStorage Drawers§r §6Keys§r are used on a drawer controller, they affect the whole system!",
"desc:8": "§aStorage Drawer Controllers§r are the central hub of any good storage system. They can pull from any drawers they are connected to (via other drawers, or drawer trims) within a 12 block cubic radius. This leads to a potential 25x25x25 area to connect drawers, centered on the controller.\n\nThe appearance can be customized by crafting the controller into §aFramed Controller§r and putting it into a §aFraming Table§r.\n\n§aController Slaves§r do not extend the range, but rather act as another access point to that controller - allowing you to push/pull from any of the drawers within range of the local Drawer Controller.\n\nConnecting an §6ME Storage Bus§r to a controller exposes all of the drawers to §bApplied Energistics§r. Particularly large networks can be laggy though, so keep your drawer networks a manageable size.\n\nAnother cool thing about controllers is that when §bStorage Drawers §6Keys§r are used on a drawer controller, they affect the whole system!",
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"desc:8": "Being able to fly is pretty sick. It\u0027s also pretty expensive.\n\nIt\u0027s probably a bit premature to consider a §6jetpack§r at this point, but if you really want to craft this bad boy, I won\u0027t stop you.\n\nThere\u0027s also a quest chain for §bEnderIO§r Jetpacks (starting with the §6Conductive Iron Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2§r §eConfiguration file§r or the command §6/topcfg§r respectively.",
"desc:8": "Being able to fly is pretty sick. It\u0027s also pretty expensive.\n\nIt\u0027s probably a bit premature to consider a §6jetpack§r at this point, but if you really want to craft this bad boy, I won\u0027t stop you.\n\nThere\u0027s also a quest chain for §bEnderIO§r Jetpacks (starting with the §6Conductive Iron Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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"desc:8": "The §aImplosion Compressor§r is like an autoclave that uses explosions instead of water. \n\nIt is the only way to turn some gem dusts into gemstones. However, for some gemstones, like §6Apatite§r, it is much more efficient to use an §3Autoclave§r with §9Distilled Water§r.\n\nIt will also be vital for processing §5Motes of Omnium§r.\n\nIn addition to the controller and casings, you will need one §eLV or better §6Item Input Bus§r, §6Item Output Bus§r, and §6Energy Input Hatch§r.\n\n§2If desired, you may upgrade this directly to an Electric Implosion Compressor, which has no improvements over the base multi for now.",
"desc:8": "The §aImplosion Compressor§r is like an autoclave that uses explosions instead of water.\n\nIt is the only way to turn some gem dusts into gemstones. However, for some gemstones, like §6Apatite§r, it is much more efficient to use an §3Autoclave§r with §9Distilled Water§r.\n\nIt will also be vital for processing §5Motes of Omnium§r.\n\nIn addition to the controller and casings, you will need one §eLV or better §6Item Input Bus§r, §6Item Output Bus§r, and §6Energy Input Hatch§r.\n\n§2If desired, you may upgrade this directly to an Electric Implosion Compressor, which has no improvements over the base multi for now.",
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"desc:8": "The §6IV Assembling Machine§r is required for§2 Advanced SMD components§r.\n\nConsider upgrading to a §6Large Assembling Factory§r, which is easier to upgrade and can accept Parallel Control Hatches. The §6Large Assembing Factory§r §ccannot be recipe tier overclocked§r, as it only accepts one Energy hatch. You will need to craft higher tier standard Assembling Machines for some higher tier items.",
"desc:8": "The §6IV Assembling Machine§r is required for§2 Advanced SMD components§r.\n\nConsider upgrading to a §6Large Assembling Factory§r, which is easier to upgrade and can accept Parallel Control Hatches. The §6Large Assembing Factory §ccannot be recipe tier overclocked§r, as it only accepts one Energy hatch. You will need to craft higher tier standard Assembling Machines for some higher tier items.",
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"desc:8": "The §3Rock Breaker§r makes §6Lava§r and §6Water§r related products, such as §6Cobblestone§r, §6Granite§r and §6Obsidian§r. \n\nIn order to set this up, §6Lava§r and §6Water§r must be placed §ahorizontally adjacent§r. \n\nMaking §6Cobblestone§r this way is not a good idea, due to §bNuclearCraft§r §6Cobblestone Generators§r, which don\u0027t cost any power. However, with §aHV §3Rock Breakers§r, you can make §6Obsidian§r, without spending lots of §6Lava§r!\n\n§aLV§r and §aMV§r ones also exist, however, they aren\u0027t very useful.",
"desc:8": "The §3Rock Breaker§r makes §6Lava§r and §6Water§r related products, such as §6Cobblestone§r, §6Granite§r and §6Obsidian§r.\n\nIn order to set this up, §6Lava§r and §6Water§r must be placed §ahorizontally adjacent§r.\n\nMaking §6Cobblestone§r this way is not a good idea, due to §bNuclearCraft §6Cobblestone Generators§r, which don\u0027t cost any power. However, with §aHV §3Rock Breakers§r, you can make §6Obsidian§r, without spending lots of §6Lava§r!\n\n§aLV§r and §aMV§r ones also exist, however, they aren\u0027t very useful.",
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"desc:8": "§2Research has returned to GregTech 1.12!§r The §3Assembly Line§r needs to be provided with §edata§r on how to craft items before it can craft them. Data on how to craft each item is stored in a §6Data Stick§r and read by a §aData Access Hatch§r. This data is required to craft §6LuV components§r, the §3Fusion Reactor§r, and some parts from §dDraconic Evolution§r.\n\nTo begin, craft a §3Scanner§r and a few §6Data Sticks§r. The initial Scanner recipes run at §6HV§r, but §1IV§r is required relatively soon so might as well make that one.\n\nPress §bR§r on the item you want to craft in the and navigate to the §bScanner tab§r. This will tell you which item needs to be scanned to make the data for the new item. For example, §dLuV §6Electric Motors§r will require an §1IV§r §6Electric Motor§r to be scanned.\n\nPlace a §6Data Stick§r with the item to be scanned in the §3Scanner§r. The item will be §cconsumed§r and its data will be written to the §6Data Stick§r. Each §6Data item§r can only hold a §csingle recipe§r.\n\nFinally, place the §6Data Stick§r into the §aData Access Hatch§r of your §3Assembly Line§r. It will now be able to craft that item.\n\nLater, you will need more advanced §6Data Orbs§r and §6Data Modules§r to store data, and a §3Data Bank§r to read them.\n\nIf you need to create duplicate Data items, you can copy the data to a blank data item of the same type using the Scanner.",
"desc:8": "§2Research has returned to GregTech 1.12!§r The §3Assembly Line§r needs to be provided with §edata§r on how to craft items before it can craft them. Data on how to craft each item is stored in a §6Data Stick§r and read by a §aData Access Hatch§r. This data is required to craft §6LuV components§r, the §3Fusion Reactor§r, and some parts from §dDraconic Evolution§r.\n\nTo begin, craft a §3Scanner§r and a few §6Data Sticks§r. The initial Scanner recipes run at §6HV§r, but §1IV§r is required relatively soon so might as well make that one.\n\nPress §bR§r on the item you want to craft in the and navigate to the §bScanner tab§r. This will tell you which item needs to be scanned to make the data for the new item. For example, §dLuV §6Electric Motors§r will require an §1IV §6Electric Motor§r to be scanned.\n\nPlace a §6Data Stick§r with the item to be scanned in the §3Scanner§r. The item will be §cconsumed§r and its data will be written to the §6Data Stick§r. Each §6Data item§r can only hold a §csingle recipe§r.\n\nFinally, place the §6Data Stick§r into the §aData Access Hatch§r of your §3Assembly Line§r. It will now be able to craft that item.\n\nLater, you will need more advanced §6Data Orbs§r and §6Data Modules§r to store data, and a §3Data Bank§r to read them.\n\nIf you need to create duplicate Data items, you can copy the data to a blank data item of the same type using the Scanner.",
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"desc:8": "Combining an §aI/O Bus§r and an §aME Interface§r into a single block, these can be used in place of §aInput§r and §aOutput Buses/Hatches§r in GregTech multiblocks to connect them directly to your AE2 network.\n\nSaves you that crucial block space, whilst giving you access to your usual features (such as §eGhost Circuits§r). They also have an extra storage space (for things like §6Lenses§r and §6Molds§r)!\n\nAlso, when you get tired of placing the same configuration over and over again, you can use §bGregTech§r §6Data Sticks§r to copy a ME Hatch/Bus Configuration!\n\nIn §9IV§r, you also unlock §6ME Stocking Input Buses and Hatches§r, which instead of storing a set amount of items/fluids itself, simply extracts items/fluids from the AE Network on demand. Technically, §einfinite throughput§r (or as much as your AE system can support), and saves having buffer items and fluids everywhere!\n\nNote that only the Interface-textured side will connect to an ME network.",
"desc:8": "Combining an §aI/O Bus§r and an §aME Interface§r into a single block, these can be used in place of §aInput§r and §aOutput Buses/Hatches§r in GregTech multiblocks to connect them directly to your AE2 network.\n\nSaves you that crucial block space, whilst giving you access to your usual features (such as §eGhost Circuits§r). They also have an extra storage space (for things like §6Lenses§r and §6Molds§r)!\n\nAlso, when you get tired of placing the same configuration over and over again, you can use §bGregTech §6Data Sticks§r to copy a ME Hatch/Bus Configuration!\n\nIn §9IV§r, you also unlock §6ME Stocking Input Buses and Hatches§r, which instead of storing a set amount of items/fluids itself, simply extracts items/fluids from the AE Network on demand. Technically, §einfinite throughput§r (or as much as your AE system can support), and saves having buffer items and fluids everywhere!\n\nNote that only the Interface-textured side will connect to an ME network.",
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"desc:8": "The §3Data Bank§r acts as a mass storage for §6Data Sticks§r and §6Data Orbs§r. It is also required for reading §6Data Modules§r.\n\nConnect an §3Optical Data Transmission Hatch§r on the Data Bank to an §3Optical Data Reception Hatch§r (replacing the §3Data Access Hatch§r) on your §3Assembly Line§r using §aOptical Cables§r, and it will be able to read the data of all data items within the Data Bank.\n\nYou can connect multiple §3Assembly Lines§r to a single Data Bank, but each one will need its own §3Transmission Hatch§r on the Data Bank.\n\n§3Data Access Hatches§r and §3Optical Hatches§r can replace any of the §aComputer Casings§r in the structure, but it must have a minimum of §e3§r §aComputer Casings§r. Each §3Data Access Hatch§r and §3Optical Hatch§r within the structure will consume §d1,920 EU/t§r regardless of their usage.\n\nYou will also need a §aMaintenance§r and §aEnergy Hatch§r, which can replace the §aHigh Power Casings§r in front.\n\nAlthough this is not strictly required until you need to make and read §6Data Modules§r, your single §3Data Access Hatch§r on your §3Assembly Line§r will not have space to hold all the items you need to craft otherwise.\n\nIf your Assembly Line setups grow enough, you may need to §echain§r Data Banks. Connect the §3Transmission Hatch§r on the Data Bank with data to the §3Reception Hatch§r of a second Data Bank. The §ereceiving§r Data Bank will be able to read all the data within the transmitting Data Bank, and can send that data to more Assembly Lines or more Data Banks. However, this comes at a greatly increased energy cost for the transmitting Data Bank.",
"desc:8": "The §3Data Bank§r acts as a mass storage for §6Data Sticks§r and §6Data Orbs§r. It is also required for reading §6Data Modules§r.\n\nConnect an §3Optical Data Transmission Hatch§r on the Data Bank to an §3Optical Data Reception Hatch§r (replacing the §3Data Access Hatch§r) on your §3Assembly Line§r using §aOptical Cables§r, and it will be able to read the data of all data items within the Data Bank.\n\nYou can connect multiple §3Assembly Lines§r to a single Data Bank, but each one will need its own §3Transmission Hatch§r on the Data Bank.\n\n§3Data Access Hatches§r and §3Optical Hatches§r can replace any of the §aComputer Casings§r in the structure, but it must have a minimum of §e3 §aComputer Casings§r. Each §3Data Access Hatch§r and §3Optical Hatch§r within the structure will consume §d1,920 EU/t§r regardless of their usage.\n\nYou will also need a §aMaintenance§r and §aEnergy Hatch§r, which can replace the §aHigh Power Casings§r in front.\n\nAlthough this is not strictly required until you need to make and read §6Data Modules§r, your single §3Data Access Hatch§r on your §3Assembly Line§r will not have space to hold all the items you need to craft otherwise.\n\nIf your Assembly Line setups grow enough, you may need to §echain§r Data Banks. Connect the §3Transmission Hatch§r on the Data Bank with data to the §3Reception Hatch§r of a second Data Bank. The §ereceiving§r Data Bank will be able to read all the data within the transmitting Data Bank, and can send that data to more Assembly Lines or more Data Banks. However, this comes at a greatly increased energy cost for the transmitting Data Bank.",
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"desc:8": "The §3Research Station§r is an advanced Scanner which consumes §dComputation Work§r provided by connected §3High Performance Computing Arrays§r to research §cZPM§r and higher items.\n\nThe function of this multiblock is similar to the Scanner. Place the §6Data Orb§r or §6Data Module§r into the §3Object Holder§r alongside the item to be scanned. After sufficient §dCWU§r has been drawn, the item will be §cconsumed§r and the corresponding data will be written to the data item. Ensure your §3HPCA§r is supplying sufficient §dCWU/t§r - check the scan recipe in §eJEI§r for how much is required.\n\n§3Energy§r, §3Maintenance§r, and §3Computation Hatches§r can only replace the 9 §aComputer Casings§r between the §aComputer Heat Vents§r at the back of the structure. The §3Object Holder§r §cmust face§r the §3Research Station§r controller block.\n\nThe Research Station can be accelerated with excess §dCWU/t§r, but it §cdoes not overclock§r with extra §dEU/t§r. Initial recipes run on §dLuV§r power, but §cZPM§r will be required soon, and higher tiers of energy will be required for more advanced scans. As most Research scans take a long time, you should start this process early.",
"desc:8": "The §3Research Station§r is an advanced Scanner which consumes §dComputation Work§r provided by connected §3High Performance Computing Arrays§r to research §cZPM§r and higher items.\n\nThe function of this multiblock is similar to the Scanner. Place the §6Data Orb§r or §6Data Module§r into the §3Object Holder§r alongside the item to be scanned. After sufficient §dCWU§r has been drawn, the item will be §cconsumed§r and the corresponding data will be written to the data item. Ensure your §3HPCA§r is supplying sufficient §dCWU/t§r - check the scan recipe in §eJEI§r for how much is required.\n\n§3Energy§r, §3Maintenance§r, and §3Computation Hatches§r can only replace the 9 §aComputer Casings§r between the §aComputer Heat Vents§r at the back of the structure. The §3Object Holder §cmust face§r the §3Research Station§r controller block.\n\nThe Research Station can be accelerated with excess §dCWU/t§r, but it §cdoes not overclock§r with extra §dEU/t§r. Initial recipes run on §dLuV§r power, but §cZPM§r will be required soon, and higher tiers of energy will be required for more advanced scans. As most Research scans take a long time, you should start this process early.",
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@ -64949,7 +64949,7 @@
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"desc:8": "§6Silicon§r in its solid form is required to produce §6Transistors§r, which are required for §6HV Circuits§r. Notice that the recipe for a §6Hot Silicon Ingot§r calls for §d2,273 K§r. This is why we built §6Kanthal Coils§r earlier - §6Cupronickel Coils§r can\u0027t reach that temperature.\n\nDirectly heating §6Silicon Dust§r you get from Electrolyzing various materials is an option, but a slow and energy-hungry one. The better method is to obtain §6Silicon Dioxide Dust§r by repurposing the §6Glass§r you\u0027re producing for PPC, and heat it with §6Carbon Dust§r. This produces §6Silicon Ingots§r §dover 5x§r faster, with a side of §eCarbon Monoxide§r for use in various chemical processes.\n\nDon\u0027t forget that what comes out of the §3EBF§r is a §6Hot Ingot§r - cool it in a §6Chemical Bath§r first before using. Later, you will build a §3Vacuum Freezer§r which can do it better.",
"desc:8": "§6Silicon§r in its solid form is required to produce §6Transistors§r, which are required for §6HV Circuits§r. Notice that the recipe for a §6Hot Silicon Ingot§r calls for §d2,273 K§r. This is why we built §6Kanthal Coils§r earlier - §6Cupronickel Coils§r can\u0027t reach that temperature.\n\nDirectly heating §6Silicon Dust§r you get from Electrolyzing various materials is an option, but a slow and energy-hungry one. The better method is to obtain §6Silicon Dioxide Dust§r by repurposing the §6Glass§r you\u0027re producing for PPC, and heat it with §6Carbon Dust§r. This produces §6Silicon Ingots §dover 5x§r faster, with a side of §eCarbon Monoxide§r for use in various chemical processes.\n\nDon\u0027t forget that what comes out of the §3EBF§r is a §6Hot Ingot§r - cool it in a §6Chemical Bath§r first before using. Later, you will build a §3Vacuum Freezer§r which can do it better.",
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"desc:8": "Want to make configuring your §6P2P Tunnels§r easier?\n\nThis pack has §bBetter(er) P2P§r, which adds the §6Advanced Memory Card§r. Using it, you can §aright-click§r on any ME device or cable that is attached to the current system. This will allow you to see all your current P2P connections without having to search for your tunnels.\n\nTo configure P2P tunnels, you need to select a P2P tunnel. This can be done in the GUI by clicking on its entry, or it can be done in-world by §aright-clicking§r on a P2P tunnel whilst holding the card.\n\nOnce a tunnel is selected, it will be highlighted in §agreen§r.\n\nConnected outputs are highlighted in §6orange§r, and connected inputs are highlighted in §9blue§r.\n\nAn incorrect setup will show in §cred§r (Usually P2P device without input).\n\n§aLeft-click§r on the name of the P2P to rename it.\n\n§aRight-click§r on a P2P entry to change its type, or to change it from an input to an output (or vice versa).\n\nThe card has 5 modes accessible in the §3GUI§r, switchable via the second button to the left. These are:\n\n§lBind to Output:§r\nThis mode sets the §aselected P2P§r as the §9input§r of the §bbind target§r (the entry you pressed §eBind§r on). Note that their input/output state and type are changed as necessary.\n\nIn this mode, the §bbind target§r can be any P2P on a different frequency than the §aselected P2P§r.\n\nNote that the §aselected P2P§r becomes an §9input§r, and the §bbind target§r becomes an §aoutput§r.\n\n§lBind to Input:§r\nThis is the same as §oBind to Output§r, except the §aselected P2P§r becomes an §6output§r, and the §bbind target§r becomes an §9input§r.\n\n§lAdd as Input:§r\nThis simply adds the §aselected P2P§r as one of the §bbind target\u0027s§r §9inputs§r.\n\nIn this mode, the §bbind target§r must have the same type as the §aselected P2P§r, as well as on a different frequency.\n\nNote that the §bbind targetis not changed. The §aselected P2P§r becomes an §9input§r.\n\n§lAdd as Output:§r\nThis is the same as §oAdd as Input§r, but the §aselected P2P§r becomes an §6output§r.\n\n§lUnbind:§r\nThis mode simply allows you to unbind P2P entries. The §aselected P2P§r is not changed.",
"desc:8": "Want to make configuring your §6P2P Tunnels§r easier?\n\nThis pack has §bBetter(er) P2P§r, which adds the §6Advanced Memory Card§r. Using it, you can §aright-click§r on any ME device or cable that is attached to the current system. This will allow you to see all your current P2P connections without having to search for your tunnels.\n\nTo configure P2P tunnels, you need to select a P2P tunnel. This can be done in the GUI by clicking on its entry, or it can be done in-world by §aright-clicking§r on a P2P tunnel whilst holding the card.\n\nOnce a tunnel is selected, it will be highlighted in §agreen§r.\n\nConnected outputs are highlighted in §6orange§r, and connected inputs are highlighted in §9blue§r.\n\nAn incorrect setup will show in §cred§r (Usually P2P device without input).\n\n§aLeft-click§r on the name of the P2P to rename it.\n\n§aRight-click§r on a P2P entry to change its type, or to change it from an input to an output (or vice versa).\n\nThe card has 5 modes accessible in the §3GUI§r, switchable via the second button to the left. These are:\n\n§lBind to Output:§r\nThis mode sets the §aselected P2P§r as the §9input§r of the §bbind target§r (the entry you pressed §eBind§r on). Note that their input/output state and type are changed as necessary.\n\nIn this mode, the §bbind target§r can be any P2P on a different frequency than the §aselected P2P§r.\n\nNote that the §aselected P2P§r becomes an §9input§r, and the §bbind target§r becomes an §aoutput§r.\n\n§lBind to Input:§r\nThis is the same as §oBind to Output§r, except the §aselected P2P§r becomes an §6output§r, and the §bbind target§r becomes an §9input§r.\n\n§lAdd as Input:§r\nThis simply adds the §aselected P2P§r as one of the §bbind target\u0027s §9inputs§r.\n\nIn this mode, the §bbind target§r must have the same type as the §aselected P2P§r, as well as on a different frequency.\n\nNote that the §bbind targetis not changed. The §aselected P2P§r becomes an §9input§r.\n\n§lAdd as Output:§r\nThis is the same as §oAdd as Input§r, but the §aselected P2P§r becomes an §6output§r.\n\n§lUnbind:§r\nThis mode simply allows you to unbind P2P entries. The §aselected P2P§r is not changed.",
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@ -66970,7 +66970,7 @@
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"desc:8": "§aVoid Storage Cells§r can be placed anywhere a regular storage cell is allowed, but §call items or fluids that enter the cell are voided to create data for the§r §3Matter Condenser§r.\n\nAs such, you should §cbe extremely careful§r and partition the cell to filter which items or fluids are allowed to be voided using a §aCell Workbench§r.\n\nOne possible use case is putting them in an §3ME IO Port§r to mass-void junk items from your storage.",
"desc:8": "§aVoid Storage Cells§r can be placed anywhere a regular storage cell is allowed, but §call items or fluids that enter the cell are voided to create data for the §3Matter Condenser§r.\n\nAs such, you should §cbe extremely careful§r and partition the cell to filter which items or fluids are allowed to be voided using a §aCell Workbench§r.\n\nOne possible use case is putting them in an §3ME IO Port§r to mass-void junk items from your storage.",
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View File

@ -239,7 +239,7 @@
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"desc:8": "Welcome to §5Nomifactory§r §2GTCEu Edition: §cHard/Expert Mode§r!\n\nThis pack is intended to be played in a §bLost Cities / Overworld dimension§r.\n\nIf you\u0027re playing with friends, don\u0027t forget to invite them to the §equestbook party§r.\n\nDon\\u0027t forget: you can always open the §6Questbook§r with the §eGrave§r key!\n\n§rIf you wish to build your base in a skyblock world, place the §6Void World Cake§r down on the ground, and eat a slice to be sent to the void. Please note that you\u0027ll still need to return to the Lost Cities / Overworld dimension to mine, but you can freely build in complete safety in the §eVoid World§r.\n\nFeatures new to §2CEu§r and quests with new content will be highlighted in §2dark green (color 2)§r, and features unique to §cHard/Expert Mode§r will be highlighted in §cred (color C)§r.",
"desc:8": "Welcome to §5Nomifactory §2GTCEu Edition: §cHard/Expert Mode§r!\n\nThis pack is intended to be played in a §bLost Cities / Overworld dimension§r.\n\nIf you\u0027re playing with friends, don\u0027t forget to invite them to the §equestbook party§r.\n\nDon\\u0027t forget: you can always open the §6Questbook§r with the §eGrave§r key!\n\n§rIf you wish to build your base in a skyblock world, place the §6Void World Cake§r down on the ground, and eat a slice to be sent to the void. Please note that you\u0027ll still need to return to the Lost Cities / Overworld dimension to mine, but you can freely build in complete safety in the §eVoid World§r.\n\nFeatures new to §2CEu§r and quests with new content will be highlighted in §2dark green (color 2)§r, and features unique to §cHard/Expert Mode§r will be highlighted in §cred (color C)§r.",
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"desc:8": "This alloy is made from §2mixing§r §22 Gold Dust, 1 Redstone, and 1 Glowstone Dust§r §2and putting it §rin your new §3Electric Blast Furnace§r.\n\nThrow §2the prepared dust into the input bus§r and in twenty seconds your §6Energetic Alloy Ingot§r will be in the output bus.\n\n§2In EV Age, you can build an Alloy Blast Smelter which doubles the yield.",
"desc:8": "This alloy is made from §2mixing §22 Gold Dust, 1 Redstone, and 1 Glowstone Dust §2and putting it §rin your new §3Electric Blast Furnace§r.\n\nThrow §2the prepared dust into the input bus§r and in twenty seconds your §6Energetic Alloy Ingot§r will be in the output bus.\n\n§2In EV Age, you can build an Alloy Blast Smelter which doubles the yield.",
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"desc:8": "Being able to fly is nice. This is the first jetpack that uses §bEnderIO§r materials.\n\nThere\u0027s also a quest chain for §bThermal Expansion§r material Jetpacks (starting with the §6Leadstone Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2§r §eConfiguration file§r or the command §6/topcfg§r respectively.",
"desc:8": "Being able to fly is nice. This is the first jetpack that uses §bEnderIO§r materials.\n\nThere\u0027s also a quest chain for §bThermal Expansion§r material Jetpacks (starting with the §6Leadstone Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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"desc:8": "The §2Cleanroom§r is a hollow multiblock free of contaminants. Going forward, most new circuit-related recipes, as well as some unique things like §3Fusion Casings§r, will need to be run in machines inside a Cleanroom. This is another ported §5GT5u§r feature, but just like with §aMaintenance§r, it won\u0027t be nearly as harsh.\n\nOnce built, it must be well-maintained and powered for a while to clean the inside. The Cleanroom\u0027s power draw will decrease once it fully cleans itself. Recipes requiring the Cleanroom will §conly§r run when inside a §cfully-cleaned§r Cleanroom; if not, the recipe will not start, or recipe progress might be lost. (Recipe inputs will §enever be voided§r.)\n\nThe Cleanroom can be built in any size between 5x5x5 and 15x15x15. The Controller is placed in the center of the top face, and the rest of the top face is built from §3Filter Casings§r. The rest of the wall space is filled with §3Plascrete§r.\n\nFor transfer between the clean environment and the outside world:\n\n- Items and fluids through §3Passthrough Hatches§r. They automatically input from one side and output from the opposite side.\n\n- Energy through §bGregTech §3Hulls§r or §3Diodes§r (of any tier). Note that Diodes can transport up to §e16 amps§r, whilst Hulls can only transport §e1 amp§r.\n\n- Your AE network through §bGregTech§r §3Hulls§r (of any tier).\n\n- Players through regular §3Doors§r. The room remains clean when doors are opened.\n\nApart from the \"official\" solutions, non-physical methods of transfer such as §3Ender Chests§r might be effective. §bApplied Energistics§r §3P2P Tunnels§r may also fit your liking.\n\nYou will also need an §3Energy §rand §3Maintenance Hatch §rfor cleaning. §3Cleanroom Glass§r can replace any §3Plascrete§r, apart from the edges.\n\nIf you\u0027re facing issues forming the Cleanroom:\n\n- The wall space must be at least 75% §3Plascrete§r or §3Cleanroom Glass§r. The floor block directly under the controller must also be §3Plascrete§r or §3Cleanroom Glass§r.\n\n- GT generators and Muffler Hatches are §cnot allowed§r in Cleanrooms.\n\n- Try rotating the controller with a wrench, or for even side lengths, try the other central positions.",
"desc:8": "The §2Cleanroom§r is a hollow multiblock free of contaminants. Going forward, most new circuit-related recipes, as well as some unique things like §3Fusion Casings§r, will need to be run in machines inside a Cleanroom. This is another ported §5GT5u§r feature, but just like with §aMaintenance§r, it won\u0027t be nearly as harsh.\n\nOnce built, it must be well-maintained and powered for a while to clean the inside. The Cleanroom\u0027s power draw will decrease once it fully cleans itself. Recipes requiring the Cleanroom will §conly§r run when inside a §cfully-cleaned§r Cleanroom; if not, the recipe will not start, or recipe progress might be lost. (Recipe inputs will §enever be voided§r.)\n\nThe Cleanroom can be built in any size between 5x5x5 and 15x15x15. The Controller is placed in the center of the top face, and the rest of the top face is built from §3Filter Casings§r. The rest of the wall space is filled with §3Plascrete§r.\n\nFor transfer between the clean environment and the outside world:\n\n- Items and fluids through §3Passthrough Hatches§r. They automatically input from one side and output from the opposite side.\n\n- Energy through §bGregTech §3Hulls§r or §3Diodes§r (of any tier). Note that Diodes can transport up to §e16 amps§r, whilst Hulls can only transport §e1 amp§r.\n\n- Your AE network through §bGregTech §3Hulls§r (of any tier).\n\n- Players through regular §3Doors§r. The room remains clean when doors are opened.\n\nApart from the \"official\" solutions, non-physical methods of transfer such as §3Ender Chests§r might be effective. §bApplied Energistics §3P2P Tunnels§r may also fit your liking.\n\nYou will also need an §3Energy §rand §3Maintenance Hatch §rfor cleaning. §3Cleanroom Glass§r can replace any §3Plascrete§r, apart from the edges.\n\nIf you\u0027re facing issues forming the Cleanroom:\n\n- The wall space must be at least 75% §3Plascrete§r or §3Cleanroom Glass§r. The floor block directly under the controller must also be §3Plascrete§r or §3Cleanroom Glass§r.\n\n- GT generators and Muffler Hatches are §cnot allowed§r in Cleanrooms.\n\n- Try rotating the controller with a wrench, or for even side lengths, try the other central positions.",
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"desc:8": "§6ME Conduits§r have the advantage of being able to share a block space with other conduit types. Oh, and they\u0027re relatively cheaper to make.\n\nThe only downside is that §ethey will not connect to §bApplied Energistics§r §emicroparts§r like slab-form §6Interfaces§r or §6Level Emitters§r, so you have to use AE cables like §6Fluix Cable§r for those.",
"desc:8": "§6ME Conduits§r have the advantage of being able to share a block space with other conduit types. Oh, and they\u0027re relatively cheaper to make.\n\nThe only downside is that §ethey will not connect to §bApplied Energistics §emicroparts§r like slab-form §6Interfaces§r or §6Level Emitters§r, so you have to use AE cables like §6Fluix Cable§r for those.",
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"desc:8": "Note: this quest accepts both LV and MV Polarizer.\n\nAlthough you could §emagnetize§r §6Iron Ingots§r by hand using §6Redstone§r, doing that consumes considerable amounts of dust and that\u0027s not an option for more advanced materials. This machine will let you magnetize §6Steel Rods§r, as well as even more advanced materials later.\n\n§2Polarizer recipes in GTCEu go up to HV.",
"desc:8": "Note: this quest accepts both LV and MV Polarizer.\n\nAlthough you could §emagnetize §6Iron Ingots§r by hand using §6Redstone§r, doing that consumes considerable amounts of dust and that\u0027s not an option for more advanced materials. This machine will let you magnetize §6Steel Rods§r, as well as even more advanced materials later.\n\n§2Polarizer recipes in GTCEu go up to HV.",
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@ -8988,7 +8988,7 @@
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"desc:8": "It\u0027s finally time to make a §3Distillation Tower§r, which is the gatekeeper for more advanced plastics like §6Epoxy§r and doing petrochemistry.\n\nThe Distillation Tower is a highly flexible multiblock structure, able to be anywhere from §62 blocks high to up to 13 high§r (12 fluid outputs). The way that it works is that each level of the tower after the first will output an additional fluid from the recipe. §cAny output fluids in excess of available buses are voided§r. \n\nWhat you need the Distillation Tower for initially is to break down §9Oil§r and §9Fermented Biomass§r into useful resources.§9 Oil§r distillation, with its four outputs, will require a §efive-block-high Distillation Tower§r (the quest materials are for such a tower; if you want to build it bigger, you will need §ean additional 7 casings and 1 fluid output per floor§r).\n\nAny recipe with more than four output fluids (like §9Fermented Biomass§r) will need a larger tower. Make sure to increase the height of your tower to accommodate all of the outputs you want to keep. Also check the voltage requirements of the recipes, as many Distillation Tower recipes need higher voltages than MV. §eYou can swap out your Energy Input for a higher tier one when that time comes§r. Also, any recipe that has an item output will need an §6Output Bus§r, anywhere on the bottom layer.\n\nThe tower we\u0027ll be building at first is 3x3x5 (LxWxH), with a hollow center. The §6Fluid Input Hatch§r §2can go anywhere on the bottom layer.§r. The §6controller§r goes in the middle of an outer edge of the bottom layer. The §6Energy Input Hatch§r can go wherever you can fit it on the bottom layer. The rest of the 3x3 must be filled with §6Clean Stainless Steel Casings§r.§2 You also need a Maintenance Hatch, which can go anywhere on the structure.§r Each level above that is a ring of 7 Clean Stainless Steel Casings, one §6Fluid Output§r and nothing in the center, except for the topmost layer which needs an eighth casing to fill in the center, capping off the top. \n\nFor distilling fluids which only have one useful output, like §9Biomass§r, it is recommended to use single-block Distilleries, due to their energy efficiency and generally lower costs.",
"desc:8": "It\u0027s finally time to make a §3Distillation Tower§r, which is the gatekeeper for more advanced plastics like §6Epoxy§r and doing petrochemistry.\n\nThe Distillation Tower is a highly flexible multiblock structure, able to be anywhere from §62 blocks high to up to 13 high§r (12 fluid outputs). The way that it works is that each level of the tower after the first will output an additional fluid from the recipe. §cAny output fluids in excess of available buses are voided§r.\n\nWhat you need the Distillation Tower for initially is to break down §9Oil§r and §9Fermented Biomass§r into useful resources.§9 Oil§r distillation, with its four outputs, will require a §efive-block-high Distillation Tower§r (the quest materials are for such a tower; if you want to build it bigger, you will need §ean additional 7 casings and 1 fluid output per floor§r).\n\nAny recipe with more than four output fluids (like §9Fermented Biomass§r) will need a larger tower. Make sure to increase the height of your tower to accommodate all of the outputs you want to keep. Also check the voltage requirements of the recipes, as many Distillation Tower recipes need higher voltages than MV. §eYou can swap out your Energy Input for a higher tier one when that time comes§r. Also, any recipe that has an item output will need an §6Output Bus§r, anywhere on the bottom layer.\n\nThe tower we\u0027ll be building at first is 3x3x5 (LxWxH), with a hollow center. The §6Fluid Input Hatch §2can go anywhere on the bottom layer.§r. The §6controller§r goes in the middle of an outer edge of the bottom layer. The §6Energy Input Hatch§r can go wherever you can fit it on the bottom layer. The rest of the 3x3 must be filled with §6Clean Stainless Steel Casings§r.§2 You also need a Maintenance Hatch, which can go anywhere on the structure.§r Each level above that is a ring of 7 Clean Stainless Steel Casings, one §6Fluid Output§r and nothing in the center, except for the topmost layer which needs an eighth casing to fill in the center, capping off the top.\n\nFor distilling fluids which only have one useful output, like §9Biomass§r, it is recommended to use single-block Distilleries, due to their energy efficiency and generally lower costs.",
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@ -9288,7 +9288,7 @@
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"desc:8": "§6Nichrome§r is the third coil material available, increasing your EBF\u0027s operating temperature to 3600K so it can process more advanced materials.\n\nNotice that an §6HV§r §3Assembler§r is required to make them. Each tier of coil requires their tier of Assembler - we won\u0027t remind you again.\n\n§d3600K§r is now also hot enough to grant a single §d100% efficient overclock§r to 1800K and below recipes. This means that one overclock will grant §d4x speed§r instead of the normal §d2x§r. In effect, you will get an additional 2x speed boost by overclocking once. \n\nThis means that the gas-boosted recipe for §6Aluminium§r will get cut from about §e7s§r to §e3s§r at HV. Once you upgrade your EBF to EV power, §6Stainless Steel Ingots§r will get cut from about §e37s§r to §e9s§r! It\u0027s well worth upgrading the EBFs producing these materials to §6Nichrome§r once you can afford it. \n\nLater coils will give similar bonuses. Additionally, the EBF\u0027s temperature will increase by §d100K§r for each voltage tier above MV, which could make a difference for future materials.",
"desc:8": "§6Nichrome§r is the third coil material available, increasing your EBF\u0027s operating temperature to 3600K so it can process more advanced materials.\n\nNotice that an §6HV §3Assembler§r is required to make them. Each tier of coil requires their tier of Assembler - we won\u0027t remind you again.\n\n§d3600K§r is now also hot enough to grant a single §d100% efficient overclock§r to 1800K and below recipes. This means that one overclock will grant §d4x speed§r instead of the normal §d2x§r. In effect, you will get an additional 2x speed boost by overclocking once.\n\nThis means that the gas-boosted recipe for §6Aluminium§r will get cut from about §e7s§r to §e3s§r at HV. Once you upgrade your EBF to EV power, §6Stainless Steel Ingots§r will get cut from about §e37s§r to §e9s§r! It\u0027s well worth upgrading the EBFs producing these materials to §6Nichrome§r once you can afford it.\n\nLater coils will give similar bonuses. Additionally, the EBF\u0027s temperature will increase by §d100K§r for each voltage tier above MV, which could make a difference for future materials.",
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"desc:8": "Like other petroleum products, §9Sulfuric Gas§r §2or Natural Gas§r is hydrodesulfurized into §9Refinery Gas§r using §9Hydrogen§r in a §3Chemical Reactor§r.\n\nRefinery Gas can be cracked and further distilled for its constituents, but it is also useful as fuel for §3Gas Turbines§r. While it can be burned directly, centrifuging Refinery Gas produces §9LPG§r (Liquefied Petroleum Gas), which is an ideal fuel for Gas Turbines, and §9Methane§r which is a potential suboptimal turbine fuel but is also useful for various chemical reactions.",
"desc:8": "Like other petroleum products, §9Sulfuric Gas §2or Natural Gas§r is hydrodesulfurized into §9Refinery Gas§r using §9Hydrogen§r in a §3Chemical Reactor§r.\n\nRefinery Gas can be cracked and further distilled for its constituents, but it is also useful as fuel for §3Gas Turbines§r. While it can be burned directly, centrifuging Refinery Gas produces §9LPG§r (Liquefied Petroleum Gas), which is an ideal fuel for Gas Turbines, and §9Methane§r which is a potential suboptimal turbine fuel but is also useful for various chemical reactions.",
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@ -11645,7 +11645,7 @@
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"desc:8": "§6Tungsten§r is a material that requires an §3EV Electrolyzer, §ca LV Extractor§r and an §3Electric Blast Furnace§r with at least §6Nichrome Coils§r. §cAn EV Chemical Reactor can also be used, if you want Tungsten Dust§r.\n\nIt is only found from §6Tungstate§r §2Dust and Scheelite Dust, obtained from their respective ores.§r Tungstate is also obtainable in small quantities from centrifuging §6Endstone Dust§r.\n\nScheelite and Tungstate needs to be §2bathed in Hydrochloric Acid to make Tungstic Acid, then §cextracted§r to get to §cTungsten Trioxide. \n\nThis can either be cooked in an EBF with Carbon to get Tungsten, or chemically reacted with Hydrogen to achieve Tungsten Dust. \n\nThe first option is recommended, as it saves Hydrogen, and takes less time to cook in the EBF than the latter option.",
"desc:8": "§6Tungsten§r is a material that requires an §3EV Electrolyzer, §ca LV Extractor§r and an §3Electric Blast Furnace§r with at least §6Nichrome Coils§r. §cAn EV Chemical Reactor can also be used, if you want Tungsten Dust§r.\n\nIt is only found from §6Tungstate §2Dust and Scheelite Dust, obtained from their respective ores.§r Tungstate is also obtainable in small quantities from centrifuging §6Endstone Dust§r.\n\nScheelite and Tungstate needs to be §2bathed in Hydrochloric Acid to make Tungstic Acid, then §cextracted§r to get to §cTungsten Trioxide.\n\nThis can either be cooked in an EBF with Carbon to get Tungsten, or chemically reacted with Hydrogen to achieve Tungsten Dust.\n\nThe first option is recommended, as it saves Hydrogen, and takes less time to cook in the EBF than the latter option.",
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@ -13186,7 +13186,7 @@
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"desc:8": "§9Water§r and §9Chlorine§r can be combined to make §9Hypochlorous Acid§r. If you add §9Mercury§r to catalyze the reaction, the yield is much better.\n\n§ePlease note that Hypochlorous Acid and Hydrochloric Acid are different things.§r\n\nYou\u0027re already familiar with Chlorine production from your forays into Plastics, but a great source of Mercury is §2centrifuging§4 §6Redstone§r.",
"desc:8": "§9Water§r and §9Chlorine§r can be combined to make §9Hypochlorous Acid§r. If you add §9Mercury§r to catalyze the reaction, the yield is much better.\n\n§ePlease note that Hypochlorous Acid and Hydrochloric Acid are different things.§r\n\nYou\u0027re already familiar with Chlorine production from your forays into Plastics, but a great source of Mercury is §2centrifuging §6Redstone§r.",
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"desc:8": "§2Item Pipes are back in GTCEu! They will transport items instantly through them.§r\n\nThis quest accepts a §bGregTech §6Item Pipe§r of any material, and size and of both normal and restrictive variants.\n\nTheir advantage over §bEnderIO§r §6Item Conduits§r is their far higher §6throughput§r. An unupgraded EIO Item Conduit transports §38 items per second§r, and up to §3128§r when upgraded. In comparison, small low-tier Item Pipes can transfer §364 items per second§r, and those made from later materials can transfer multiple stacks per second.\n\nFurthermore, with a §6Robot Arm§r cover, these can do perfect §3Round-Robin§r, equally spliiting the items between the §eDestinations§r.\n\nFor now, the recommended material to use for these is §6Tin§r.\n\nThey don\u0027t §3auto-extract§r by themselves, so you have to use §6Conveyor§r covers etc. with them.\n\nThe priority mechanics are more complicated, so skip ahead if you are not interested:\nA §eDestination§r will have a §3Routing Value§r calculated, which is the sum of all §3Routing Values§r of the individual Pipes to that §eDestination§r. Whichever §eDestination§r has the lowest §3Routing Value§r will be the one selected for Insertion.\n§6Restrictive Pipes§r typically have the lowest §3Priority§r for insertion due to their higher §3Routing Value§r.",
"desc:8": "§2Item Pipes are back in GTCEu! They will transport items instantly through them.§r\n\nThis quest accepts a §bGregTech §6Item Pipe§r of any material, and size and of both normal and restrictive variants.\n\nTheir advantage over §bEnderIO §6Item Conduits§r is their far higher §6throughput§r. An unupgraded EIO Item Conduit transports §38 items per second§r, and up to §3128§r when upgraded. In comparison, small low-tier Item Pipes can transfer §364 items per second§r, and those made from later materials can transfer multiple stacks per second.\n\nFurthermore, with a §6Robot Arm§r cover, these can do perfect §3Round-Robin§r, equally spliiting the items between the §eDestinations§r.\n\nFor now, the recommended material to use for these is §6Tin§r.\n\nThey don\u0027t §3auto-extract§r by themselves, so you have to use §6Conveyor§r covers etc. with them.\n\nThe priority mechanics are more complicated, so skip ahead if you are not interested:\nA §eDestination§r will have a §3Routing Value§r calculated, which is the sum of all §3Routing Values§r of the individual Pipes to that §eDestination§r. Whichever §eDestination§r has the lowest §3Routing Value§r will be the one selected for Insertion.\n§6Restrictive Pipes§r typically have the lowest §3Priority§r for insertion due to their higher §3Routing Value§r.",
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"desc:8": "§9Radon§r will be needed in large quantities.\n\nFor now, you\u0027ll need to obtain it from Tier Two Micro Miner missions, in the form of §6Radium Salt§r. Electrolyze it for Radon and §6Rock Salt§r. §2You can also get it from distilling liquid Ender Air.§r\n\nLater it will be possible to make Radon using a §bGregTech§r §3Fusion Reactor§r.",
"desc:8": "§9Radon§r will be needed in large quantities.\n\nFor now, you\u0027ll need to obtain it from Tier Two Micro Miner missions, in the form of §6Radium Salt§r. Electrolyze it for Radon and §6Rock Salt§r. §2You can also get it from distilling liquid Ender Air.§r\n\nLater it will be possible to make Radon using a §bGregTech §3Fusion Reactor§r.",
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@ -16641,7 +16641,7 @@
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"desc:8": "Time to get fusing!\n\nThe §3Fusion Reactor§r is a multiblock that uses enormous amounts of energy to fuse fluids into new elements. This one is less flexible than the previous GregTech multiblocks, as you can only put hatches where the preview shows. §6Sneak-right click§r the controller to enable the in-world preview.\n\nThe §bJEI§r preview shows §eall valid hatch locations§r, but you don\u0027t actually need that many fluid hatches. You can replace any of the hatch positions in the structure with §2Fusion Glass or Fusion Machine Casings§r as long as you have at least §atwo Fluid Input Hatches§r and §aone Fluid Output Hatch§r. It\u0027s possible to use input/output hatches in every valid location, if you prefer.\n\nBecause of this, the quest only asks for §248 Fusion Machine Casings§r. If you want to use the minimum number of fluid hatches, you\u0027ll need to craft an additional §229 Fusion Machine Casings§r. In addition to the §a48 Fusion Machine Casings§r, you will also need §631 Fusion Glass§r or §631 Fusion Machne Casings§r. §bFusion Glass is cheaper, and looks cooler§r, but its your choice.\n\nEach §aEnergy Hatch§r increases the reactor\u0027s power buffer. §2You cannot use 4x or 16x Energy Hatches in Fusion Reactors. §aAll 16 Energy Hatches§r are required to be able to process all Mark 1 recipes and give a power buffer of §e160M EU§r. §2However, not all energy hatches are needed to be connected to power. For example, a recipe that requires LuV power draw would only need one or more hatches connected to power, but a recipe that needs ZPM power draw would need two hatches connected to power.§r §cThey still need to be present on the structure!§r\n\nIn addition to the recipe power drain, Fusion Reactors have a §eheat§r mechanic related to the recipe\u0027s §e\"Eu to Start\"§r. This amount of power is drained from the reactor\u0027s buffer before starting the recipe to heat up the reactor to the necessary temperature, and is independent of the recipe\u0027s EU/t cost. As such, this determines the minimum tier of reactor you need for a recipe.\n\nIf the reactor stops processing, it will §erapidly lose heat§r, even if you pause it with a soft hammer. On the other hand, if the reactor is already at the required temperature for a recipe, §eno additional power§r is required to heat up the reactor! This is true even if you switch between different recipes. This mechanic incentivizes continuous use of the reactor.\n\nIf you switch to a recipe that requires more heat, §eonly the difference§r in heat values is consumed as EU to reach the target heat (up to a maximum heat equal to the reactor\u0027s current buffer).\n\nFusion Reactors §2overclock, but only once per fusion tier, instead of based on energy input.§r They gate the next tier of materials, so you will eventually want to make more than one.",
"desc:8": "Time to get fusing!\n\nThe §3Fusion Reactor§r is a multiblock that uses enormous amounts of energy to fuse fluids into new elements. This one is less flexible than the previous GregTech multiblocks, as you can only put hatches where the preview shows. §6Sneak-right click§r the controller to enable the in-world preview.\n\nThe §bJEI§r preview shows §eall valid hatch locations§r, but you don\u0027t actually need that many fluid hatches. You can replace any of the hatch positions in the structure with §2Fusion Glass or Fusion Machine Casings§r as long as you have at least §atwo Fluid Input Hatches§r and §aone Fluid Output Hatch§r. It\u0027s possible to use input/output hatches in every valid location, if you prefer.\n\nBecause of this, the quest only asks for §248 Fusion Machine Casings§r. If you want to use the minimum number of fluid hatches, you\u0027ll need to craft an additional §229 Fusion Machine Casings§r. In addition to the §a48 Fusion Machine Casings§r, you will also need §631 Fusion Glass§r or §631 Fusion Machne Casings§r. §bFusion Glass is cheaper, and looks cooler§r, but its your choice.\n\nEach §aEnergy Hatch§r increases the reactor\u0027s power buffer. §2You cannot use 4x or 16x Energy Hatches in Fusion Reactors. §aAll 16 Energy Hatches§r are required to be able to process all Mark 1 recipes and give a power buffer of §e160M EU§r. §2However, not all energy hatches are needed to be connected to power. For example, a recipe that requires LuV power draw would only need one or more hatches connected to power, but a recipe that needs ZPM power draw would need two hatches connected to power. §cThey still need to be present on the structure!§r\n\nIn addition to the recipe power drain, Fusion Reactors have a §eheat§r mechanic related to the recipe\u0027s §e\"Eu to Start\"§r. This amount of power is drained from the reactor\u0027s buffer before starting the recipe to heat up the reactor to the necessary temperature, and is independent of the recipe\u0027s EU/t cost. As such, this determines the minimum tier of reactor you need for a recipe.\n\nIf the reactor stops processing, it will §erapidly lose heat§r, even if you pause it with a soft hammer. On the other hand, if the reactor is already at the required temperature for a recipe, §eno additional power§r is required to heat up the reactor! This is true even if you switch between different recipes. This mechanic incentivizes continuous use of the reactor.\n\nIf you switch to a recipe that requires more heat, §eonly the difference§r in heat values is consumed as EU to reach the target heat (up to a maximum heat equal to the reactor\u0027s current buffer).\n\nFusion Reactors §2overclock, but only once per fusion tier, instead of based on energy input.§r They gate the next tier of materials, so you will eventually want to make more than one.",
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"desc:8": "§3Anvils§r can be used to repair almost all §bGregTech tools§r!\n\nYou might want to get yourself an anvil instead of breaking and crafting new tools every time. Anvils§r spawn abundantly in §bLost Cities§r buildings, so go and snatch one!\n\nPlease note that in §5Nomifactory CEu§r, XP scales linearly.\n\nThis means that every XP level §arequires the same amount of XP§r §e(25 XP)§r, and that higher XP levels §ado not require more XP§r.\n\nPut a damaged tool inside and put some material it\u0027s made of. For example, you\u0027ll need to put §6Wrought Iron Ingots§r to repair tools made of §6Wrought Iron§r. The only tools unable to be repaired are the mortar and the plunger.\n\nAlso, you can now repair your free §6Mining Hammers§r with some §6Diamonds§r!",
"desc:8": "§3Anvils§r can be used to repair almost all §bGregTech tools§r!\n\nYou might want to get yourself an anvil instead of breaking and crafting new tools every time. Anvils§r spawn abundantly in §bLost Cities§r buildings, so go and snatch one!\n\nPlease note that in §5Nomifactory CEu§r, XP scales linearly.\n\nThis means that every XP level §arequires the same amount of XP §e(25 XP)§r, and that higher XP levels §ado not require more XP§r.\n\nPut a damaged tool inside and put some material it\u0027s made of. For example, you\u0027ll need to put §6Wrought Iron Ingots§r to repair tools made of §6Wrought Iron§r. The only tools unable to be repaired are the mortar and the plunger.\n\nAlso, you can now repair your free §6Mining Hammers§r with some §6Diamonds§r!",
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"desc:8": "Now that you have §6Osmium§r and §6Iridium§r from §6Platinum Group Processing§r, you can begin automating §bExtended Crafting§r recipes. While it is possible to use §6Automation Interfaces§r for this task, you have access to something §ovastly§r better§r: §bPackagedExCrafting§r.\n\nTo begin, you\u0027ll need to craft one of each extended §3Package Crafter§r listed on the right. Put an §3Unpackager§r on top of each one, and then a §3Packager§r §eanywhere§r you want. These are all AE2 devices, so you\u0027ll need to connect them to an ME Network.\n\nNext, right-click the §3Package Recipe Encoder§r, and you should see a button saying \"Processing\": this button cycles through recipe types, including the various Extended Crafting tables. You\u0027ll have to choose the appropriate table for the recipe you want to encode.\n\n§6Holders§r must be encoded in pairs: one for the Packager, and one for the Unpackager. Select the appropriate table for the recipe, look up the recipe you want to encode, and press §6[+]§r in §bJEI§r to fill it in. Put two Holders in the top-left slot and press Save to encode the recipe to both of them. Finally, put each Holder into the respective machines.\n\nIf you\u0027ve done everything correctly, you should see the item appear as craftable in a Terminal.\n\nWhile it might seem that the crafting process is slow, §ePackagedAuto is excellent at parallelizing§r. You can surround an Unpackager with Crafters and it will use all of them. It\u0027s also possible to add more Unpackagers with Crafters to keep up with the Packager, as long as the Holders are all the same.",
"desc:8": "Now that you have §6Osmium§r and §6Iridium§r from §6Platinum Group Processing§r, you can begin automating §bExtended Crafting§r recipes. While it is possible to use §6Automation Interfaces§r for this task, you have access to something §ovastly§r better§r: §bPackagedExCrafting§r.\n\nTo begin, you\u0027ll need to craft one of each extended §3Package Crafter§r listed on the right. Put an §3Unpackager§r on top of each one, and then a §3Packager §eanywhere§r you want. These are all AE2 devices, so you\u0027ll need to connect them to an ME Network.\n\nNext, right-click the §3Package Recipe Encoder§r, and you should see a button saying \"Processing\": this button cycles through recipe types, including the various Extended Crafting tables. You\u0027ll have to choose the appropriate table for the recipe you want to encode.\n\n§6Holders§r must be encoded in pairs: one for the Packager, and one for the Unpackager. Select the appropriate table for the recipe, look up the recipe you want to encode, and press §6[+]§r in §bJEI§r to fill it in. Put two Holders in the top-left slot and press Save to encode the recipe to both of them. Finally, put each Holder into the respective machines.\n\nIf you\u0027ve done everything correctly, you should see the item appear as craftable in a Terminal.\n\nWhile it might seem that the crafting process is slow, §ePackagedAuto is excellent at parallelizing§r. You can surround an Unpackager with Crafters and it will use all of them. It\u0027s also possible to add more Unpackagers with Crafters to keep up with the Packager, as long as the Holders are all the same.",
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@ -26915,7 +26915,7 @@
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"desc:8": "§aStorage Drawer Controllers§r are the central hub of any good storage system. They can pull from any drawers they are connected to (via other drawers, or drawer trims) within a 12 block cubic radius. This leads to a potential 25x25x25 area to connect drawers, centered on the controller.\n\nThe appearance can be customized by crafting the controller into §aFramed Controller§r and putting it into a §aFraming Table§r.\n\n§aController Slaves§r do not extend the range, but rather act as another access point to that controller - allowing you to push/pull from any of the drawers within range of the local Drawer Controller.\n\nConnecting an §6ME Storage Bus§r to a controller exposes all of the drawers to §bApplied Energistics§r. Particularly large networks can be laggy though, so keep your drawer networks a manageable size.\n\nAnother cool thing about controllers is that when §bStorage Drawers§r §6Keys§r are used on a drawer controller, they affect the whole system!",
"desc:8": "§aStorage Drawer Controllers§r are the central hub of any good storage system. They can pull from any drawers they are connected to (via other drawers, or drawer trims) within a 12 block cubic radius. This leads to a potential 25x25x25 area to connect drawers, centered on the controller.\n\nThe appearance can be customized by crafting the controller into §aFramed Controller§r and putting it into a §aFraming Table§r.\n\n§aController Slaves§r do not extend the range, but rather act as another access point to that controller - allowing you to push/pull from any of the drawers within range of the local Drawer Controller.\n\nConnecting an §6ME Storage Bus§r to a controller exposes all of the drawers to §bApplied Energistics§r. Particularly large networks can be laggy though, so keep your drawer networks a manageable size.\n\nAnother cool thing about controllers is that when §bStorage Drawers §6Keys§r are used on a drawer controller, they affect the whole system!",
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@ -29490,7 +29490,7 @@
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"desc:8": "Overclocking aside, as you continue to progress in §5Nomifactory§r, materials made in the §3Electric Blast Furnace§r will take longer to complete. §eMore advanced coils do not give speed bonuses§r §2directly§r; they mainly allow for the furnace to §eget hot enough to process more advanced materials§r, §2and they also granting energy efficiency bonuses and speed bonuses to overclocking.§r\n\nConsequently, you\u0027ll need to continually expand your smelting and power generation infrastructure.\n\nYou don\u0027t have to get all four of these Electric Blast Furnaces completed and running just yet, but be prepared to make many of them over the course of the pack.\n\n§2As a reminder, all blocks and hatches can be shared across EBFs, except Maintenance!",
"desc:8": "Overclocking aside, as you continue to progress in §5Nomifactory§r, materials made in the §3Electric Blast Furnace§r will take longer to complete. §eMore advanced coils do not give speed bonuses §2directly§r; they mainly allow for the furnace to §eget hot enough to process more advanced materials§r, §2and they also granting energy efficiency bonuses and speed bonuses to overclocking.§r\n\nConsequently, you\u0027ll need to continually expand your smelting and power generation infrastructure.\n\nYou don\u0027t have to get all four of these Electric Blast Furnaces completed and running just yet, but be prepared to make many of them over the course of the pack.\n\n§2As a reminder, all blocks and hatches can be shared across EBFs, except Maintenance!",
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"desc:8": "Being able to fly is pretty sick. It\u0027s also pretty expensive.\n\nIt\u0027s probably a bit premature to consider a §6jetpack§r at this point, but if you really want to craft this bad boy, I won\u0027t stop you.\n\nThere\u0027s also a quest chain for §bEnderIO§r Jetpacks (starting with the §6Conductive Iron Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2§r §eConfiguration file§r or the command §6/topcfg§r respectively.",
"desc:8": "Being able to fly is pretty sick. It\u0027s also pretty expensive.\n\nIt\u0027s probably a bit premature to consider a §6jetpack§r at this point, but if you really want to craft this bad boy, I won\u0027t stop you.\n\nThere\u0027s also a quest chain for §bEnderIO§r Jetpacks (starting with the §6Conductive Iron Jetpack§r). Eventually you\u0027ll need to make both, but not for a long time, so feel free to ignore at least one of these quest chains unless you really really like flying.\n\nIf the §6Jetpack§r overview and information from §bThe One Probe§r conflict, they can be adjusted through the §bSimply Jetpacks 2 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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@ -36858,7 +36858,7 @@
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"desc:8": "The §aImplosion Compressor§r is like an autoclave that uses explosions instead of water. It is the only way to turn most gem dusts into gemstones.\n\nPlease note that for recipes, like §6Apatite Dust -\u003e Apatite§r, an §3Autoclave§r with §6Distilled Water§r is more efficient than the Implosion Compressor.\n\nIt will also be vital for processing §5Motes of Omnium§r.\n\nIn addition to the controller and casings, you will need one §eLV or better§r §6Item Input Bus§r, §6Item Output Bus§r, and §6Energy Input Hatch§r.\n\n§2If desired, you may upgrade this directly to an Electric Implosion Compressor, which is no different than an Implosion Compressor at the moment.",
"desc:8": "The §aImplosion Compressor§r is like an autoclave that uses explosions instead of water. It is the only way to turn most gem dusts into gemstones.\n\nPlease note that for recipes, like §6Apatite Dust -\u003e Apatite§r, an §3Autoclave§r with §6Distilled Water§r is more efficient than the Implosion Compressor.\n\nIt will also be vital for processing §5Motes of Omnium§r.\n\nIn addition to the controller and casings, you will need one §eLV or better §6Item Input Bus§r, §6Item Output Bus§r, and §6Energy Input Hatch§r.\n\n§2If desired, you may upgrade this directly to an Electric Implosion Compressor, which is no different than an Implosion Compressor at the moment.",
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@ -41973,7 +41973,7 @@
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"desc:8": "These are the basic cables used by §3Applied Energistics§r to transport network connectivity. Due to the fact that channels are disabled, these cables will be your main method of transporting network connectivity, rather than the dense cables.\n\nThese cables do not share blockspace with conduits or cables for other mods, so they can be somewhat unweildy to build with, but they do accept §3Applied Energistics§r §6Facades§r, so they can be hidden very easily.\n\nLater you can make a variant of the cable that can share blockspace with §3Ender IO§r conduits.",
"desc:8": "These are the basic cables used by §3Applied Energistics§r to transport network connectivity. Due to the fact that channels are disabled, these cables will be your main method of transporting network connectivity, rather than the dense cables.\n\nThese cables do not share blockspace with conduits or cables for other mods, so they can be somewhat unweildy to build with, but they do accept §3Applied Energistics §6Facades§r, so they can be hidden very easily.\n\nLater you can make a variant of the cable that can share blockspace with §3Ender IO§r conduits.",
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@ -44004,7 +44004,7 @@
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"desc:8": "§2Sodium Persulfate§r §2and Iron III Chloride§r are used to make cheaper §9Good Circuit Boards§r, as it cuts the Silver amount by a factor of four. They are also §drequired§r to make §9Plastic Circuit Boards§r.\n\nMaking §aSodium Persulfate§r with §6Salt§r will yield §aHydrochloric Acid§r as a coproduct, which you may re-use to make §aIron III Chloride§r. This should the best approach right now, but the decision is entirely yours. With more automation later in the game, Iron III Chloride will be the cheaper and more straight forward path.\n\nSodium Persulfate§r can also be used in §9Ore Processing§r in the §3Chemical Bath§r, to get various bonus outputs you would not normally obtain. It is completely optional, but pretty rewarding.",
"desc:8": "§2Sodium Persulfate §2and Iron III Chloride§r are used to make cheaper §9Good Circuit Boards§r, as it cuts the Silver amount by a factor of four. They are also §drequired§r to make §9Plastic Circuit Boards§r.\n\nMaking §aSodium Persulfate§r with §6Salt§r will yield §aHydrochloric Acid§r as a coproduct, which you may re-use to make §aIron III Chloride§r. This should the best approach right now, but the decision is entirely yours. With more automation later in the game, Iron III Chloride will be the cheaper and more straight forward path.\n\nSodium Persulfate§r can also be used in §9Ore Processing§r in the §3Chemical Bath§r, to get various bonus outputs you would not normally obtain. It is completely optional, but pretty rewarding.",
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@ -44274,7 +44274,7 @@
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"desc:8": "§2The §2Large Chemical Reactor (LCR)§r §2is a multiblock §2Chemical Reactor §2with more input/output slots.§r\n\nThe §3LCR§r can perform some exclusive reactions which allow you to combine multiple normal §3Chemical Reactor§r steps into a §6single step§r, such as:\n- §aNitrogen Dioxide§r\n- §aSulfuric Acid§r\n-§r §aEpichlorohydrin§r, needed for...\n-§r §aEpoxy§r\n\nThe §3LCR§r also is required to perform some recipes, such as §aRaw Gasoline§r production.\n\nAny other recipe which could be done in a normal §9Chemical Reactor§r, as well as certain §9Mixer§r recipes, can also be done in an §3LCR§r.\n\nAll §dOverclocks§r in the §3LCR§r are §6100% efficient§r; each overclock will §5quadruple the speed§r, as opposed to doubling it.",
"desc:8": "§2The §2Large Chemical Reactor (LCR) §2is a multiblock §2Chemical Reactor §2with more input/output slots.§r\n\nThe §3LCR§r can perform some exclusive reactions which allow you to combine multiple normal §3Chemical Reactor§r steps into a §6single step§r, such as:\n- §aNitrogen Dioxide§r\n- §aSulfuric Acid§r\n- §aEpichlorohydrin§r, needed for...\n- §aEpoxy§r\n\nThe §3LCR§r also is required to perform some recipes, such as §aRaw Gasoline§r production.\n\nAny other recipe which could be done in a normal §9Chemical Reactor§r, as well as certain §9Mixer§r recipes, can also be done in an §3LCR§r.\n\nAll §dOverclocks§r in the §3LCR§r are §6100% efficient§r; each overclock will §5quadruple the speed§r, as opposed to doubling it.",
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@ -45621,7 +45621,7 @@
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"autoclaim:1": 0,
"desc:8": "The §6IV Assembling Machine§r is required for§2 Advanced SMD components§r.\n\nConsider upgrading to a §6Large Assembling Factory§r, which is easier to upgrade and can accept Parallel Control Hatches. The §6Large Assembing Factory§r §ccannot be recipe tier overclocked§r, as it only accepts one Energy hatch. You will need to craft higher tier standard Assembling Machines for some higher tier items.",
"desc:8": "The §6IV Assembling Machine§r is required for§2 Advanced SMD components§r.\n\nConsider upgrading to a §6Large Assembling Factory§r, which is easier to upgrade and can accept Parallel Control Hatches. The §6Large Assembing Factory §ccannot be recipe tier overclocked§r, as it only accepts one Energy hatch. You will need to craft higher tier standard Assembling Machines for some higher tier items.",
"globalshare:1": 0,
"icon:10": {
"Count:3": 1,
@ -54310,7 +54310,7 @@
"properties:10": {
"betterquesting:10": {
"autoclaim:1": 0,
"desc:8": "§2Research has returned to GregTech 1.12!§r The §3Assembly Line§r needs to be provided with §edata§r on how to craft items before it can craft them. Data on how to craft each item is stored in a §6Data Stick§r and read by a §aData Access Hatch§r. This data is required to craft §6LuV components§r, the §3Fusion Reactor§r, and some parts from §dDraconic Evolution§r.\n\nTo begin, craft a §3Scanner§r and a few §6Data Sticks§r. The initial Scanner recipes run at §6HV§r, but §1IV§r is required relatively soon so might as well make that one.\n\nPress §bR§r on the item you want to craft in the and navigate to the §bScanner tab§r. This will tell you which item needs to be scanned to make the data for the new item. For example, §dLuV §6Electric Motors§r will require an §1IV§r §6Electric Motor§r to be scanned.\n\nPlace a §6Data Stick§r with the item to be scanned in the §3Scanner§r. The item will be §cconsumed§r and its data will be written to the §6Data Stick§r. Each §6Data item§r can only hold a §csingle recipe§r.\n\nFinally, place the §6Data Stick§r into the §aData Access Hatch§r of your §3Assembly Line§r. It will now be able to craft that item.\n\nLater, you will need more advanced §6Data Orbs§r and §6Data Modules§r to store data, and a §3Data Bank§r to read them.\n\nIf you need to create duplicate Data items, you can copy the data to a blank data item of the same type using the Scanner.",
"desc:8": "§2Research has returned to GregTech 1.12!§r The §3Assembly Line§r needs to be provided with §edata§r on how to craft items before it can craft them. Data on how to craft each item is stored in a §6Data Stick§r and read by a §aData Access Hatch§r. This data is required to craft §6LuV components§r, the §3Fusion Reactor§r, and some parts from §dDraconic Evolution§r.\n\nTo begin, craft a §3Scanner§r and a few §6Data Sticks§r. The initial Scanner recipes run at §6HV§r, but §1IV§r is required relatively soon so might as well make that one.\n\nPress §bR§r on the item you want to craft in the and navigate to the §bScanner tab§r. This will tell you which item needs to be scanned to make the data for the new item. For example, §dLuV §6Electric Motors§r will require an §1IV §6Electric Motor§r to be scanned.\n\nPlace a §6Data Stick§r with the item to be scanned in the §3Scanner§r. The item will be §cconsumed§r and its data will be written to the §6Data Stick§r. Each §6Data item§r can only hold a §csingle recipe§r.\n\nFinally, place the §6Data Stick§r into the §aData Access Hatch§r of your §3Assembly Line§r. It will now be able to craft that item.\n\nLater, you will need more advanced §6Data Orbs§r and §6Data Modules§r to store data, and a §3Data Bank§r to read them.\n\nIf you need to create duplicate Data items, you can copy the data to a blank data item of the same type using the Scanner.",
"globalshare:1": 0,
"icon:10": {
"Count:3": 1,
@ -54490,7 +54490,7 @@
"properties:10": {
"betterquesting:10": {
"autoclaim:1": 0,
"desc:8": "Combining an §aI/O Bus§r and an §aME Interface§r into a single block, these can be used in place of §aInput§r and §aOutput Buses/Hatches§r in GregTech multiblocks to connect them directly to your AE2 network.\n\nSaves you that crucial block space, whilst giving you access to your usual features (such as §eGhost Circuits§r). They also have an extra storage space (for things like §6Lenses§r and §6Molds§r)!\n\nAlso, when you get tired of placing the same configuration over and over again, you can use §bGregTech§r §6Data Sticks§r to copy a ME Hatch/Bus Configuration!\n\nIn §9IV§r, you also unlock §6ME Stocking Input Buses and Hatches§r, which instead of storing a set amount of items/fluids itself, simply extracts items/fluids from the AE Network on demand. Technically, §einfinite throughput§r (or as much as your AE system can support), and saves having buffer items and fluids everywhere!\n\nNote that only the Interface-textured side will connect to an ME network.",
"desc:8": "Combining an §aI/O Bus§r and an §aME Interface§r into a single block, these can be used in place of §aInput§r and §aOutput Buses/Hatches§r in GregTech multiblocks to connect them directly to your AE2 network.\n\nSaves you that crucial block space, whilst giving you access to your usual features (such as §eGhost Circuits§r). They also have an extra storage space (for things like §6Lenses§r and §6Molds§r)!\n\nAlso, when you get tired of placing the same configuration over and over again, you can use §bGregTech §6Data Sticks§r to copy a ME Hatch/Bus Configuration!\n\nIn §9IV§r, you also unlock §6ME Stocking Input Buses and Hatches§r, which instead of storing a set amount of items/fluids itself, simply extracts items/fluids from the AE Network on demand. Technically, §einfinite throughput§r (or as much as your AE system can support), and saves having buffer items and fluids everywhere!\n\nNote that only the Interface-textured side will connect to an ME network.",
"globalshare:1": 0,
"icon:10": {
"Count:3": 1,
@ -54606,7 +54606,7 @@
"properties:10": {
"betterquesting:10": {
"autoclaim:1": 0,
"desc:8": "The §3Data Bank§r acts as a mass storage for §6Data Sticks§r and §6Data Orbs§r. It is also required for reading §6Data Modules§r.\n\nConnect an §3Optical Data Transmission Hatch§r on the Data Bank to an §3Optical Data Reception Hatch§r (replacing the §3Data Access Hatch§r) on your §3Assembly Line§r using §aOptical Cables§r, and it will be able to read the data of all data items within the Data Bank.\n\nYou can connect multiple §3Assembly Lines§r to a single Data Bank, but each one will need its own §3Transmission Hatch§r on the Data Bank.\n\n§3Data Access Hatches§r and §3Optical Hatches§r can replace any of the §aComputer Casings§r in the structure, but it must have a minimum of §e3§r §aComputer Casings§r. Each §3Data Access Hatch§r and §3Optical Hatch§r within the structure will consume §d1,920 EU/t§r regardless of their usage.\n\nYou will also need a §aMaintenance§r and §aEnergy Hatch§r, which can replace the §aHigh Power Casings§r in front.\n\nAlthough this is not strictly required until you need to make and read §6Data Modules§r, your single §3Data Access Hatch§r on your §3Assembly Line§r will not have space to hold all the items you need to craft otherwise.\n\nIf your Assembly Line setups grow enough, you may need to §echain§r Data Banks. Connect the §3Transmission Hatch§r on the Data Bank with data to the §3Reception Hatch§r of a second Data Bank. The §ereceiving§r Data Bank will be able to read all the data within the transmitting Data Bank, and can send that data to more Assembly Lines or more Data Banks. However, this comes at a greatly increased energy cost for the transmitting Data Bank.",
"desc:8": "The §3Data Bank§r acts as a mass storage for §6Data Sticks§r and §6Data Orbs§r. It is also required for reading §6Data Modules§r.\n\nConnect an §3Optical Data Transmission Hatch§r on the Data Bank to an §3Optical Data Reception Hatch§r (replacing the §3Data Access Hatch§r) on your §3Assembly Line§r using §aOptical Cables§r, and it will be able to read the data of all data items within the Data Bank.\n\nYou can connect multiple §3Assembly Lines§r to a single Data Bank, but each one will need its own §3Transmission Hatch§r on the Data Bank.\n\n§3Data Access Hatches§r and §3Optical Hatches§r can replace any of the §aComputer Casings§r in the structure, but it must have a minimum of §e3 §aComputer Casings§r. Each §3Data Access Hatch§r and §3Optical Hatch§r within the structure will consume §d1,920 EU/t§r regardless of their usage.\n\nYou will also need a §aMaintenance§r and §aEnergy Hatch§r, which can replace the §aHigh Power Casings§r in front.\n\nAlthough this is not strictly required until you need to make and read §6Data Modules§r, your single §3Data Access Hatch§r on your §3Assembly Line§r will not have space to hold all the items you need to craft otherwise.\n\nIf your Assembly Line setups grow enough, you may need to §echain§r Data Banks. Connect the §3Transmission Hatch§r on the Data Bank with data to the §3Reception Hatch§r of a second Data Bank. The §ereceiving§r Data Bank will be able to read all the data within the transmitting Data Bank, and can send that data to more Assembly Lines or more Data Banks. However, this comes at a greatly increased energy cost for the transmitting Data Bank.",
"globalshare:1": 0,
"icon:10": {
"Count:3": 1,
@ -54686,7 +54686,7 @@
"properties:10": {
"betterquesting:10": {
"autoclaim:1": 0,
"desc:8": "The §3Research Station§r is an advanced Scanner which consumes §dComputation Work§r provided by connected §3High Performance Computing Arrays§r to research §cZPM§r and higher items.\n\nThe function of this multiblock is similar to the Scanner. Place the §6Data Orb§r or §6Data Module§r into the §3Object Holder§r alongside the item to be scanned. After sufficient §dCWU§r has been drawn, the item will be §cconsumed§r and the corresponding data will be written to the data item. Ensure your §3HPCA§r is supplying sufficient §dCWU/t§r - check the scan recipe in §eJEI§r for how much is required.\n\n§3Energy§r, §3Maintenance§r, and §3Computation Hatches§r can only replace the 9 §aComputer Casings§r between the §aComputer Heat Vents§r at the back of the structure. The §3Object Holder§r §cmust face§r the §3Research Station§r controller block.\n\nThe Research Station can be accelerated with excess §dCWU/t§r, but it §cdoes not overclock§r with extra §dEU/t§r. Initial recipes run on §dLuV§r power, but §cZPM§r will be required soon, and higher tiers of energy will be required for more advanced scans. As most Research scans take a long time, you should start this process early.",
"desc:8": "The §3Research Station§r is an advanced Scanner which consumes §dComputation Work§r provided by connected §3High Performance Computing Arrays§r to research §cZPM§r and higher items.\n\nThe function of this multiblock is similar to the Scanner. Place the §6Data Orb§r or §6Data Module§r into the §3Object Holder§r alongside the item to be scanned. After sufficient §dCWU§r has been drawn, the item will be §cconsumed§r and the corresponding data will be written to the data item. Ensure your §3HPCA§r is supplying sufficient §dCWU/t§r - check the scan recipe in §eJEI§r for how much is required.\n\n§3Energy§r, §3Maintenance§r, and §3Computation Hatches§r can only replace the 9 §aComputer Casings§r between the §aComputer Heat Vents§r at the back of the structure. The §3Object Holder §cmust face§r the §3Research Station§r controller block.\n\nThe Research Station can be accelerated with excess §dCWU/t§r, but it §cdoes not overclock§r with extra §dEU/t§r. Initial recipes run on §dLuV§r power, but §cZPM§r will be required soon, and higher tiers of energy will be required for more advanced scans. As most Research scans take a long time, you should start this process early.",
"globalshare:1": 0,
"icon:10": {
"Count:3": 1,
@ -55110,7 +55110,7 @@
"properties:10": {
"betterquesting:10": {
"autoclaim:1": 0,
"desc:8": "§6Silicon§r in its solid form is required to produce §6Transistors§r, which are required for §6HV Circuits§r. Notice that the recipe for a §6Hot Silicon Ingot§r calls for §d2,273 K§r. This is why we built §6Kanthal Coils§r earlier - §6Cupronickel Coils§r can\u0027t reach that temperature.\n\nDirectly heating §6Silicon Dust§r you get from Electrolyzing various materials is an option, but a slow and energy-hungry one. The better method is to obtain §6Silicon Dioxide Dust§r by repurposing the §6Glass§r you\u0027re producing for PPC, and heat it with §6Carbon Dust§r. This produces §6Silicon Ingots§r §dover 5x§r faster, with a side of §eCarbon Monoxide§r for use in various chemical processes.\n\nDon\u0027t forget that what comes out of the §3EBF§r is a §6Hot Ingot§r - cool it in a §6Chemical Bath§r first before using. Later, you will build a §3Vacuum Freezer§r which can do it better.",
"desc:8": "§6Silicon§r in its solid form is required to produce §6Transistors§r, which are required for §6HV Circuits§r. Notice that the recipe for a §6Hot Silicon Ingot§r calls for §d2,273 K§r. This is why we built §6Kanthal Coils§r earlier - §6Cupronickel Coils§r can\u0027t reach that temperature.\n\nDirectly heating §6Silicon Dust§r you get from Electrolyzing various materials is an option, but a slow and energy-hungry one. The better method is to obtain §6Silicon Dioxide Dust§r by repurposing the §6Glass§r you\u0027re producing for PPC, and heat it with §6Carbon Dust§r. This produces §6Silicon Ingots §dover 5x§r faster, with a side of §eCarbon Monoxide§r for use in various chemical processes.\n\nDon\u0027t forget that what comes out of the §3EBF§r is a §6Hot Ingot§r - cool it in a §6Chemical Bath§r first before using. Later, you will build a §3Vacuum Freezer§r which can do it better.",
"globalshare:1": 0,
"icon:10": {
"Count:3": 1,
@ -56514,7 +56514,7 @@
"properties:10": {
"betterquesting:10": {
"autoclaim:1": 0,
"desc:8": "Want to make configuring your §6P2P Tunnels§r easier?\n\nThis pack has §bBetter(er) P2P§r, which adds the §6Advanced Memory Card§r. Using it, you can §aright-click§r on any ME device or cable that is attached to the current system. This will allow you to see all your current P2P connections without having to search for your tunnels.\n\nTo configure P2P tunnels, you need to select a P2P tunnel. This can be done in the GUI by clicking on its entry, or it can be done in-world by §aright-clicking§r on a P2P tunnel whilst holding the card.\n\nOnce a tunnel is selected, it will be highlighted in §agreen§r.\n\nConnected outputs are highlighted in §6orange§r, and connected inputs are highlighted in §9blue§r.\n\nAn incorrect setup will show in §cred§r (Usually P2P device without input).\n\n§aLeft-click§r on the name of the P2P to rename it.\n\n§aRight-click§r on a P2P entry to change its type, or to change it from an input to an output (or vice versa).\n\nThe card has 5 modes accessible in the §3GUI§r, switchable via the second button to the left. These are:\n\n§lBind to Output:§r\nThis mode sets the §aselected P2P§r as the §9input§r of the §bbind target§r (the entry you pressed §eBind§r on). Note that their input/output state and type are changed as necessary.\n\nIn this mode, the §bbind target§r can be any P2P on a different frequency than the §aselected P2P§r.\n\nNote that the §aselected P2P§r becomes an §9input§r, and the §bbind target§r becomes an §aoutput§r.\n\n§lBind to Input:§r\nThis is the same as §oBind to Output§r, except the §aselected P2P§r becomes an §6output§r, and the §bbind target§r becomes an §9input§r.\n\n§lAdd as Input:§r\nThis simply adds the §aselected P2P§r as one of the §bbind target\u0027s§r §9inputs§r.\n\nIn this mode, the §bbind target§r must have the same type as the §aselected P2P§r, as well as on a different frequency.\n\nNote that the §bbind targetis not changed. The §aselected P2P§r becomes an §9input§r.\n\n§lAdd as Output:§r\nThis is the same as §oAdd as Input§r, but the §aselected P2P§r becomes an §6output§r.\n\n§lUnbind:§r\nThis mode simply allows you to unbind P2P entries. The §aselected P2P§r is not changed.",
"desc:8": "Want to make configuring your §6P2P Tunnels§r easier?\n\nThis pack has §bBetter(er) P2P§r, which adds the §6Advanced Memory Card§r. Using it, you can §aright-click§r on any ME device or cable that is attached to the current system. This will allow you to see all your current P2P connections without having to search for your tunnels.\n\nTo configure P2P tunnels, you need to select a P2P tunnel. This can be done in the GUI by clicking on its entry, or it can be done in-world by §aright-clicking§r on a P2P tunnel whilst holding the card.\n\nOnce a tunnel is selected, it will be highlighted in §agreen§r.\n\nConnected outputs are highlighted in §6orange§r, and connected inputs are highlighted in §9blue§r.\n\nAn incorrect setup will show in §cred§r (Usually P2P device without input).\n\n§aLeft-click§r on the name of the P2P to rename it.\n\n§aRight-click§r on a P2P entry to change its type, or to change it from an input to an output (or vice versa).\n\nThe card has 5 modes accessible in the §3GUI§r, switchable via the second button to the left. These are:\n\n§lBind to Output:§r\nThis mode sets the §aselected P2P§r as the §9input§r of the §bbind target§r (the entry you pressed §eBind§r on). Note that their input/output state and type are changed as necessary.\n\nIn this mode, the §bbind target§r can be any P2P on a different frequency than the §aselected P2P§r.\n\nNote that the §aselected P2P§r becomes an §9input§r, and the §bbind target§r becomes an §aoutput§r.\n\n§lBind to Input:§r\nThis is the same as §oBind to Output§r, except the §aselected P2P§r becomes an §6output§r, and the §bbind target§r becomes an §9input§r.\n\n§lAdd as Input:§r\nThis simply adds the §aselected P2P§r as one of the §bbind target\u0027s §9inputs§r.\n\nIn this mode, the §bbind target§r must have the same type as the §aselected P2P§r, as well as on a different frequency.\n\nNote that the §bbind targetis not changed. The §aselected P2P§r becomes an §9input§r.\n\n§lAdd as Output:§r\nThis is the same as §oAdd as Input§r, but the §aselected P2P§r becomes an §6output§r.\n\n§lUnbind:§r\nThis mode simply allows you to unbind P2P entries. The §aselected P2P§r is not changed.",
"globalshare:1": 0,
"icon:10": {
"Count:3": 1,
@ -56877,7 +56877,7 @@
"properties:10": {
"betterquesting:10": {
"autoclaim:1": 0,
"desc:8": "§aVoid Storage Cells§r can be placed anywhere a regular storage cell is allowed, but §call items or fluids that enter the cell are voided to create data for the§r §3Matter Condenser§r.\n\nAs such, you should §cbe extremely careful§r and partition the cell to filter which items or fluids are allowed to be voided using a §aCell Workbench§r.\n\nOne possible use case is putting them in an §3ME IO Port§r to mass-void junk items from your storage.",
"desc:8": "§aVoid Storage Cells§r can be placed anywhere a regular storage cell is allowed, but §call items or fluids that enter the cell are voided to create data for the §3Matter Condenser§r.\n\nAs such, you should §cbe extremely careful§r and partition the cell to filter which items or fluids are allowed to be voided using a §aCell Workbench§r.\n\nOne possible use case is putting them in an §3ME IO Port§r to mass-void junk items from your storage.",
"globalshare:1": 0,
"icon:10": {
"Count:3": 1,
@ -62109,7 +62109,7 @@
"betterquesting:10": {
"bg_image:8": "",
"bg_size:3": 256,
"desc:8": "Welcome to §5Nomi-CEu§r §cHard/Expert Mode§r, I\u0027ll be your guide.",
"desc:8": "Welcome to §5Nomi-CEu §cHard/Expert Mode§r, I\u0027ll be your guide.",
"icon:10": {
"Count:3": 1,
"Damage:2": 516,

View File

@ -182,7 +182,7 @@ async function checkAndFixQB(
// Check Name Formatting
quest["properties:10"]["betterquesting:10"]["name:8"] =
stripOrThrowExcessFormatting(
stripOrThrowExcessSpacesOrFormatting(
shouldCheck,
name(quest),
foundID,
@ -203,7 +203,7 @@ async function checkAndFixQB(
}
// Check Desc Formatting (Still check if after, as user may have entered dupe formatting)
quest["properties:10"]["betterquesting:10"]["desc:8"] =
stripOrThrowExcessFormatting(
stripOrThrowExcessSpacesOrFormatting(
shouldCheck,
quest["properties:10"]["betterquesting:10"]["desc:8"],
foundID,
@ -317,7 +317,7 @@ async function checkAndFixQB(
for (const lineKey of Object.keys(qb["questLines:9"])) {
const line = qb["questLines:9"][lineKey];
line["properties:10"]["betterquesting:10"]["name:8"] =
stripOrThrowExcessFormatting(
stripOrThrowExcessSpacesOrFormatting(
shouldCheck,
line["properties:10"]["betterquesting:10"]["name:8"],
line["lineID:3"],
@ -325,7 +325,7 @@ async function checkAndFixQB(
"Name",
);
line["properties:10"]["betterquesting:10"]["desc:8"] =
stripOrThrowExcessFormatting(
stripOrThrowExcessSpacesOrFormatting(
shouldCheck,
line["properties:10"]["betterquesting:10"]["desc:8"],
line["lineID:3"],
@ -344,6 +344,54 @@ async function checkAndFixQB(
}
}
function stripOrThrowExcessSpacesOrFormatting(
shouldCheck: boolean,
value: string,
id: number,
name: string,
key: string,
): string {
let formattingResult = stripOrThrowExcessFormatting(
shouldCheck,
value,
id,
name,
key,
);
const trimmedResult = formattingResult.trim();
if (trimmedResult !== formattingResult) {
if (shouldCheck)
throw new Error(
`${name} with ID ${id} at ${key} has Extra Spaces or New Lines at Beginning or End!`,
);
logWarn(
`Removing Extra Spaces or New Lines in ${name} with ID ${id} at ${key}...`,
);
formattingResult = trimmedResult;
}
if (!value.includes("\n")) return formattingResult;
const builder: string[] = [];
for (const bit of formattingResult.split("\n")) {
const trimmedBit = bit.trim();
if (trimmedBit !== bit) {
if (shouldCheck)
throw new Error(
`${name} with ID ${id} at ${key} has Extra Spaces at Beginning or End of a Line!`,
);
logWarn(
`Removing Extra Spaces in a Line of ${name} with ID ${id} at ${key}...`,
);
}
builder.push(trimmedBit);
}
return builder.join("\n");
}
function stripOrThrowExcessFormatting(
shouldCheck: boolean,
value: string,
@ -354,10 +402,22 @@ function stripOrThrowExcessFormatting(
if (!value.includes("§")) return value;
let builder: string[] = [];
let emptyAmt: number = 0;
for (let i = 0; i < value.length; i++) {
const char = value.charAt(i);
// If Space, ignore, add one to Empty Amt
if (char === " ") {
emptyAmt++;
builder.push(char);
continue;
}
// Else, reset Empty Amt
const oldEmptyAmt = emptyAmt;
emptyAmt = 0;
if (builder.at(-1) === "§") {
if (char === "f") {
if (shouldCheck)
@ -407,7 +467,8 @@ function stripOrThrowExcessFormatting(
if (char === "§") {
// If two characters before was not § (if builder length < 2, `.at` returns undefined)
if (builder.at(-2) !== "§") {
// (Ignoring Spaces)
if (builder.at(-2 - oldEmptyAmt) !== "§") {
builder.push(char);
continue;
}
@ -422,7 +483,12 @@ function stripOrThrowExcessFormatting(
);
// Remove Previous
builder = builder.slice(0, -2);
builder = builder.slice(0, -2 - oldEmptyAmt);
// Add Empty Amount Spaces
for (let i = 0; i < oldEmptyAmt; i++) {
builder.push(" ");
}
}
builder.push(char);