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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.",
|
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"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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@ -461,7 +461,7 @@
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"desc:8": "Before you continue, you\u0027ll need access to some more materials. \n\n§6Redstone§r: Found only deep in the world, in massive veins paired with §6Cinnabar§r and §6Ruby§r.\n\n§6Copper§r: Two primary sources. §6Tetrahedrite§r veins are higher up, while §6Chalcopyrite§r veins are lower, paired with some small amounts of §6Iron§r. You\u0027ll also find §6Malachite§r inside of Iron veins, this is another type of copper ore.\n\n§6Tin§r: Found essentially at ground level. §6Cassiterite§r is another type of tin ore, and they\u0027re always found together. If you cannot find a vein of tin, there are small amounts of tin inside veins of §6Aluminium§r and §6Rock Salt§r, which might be enough to hold you over until you find a proper tin vein.\n\n§6Coal§r: Found in relatively shallow depths. §6Lignite Coal§r is §2removed.\n\n§6Gold§r: Found inside of §6Magnetite§r veins, close to the surface.",
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"desc:8": "Before you continue, you\u0027ll need access to some more materials.\n\n§6Redstone§r: Found only deep in the world, in massive veins paired with §6Cinnabar§r and §6Ruby§r.\n\n§6Copper§r: Two primary sources. §6Tetrahedrite§r veins are higher up, while §6Chalcopyrite§r veins are lower, paired with some small amounts of §6Iron§r. You\u0027ll also find §6Malachite§r inside of Iron veins, this is another type of copper ore.\n\n§6Tin§r: Found essentially at ground level. §6Cassiterite§r is another type of tin ore, and they\u0027re always found together. If you cannot find a vein of tin, there are small amounts of tin inside veins of §6Aluminium§r and §6Rock Salt§r, which might be enough to hold you over until you find a proper tin vein.\n\n§6Coal§r: Found in relatively shallow depths. §6Lignite Coal§r is §2removed.\n\n§6Gold§r: Found inside of §6Magnetite§r veins, close to the surface.",
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@ -823,7 +823,7 @@
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"desc:8": "One of the eccentricities of the pack you\u0027ll need to get used to is the way the tools are displayed. Most tools can be made out of nearly any metal, and §bJEI§r will display a huge number of options... every combination of every tool with every material. However, the pattern to make the tool is always identical, so §ejust arrange the plates and ingots in the same manner as the examples, ignoring whatever material it says§r. Rods where rods go, plates where plates, etc. The only restriction is that tools §emust be made from all of the same material§r... you cannot mix and match different metals in a single item.\n\nRecipes will default to showing a §6Iron Tool §rof the appropriate type if a tool is required, but the correct type of tool made out of any metal will work. Just ignore the tool\u0027s material in the recipes: it can be whatever you\u0027d like.\n\nFor now, make a §aHammer§r (not a §aMining Hammer§r, mind you... six ingots, not five). Hammers can be used to turn §etwo ingots into one plate§r. §6Plates§r can make a §aFile§r, Files can make §6Rods§r, etc. Use JEI to work your way down the list of tools.\n\n§6Wrought Iron§r is probably your best bet for a tool material right now, but better materials will become available as you progress. \n\nThis quest technically accepts any tool material, but it is highly recommended to use §6Wrought Iron§r.",
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"desc:8": "One of the eccentricities of the pack you\u0027ll need to get used to is the way the tools are displayed. Most tools can be made out of nearly any metal, and §bJEI§r will display a huge number of options... every combination of every tool with every material. However, the pattern to make the tool is always identical, so §ejust arrange the plates and ingots in the same manner as the examples, ignoring whatever material it says§r. Rods where rods go, plates where plates, etc. The only restriction is that tools §emust be made from all of the same material§r... you cannot mix and match different metals in a single item.\n\nRecipes will default to showing a §6Iron Tool §rof the appropriate type if a tool is required, but the correct type of tool made out of any metal will work. Just ignore the tool\u0027s material in the recipes: it can be whatever you\u0027d like.\n\nFor now, make a §aHammer§r (not a §aMining Hammer§r, mind you... six ingots, not five). Hammers can be used to turn §etwo ingots into one plate§r. §6Plates§r can make a §aFile§r, Files can make §6Rods§r, etc. Use JEI to work your way down the list of tools.\n\n§6Wrought Iron§r is probably your best bet for a tool material right now, but better materials will become available as you progress.\n\nThis quest technically accepts any tool material, but it is highly recommended to use §6Wrought Iron§r.",
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"globalshare:1": 0,
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"Count:3": 1,
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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.",
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"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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"Count:3": 1,
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@ -2506,7 +2506,7 @@
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"desc:8": "§oNote: this quest accepts any §oLV Energy Converter§o.\n\n§rThe §3Steam Dynamos§r you have made are capable of generating §aRF§r power, but §bGregTech§r machines require §aEU§r powerr.\n\n§3Energy Converters§r are special devices that §econvert§r between §aRF§r power and §aEU§r power, and come in four sizes: 1A, 4A, 8A, and 16A. \n\nYou can reverse the conversion to turn EU into RF by right-clicking it with a soft hammer.\n\nEU is §2automatically converted§r to RF as needed, for example when connecting a §bGregTech§r cable directly to an RF-consuming machine. However, conduits cannot connect directly to most EU providers, so you will still need to use EU to RF converters to connect EU generators to your conduit grid.§r\n\nWith your first §6circuit§r in hand, you are ready to build a §eLow Voltage (LV) §2Energy Converte.\n\n§aRF§r converts into §aEU§r at a §e4 to 1 ratio§r. §a100 RF§r becomes §a25 EU§r, and vice-versa.",
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"desc:8": "§oNote: this quest accepts any §oLV Energy Converter§o.\n\n§rThe §3Steam Dynamos§r you have made are capable of generating §aRF§r power, but §bGregTech§r machines require §aEU§r powerr.\n\n§3Energy Converters§r are special devices that §econvert§r between §aRF§r power and §aEU§r power, and come in four sizes: 1A, 4A, 8A, and 16A.\n\nYou can reverse the conversion to turn EU into RF by right-clicking it with a soft hammer.\n\nEU is §2automatically converted§r to RF as needed, for example when connecting a §bGregTech§r cable directly to an RF-consuming machine. However, conduits cannot connect directly to most EU providers, so you will still need to use EU to RF converters to connect EU generators to your conduit grid.§r\n\nWith your first §6circuit§r in hand, you are ready to build a §eLow Voltage (LV) §2Energy Converte.\n\n§aRF§r converts into §aEU§r at a §e4 to 1 ratio§r. §a100 RF§r becomes §a25 EU§r, and vice-versa.",
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"Count:3": 1,
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@ -2871,7 +2871,7 @@
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"properties:10": {
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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.",
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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 §eConfiguration file§r or the command §6/topcfg§r respectively.",
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"Count:3": 1,
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@ -3146,7 +3146,7 @@
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"properties:10": {
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"desc:8": "§2GTCEu Fluid Pipes§r are now available, much improved from CE. Their advantage is higher §dthroughput§r, but they have limitations on the kinds of fluids (§eacids, gases§r, etc) they can transport safely. Check each pipe material\u0027s tooltip for details.\n\nThere are also §6Quadruple and Nonuple Pipes§r for transporting multiple fluid types through the same block.\n\nYou also can only use them for now, until you get access to...\n\n§bEnderIO§6 Fluid Conduits§r. They have the advantage of being §6Conduits§r, allowing them to fit in the same block as other §6Conduits§r. \n\nPick your poison.",
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"desc:8": "§2GTCEu Fluid Pipes§r are now available, much improved from CE. Their advantage is higher §dthroughput§r, but they have limitations on the kinds of fluids (§eacids, gases§r, etc) they can transport safely. Check each pipe material\u0027s tooltip for details.\n\nThere are also §6Quadruple and Nonuple Pipes§r for transporting multiple fluid types through the same block.\n\nYou also can only use them for now, until you get access to...\n\n§bEnderIO§6 Fluid Conduits§r. They have the advantage of being §6Conduits§r, allowing them to fit in the same block as other §6Conduits§r.\n\nPick your poison.",
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"globalshare:1": 0,
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"Count:3": 1,
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@ -3256,7 +3256,7 @@
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"properties:10": {
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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.",
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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 §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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"icon:10": {
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"Count:3": 1,
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@ -4467,7 +4467,7 @@
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"properties:10": {
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"desc:8": "§2Assembling Machines come early in CEu! Circuit recipes are handled through a separate machine, the Circuit Assembler. §r\n\nAssembling Machines open up a plethora of §eequal or more efficient recipes that don\u0027t require hand tools§r. §2For example, you can make up to 4 Vacuum Tubes in a single craft! §rCheck §eJEI§r for all the components you\u0027ve been making to see if the Assembler can improve their recipes.\n\nMany of the Assembler\u0027s recipes require §9fluids§r. Hence, the §3Extractor§r will be required to take full advantage of this machine. \n\nHand tool recipes also don\u0027t play nice with §bApplied Energistics§r. Take advantage of Assembling Machines: §cphase out all use of hand tools for crafting items in your automation going forward.§r Once you have all the important machines, you will never need hand tools for crafting.",
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"desc:8": "§2Assembling Machines come early in CEu! Circuit recipes are handled through a separate machine, the Circuit Assembler. §r\n\nAssembling Machines open up a plethora of §eequal or more efficient recipes that don\u0027t require hand tools§r. §2For example, you can make up to 4 Vacuum Tubes in a single craft! §rCheck §eJEI§r for all the components you\u0027ve been making to see if the Assembler can improve their recipes.\n\nMany of the Assembler\u0027s recipes require §9fluids§r. Hence, the §3Extractor§r will be required to take full advantage of this machine.\n\nHand tool recipes also don\u0027t play nice with §bApplied Energistics§r. Take advantage of Assembling Machines: §cphase out all use of hand tools for crafting items in your automation going forward.§r Once you have all the important machines, you will never need hand tools for crafting.",
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"globalshare:1": 0,
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"icon:10": {
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"Count:3": 1,
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@ -4522,7 +4522,7 @@
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"properties:10": {
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"betterquesting:10": {
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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.",
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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 §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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"globalshare:1": 0,
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"icon:10": {
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"Count:3": 1,
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@ -4802,7 +4802,7 @@
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"desc:8": "§2Initial circuit components are a bit more difficult in CEu, and you need Arsenic in addition to Gallium.§r\n\nFor §dGallium§r, you may, ranged from worst to best:\n\n- §3Electrolyze §aSphalerite§r for a low chance of dust. Note that you lose on direct smelting value.\n\n-§r Put §aCrushed Bauxite§r in the §3Chemical Bath§r. Note that this requires §9Sodium Persulfate§r. \n\n- Obtain it as a Byproduct of §aSphalerite§r Ore Processing, in the §3Thermal Centrifuge§r or §3Centrifuge§r.\n\n§2For Arsenic, you must centrifuge Realgar Dust, or (more involvedly) flash smelt Cobaltite Dust in the EBF, and electrolyse the resultant Arsenic Trioxide.\n\nCombine both in a Mixer to make Gallium Arsenide.",
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"desc:8": "§2Initial circuit components are a bit more difficult in CEu, and you need Arsenic in addition to Gallium.§r\n\nFor §dGallium§r, you may, ranged from worst to best:\n\n- §3Electrolyze §aSphalerite§r for a low chance of dust. Note that you lose on direct smelting value.\n\n-§r Put §aCrushed Bauxite§r in the §3Chemical Bath§r. Note that this requires §9Sodium Persulfate§r.\n\n- Obtain it as a Byproduct of §aSphalerite§r Ore Processing, in the §3Thermal Centrifuge§r or §3Centrifuge§r.\n\n§2For Arsenic, you must centrifuge Realgar Dust, or (more involvedly) flash smelt Cobaltite Dust in the EBF, and electrolyse the resultant Arsenic Trioxide.\n\nCombine both in a Mixer to make Gallium Arsenide.",
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"globalshare:1": 0,
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"icon:10": {
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"Count:3": 1,
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@ -4870,7 +4870,7 @@
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"properties:10": {
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"betterquesting:10": {
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"autoclaim:1": 0,
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"desc:8": "Cuts things up.\n\nThe §3Cutting Machine§r is able to cut wafers, rods, wood, and various other things for you, making it a versatile crafting tool. Cutting blocks into 9 plates may be faster than using a §2Bending Machine §rto make them one at a time.\n\nThe MV version is required for cutting §6Silicon Boules§r for easier §6Diodes§r once you get §9Polyethylene (PE)§r, and for cutting §6Wafers§r into usable components. \nThe blade will require you to make §2Vanadiumsteel§r.\n\nCutting Machines work with plain §9Water§r for all recipes. You can also use §9Distilled Water§r which speeds up the processing somewhat, or §9Lubricant§r that speeds it up greatly (and uses very little per operation). These might be a little tricky to make right now, but are very worthwhile upgrades in the future.",
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"desc:8": "Cuts things up.\n\nThe §3Cutting Machine§r is able to cut wafers, rods, wood, and various other things for you, making it a versatile crafting tool. Cutting blocks into 9 plates may be faster than using a §2Bending Machine §rto make them one at a time.\n\nThe MV version is required for cutting §6Silicon Boules§r for easier §6Diodes§r once you get §9Polyethylene (PE)§r, and for cutting §6Wafers§r into usable components.\nThe blade will require you to make §2Vanadiumsteel§r.\n\nCutting Machines work with plain §9Water§r for all recipes. You can also use §9Distilled Water§r which speeds up the processing somewhat, or §9Lubricant§r that speeds it up greatly (and uses very little per operation). These might be a little tricky to make right now, but are very worthwhile upgrades in the future.",
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"globalshare:1": 0,
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"icon:10": {
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"Count:3": 1,
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@ -5861,7 +5861,7 @@
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"properties:10": {
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"betterquesting:10": {
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"autoclaim:1": 0,
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||||
"desc:8": "If you didn\u0027t know, you can have stacks of items stored inside of an §aME Interface§r. Placing a §aStorage Bus§r onto the ME Interface lets you access and use those items in recipes. Putting a §aCrafting Card§r inside the Interface will let the Interface automatically place autocraft orders for items it should stock but you don\u0027t have.\n\nThis approach can be used for autocrafting to some extent, but proceed with caution as crafting cards can produce a great deal of lag on larger ME Networks. AE calculates the full crafting tree of these items every time a request is made, even if you have enough items already in stock.\n\nThus, it is strongly recommended to limit Crafting Cards to simple recipes (ones without many dependent recipes) and ideally on smaller purpose-built networks. \n\nPrefer passive autocrafting methods on your main network, or if things are gonna get complicated.",
|
||||
"desc:8": "If you didn\u0027t know, you can have stacks of items stored inside of an §aME Interface§r. Placing a §aStorage Bus§r onto the ME Interface lets you access and use those items in recipes. Putting a §aCrafting Card§r inside the Interface will let the Interface automatically place autocraft orders for items it should stock but you don\u0027t have.\n\nThis approach can be used for autocrafting to some extent, but proceed with caution as crafting cards can produce a great deal of lag on larger ME Networks. AE calculates the full crafting tree of these items every time a request is made, even if you have enough items already in stock.\n\nThus, it is strongly recommended to limit Crafting Cards to simple recipes (ones without many dependent recipes) and ideally on smaller purpose-built networks.\n\nPrefer passive autocrafting methods on your main network, or if things are gonna get complicated.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -8615,7 +8615,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -8724,7 +8724,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Combining §9Titanium Tetrachloride§r with §6Magnesium§r in an §3Electric Blast Furnace§r (approximating the Kroll process) will net you your first §6Titanium§r.\n\nThis process is a loop, and therefore will not cost you any resources, apart from §6Rutile§r, if you process it correctly. \n\nUnfortunately, it is super hot. You\u0027ll need to cool it in a §3Vacuum Freezer§r for it to be usable.\n\nRouting through AE is an alternative way to using item conduits. Simply set an Ore Dictionary Storage Bus on the input bus of the freezer, set it to \u0027ingotHot*\u0027, and set it to a high piority. This will accept any new Hot Ingots entering your system, and eliminates the need for a big conduit network.\n\nDon\u0027t encode the Hot Ingot in a pattern though!",
|
||||
"desc:8": "Combining §9Titanium Tetrachloride§r with §6Magnesium§r in an §3Electric Blast Furnace§r (approximating the Kroll process) will net you your first §6Titanium§r.\n\nThis process is a loop, and therefore will not cost you any resources, apart from §6Rutile§r, if you process it correctly.\n\nUnfortunately, it is super hot. You\u0027ll need to cool it in a §3Vacuum Freezer§r for it to be usable.\n\nRouting through AE is an alternative way to using item conduits. Simply set an Ore Dictionary Storage Bus on the input bus of the freezer, set it to \u0027ingotHot*\u0027, and set it to a high piority. This will accept any new Hot Ingots entering your system, and eliminates the need for a big conduit network.\n\nDon\u0027t encode the Hot Ingot in a pattern though!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -8764,7 +8764,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3Vacuum Freezers§r are primarily used to cool down §6Hot Ingots§r. They\u0027re also capable of freezing air into a liquid, and making superconductors.\n\nAt minimum you will need an energy input hatch, an input bus, an output bus, and 22 §6Frost Proof Machine Casings§r for forming the multiblock for processing Hot Ingots.\n\nIf you want to deal with fluids as well, subtract two casings and use a fluid input and fluid output in their place.\n\nThe energy tier required for the Vacuum Freezer is typically one tier below the tier used to process the ingot in the §3Electric Blast Furnace§r. \n\nBesides the controller placement, as usual the hatches/buses can go anywhere. Use the building guide in §bJEI§r which can be pulled up from the controller block.",
|
||||
"desc:8": "§3Vacuum Freezers§r are primarily used to cool down §6Hot Ingots§r. They\u0027re also capable of freezing air into a liquid, and making superconductors.\n\nAt minimum you will need an energy input hatch, an input bus, an output bus, and 22 §6Frost Proof Machine Casings§r for forming the multiblock for processing Hot Ingots.\n\nIf you want to deal with fluids as well, subtract two casings and use a fluid input and fluid output in their place.\n\nThe energy tier required for the Vacuum Freezer is typically one tier below the tier used to process the ingot in the §3Electric Blast Furnace§r.\n\nBesides the controller placement, as usual the hatches/buses can go anywhere. Use the building guide in §bJEI§r which can be pulled up from the controller block.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -8988,7 +8988,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -9288,7 +9288,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -9408,7 +9408,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10158,7 +10158,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "You\u0027ll be needing large amounts of the various noble gases so you should get this automated and running continuously. \n\nAfter §bliquefication§r, §eOverworld Air§r grants §9Helium§r and §9Argon§r, §eNether Air§r grants §9Helium-3§r and §9Neon§r and §eEnder Air§r grants §9Helium§r, §9Krypton§r, §9Xenon§r, and §9Radon§r.\n\nSome noble gases can be used to §aboost§r the speed of certain EBF recipes.",
|
||||
"desc:8": "You\u0027ll be needing large amounts of the various noble gases so you should get this automated and running continuously.\n\nAfter §bliquefication§r, §eOverworld Air§r grants §9Helium§r and §9Argon§r, §eNether Air§r grants §9Helium-3§r and §9Neon§r and §eEnder Air§r grants §9Helium§r, §9Krypton§r, §9Xenon§r, and §9Radon§r.\n\nSome noble gases can be used to §aboost§r the speed of certain EBF recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10673,7 +10673,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Petrochemistry is the category of organic chemistry pertaining to petroleum, otherwise known as §9Oil§r.\n\n§bGregTech§r\u0027s petrochemistry may seem daunting at first, given the sheer number of chemicals and processing options, but it\u0027s actually easier to get into than you think.\n\nOil is the starting point, and can be found in several variants which you can pump from finite natural wells on the Overworld, as well as coming renewably from §6Oilsands Ore§r and §6Soul Sand§r, and directly in liquid form from a §3Fluid Rig§r.\n\n§2The Fluid Rig can also harvest Raw Oil, Light Oil and Heavy Oil. Raw Oil is less concentrated Oil, requiring double the fluid to distil. Light Oil and Heavy Oil give different ratios and unique products when distilled.§r \n\nStart off by distilling the Oil. This will result in §9Sulfuric Heavy Fuel§r, §9Sulfuric Light Fuel§r, §9Sulfuric Naphtha§r, and/or §9Sulfuric Gas§r.\n\nThese will all need to be hydrodesulfurized using §9Hydrogen§r in a §3Chemical Reactor§r or §2Oil Cracking Unit§r, which produces the non-Sulfuric versions.\n\nAll of these products are useful, so figure out how you want to store the variety and large quantities of fluids.\n\nThe upcoming quests will guide you through the basics of petrochemistry. Once you\u0027ve mastered that, feel free to explore further.\n\n\n(Either oil type will complete this quest)",
|
||||
"desc:8": "Petrochemistry is the category of organic chemistry pertaining to petroleum, otherwise known as §9Oil§r.\n\n§bGregTech§r\u0027s petrochemistry may seem daunting at first, given the sheer number of chemicals and processing options, but it\u0027s actually easier to get into than you think.\n\nOil is the starting point, and can be found in several variants which you can pump from finite natural wells on the Overworld, as well as coming renewably from §6Oilsands Ore§r and §6Soul Sand§r, and directly in liquid form from a §3Fluid Rig§r.\n\n§2The Fluid Rig can also harvest Raw Oil, Light Oil and Heavy Oil. Raw Oil is less concentrated Oil, requiring double the fluid to distil. Light Oil and Heavy Oil give different ratios and unique products when distilled.§r\n\nStart off by distilling the Oil. This will result in §9Sulfuric Heavy Fuel§r, §9Sulfuric Light Fuel§r, §9Sulfuric Naphtha§r, and/or §9Sulfuric Gas§r.\n\nThese will all need to be hydrodesulfurized using §9Hydrogen§r in a §3Chemical Reactor§r or §2Oil Cracking Unit§r, which produces the non-Sulfuric versions.\n\nAll of these products are useful, so figure out how you want to store the variety and large quantities of fluids.\n\nThe upcoming quests will guide you through the basics of petrochemistry. Once you\u0027ve mastered that, feel free to explore further.\n\n\n(Either oil type will complete this quest)",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -11645,7 +11645,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -12355,7 +12355,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Fueling Station§r is how rockets get fuel.\n\nFirst, put together your Rocket, then §aScan§r and §cBuild§r the Rocket in the §3Rocket Assembling Machine§r to assemble it (which turns it into an entity). Next, with the §aLinker§r in your hand, right-click the Fueling Station then the Rocket Assembling Machine to link the Fueling Station to the constructed Rocket. \n\nYou\u0027ll get a confirmation message when you do it right, and a little line will appear between the Fueling Station and the rocket.\n\nNow just get §9Rocket Fuel§r into the Fueling Station and it will transfer to the Rocket automatically.",
|
||||
"desc:8": "The §3Fueling Station§r is how rockets get fuel.\n\nFirst, put together your Rocket, then §aScan§r and §cBuild§r the Rocket in the §3Rocket Assembling Machine§r to assemble it (which turns it into an entity). Next, with the §aLinker§r in your hand, right-click the Fueling Station then the Rocket Assembling Machine to link the Fueling Station to the constructed Rocket.\n\nYou\u0027ll get a confirmation message when you do it right, and a little line will appear between the Fueling Station and the rocket.\n\nNow just get §9Rocket Fuel§r into the Fueling Station and it will transfer to the Rocket automatically.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -13186,7 +13186,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -15423,7 +15423,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -15477,7 +15477,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -15803,7 +15803,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Mixes dusts together.\n\nFor now, you\u0027ll be using it to make §6Energetic Alloy Dust§r.\n\nEnergetic Alloy Dust is made from §6Redstone§r, §6Gold Dust§r and §6Glowstone Dust§r. \n\nYou should have some Glowstone from your adventures in the §cNether§r, but you can also make it by mixing §6Tricalcium Phosphate Dust§r and §6Gold Dust§r.",
|
||||
"desc:8": "Mixes dusts together.\n\nFor now, you\u0027ll be using it to make §6Energetic Alloy Dust§r.\n\nEnergetic Alloy Dust is made from §6Redstone§r, §6Gold Dust§r and §6Glowstone Dust§r.\n\nYou should have some Glowstone from your adventures in the §cNether§r, but you can also make it by mixing §6Tricalcium Phosphate Dust§r and §6Gold Dust§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -16332,7 +16332,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Fluix is initially made via in-world crafting, by dropping §6Redstone§r, §6Nether Quartz§r, and a §6Charged Certus Quartz Crystal§r in the same block of §9Water§r. You\u0027ll see some sparks then the items will merge into a §6Fluix Crystal§r. Be sure to turn off any nearby item magnets/collectors or they might interrupt this crafting process.\n\nThe §3Energy Acceptor§r converts RF power into AE power that Applied Energistics uses, in a 2 RF to 1 AE ratio. This power will be transmitted through adjacent full-block ME Network devices, as well as along all connected §6ME Cables§r, §6ME Conduits§r, and §6Quartz Fiber§r. \n\nQuartz Fiber are §emicroparts§r you can put between an ME Cable and any ME Network block or another ME Cable. This will allow transmission of AE power but not data, which is useful for having data-isolated ME Networks all sharing the same power source.",
|
||||
"desc:8": "Fluix is initially made via in-world crafting, by dropping §6Redstone§r, §6Nether Quartz§r, and a §6Charged Certus Quartz Crystal§r in the same block of §9Water§r. You\u0027ll see some sparks then the items will merge into a §6Fluix Crystal§r. Be sure to turn off any nearby item magnets/collectors or they might interrupt this crafting process.\n\nThe §3Energy Acceptor§r converts RF power into AE power that Applied Energistics uses, in a 2 RF to 1 AE ratio. This power will be transmitted through adjacent full-block ME Network devices, as well as along all connected §6ME Cables§r, §6ME Conduits§r, and §6Quartz Fiber§r.\n\nQuartz Fiber are §emicroparts§r you can put between an ME Cable and any ME Network block or another ME Cable. This will allow transmission of AE power but not data, which is useful for having data-isolated ME Networks all sharing the same power source.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -16641,7 +16641,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -19779,7 +19779,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3The Empowerer§r is a machine from §bActually Additions§r used to convert its special crystalline materials into empowered variants.\n\nThe Empowerer is placed in the center of a flat 7x7 region. The four §aDisplay Stands§r are placed with a two-block gap from the Empowerer, one in each cardinal direction.\n\nRecipes require specific items to be placed on the Display Stands and the main item on the Empowerer itself. The items on the Display Stands are consumed and the central item is Empowered.\n\nRF power needs to be fed into the Display Stands to infuse the center item with power. The Display Stands have a low per-side power transfer rate so it takes a while. Consider putting energy conduits on multiple sides of each display stand to speed it up a bit.\n\n\nIf you\u0027ve used the Empowerer before you\u0027ll know that this thing\u0027s a bit of a pain. It\u0027s slow, takes up a large space, and it\u0027s cumbersome to automate. \n\nDon\u0027t worry, you\u0027ll get access to the §3Combination Package Crafter§r after you get §6Draconium§r, which is vastly faster, more compact and easier to automate. This lets you do Empowerer recipes directly through §bPackagedAuto§r and §bAE2§r. However, some optional paths like §9Bio-Diesel§r involve early Empowerer use.",
|
||||
"desc:8": "§3The Empowerer§r is a machine from §bActually Additions§r used to convert its special crystalline materials into empowered variants.\n\nThe Empowerer is placed in the center of a flat 7x7 region. The four §aDisplay Stands§r are placed with a two-block gap from the Empowerer, one in each cardinal direction.\n\nRecipes require specific items to be placed on the Display Stands and the main item on the Empowerer itself. The items on the Display Stands are consumed and the central item is Empowered.\n\nRF power needs to be fed into the Display Stands to infuse the center item with power. The Display Stands have a low per-side power transfer rate so it takes a while. Consider putting energy conduits on multiple sides of each display stand to speed it up a bit.\n\n\nIf you\u0027ve used the Empowerer before you\u0027ll know that this thing\u0027s a bit of a pain. It\u0027s slow, takes up a large space, and it\u0027s cumbersome to automate.\n\nDon\u0027t worry, you\u0027ll get access to the §3Combination Package Crafter§r after you get §6Draconium§r, which is vastly faster, more compact and easier to automate. This lets you do Empowerer recipes directly through §bPackagedAuto§r and §bAE2§r. However, some optional paths like §9Bio-Diesel§r involve early Empowerer use.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -20063,7 +20063,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The full complexity of §bNuclearCraft§r is far too much for the scope of this quest guide, so §eyou\u0027re encouraged to watch a tutorial or read a guide online§r. \n\nFor the purposes of this particular quest, you\u0027ll be building a breeder reactor to make §6Plutonium§r, and other nuclear elements. While this reactor may seem very expensive, it will be worth it, and you will probably expand it soon. \n\nThis reactor is capable of running any Low-Enriched fuel, such as TBU and LEU-235. This is a basic reactor and can be expanded, following the same pattern, to run faster. Alternatively, reactors can be designed to produce a decent amount of power for the mid game of the pack.\n\nFirst, set up your 150 §6Fission Reactor Casings§r to encase a 5x5x5 cube shape of empty air. Any of these reactor casings can be changed to §6Transparent Fission Reactor Casings§r. The Casings should only cover the faces of the interior cube, not the edges or corners. You should have exactly the right number of Casings to encase a 5x5x5 space.\n\nNext, create a hole so you can get inside the cube. Place the §6Reactor Cells§r in an alternating pattern, with the reactor cells at the corners, and spaces between each one. Alternate between each row, creating a grid pattern. Fill in the §6Cryotheum Coolers§r between, in the empty holes. Do this for every layer, alternating between §6Cryotheum Coolers§r on the corners and §6Reactor Cells§r on the corners. You should have the perfect amount of §6Reactor Cells§r and §6Cryotheum Coolers§r for this, and the third and final layers should be the same as the first one. The reactor will now be complete when you reseal it up with the Casings you removed to access the interior.\n\nFinally, place the §3Fission Reactor Controller§r along any edge or corner of the reactor. Opening the Reactor Controller GUI should let you know that the structure was properly formed; if not, go back and check what you did wrong.\n\nThe lever is placed on the reactor, as a redstone signal is required for it to start working. §cReactors can overheat and melt if the temperature exceeds its ability to cool.§r You can make a safety loop on the controller (instead of the lever) to automatically shut off the reactor when it starts getting hot using a §aRedstone Conduit§r, a §aRedstone Sensor Filter§r (on the input channel), and a §aRedstone NOT Filter§r (on the output channel). Make sure input and output are on the same channel color.",
|
||||
"desc:8": "The full complexity of §bNuclearCraft§r is far too much for the scope of this quest guide, so §eyou\u0027re encouraged to watch a tutorial or read a guide online§r.\n\nFor the purposes of this particular quest, you\u0027ll be building a breeder reactor to make §6Plutonium§r, and other nuclear elements. While this reactor may seem very expensive, it will be worth it, and you will probably expand it soon.\n\nThis reactor is capable of running any Low-Enriched fuel, such as TBU and LEU-235. This is a basic reactor and can be expanded, following the same pattern, to run faster. Alternatively, reactors can be designed to produce a decent amount of power for the mid game of the pack.\n\nFirst, set up your 150 §6Fission Reactor Casings§r to encase a 5x5x5 cube shape of empty air. Any of these reactor casings can be changed to §6Transparent Fission Reactor Casings§r. The Casings should only cover the faces of the interior cube, not the edges or corners. You should have exactly the right number of Casings to encase a 5x5x5 space.\n\nNext, create a hole so you can get inside the cube. Place the §6Reactor Cells§r in an alternating pattern, with the reactor cells at the corners, and spaces between each one. Alternate between each row, creating a grid pattern. Fill in the §6Cryotheum Coolers§r between, in the empty holes. Do this for every layer, alternating between §6Cryotheum Coolers§r on the corners and §6Reactor Cells§r on the corners. You should have the perfect amount of §6Reactor Cells§r and §6Cryotheum Coolers§r for this, and the third and final layers should be the same as the first one. The reactor will now be complete when you reseal it up with the Casings you removed to access the interior.\n\nFinally, place the §3Fission Reactor Controller§r along any edge or corner of the reactor. Opening the Reactor Controller GUI should let you know that the structure was properly formed; if not, go back and check what you did wrong.\n\nThe lever is placed on the reactor, as a redstone signal is required for it to start working. §cReactors can overheat and melt if the temperature exceeds its ability to cool.§r You can make a safety loop on the controller (instead of the lever) to automatically shut off the reactor when it starts getting hot using a §aRedstone Conduit§r, a §aRedstone Sensor Filter§r (on the input channel), and a §aRedstone NOT Filter§r (on the output channel). Make sure input and output are on the same channel color.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -22192,7 +22192,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "ASSEMBLE... TOO!\n\nYeah you get to craft §6Nether Stars§r. Cool huh?\n\nAs you are in peaceful, you can\u0027t farm §eWithers§r. \n\nOnce you gain access to §6Tier 4.5 Micro Miners§r, they will become your best§6 Nether Star§r source.",
|
||||
"desc:8": "ASSEMBLE... TOO!\n\nYeah you get to craft §6Nether Stars§r. Cool huh?\n\nAs you are in peaceful, you can\u0027t farm §eWithers§r.\n\nOnce you gain access to §6Tier 4.5 Micro Miners§r, they will become your best§6 Nether Star§r source.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -22354,7 +22354,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Basic §aFlux Capacitors§r hold a whopping lot of energy - §a1 million RF§r - and are useful for keeping your §aRF-powered§r equipment and tools charged.\n\nPut one into your newly crafted §3Battery Buffer§r to charge it. You can then put it in your inventory to charge your items with §aRF§r. \n§cRF batteries such as Flux Capacitors cannot be drained by Battery Buffers!§r\n\nFlux Capacitor is a §bBauble§r, open your inventory and look for the Baubles button, click it to reveal the additional bauble slots menu and put it into any slot you wish.\n\nFinally you can charge up all those depleted §6Dark Boots§r and §6The Ender§r swords you\u0027ve looted.",
|
||||
"desc:8": "Basic §aFlux Capacitors§r hold a whopping lot of energy - §a1 million RF§r - and are useful for keeping your §aRF-powered§r equipment and tools charged.\n\nPut one into your newly crafted §3Battery Buffer§r to charge it. You can then put it in your inventory to charge your items with §aRF§r.\n§cRF batteries such as Flux Capacitors cannot be drained by Battery Buffers!§r\n\nFlux Capacitor is a §bBauble§r, open your inventory and look for the Baubles button, click it to reveal the additional bauble slots menu and put it into any slot you wish.\n\nFinally you can charge up all those depleted §6Dark Boots§r and §6The Ender§r swords you\u0027ve looted.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -22746,7 +22746,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -22800,7 +22800,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§bGregTech§r adds a very versatile way of augmenting machines with §aMachine Covers§r. Covers are \"upgrades\" that you can put on any GregTech machine, chest, or drum to expand its functionality. These are seperate on each side of the machine, meaning you can have up to six different covers! To work with covers, you\u0027ll need to make yourself a §aScrewdriver§r to configure covers, and a §aCrowbar§r to remove covers without having to break the machine. This quest accepts a §aScrewdriver§r and §aCrowbar§r made from any material.\n\nHere\u0027s a list of some covers there are in the game, and what they do:\n\n- §lConveyor§r: transfers items continuously to or from an adjacent inventory.\n\n- §lPump§r: is much like a §aConveyor§r, but for fluids.\n\n- §lRobotic Arm§r: is much like §aConveyor§r, but has two additional modes:\n * §eKeep Exact§r: moves items to keep a stock of at most the specified number of items\n * §eSupply Exact§r: transfers precisely the specified number of items per operation.\nThis cover is very useful for crafting automation.\n\n- §lFluid Regulator§r: is like a §aRobotic Arm§r, but works with fluids instead of items.\n\n- §lShutter§r: prevents automation from interacting with a specific side of a machine.\n\n- §lDetector§r: Available in §aItem§r, §aFluid§r, §aEnergy§r, and §aActivity§r flavours. Emits a Redstone signal depending on the status of whatever it\u0027s detecting.\n\n- §lAdvanced Detectors§r: Available as §aItem§r, §aFluid§r, §aEnergy§r, or §aActivity§r, these covers can emit redstone in more ways than their normal counterparts. Specifically, the §aItem§r, §aFluid§r, and §aEnergy§r advanced detectors can emit a latched redstone signal based on the amount of item/fluid between a set min and max, or they can emit redstone signals proportional to the amount of item/fluids between a set min and max. The §aAdvanced Activity Detector§r emits redstone proportional to a machines progress on a recipe \n\n- §lDigital Interface§r: A graphical display for the machine\u0027s current status. Can display things like contained fluids, energy levels, etc.\n\nCovers that move items or fluids can have a §aFilter§r placed inside them. These modify the functionality of covers in ways explained in their own quests.",
|
||||
"desc:8": "§bGregTech§r adds a very versatile way of augmenting machines with §aMachine Covers§r. Covers are \"upgrades\" that you can put on any GregTech machine, chest, or drum to expand its functionality. These are seperate on each side of the machine, meaning you can have up to six different covers! To work with covers, you\u0027ll need to make yourself a §aScrewdriver§r to configure covers, and a §aCrowbar§r to remove covers without having to break the machine. This quest accepts a §aScrewdriver§r and §aCrowbar§r made from any material.\n\nHere\u0027s a list of some covers there are in the game, and what they do:\n\n- §lConveyor§r: transfers items continuously to or from an adjacent inventory.\n\n- §lPump§r: is much like a §aConveyor§r, but for fluids.\n\n- §lRobotic Arm§r: is much like §aConveyor§r, but has two additional modes:\n* §eKeep Exact§r: moves items to keep a stock of at most the specified number of items\n* §eSupply Exact§r: transfers precisely the specified number of items per operation.\nThis cover is very useful for crafting automation.\n\n- §lFluid Regulator§r: is like a §aRobotic Arm§r, but works with fluids instead of items.\n\n- §lShutter§r: prevents automation from interacting with a specific side of a machine.\n\n- §lDetector§r: Available in §aItem§r, §aFluid§r, §aEnergy§r, and §aActivity§r flavours. Emits a Redstone signal depending on the status of whatever it\u0027s detecting.\n\n- §lAdvanced Detectors§r: Available as §aItem§r, §aFluid§r, §aEnergy§r, or §aActivity§r, these covers can emit redstone in more ways than their normal counterparts. Specifically, the §aItem§r, §aFluid§r, and §aEnergy§r advanced detectors can emit a latched redstone signal based on the amount of item/fluid between a set min and max, or they can emit redstone signals proportional to the amount of item/fluids between a set min and max. The §aAdvanced Activity Detector§r emits redstone proportional to a machines progress on a recipe\n\n- §lDigital Interface§r: A graphical display for the machine\u0027s current status. Can display things like contained fluids, energy levels, etc.\n\nCovers that move items or fluids can have a §aFilter§r placed inside them. These modify the functionality of covers in ways explained in their own quests.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -23039,7 +23039,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -23466,7 +23466,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Lunar Mining Station§r is a large multiblock structure used for mining gases from the moon. It is an excellent (though not the only) source of §9Deuterium§r or §9Helium-3§r, depending on what kind of §6Rover§r you use. \n\nRovers only have a 10% chance to break while mining, so a stack of them will last quite a while.\n\nWhile both available recipes require §eMV power§r, you can overclock it with higher tiers of power. The positions of hatches and buses can be swapped with any §6LuV Machine Casing§r.\n\n§6Sneak-right click§r the controller to enable the in-world preview.\n\nBecause this structure must be placed on the Moon, it is a good idea to use mechanisms like §aEnder Tanks§r or a §6Quantum Link Chamber§r for teleporting the fluids back to your base.\n\nMake sure to keep it chunk-loaded!",
|
||||
"desc:8": "The §3Lunar Mining Station§r is a large multiblock structure used for mining gases from the moon. It is an excellent (though not the only) source of §9Deuterium§r or §9Helium-3§r, depending on what kind of §6Rover§r you use.\n\nRovers only have a 10% chance to break while mining, so a stack of them will last quite a while.\n\nWhile both available recipes require §eMV power§r, you can overclock it with higher tiers of power. The positions of hatches and buses can be swapped with any §6LuV Machine Casing§r.\n\n§6Sneak-right click§r the controller to enable the in-world preview.\n\nBecause this structure must be placed on the Moon, it is a good idea to use mechanisms like §aEnder Tanks§r or a §6Quantum Link Chamber§r for teleporting the fluids back to your base.\n\nMake sure to keep it chunk-loaded!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -26915,7 +26915,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -26969,7 +26969,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oThis quest completes with any wood-type drawer, or a Framed Drawer and a Framing Table.\n\n§bStorage Drawers§r provide a huge amount of storage for a single item type. Use them for things you have a lot of, such as stone, dirt and ores.\n\nIf the wood-type appearances aren\u0027t your style, the §3Framing Table§r is useful for making custom drawers out of §6Framed Drawers§r, and up to three additional items which define how the resulting drawer will look. Please note that due to a glitch, items can\u0027t be put into non-framed §6Framed Drawers§r.\n\nIn addition, the §aHand Framing Tool§r has been implemented, allowing you to decorate your framed drawers in world, and convert default drawers into Framed Drawers§r in-world, with the cost of some sticks. \n\nIn fact, once you consume the blocks you would like to decorate your framed drawers into, no more of those blocks will be consumed, decorating your drawers for free! \n\nSee the uses of the framing tool in §eJEI§r and the §eJEI Information Page§r of the Hand Framing Tool§r for more information.\n\nFurthermore, you can do special stuff with your drawers, with §6Keys§r! Search §e@StorageDrawers Keys§r in §bJEI§r to see them! You can do things from \u0027locking\u0027 the drawer, meaning only that item can enter the drawer, show how many items are in the drawer, and even remove the display of items! \n\n§cPlease note that excessive use of the Quantify Key may lead to lag.",
|
||||
"desc:8": "§oThis quest completes with any wood-type drawer, or a Framed Drawer and a Framing Table.\n\n§bStorage Drawers§r provide a huge amount of storage for a single item type. Use them for things you have a lot of, such as stone, dirt and ores.\n\nIf the wood-type appearances aren\u0027t your style, the §3Framing Table§r is useful for making custom drawers out of §6Framed Drawers§r, and up to three additional items which define how the resulting drawer will look. Please note that due to a glitch, items can\u0027t be put into non-framed §6Framed Drawers§r.\n\nIn addition, the §aHand Framing Tool§r has been implemented, allowing you to decorate your framed drawers in world, and convert default drawers into Framed Drawers§r in-world, with the cost of some sticks.\n\nIn fact, once you consume the blocks you would like to decorate your framed drawers into, no more of those blocks will be consumed, decorating your drawers for free!\n\nSee the uses of the framing tool in §eJEI§r and the §eJEI Information Page§r of the Hand Framing Tool§r for more information.\n\nFurthermore, you can do special stuff with your drawers, with §6Keys§r! Search §e@StorageDrawers Keys§r in §bJEI§r to see them! You can do things from \u0027locking\u0027 the drawer, meaning only that item can enter the drawer, show how many items are in the drawer, and even remove the display of items!\n\n§cPlease note that excessive use of the Quantify Key may lead to lag.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27714,7 +27714,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§eSuperconductor wires also won\u0027t kill you when touched now. In fact, you have to use Wires for Superconductors, because they don\u0027t even have cables!\n\n§bEnderIO§r and §bThermal§r alloys are a bit more expensive than the normal wires, but they come with the huge advantage of being §2superconductors§r. Lossy cables like §6Tin§r and §6Copper§r will bleed out energy for every block they travel, but §2superconductors§r do not.\n\nThe §2cheap superconductors§r for each tier are:\n\nLV - Conductive Iron\nMV - Energetic Alloy\nHV - Vibrant Alloy\nEV - End Steel\nIV - Lumium \nLuV - Signalum \nZPM - Enderium \nUV - Draconium \nMAX - §2Draconic Superconductor§r, Omnium\n\n§2There are an additional set of superconductors, one for each tier, which are the CEu default superconductors. Their advantage is their higher amperage rating, reaching the hundreds of amps for higher tier 16x wires. They are also used in crafting Field Generators. They are:\n\nLV - Manganese Phosphide\nMV - Magnesium Diboride\nHV - Mercury Barium Calcium Cuprate\nEV - Uranium Triplatinum\nIV - Samarium Iron Arsenic Oxide\nLuV - Indium Tin Barium Titanium Cuprate\nZPM - Uranium Rhodium Dinaquadide\nUV - Enriched Naquadah Trinium Europium Duranide\nUHV - Ruthenium Trinium Americium Neutronate§r\n§r\nMV and higher cables are made in an §3Assembling Machine§r, with liquid §9Rubber§r and §6Wires§r. §2Keep in mind that you can\u0027t combine cables into thicker cables, so you have to make the thickness of cables that you will use.",
|
||||
"desc:8": "§eSuperconductor wires also won\u0027t kill you when touched now. In fact, you have to use Wires for Superconductors, because they don\u0027t even have cables!\n\n§bEnderIO§r and §bThermal§r alloys are a bit more expensive than the normal wires, but they come with the huge advantage of being §2superconductors§r. Lossy cables like §6Tin§r and §6Copper§r will bleed out energy for every block they travel, but §2superconductors§r do not.\n\nThe §2cheap superconductors§r for each tier are:\n\nLV - Conductive Iron\nMV - Energetic Alloy\nHV - Vibrant Alloy\nEV - End Steel\nIV - Lumium\nLuV - Signalum\nZPM - Enderium\nUV - Draconium\nMAX - §2Draconic Superconductor§r, Omnium\n\n§2There are an additional set of superconductors, one for each tier, which are the CEu default superconductors. Their advantage is their higher amperage rating, reaching the hundreds of amps for higher tier 16x wires. They are also used in crafting Field Generators. They are:\n\nLV - Manganese Phosphide\nMV - Magnesium Diboride\nHV - Mercury Barium Calcium Cuprate\nEV - Uranium Triplatinum\nIV - Samarium Iron Arsenic Oxide\nLuV - Indium Tin Barium Titanium Cuprate\nZPM - Uranium Rhodium Dinaquadide\nUV - Enriched Naquadah Trinium Europium Duranide\nUHV - Ruthenium Trinium Americium Neutronate§r\n§r\nMV and higher cables are made in an §3Assembling Machine§r, with liquid §9Rubber§r and §6Wires§r. §2Keep in mind that you can\u0027t combine cables into thicker cables, so you have to make the thickness of cables that you will use.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -29379,7 +29379,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Phosphorus§r can be obtained by processing §6Tricalcium Phosphate Ore§r or §6Apatite Ore§r into dust and electrolyzing several times. \n\nBoth ores are found in §6Apatite§r veins.",
|
||||
"desc:8": "§6Phosphorus§r can be obtained by processing §6Tricalcium Phosphate Ore§r or §6Apatite Ore§r into dust and electrolyzing several times.\n\nBoth ores are found in §6Apatite§r veins.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -29490,7 +29490,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -29734,7 +29734,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Holds §oeven more§r stuff. \n\nCan be §bconfigured§r with sneak-right click and set to §aauto-pickup items§r according to its filter by activating it (default key: §bV§r).\n\nCan be §benchanted§r increase its capacity by up to §a36 slots§r at §dHolding IV§r.",
|
||||
"desc:8": "Holds §oeven more§r stuff.\n\nCan be §bconfigured§r with sneak-right click and set to §aauto-pickup items§r according to its filter by activating it (default key: §bV§r).\n\nCan be §benchanted§r increase its capacity by up to §a36 slots§r at §dHolding IV§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -29806,7 +29806,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Note: this quest accepts both LV and MV Distillery. §2If you are distilling Ethanol, you now need an MV Distillery.\n\n§rThe §3Distillery§r is a single-block machine which only outputs one distillate out of several and §cdiscards§r the rest. You can use this now to get §9Ethanol§r from §9Biomass§r, or to selectively distill §9Oil§r in multiple steps to §9Ethylene§r. Its advantage over the full Tower, apart from cost, is its §denergy efficiency§r.§r \n\nHowever, the Distillation Tower is mandatory for advanced chemistry, as most things have more than one important output: §9Fermented Biomass§r, §9Charcoal Byproducts§r from your §3Pyrolyse Oven§r, and the entire line of petrochemicals from §9Oil§r, to name a few.\n\nCan\u0027t avoid it forever!",
|
||||
"desc:8": "Note: this quest accepts both LV and MV Distillery. §2If you are distilling Ethanol, you now need an MV Distillery.\n\n§rThe §3Distillery§r is a single-block machine which only outputs one distillate out of several and §cdiscards§r the rest. You can use this now to get §9Ethanol§r from §9Biomass§r, or to selectively distill §9Oil§r in multiple steps to §9Ethylene§r. Its advantage over the full Tower, apart from cost, is its §denergy efficiency§r.§r\n\nHowever, the Distillation Tower is mandatory for advanced chemistry, as most things have more than one important output: §9Fermented Biomass§r, §9Charcoal Byproducts§r from your §3Pyrolyse Oven§r, and the entire line of petrochemicals from §9Oil§r, to name a few.\n\nCan\u0027t avoid it forever!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -30169,7 +30169,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -30763,7 +30763,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "How much do you think these solar panels weigh? \n\nThese are quite expensive and two of them are required for each Tier Ten Micro Miner.\n\n§6Neutronium Solar Panels§r generate an enormous amount of RF power in sunlight, so once you get your tank it\u0027s also a good choice for compact power generation.\n\nProtip: it\u0027s always daytime in space.",
|
||||
"desc:8": "How much do you think these solar panels weigh?\n\nThese are quite expensive and two of them are required for each Tier Ten Micro Miner.\n\n§6Neutronium Solar Panels§r generate an enormous amount of RF power in sunlight, so once you get your tank it\u0027s also a good choice for compact power generation.\n\nProtip: it\u0027s always daytime in space.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -32819,7 +32819,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Neutronium§r is a hyper-dense material normally found in the hearts of neutron stars: the collapsed cores of stars between ten and thirty times the size of the sun.\n\nFun fact: a single neutronium block is approximately 2884 million metric tons and somewhere around 600000K, yet you\u0027re somehow capable of holding one with your bare hands. Don\u0027t think about it too much.\n\nNeutronium is made from fusing molten §9Naquadria§r, a super-enriched form of §6Naquadah§r, with molten §9Americium§r. \n\nAfter getting §6Chaotic Fusion Injectors§r, you might consider using Tier Nine Micro Miners to supplement the fusion, as it is net-positive for Neutronium. These miners are expensive though, so it\u0027s up to you.",
|
||||
"desc:8": "§6Neutronium§r is a hyper-dense material normally found in the hearts of neutron stars: the collapsed cores of stars between ten and thirty times the size of the sun.\n\nFun fact: a single neutronium block is approximately 2884 million metric tons and somewhere around 600000K, yet you\u0027re somehow capable of holding one with your bare hands. Don\u0027t think about it too much.\n\nNeutronium is made from fusing molten §9Naquadria§r, a super-enriched form of §6Naquadah§r, with molten §9Americium§r.\n\nAfter getting §6Chaotic Fusion Injectors§r, you might consider using Tier Nine Micro Miners to supplement the fusion, as it is net-positive for Neutronium. These miners are expensive though, so it\u0027s up to you.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -36858,7 +36858,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -37677,7 +37677,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §6Angel Ring§r is actually slower than most jetpacks. However, it grants §acreative flight§r and requires no traditional fuel. \n\nIt reserves §b32 GP§r while active and will deactivate if you don\u0027t have enough. Double press the jump key (i.e spacebar) to activate. Your Angel Ring can be active at the same time as a normal jetpack, and the speeds §astack§r.",
|
||||
"desc:8": "The §6Angel Ring§r is actually slower than most jetpacks. However, it grants §acreative flight§r and requires no traditional fuel.\n\nIt reserves §b32 GP§r while active and will deactivate if you don\u0027t have enough. Double press the jump key (i.e spacebar) to activate. Your Angel Ring can be active at the same time as a normal jetpack, and the speeds §astack§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -39006,7 +39006,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "When you first started the pack, we told you that ore doubling can wait, and that\u0027s true... But you will need to start doing some rudimentary ore processing for §ebyproducts§r.\n\nByproducts are additional materials that can only be obtained from processing ores in certain machines. For example, there is no \"Gallium Ore\" or \"Arsenic Ore\". You get §6Gallium§r and §6Arsenic §ras a byproduct from processing other ores.\n\nOres have various means of processing, and eventually you\u0027ll use machine pipelines to process ores in specific ways to optimize what byproducts you gain. You can look at the §6Ore Byproduct Page§r of an ore in §bJEI§r, accessed by pressing \u0027U\u0027 on an ore and navigating to the byproduct tab, to see the required route to obtain desired byproducts. \n\nThe relevant machines are as follows:\n \n- §3Macerator§r: turns ores into §6Crushed Ores§r, Crushed Ores into §6Impure Dusts§r, and §6Purified Crushed Ores§r into §6Pure Dusts§r. Higher tiers of macerators have byproduct slots and gain a chance to get a full pile of byproduct from ores and both types of crushed ores.\n\n- §3Ore Washer§r: cleans Crushed Ores with §9Water§r, making Purified Crushed Ores§r, and 1/3 of a byproduct dust. Using §9Distilled Water§r makes them go faster. §2You can also perform a simple wash with this similar to Cauldron washing, which is extremely fast, but grants no byproducts.§r\n\n- §3Chemical Bath§r: §2uses Sodium Persulfate or Mercury to purify certain ores, granting a chance to yield a full pile of a byproduct.\n\n§r- §3Centrifuge§r: separates Pure or Impure dusts into the final material, producing 1/9 byproduct dust.\n\n- §3Electrolyzer§r: uses power to split compounds into individual elements, sometimes gaining useful byproducts in the process. §2Be warned that certain dusts may be better to directly smelt instead of electrolyze!§r\n\n- §3Thermal Centrifuge§r: not to be confused with the regular Centrifuge. §2Less slow and power-hungry now, but still so. However, it yields 1/3 byproduct dust, and macerating the Centrifuged Ore can grant a special third byproduct.\n\n§2- Sifter: filters high-quality Gems from Purified Crushed gem Ores for an overall higher yield.\n\n- Electromagnetic Separator: filters magnetic metals from certain ores, increasing their yields.§r\n\nYour first forays into ore processing for byproducts will be the Electrolyzer and the Centrifuge.",
|
||||
"desc:8": "When you first started the pack, we told you that ore doubling can wait, and that\u0027s true... But you will need to start doing some rudimentary ore processing for §ebyproducts§r.\n\nByproducts are additional materials that can only be obtained from processing ores in certain machines. For example, there is no \"Gallium Ore\" or \"Arsenic Ore\". You get §6Gallium§r and §6Arsenic §ras a byproduct from processing other ores.\n\nOres have various means of processing, and eventually you\u0027ll use machine pipelines to process ores in specific ways to optimize what byproducts you gain. You can look at the §6Ore Byproduct Page§r of an ore in §bJEI§r, accessed by pressing \u0027U\u0027 on an ore and navigating to the byproduct tab, to see the required route to obtain desired byproducts.\n\nThe relevant machines are as follows:\n\n- §3Macerator§r: turns ores into §6Crushed Ores§r, Crushed Ores into §6Impure Dusts§r, and §6Purified Crushed Ores§r into §6Pure Dusts§r. Higher tiers of macerators have byproduct slots and gain a chance to get a full pile of byproduct from ores and both types of crushed ores.\n\n- §3Ore Washer§r: cleans Crushed Ores with §9Water§r, making Purified Crushed Ores§r, and 1/3 of a byproduct dust. Using §9Distilled Water§r makes them go faster. §2You can also perform a simple wash with this similar to Cauldron washing, which is extremely fast, but grants no byproducts.§r\n\n- §3Chemical Bath§r: §2uses Sodium Persulfate or Mercury to purify certain ores, granting a chance to yield a full pile of a byproduct.\n\n§r- §3Centrifuge§r: separates Pure or Impure dusts into the final material, producing 1/9 byproduct dust.\n\n- §3Electrolyzer§r: uses power to split compounds into individual elements, sometimes gaining useful byproducts in the process. §2Be warned that certain dusts may be better to directly smelt instead of electrolyze!§r\n\n- §3Thermal Centrifuge§r: not to be confused with the regular Centrifuge. §2Less slow and power-hungry now, but still so. However, it yields 1/3 byproduct dust, and macerating the Centrifuged Ore can grant a special third byproduct.\n\n§2- Sifter: filters high-quality Gems from Purified Crushed gem Ores for an overall higher yield.\n\n- Electromagnetic Separator: filters magnetic metals from certain ores, increasing their yields.§r\n\nYour first forays into ore processing for byproducts will be the Electrolyzer and the Centrifuge.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -40046,7 +40046,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Upgrade time! \n...or building a new one, which is probably better.\n\nYet again this quest asks for the minimal number of casings. Make an extra §229§r if you don\u0027t want more than §a2 Fluid Inputs§r and §a1 Fluid Output§r. Don\u0027t forget the extra §e31 Fusion Glass§r or §6Fusion Machine Casings§r!\n\n§bYes, the Fusion Glass is the same tier as last time, but the Fusion Machine Casings are more expensive.§r\n\nMake sure your using §6ZPM Energy Hatches§r!\n\nIf you insist on upgrading instead of making a new one, don\u0027t dismantle the current one before you\u0027re sure you\u0027ve got everything you need to upgrade it, or you might end up having to rebuild the §3Mark 1 Fusion Reactor§r again.\n\nThe §3Mark 2 Fusion Reactor§r has an energy buffer of §e320M EU§r.",
|
||||
"desc:8": "Upgrade time!\n...or building a new one, which is probably better.\n\nYet again this quest asks for the minimal number of casings. Make an extra §229§r if you don\u0027t want more than §a2 Fluid Inputs§r and §a1 Fluid Output§r. Don\u0027t forget the extra §e31 Fusion Glass§r or §6Fusion Machine Casings§r!\n\n§bYes, the Fusion Glass is the same tier as last time, but the Fusion Machine Casings are more expensive.§r\n\nMake sure your using §6ZPM Energy Hatches§r!\n\nIf you insist on upgrading instead of making a new one, don\u0027t dismantle the current one before you\u0027re sure you\u0027ve got everything you need to upgrade it, or you might end up having to rebuild the §3Mark 1 Fusion Reactor§r again.\n\nThe §3Mark 2 Fusion Reactor§r has an energy buffer of §e320M EU§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -41641,7 +41641,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Now that you have §6Wyvern Fusion Injectors§r, you can make the §eEnergy Storage Core§r from §bDraconic Evolution§r. It\u0027s a great way to store all the energy required to craft power-hungry late game items.\n\nThe §eEnergy Storage Core§r is a multiblock structure that can be upgraded to store increasingly immense amounts of RF energy. \n\nSee the §bDraconic Evolution§r manual for more information on the material requirements for each tier, and information on how to setup the §6Pylons§r and §6Stabilizers§r.\n\n§6Energy Pylons§r are required to input and output energy from the core. Each pylon allows movement in a single direction, so you need at least two.\n\nOnce you have the materials together for your desired tier, the structure can build itself: simply access the GUI of the §6Energy Core§r, set the tier, and click Assemble. Items will be automatically used from your inventory. Once the structure is built, you can access the core\u0027s GUI again through §6Energy Core Stabilizers§r to activate it.\n\nYou might want to postpone the Tier 8 until after you reach the §dStabilized Micro Miners§r, as it requires large amounts of §6Awakened Draconium§r.",
|
||||
"desc:8": "Now that you have §6Wyvern Fusion Injectors§r, you can make the §eEnergy Storage Core§r from §bDraconic Evolution§r. It\u0027s a great way to store all the energy required to craft power-hungry late game items.\n\nThe §eEnergy Storage Core§r is a multiblock structure that can be upgraded to store increasingly immense amounts of RF energy.\n\nSee the §bDraconic Evolution§r manual for more information on the material requirements for each tier, and information on how to setup the §6Pylons§r and §6Stabilizers§r.\n\n§6Energy Pylons§r are required to input and output energy from the core. Each pylon allows movement in a single direction, so you need at least two.\n\nOnce you have the materials together for your desired tier, the structure can build itself: simply access the GUI of the §6Energy Core§r, set the tier, and click Assemble. Items will be automatically used from your inventory. Once the structure is built, you can access the core\u0027s GUI again through §6Energy Core Stabilizers§r to activate it.\n\nYou might want to postpone the Tier 8 until after you reach the §dStabilized Micro Miners§r, as it requires large amounts of §6Awakened Draconium§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -41973,7 +41973,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43029,7 +43029,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Whether or not you (or your server admin) picked the default §bLost Cities§r overworld type, you have the option of teleporting yourself to the §eLost Cities Dimension§r. This is useful if you like other world types but want to still be able to explore cities for things like §eloot and spawners§r.\n\nTo create a portal, you must place a §aBed§r down on two §6Blocks of Diamond§r. Then, you surround the bed with any kind of §eMonster Skulls§r. Sleep in this bed and you will be teleported there.\n\n§cDon\u0027t forget to have a way to get back!§r You can use the §e/sethome§r command to register where your house is, and §e/home§r to return to it. If you supply a name (for example §e/sethome nether§r) then you can register and teleport to up to 25 homes by default. \n\nThere are some §erestrictions§r on this though: §eIt takes a few seconds of standing still for /home to activate§r, and there is a §ecooldown§r between uses. These restrictions can be bypassed by enabling cheats.\n\n§e/setwarp§r and §e/warp§r work much the same, except warp points are server-wide for any player to use - great for meeting points and events.\n\nLater on you\u0027ll have other means of teleportation.\n\nMonster Skulls might take a little while to get if you\u0027re playing in §ePeaceful§r. §6Skeleton Skulls§r would be the way to go in that case.",
|
||||
"desc:8": "Whether or not you (or your server admin) picked the default §bLost Cities§r overworld type, you have the option of teleporting yourself to the §eLost Cities Dimension§r. This is useful if you like other world types but want to still be able to explore cities for things like §eloot and spawners§r.\n\nTo create a portal, you must place a §aBed§r down on two §6Blocks of Diamond§r. Then, you surround the bed with any kind of §eMonster Skulls§r. Sleep in this bed and you will be teleported there.\n\n§cDon\u0027t forget to have a way to get back!§r You can use the §e/sethome§r command to register where your house is, and §e/home§r to return to it. If you supply a name (for example §e/sethome nether§r) then you can register and teleport to up to 25 homes by default.\n\nThere are some §erestrictions§r on this though: §eIt takes a few seconds of standing still for /home to activate§r, and there is a §ecooldown§r between uses. These restrictions can be bypassed by enabling cheats.\n\n§e/setwarp§r and §e/warp§r work much the same, except warp points are server-wide for any player to use - great for meeting points and events.\n\nLater on you\u0027ll have other means of teleportation.\n\nMonster Skulls might take a little while to get if you\u0027re playing in §ePeaceful§r. §6Skeleton Skulls§r would be the way to go in that case.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43148,7 +43148,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Around this point, you will need large quantities of §6Hydrogen§r and §6Oxygen§r. \n\nThe first way that comes to mind is electrolysing §9Water§r, but that is §cextremely slow and inefficient§r.§r.\n\nInstead, the best way of making early game §6Oxygen§r is §6Silicon Dioxide§r.\n\n§6Hydrogen§r is a bit trickier, but you can put §6Methane§r and §6Water§r together in a §3Chemical Reactor§r. §6Methane§r can be obtained from §6pyroluse byproducts§r, or via §6petrochemistry§r, although there are many sources. You can also recombine your methane after reacting it with water, although this process is somewhat inefficient.\n\nFor now, you could obtain the first couple of buckets of §9Hydrogen§r needed to set up petrochemistry by electrolyzing §9Methane§r from §6centrifuging§r various biological materials, or various ores like §6Limonite§r. Electrolyzing various dusts provides early §9Oxygen§r.",
|
||||
"desc:8": "Around this point, you will need large quantities of §6Hydrogen§r and §6Oxygen§r.\n\nThe first way that comes to mind is electrolysing §9Water§r, but that is §cextremely slow and inefficient§r.§r.\n\nInstead, the best way of making early game §6Oxygen§r is §6Silicon Dioxide§r.\n\n§6Hydrogen§r is a bit trickier, but you can put §6Methane§r and §6Water§r together in a §3Chemical Reactor§r. §6Methane§r can be obtained from §6pyroluse byproducts§r, or via §6petrochemistry§r, although there are many sources. You can also recombine your methane after reacting it with water, although this process is somewhat inefficient.\n\nFor now, you could obtain the first couple of buckets of §9Hydrogen§r needed to set up petrochemistry by electrolyzing §9Methane§r from §6centrifuging§r various biological materials, or various ores like §6Limonite§r. Electrolyzing various dusts provides early §9Oxygen§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43357,7 +43357,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "This quest teaches you the basics about §bApplied Energistics 2§r autocrafting. If you are new this mod, it is highly recommended that you watch a video or read a guide online. Just remember that channels are disabled by default in this pack.\n\nBy now, you should have §6ME Interfaces, §6Molecular Assemblers, Crafting Units, Patterns§r and a §6Pattern Terminal§r. \n\nFirst, for all crafts, you\u0027ll need a §eCrafting CPU§r. These are structures that must be in a rectangular prism, and can be only one block. These compose of:\n* §6Crafting Storages§r, which determine how big a craft can be. For now, §64K Crafting Storages§r should be enough. You must have at least one per CPU.\n* §6Co-Processing Units§r, which are used to craft multiple things at once. These are optional.\n* §6Crafting Monitors§r, used to see what is crafting. Not needed, and you can right-click on the CPU to find out what is crafting anyways, so this is pretty much just decoration.\n* §6Crafting Units§r, which aren\u0027t needed at all, and are just used to fill holes, if you have a lack of materials.\n\nSecond, you\u0027ll need the place for the autocrafting. For Crafting Table recipes, you\u0027ll need §6Molecular Assemblers§r. §6Interfaces§r are placed next to them. Autocrafting with §bGregTech§r is explained later, in the quest following this one.\n\nFinally, you\u0027ll need a §6Pattern§r. In order to make this, put empty §6Patterns§r in the §6Pattern Terminal§r, and find the recipe in §bJEI§r, while still in the §6Pattern Terminal§r. Then, click \u0027+\u0027 in §bJEI§r, and press the arrow to encode the recipe. This goes in the §6Interface§r that you set up in the last step. You can use §6Interface Terminals§r to access §6Interfaces\u0027§r pattern slots.\n\nEventually, you\u0027ll need a lot of §6Patterns§r, lots of CPUs, and ones with more storage, and lots of §6Interfaces§r. If you run out of pattern slots in an §6Interface§r, you can add more §6Interfaces§r, or use newly added §6Pattern Expansion Cards§r, which add 9 slots each. You can have a maximum of 3 §6Pattern Expansion Cards§r in an §6Interface§r, which makes the amount of pattern slots go to 36.\n\nNote that you can recycle your CPUs by simply placing them in a §eCrafting Grid§r.",
|
||||
"desc:8": "This quest teaches you the basics about §bApplied Energistics 2§r autocrafting. If you are new this mod, it is highly recommended that you watch a video or read a guide online. Just remember that channels are disabled by default in this pack.\n\nBy now, you should have §6ME Interfaces, §6Molecular Assemblers, Crafting Units, Patterns§r and a §6Pattern Terminal§r.\n\nFirst, for all crafts, you\u0027ll need a §eCrafting CPU§r. These are structures that must be in a rectangular prism, and can be only one block. These compose of:\n* §6Crafting Storages§r, which determine how big a craft can be. For now, §64K Crafting Storages§r should be enough. You must have at least one per CPU.\n* §6Co-Processing Units§r, which are used to craft multiple things at once. These are optional.\n* §6Crafting Monitors§r, used to see what is crafting. Not needed, and you can right-click on the CPU to find out what is crafting anyways, so this is pretty much just decoration.\n* §6Crafting Units§r, which aren\u0027t needed at all, and are just used to fill holes, if you have a lack of materials.\n\nSecond, you\u0027ll need the place for the autocrafting. For Crafting Table recipes, you\u0027ll need §6Molecular Assemblers§r. §6Interfaces§r are placed next to them. Autocrafting with §bGregTech§r is explained later, in the quest following this one.\n\nFinally, you\u0027ll need a §6Pattern§r. In order to make this, put empty §6Patterns§r in the §6Pattern Terminal§r, and find the recipe in §bJEI§r, while still in the §6Pattern Terminal§r. Then, click \u0027+\u0027 in §bJEI§r, and press the arrow to encode the recipe. This goes in the §6Interface§r that you set up in the last step. You can use §6Interface Terminals§r to access §6Interfaces\u0027§r pattern slots.\n\nEventually, you\u0027ll need a lot of §6Patterns§r, lots of CPUs, and ones with more storage, and lots of §6Interfaces§r. If you run out of pattern slots in an §6Interface§r, you can add more §6Interfaces§r, or use newly added §6Pattern Expansion Cards§r, which add 9 slots each. You can have a maximum of 3 §6Pattern Expansion Cards§r in an §6Interface§r, which makes the amount of pattern slots go to 36.\n\nNote that you can recycle your CPUs by simply placing them in a §eCrafting Grid§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43686,7 +43686,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3Circuit Assemblers§r are the linchpin of your factory, gating progression through the §6Circuits§r. \n\nEach time you upgrade to a new voltage of Circuit Assembler, you will be able to craft more advanced §ethemes§r of circuits. These use more complex ingredients and require new infrastructure to be in place, but are more efficient to craft overall than the same tier of circuit from the prior theme.\n\n§2The LV Circuit Assembler allows you to make Electronic Circuits far more easily.\n\nThe circuit progression has been largely replaced with the progression native to CEu, with a few minor changes to reflect the progression of this pack better.§r Check out the §dProgression quest book tab§r to see the flow of circuit progression.",
|
||||
"desc:8": "§3Circuit Assemblers§r are the linchpin of your factory, gating progression through the §6Circuits§r.\n\nEach time you upgrade to a new voltage of Circuit Assembler, you will be able to craft more advanced §ethemes§r of circuits. These use more complex ingredients and require new infrastructure to be in place, but are more efficient to craft overall than the same tier of circuit from the prior theme.\n\n§2The LV Circuit Assembler allows you to make Electronic Circuits far more easily.\n\nThe circuit progression has been largely replaced with the progression native to CEu, with a few minor changes to reflect the progression of this pack better.§r Check out the §dProgression quest book tab§r to see the flow of circuit progression.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43869,7 +43869,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "This quest accepts a §6Power Unit§r of any tier.\n\nWith §bGregTech §6Power Storage§r unlocked, you can make §6Power Units§r for electric GT tools. \n\nCheck if that tool has that tier first! §6Drills§r are available at all tiers, the §6Wrench§r is available at §7LV§r, §6HV§r and §1IV§r, and the other electric tools, such as §6Chainsaws§r and §6Screwdrivers§r are only available at §7LV§r. \n\n§2The most notable among them is the Drill, which at LV tier can mine a 3x3x1 area of blocks.\n\nHigher tier drills can mine 3x3x3 (MV), 5x5x5 (HV), 7x7x7 (EV) and 9x9x9 (IV) areas! Shift-right-click to change the breaking area.§r\n\nCharge these with a §6Battery§r of appropriate tier, or in an appropriately tiered §3Machine§r, §3Battery Buffer§r or §3Turbo Charger§r.\n\nYou may want to look into §6Chainsaws§r for mass tree felling, as well as a §6Wrench§r for mass breaking GT machines. The other electric tools are probably not worth making.",
|
||||
"desc:8": "This quest accepts a §6Power Unit§r of any tier.\n\nWith §bGregTech §6Power Storage§r unlocked, you can make §6Power Units§r for electric GT tools.\n\nCheck if that tool has that tier first! §6Drills§r are available at all tiers, the §6Wrench§r is available at §7LV§r, §6HV§r and §1IV§r, and the other electric tools, such as §6Chainsaws§r and §6Screwdrivers§r are only available at §7LV§r.\n\n§2The most notable among them is the Drill, which at LV tier can mine a 3x3x1 area of blocks.\n\nHigher tier drills can mine 3x3x3 (MV), 5x5x5 (HV), 7x7x7 (EV) and 9x9x9 (IV) areas! Shift-right-click to change the breaking area.§r\n\nCharge these with a §6Battery§r of appropriate tier, or in an appropriately tiered §3Machine§r, §3Battery Buffer§r or §3Turbo Charger§r.\n\nYou may want to look into §6Chainsaws§r for mass tree felling, as well as a §6Wrench§r for mass breaking GT machines. The other electric tools are probably not worth making.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43951,7 +43951,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Diodes§r are a component in the next Circuit tiers. They are made in an §3Assembler§r from liquid §9Glass§r, §6Fine Copper Wire§r and §6Gallium Arsenide§r. \n\nAlways be on the lookout for §ebetter recipes§r! §6Fine Annealed Copper Wire§r doubles your yield, and §9Polyethylene§r unlocks a few more efficient recipes.",
|
||||
"desc:8": "§6Diodes§r are a component in the next Circuit tiers. They are made in an §3Assembler§r from liquid §9Glass§r, §6Fine Copper Wire§r and §6Gallium Arsenide§r.\n\nAlways be on the lookout for §ebetter recipes§r! §6Fine Annealed Copper Wire§r doubles your yield, and §9Polyethylene§r unlocks a few more efficient recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -44004,7 +44004,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -44274,7 +44274,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2The §2Large Chemical Reactor (LCR)§r §2is a multiblock §2Chemical Reactor§r §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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -44650,7 +44650,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Ender Fluid Link Covers are GTCEu\u0027s Ender Tanks§r. Each Cover sends their fluids through a frequency defined by an §68-digit hexadecimal number§r (0-9, then A-F for each digit). That gives you §64.29 billion§r channels to work with! \n\nEnder Fluid Link Covers work as long as their chunk is loaded - regardless of distance or dimension.\n\nSetting the mode to Import will §opull§r fluids from the world location it is attached to, while Export will §opush§r fluids to the world. You must turn the I/O to Enabled for it to start working. Each channel has a buffer of §d64 buckets§r.\n\nThe \"Virtual Tank Viewer\" app in your §4Terminal§r allows you to see the contents of all Ender Fluid Link channels. Regardless, I recommend you set up a system to organise all those channels. I would also advise against using the default channel (FFFFFFFF) in all cases.",
|
||||
"desc:8": "§2Ender Fluid Link Covers are GTCEu\u0027s Ender Tanks§r. Each Cover sends their fluids through a frequency defined by an §68-digit hexadecimal number§r (0-9, then A-F for each digit). That gives you §64.29 billion§r channels to work with!\n\nEnder Fluid Link Covers work as long as their chunk is loaded - regardless of distance or dimension.\n\nSetting the mode to Import will §opull§r fluids from the world location it is attached to, while Export will §opush§r fluids to the world. You must turn the I/O to Enabled for it to start working. Each channel has a buffer of §d64 buckets§r.\n\nThe \"Virtual Tank Viewer\" app in your §4Terminal§r allows you to see the contents of all Ender Fluid Link channels. Regardless, I recommend you set up a system to organise all those channels. I would also advise against using the default channel (FFFFFFFF) in all cases.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -45621,7 +45621,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"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,
|
||||
@ -46090,7 +46090,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Used in building the Alloy Blast Smelter. \n\n§6Tantalum§r is obtained from §6Tantalite Ore§r, or in small quantities from centrifuging §eLava§r.\n\n§6Molybdenum§r is obtained from §6Molybdenum, Molybdenite, Powellite, and Wulfenite ores§r. They spawn together in the §eNether§r rarely, or some of them come from §3Tier One§r and §3Five Micro Miners§r.\n\n§2Remember, you need an appropriately tiered Mixer (HV for HSLA Steel, and EV for the others).",
|
||||
"desc:8": "§2Used in building the Alloy Blast Smelter.\n\n§6Tantalum§r is obtained from §6Tantalite Ore§r, or in small quantities from centrifuging §eLava§r.\n\n§6Molybdenum§r is obtained from §6Molybdenum, Molybdenite, Powellite, and Wulfenite ores§r. They spawn together in the §eNether§r rarely, or some of them come from §3Tier One§r and §3Five Micro Miners§r.\n\n§2Remember, you need an appropriately tiered Mixer (HV for HSLA Steel, and EV for the others).",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -47908,7 +47908,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Chemical Dyes are made with 1 unit of dye, 2 Salt and Sulfuric Acid. Each yields 4 dyes when solidified, so you can create an infinite loop of dyes with only 1 initial dye item.\n\nTheir main use is to dye Glass Lenses for production of advanced wafers. \n\nYou may also wish to make a Spray Can and fill it with Chemical Dye. This allows you to paint basically all GT tile entities.",
|
||||
"desc:8": "§2Chemical Dyes are made with 1 unit of dye, 2 Salt and Sulfuric Acid. Each yields 4 dyes when solidified, so you can create an infinite loop of dyes with only 1 initial dye item.\n\nTheir main use is to dye Glass Lenses for production of advanced wafers.\n\nYou may also wish to make a Spray Can and fill it with Chemical Dye. This allows you to paint basically all GT tile entities.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -48023,7 +48023,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Certain multiblocks in CEu will require a Maintenance Hatch and/or Muffler Hatch. These cannot be shared between multiblocks. If you knew Maintenance in GT5u, fret not - Maintenance mechanics are far less punishing in CEu.\n\n§r- §aMuffler§r: This hatch must be §cunobstructed§r so it can output its beautiful smoke particles. When a recipe is performed, there is a small chance for the §3Muffler Hatch§r to give bonus items, typically tiny Dusts of Ash. It voids excess when full, so do not worry about it stopping machines from running.\n\n- §aMaintenance§r: You will need to do Maintenance for the Multiblock to begin operating. This is done by having a §9Wrench§r, a §9Screwdriver§r, a §9Soft Mallet§r, a §9Hammer§r, a §9Wire Cutter§r, and a §9Crowbar§r in your inventory, opening the Maintenance Hatch and §eclicking the center spot once§r. §cNo need to move tools individually§r. Alternatively, you can fix problems by placing §9Tape§r in the Maintenance Hatch. \n\nMaintenance problems may occur after §d48 real hours of activity§r. Needless to say, they are very rare. Each problem increases the recipe durations by 10%. Fixing the problems is done the same way as above.\n\nLater, you will unlock other Maintenance Hatches that do not enforce fixing the problems manually. Both start with §6no Maintenance required§r:\n\n- §3Automatic Maintenance Hatch§r (§1IV§r): Eliminates the need for Maintenance, §6forever§r.\n\n- §3Configurable Maintenance Hatch§r (§6HV§r): You can configure it to cut off §a10% duration§r on recipes, at the cost of making Maintenance issues happen three times as fast. That is §d16 real hours§r of activity. §9Tape§r can fix problems in this Hatch as well.",
|
||||
"desc:8": "§2Certain multiblocks in CEu will require a Maintenance Hatch and/or Muffler Hatch. These cannot be shared between multiblocks. If you knew Maintenance in GT5u, fret not - Maintenance mechanics are far less punishing in CEu.\n\n§r- §aMuffler§r: This hatch must be §cunobstructed§r so it can output its beautiful smoke particles. When a recipe is performed, there is a small chance for the §3Muffler Hatch§r to give bonus items, typically tiny Dusts of Ash. It voids excess when full, so do not worry about it stopping machines from running.\n\n- §aMaintenance§r: You will need to do Maintenance for the Multiblock to begin operating. This is done by having a §9Wrench§r, a §9Screwdriver§r, a §9Soft Mallet§r, a §9Hammer§r, a §9Wire Cutter§r, and a §9Crowbar§r in your inventory, opening the Maintenance Hatch and §eclicking the center spot once§r. §cNo need to move tools individually§r. Alternatively, you can fix problems by placing §9Tape§r in the Maintenance Hatch.\n\nMaintenance problems may occur after §d48 real hours of activity§r. Needless to say, they are very rare. Each problem increases the recipe durations by 10%. Fixing the problems is done the same way as above.\n\nLater, you will unlock other Maintenance Hatches that do not enforce fixing the problems manually. Both start with §6no Maintenance required§r:\n\n- §3Automatic Maintenance Hatch§r (§1IV§r): Eliminates the need for Maintenance, §6forever§r.\n\n- §3Configurable Maintenance Hatch§r (§6HV§r): You can configure it to cut off §a10% duration§r on recipes, at the cost of making Maintenance issues happen three times as fast. That is §d16 real hours§r of activity. §9Tape§r can fix problems in this Hatch as well.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -48175,7 +48175,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Sodium Potassium is an alloy of... take a guess. \n\nIt\u0027s used in the construction of HV and above Energy and Dynamo hatches.",
|
||||
"desc:8": "§2Sodium Potassium is an alloy of... take a guess.\n\nIt\u0027s used in the construction of HV and above Energy and Dynamo hatches.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -48485,7 +48485,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2The Tablet device you now get is very valuable to do plenty of tasks in GregTech.§r\n\n§oBe careful with removing the battery. Removing it will cause it to become a normal HV battery, and will no longer have 6.4m EU.§r\n\nThis Quest explains how you can use the §4Terminal§r. §bThis is merely basic information, you can skip this for a while as the Terminal isn\u0027t used much in the early game§r.\n\n§4IMPORTANT:§r If you the terminal freezes, you can press §eControl + E§r to force exit it.\n\nThe Terminal runs on §4GregOS™§r (not an actual Trademark), an operating system which works with §5Applications§r.\n\n§9Machines Guides§r, §9Multiblock Guides§r, §9Item Guides§r, §9Tutorials§r are what they sound like. Note that they are currently still being worked on.\n\n§9System Settings§r changes... settings (duh) related to the Terminal. You can §bset your own background picture§r, remove the double confirmation on exit, and more. Most of the keybinds apply to the §5Home§r button. Double clicking by default exists any open Application.\n\n§9Multiblock Helper§r is split into two functionalities. The first one requires a requires a §dLV§r Battery and a §dCamera§r mounted to enable §bVR visualization§r of multiblock structures. The upgrade unlocked at §6HV§r allows you to §6debug§r and §6auto-build§r.\n\n§9GT Console§r configures machines as if you were using regular tools, but without using them. §aNotably, this app allows you to set separate sides for fluid and item auto output!§r \n\n§9Battery Manager§r, assuming you have a Battery mounted, checks the Energy level and indicates energy usage of other Apps.\n\n§9Hardware Manager§r is used to mount Hardwares, such as Battery, to enable other Apps.\n\n§9App Store§r (not exactly a Store) adds Apps to your collection, and allows upgrades for some of them. Keep in mind Apps may still require specific mounted devices to function.\n\n§9Ore Prospector§r works the same way as the portable §dProspector§r and can be upgraded several times.\n\n§9Fluid Prospector§r works the same way as the portable §dProspector§r (but for fluids!) and can be upgraded several times.\n\n§9Recipe Chart§r is a wonderful chart planner to build Recipe Chains and visualize them.\n\n§9World Prospector§r is a §dX-Ray VR§r for filtered blocks.\n\n§9Virtual Tank Viewer§r is used in combination with §3Ender Fluid Covers§r. It stores information about all your §dVirtual Tanks§r.\n\n§9Cape Selector§r lets you become fancy! You can have your characters wear a fancy §dCape§r.\",",
|
||||
"desc:8": "§2The Tablet device you now get is very valuable to do plenty of tasks in GregTech.§r\n\n§oBe careful with removing the battery. Removing it will cause it to become a normal HV battery, and will no longer have 6.4m EU.§r\n\nThis Quest explains how you can use the §4Terminal§r. §bThis is merely basic information, you can skip this for a while as the Terminal isn\u0027t used much in the early game§r.\n\n§4IMPORTANT:§r If you the terminal freezes, you can press §eControl + E§r to force exit it.\n\nThe Terminal runs on §4GregOS™§r (not an actual Trademark), an operating system which works with §5Applications§r.\n\n§9Machines Guides§r, §9Multiblock Guides§r, §9Item Guides§r, §9Tutorials§r are what they sound like. Note that they are currently still being worked on.\n\n§9System Settings§r changes... settings (duh) related to the Terminal. You can §bset your own background picture§r, remove the double confirmation on exit, and more. Most of the keybinds apply to the §5Home§r button. Double clicking by default exists any open Application.\n\n§9Multiblock Helper§r is split into two functionalities. The first one requires a requires a §dLV§r Battery and a §dCamera§r mounted to enable §bVR visualization§r of multiblock structures. The upgrade unlocked at §6HV§r allows you to §6debug§r and §6auto-build§r.\n\n§9GT Console§r configures machines as if you were using regular tools, but without using them. §aNotably, this app allows you to set separate sides for fluid and item auto output!§r\n\n§9Battery Manager§r, assuming you have a Battery mounted, checks the Energy level and indicates energy usage of other Apps.\n\n§9Hardware Manager§r is used to mount Hardwares, such as Battery, to enable other Apps.\n\n§9App Store§r (not exactly a Store) adds Apps to your collection, and allows upgrades for some of them. Keep in mind Apps may still require specific mounted devices to function.\n\n§9Ore Prospector§r works the same way as the portable §dProspector§r and can be upgraded several times.\n\n§9Fluid Prospector§r works the same way as the portable §dProspector§r (but for fluids!) and can be upgraded several times.\n\n§9Recipe Chart§r is a wonderful chart planner to build Recipe Chains and visualize them.\n\n§9World Prospector§r is a §dX-Ray VR§r for filtered blocks.\n\n§9Virtual Tank Viewer§r is used in combination with §3Ender Fluid Covers§r. It stores information about all your §dVirtual Tanks§r.\n\n§9Cape Selector§r lets you become fancy! You can have your characters wear a fancy §dCape§r.\",",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -48756,7 +48756,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Multiblock version of the Circuit Assembler. Can accept Parallel Control Hatches, and allows tiering it up more easily. \n\nNote that like the Large Assembling Machine, the Large Circuit Assembler §ccannot use more than one Energy Hatch§2, preventing it from recipe tier overclocking.",
|
||||
"desc:8": "§2Multiblock version of the Circuit Assembler. Can accept Parallel Control Hatches, and allows tiering it up more easily.\n\nNote that like the Large Assembling Machine, the Large Circuit Assembler §ccannot use more than one Energy Hatch§2, preventing it from recipe tier overclocking.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49075,7 +49075,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Phantomfaces§r are powerful blocks added by §bActually Additions§r. They work by connecting to an inventory. \n\nIn order to do this, grab a §6Phantom Connector§r and shift-right click the inventory which you want to connect to, and then shift-right clicking on the §6Phantomface§r. You should see a message saying that it has been successfully connected. Keep in mind that these have a range, so don\u0027t put your inventories too far away.\n\nNow, whenever an item goes into that inventory, it will go into the §6Phantomface§r. This also works the other way around. §6\n\nPhantomfaces§r can also be crafted into other variants, such as §6Phantom Breakers§r and §6Phantom Placers§r. These work just like the §6Phantomface§r, but with a slight variation. For example, §6Phantom Breakers§r would put the item they broke into the inventory it is connected to.",
|
||||
"desc:8": "§6Phantomfaces§r are powerful blocks added by §bActually Additions§r. They work by connecting to an inventory.\n\nIn order to do this, grab a §6Phantom Connector§r and shift-right click the inventory which you want to connect to, and then shift-right clicking on the §6Phantomface§r. You should see a message saying that it has been successfully connected. Keep in mind that these have a range, so don\u0027t put your inventories too far away.\n\nNow, whenever an item goes into that inventory, it will go into the §6Phantomface§r. This also works the other way around. §6\n\nPhantomfaces§r can also be crafted into other variants, such as §6Phantom Breakers§r and §6Phantom Placers§r. These work just like the §6Phantomface§r, but with a slight variation. For example, §6Phantom Breakers§r would put the item they broke into the inventory it is connected to.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49373,7 +49373,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts the Wireless Terminal, Wireless Crafting Terminal, Wireless Pattern Terminal or Wireless Fluid Terminal.§r\n\nAccessing §bApplied Energistics 2§r wirelessly saves a huge amount of time, and is highly recommended to set up.\n\nFirst, you will need a §6Security Terminal§r, and a §6Wireless Access Point§r. Connect both to your network. Like the §6Terminal§r, the Wireless Access Point is a §emicropart§r, so you must place it on a §6ME Cable§r.\n\nNext, you need a §6Wireless Terminal§r, or its varients. You can have as many Wireless Terminals or their varients on the system at the same time.\n\nFinally, put your §6Wireless Terminal§r into the §6Security Terminal§r. This will connect it to the system. \n\nYou can equip these as a bauble, and use a hotkey to open them. Search \u0027Applied Energistics\u0027 as a §ecategory§r to see and edit these hotkeys.\n\nYou can only go 16 blocks away. However, you can put §6Wireless Boosters§r into the §6Wireless Access Point§r to increase the range. A better, but more expensive solution, that allows access from anyhere, will be explained in the following quest, \u0027AE2 Everywhere!\u0027.",
|
||||
"desc:8": "§oNote: this quest accepts the Wireless Terminal, Wireless Crafting Terminal, Wireless Pattern Terminal or Wireless Fluid Terminal.§r\n\nAccessing §bApplied Energistics 2§r wirelessly saves a huge amount of time, and is highly recommended to set up.\n\nFirst, you will need a §6Security Terminal§r, and a §6Wireless Access Point§r. Connect both to your network. Like the §6Terminal§r, the Wireless Access Point is a §emicropart§r, so you must place it on a §6ME Cable§r.\n\nNext, you need a §6Wireless Terminal§r, or its varients. You can have as many Wireless Terminals or their varients on the system at the same time.\n\nFinally, put your §6Wireless Terminal§r into the §6Security Terminal§r. This will connect it to the system.\n\nYou can equip these as a bauble, and use a hotkey to open them. Search \u0027Applied Energistics\u0027 as a §ecategory§r to see and edit these hotkeys.\n\nYou can only go 16 blocks away. However, you can put §6Wireless Boosters§r into the §6Wireless Access Point§r to increase the range. A better, but more expensive solution, that allows access from anyhere, will be explained in the following quest, \u0027AE2 Everywhere!\u0027.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49447,7 +49447,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Accessing AE2 from anywhere is a bit more expensive and complex, but its well worth it.\n\nFirstly, you need to setup a §aQuantum Ring Multiblock§r. Build a 3 by 3 vertical ring with your §6Quantum Rings§r, leaving a hole in the middle. Finally, stick your §6Quantum Link Chamber§r in the hole, and connect it to your ME system. If you built it correctly, the textures of the rings should combine, leaving you with a §aMultiblock§r.\n\nWith your 2 Singularities, put it into an §3Inscriber§r or an §3Advanced Inscriber§r with a §6Advanced Card§r, resulting in a §6Quantum Link Card§r. Finally, put that into the §6Quantum Link Chamber§r of the §aQuantum Ring§r, §cNOT the Wireless Terminal§r! \n\nYou should be good to go! You can now access AE2 anywhere, including in different dimensions!",
|
||||
"desc:8": "Accessing AE2 from anywhere is a bit more expensive and complex, but its well worth it.\n\nFirstly, you need to setup a §aQuantum Ring Multiblock§r. Build a 3 by 3 vertical ring with your §6Quantum Rings§r, leaving a hole in the middle. Finally, stick your §6Quantum Link Chamber§r in the hole, and connect it to your ME system. If you built it correctly, the textures of the rings should combine, leaving you with a §aMultiblock§r.\n\nWith your 2 Singularities, put it into an §3Inscriber§r or an §3Advanced Inscriber§r with a §6Advanced Card§r, resulting in a §6Quantum Link Card§r. Finally, put that into the §6Quantum Link Chamber§r of the §aQuantum Ring§r, §cNOT the Wireless Terminal§r!\n\nYou should be good to go! You can now access AE2 anywhere, including in different dimensions!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49862,7 +49862,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: This quest accepts a Chisel of any type (Normal, Diamond or IChisel).\n\nThe §6Auto Chisel§r is a block added by... §bChisel§r, to automate all your chiseled block needs. Great for building big bases!\n\nFirst, you need a §eChisel§r, and the Auto Chisel. All three chisels will act the same in the Auto Chisel.\n\nPlace the chisel in the Auto Chisel. If you are confused of where to place it, it\u0027s the slot with a Chisel ghost image, or at the middle-top of the GUI.\n\nRight below the Chisel spot, in the middle-bottom of the GUI, place the block you \nwould like to chisel into.\n\nYou can also connect the Auto Chisel to power. This is optional, but will speed the process up by a lot.\n\nNow you can simply access the Auto Chisel by means of item transport, like §6Item Conduits§r or §6Item Pipes§r. \n\nPlease note that you can only extract or insert items at the top or bottom of the Auto Chisel.",
|
||||
"desc:8": "§oNote: This quest accepts a Chisel of any type (Normal, Diamond or IChisel).\n\nThe §6Auto Chisel§r is a block added by... §bChisel§r, to automate all your chiseled block needs. Great for building big bases!\n\nFirst, you need a §eChisel§r, and the Auto Chisel. All three chisels will act the same in the Auto Chisel.\n\nPlace the chisel in the Auto Chisel. If you are confused of where to place it, it\u0027s the slot with a Chisel ghost image, or at the middle-top of the GUI.\n\nRight below the Chisel spot, in the middle-bottom of the GUI, place the block you\nwould like to chisel into.\n\nYou can also connect the Auto Chisel to power. This is optional, but will speed the process up by a lot.\n\nNow you can simply access the Auto Chisel by means of item transport, like §6Item Conduits§r or §6Item Pipes§r.\n\nPlease note that you can only extract or insert items at the top or bottom of the Auto Chisel.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49921,7 +49921,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2A brand new and highly requested mod to CEu to help you manage your tools!§r\n\nThe §eTool Belt§r is a item, which can store your tools, and exchange them easily! Right now, it has 2 slots, but later, once you unlock §6Steel§r, you can upgrade it with §6Belt Pouches§r, all the way to 9 slots, with an §3Anvil§r and some §aXP§r!\n\nMake the Tool Belt, and you can use the keybind (default is §eR§r), while the belt is in your inventory or Bauble Slots §cand you are holding something, or the belt is not empty§r, to open its GUI. \n\nAlternatively, you can right click while holding the belt to open its inventory.\n\nThe Tool Belt is equipable as a §bBauble§r. Open your inventory and look for the Baubles button, and click it to reveal the additional bauble slots menu, and then put it in the Belt Slot. Or, just click in every bauble slot until it goes in, if you can\u0027t tell which bauble slot looks like a belt.\n\nThe Tool Belt can store anything with a stack size of 1, like swords, pickaxes, §bGregTech§r tools, and the §6Terminal§r. It has also been modified a bit, so it also allows any §bStorage Drawers§r key, and §cdoesn\u0027t allow any Thermal Satchel§r.\n\nNow, you can insert and extract from the belt! You can also use the Keybinds `§eCycle Tool Left§r\u0027 and `§eCycle Tool Right§r\u0027 whilst you are in the GUI.",
|
||||
"desc:8": "§2A brand new and highly requested mod to CEu to help you manage your tools!§r\n\nThe §eTool Belt§r is a item, which can store your tools, and exchange them easily! Right now, it has 2 slots, but later, once you unlock §6Steel§r, you can upgrade it with §6Belt Pouches§r, all the way to 9 slots, with an §3Anvil§r and some §aXP§r!\n\nMake the Tool Belt, and you can use the keybind (default is §eR§r), while the belt is in your inventory or Bauble Slots §cand you are holding something, or the belt is not empty§r, to open its GUI.\n\nAlternatively, you can right click while holding the belt to open its inventory.\n\nThe Tool Belt is equipable as a §bBauble§r. Open your inventory and look for the Baubles button, and click it to reveal the additional bauble slots menu, and then put it in the Belt Slot. Or, just click in every bauble slot until it goes in, if you can\u0027t tell which bauble slot looks like a belt.\n\nThe Tool Belt can store anything with a stack size of 1, like swords, pickaxes, §bGregTech§r tools, and the §6Terminal§r. It has also been modified a bit, so it also allows any §bStorage Drawers§r key, and §cdoesn\u0027t allow any Thermal Satchel§r.\n\nNow, you can insert and extract from the belt! You can also use the Keybinds `§eCycle Tool Left§r\u0027 and `§eCycle Tool Right§r\u0027 whilst you are in the GUI.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -50550,7 +50550,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "A §6Programmed Circuit§r is an item used to configure machines. In essence, they tell a machine what to make if there\u0027s multiple things it could make from a certain input.\n\nFor example, the §3Wiremill§r produces different thicknesses of §6wires§r depending on the config - §ecircuit 1§r produces §61x wires§r, §ecircuit 4§r produces §64x wires§r, etc. The §eJEI§r recipe will tell you which circuit configuration is required.\n\nEach machine and item input bus comes with a §2free \"ghost circuit\"§r. Click the circuit slot on the §dbottom right§r of the GUI to access this ghost circuit. Left- and right-click or scroll to adjust the configuration. \n\nThat said, the Programmed Circuit item (crafted from a single §6LV Circuit§r) still has its uses:\n\n- Whilst holding a programmed circuit, shift-right click the machine to set a §bGhost Circuit§r of the same configuration in the machine\u0027s circuit slot.\n\n- When you\u0027re sure that the items you put into a machine won\u0027t have any conflicts, you can put §emultiple circuit configs§r into a machine, and it will be able to handle recipes which call for any of those configs. This is useful for machines such as the §3Alloy Blast Smelter§r, but you won\u0027t encounter that for a while.",
|
||||
"desc:8": "A §6Programmed Circuit§r is an item used to configure machines. In essence, they tell a machine what to make if there\u0027s multiple things it could make from a certain input.\n\nFor example, the §3Wiremill§r produces different thicknesses of §6wires§r depending on the config - §ecircuit 1§r produces §61x wires§r, §ecircuit 4§r produces §64x wires§r, etc. The §eJEI§r recipe will tell you which circuit configuration is required.\n\nEach machine and item input bus comes with a §2free \"ghost circuit\"§r. Click the circuit slot on the §dbottom right§r of the GUI to access this ghost circuit. Left- and right-click or scroll to adjust the configuration.\n\nThat said, the Programmed Circuit item (crafted from a single §6LV Circuit§r) still has its uses:\n\n- Whilst holding a programmed circuit, shift-right click the machine to set a §bGhost Circuit§r of the same configuration in the machine\u0027s circuit slot.\n\n- When you\u0027re sure that the items you put into a machine won\u0027t have any conflicts, you can put §emultiple circuit configs§r into a machine, and it will be able to handle recipes which call for any of those configs. This is useful for machines such as the §3Alloy Blast Smelter§r, but you won\u0027t encounter that for a while.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -50608,7 +50608,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §6Powered Spawner§r is a machine from §bEnderIO§r.\n\nIt is used to automate the spawning and capture of any mob. As with all §bEnderIO§r machines, it requires a capacitor, with a higher tier capacitor increasing the range, spawning rate, and capture rate.\n\nIn order to set a §6Powered Spawner§r to the mob type that you want, you must combine it with a §6Broken Spawner§r, set to your specified mob type, in an anvil. \n\nThis §6Broken Spawner§r is set by putting a §6Broken Spawner§r, of any mob type, and a §6Soul Vial§r, of the specified mob, into a §aSoul Binder§r, with a few dashes of §aXP§r. Broken Spawners can be obtained by breaking a mob spawner. §eTIP: Spawners are all over the Lost Cities!§r\n\nThe spawner has two modes: Capture and Spawn.\n\nIn capture mode, you insert a §6Soul Vial§r into the machine, and the soul vial captures the §asoul§r of the set mob. This does not spawn any mobs, and thus works with any mob, even on peaceful.\n\nIn spawn mode, the spawner will spawn the mob that it is set to, until there is no space for them, or there are too many mobs in the area.\n\nNow you don\u0027t have to craft Soul Vials, but simply make them! It is also useful in certain crafts, such as the §aFlight Control Unit§r, in saving you a ton of XP.",
|
||||
"desc:8": "The §6Powered Spawner§r is a machine from §bEnderIO§r.\n\nIt is used to automate the spawning and capture of any mob. As with all §bEnderIO§r machines, it requires a capacitor, with a higher tier capacitor increasing the range, spawning rate, and capture rate.\n\nIn order to set a §6Powered Spawner§r to the mob type that you want, you must combine it with a §6Broken Spawner§r, set to your specified mob type, in an anvil.\n\nThis §6Broken Spawner§r is set by putting a §6Broken Spawner§r, of any mob type, and a §6Soul Vial§r, of the specified mob, into a §aSoul Binder§r, with a few dashes of §aXP§r. Broken Spawners can be obtained by breaking a mob spawner. §eTIP: Spawners are all over the Lost Cities!§r\n\nThe spawner has two modes: Capture and Spawn.\n\nIn capture mode, you insert a §6Soul Vial§r into the machine, and the soul vial captures the §asoul§r of the set mob. This does not spawn any mobs, and thus works with any mob, even on peaceful.\n\nIn spawn mode, the spawner will spawn the mob that it is set to, until there is no space for them, or there are too many mobs in the area.\n\nNow you don\u0027t have to craft Soul Vials, but simply make them! It is also useful in certain crafts, such as the §aFlight Control Unit§r, in saving you a ton of XP.",
|
||||
"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,
|
||||
@ -55563,7 +55563,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Most multiblocks now support §2rotation§r along any axis. Right-click with a wrench on a face with a rotation ↺ symbol to rotate the controller.\n\nMultiblocks can also be §2reflected§r to form a mirror image of the normal structure. You don\u0027t need to do anything to the controller for this, a mirror image will automatically be recognized as a valid structure.\n\nThe rules for building multiblocks otherwise remain the same. \n\nTake your setups to a new dimension!\n\nThe §3Cleanroom§r, §3Multiblock Miners/Drills§r, and §3Distillation Tower§r do not support being rotated.",
|
||||
"desc:8": "Most multiblocks now support §2rotation§r along any axis. Right-click with a wrench on a face with a rotation ↺ symbol to rotate the controller.\n\nMultiblocks can also be §2reflected§r to form a mirror image of the normal structure. You don\u0027t need to do anything to the controller for this, a mirror image will automatically be recognized as a valid structure.\n\nThe rules for building multiblocks otherwise remain the same.\n\nTake your setups to a new dimension!\n\nThe §3Cleanroom§r, §3Multiblock Miners/Drills§r, and §3Distillation Tower§r do not support being rotated.",
|
||||
"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,
|
||||
@ -56758,7 +56758,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Matter Condenser§r accepts large quantities of items or fluids to turn into data, which can ultimately be converted into a §6Singularity§r.\n\nThey can also make §6Matter Balls§r, but they are useless in this pack... well, except for being fired in the §eMatter Cannon§r, and being made into §6Paint Balls§r for the §eColor Applicator§r.\n\nA storage component is needed for holding this data. Specifically, you need a §664k Storage Component§r to make a Singularity.\n\nThe fastest way to make these is with §aFluid Lasers§r and a §6Aqueous Accumulator§r. \n\nSet the Aqueous Accumulator§r to output at a fluid laser, configure that fluid laser to `output\u0027, add a fluid laser on your matter condensor set to `input\u0027, and connect them together.\n\nIf you don\u0027t have that, you can surround it with §6Dense Cobblestone Generators§r.\n\nSingularities are required for linking together §aQuantum Link Chambers§r, and for crafting different AE2 and NAE2 parts.\n\nFor the former, you want to detonate an explosive (like §eTiny TNT§r, §eTNT§r or §ePowderbarrel§r), with a §6Singularity§r and an §6Ender Pearl Dust§r dropped on the ground next to it.\n\nThis will create a pair of §6Quantum Entangled Singularities§r, which you can then place inside of a Quantum Link Chamber to connect them together.",
|
||||
"desc:8": "The §3Matter Condenser§r accepts large quantities of items or fluids to turn into data, which can ultimately be converted into a §6Singularity§r.\n\nThey can also make §6Matter Balls§r, but they are useless in this pack... well, except for being fired in the §eMatter Cannon§r, and being made into §6Paint Balls§r for the §eColor Applicator§r.\n\nA storage component is needed for holding this data. Specifically, you need a §664k Storage Component§r to make a Singularity.\n\nThe fastest way to make these is with §aFluid Lasers§r and a §6Aqueous Accumulator§r.\n\nSet the Aqueous Accumulator§r to output at a fluid laser, configure that fluid laser to `output\u0027, add a fluid laser on your matter condensor set to `input\u0027, and connect them together.\n\nIf you don\u0027t have that, you can surround it with §6Dense Cobblestone Generators§r.\n\nSingularities are required for linking together §aQuantum Link Chambers§r, and for crafting different AE2 and NAE2 parts.\n\nFor the former, you want to detonate an explosive (like §eTiny TNT§r, §eTNT§r or §ePowderbarrel§r), with a §6Singularity§r and an §6Ender Pearl Dust§r dropped on the ground next to it.\n\nThis will create a pair of §6Quantum Entangled Singularities§r, which you can then place inside of a Quantum Link Chamber to connect them together.",
|
||||
"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,
|
||||
|
@ -277,7 +277,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -525,7 +525,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Before you continue, you\u0027ll need access to some more materials. \n\n§6Redstone§r: Found only deep in the world, in massive veins paired with §6Cinnabar§r and §6Ruby§r.\n\n§6Copper§r: Two primary sources. §6Tetrahedrite§r veins are higher up, while §6Chalcopyrite§r veins are lower, paired with some small amounts of §6Iron§r. You\u0027ll also find §6Malachite§r inside of Iron veins, this is another type of copper ore.\n\n§6Tin§r: Found essentially at ground level. §6Cassiterite§r is another type of tin ore, and they\u0027re always found together. If you cannot find a vein of tin, there are small amounts of tin inside veins of §6Aluminium§r and §6Rock Salt§r, which might be enough to hold you over until you find a proper tin vein.\n\n§6Coal§r: Found in relatively shallow depths. §6Lignite Coal§r is §2removed.\n\n§6Gold§r: Found inside of §6Magnetite§r veins, close to the surface.",
|
||||
"desc:8": "Before you continue, you\u0027ll need access to some more materials.\n\n§6Redstone§r: Found only deep in the world, in massive veins paired with §6Cinnabar§r and §6Ruby§r.\n\n§6Copper§r: Two primary sources. §6Tetrahedrite§r veins are higher up, while §6Chalcopyrite§r veins are lower, paired with some small amounts of §6Iron§r. You\u0027ll also find §6Malachite§r inside of Iron veins, this is another type of copper ore.\n\n§6Tin§r: Found essentially at ground level. §6Cassiterite§r is another type of tin ore, and they\u0027re always found together. If you cannot find a vein of tin, there are small amounts of tin inside veins of §6Aluminium§r and §6Rock Salt§r, which might be enough to hold you over until you find a proper tin vein.\n\n§6Coal§r: Found in relatively shallow depths. §6Lignite Coal§r is §2removed.\n\n§6Gold§r: Found inside of §6Magnetite§r veins, close to the surface.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -2939,7 +2939,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts any §oLV Energy Converter§o.\n\n§rThe §3Steam Dynamos§r you have made are capable of generating §aRF§r power, but §bGregTech§r machines require §aEU§r power. With your first §6circuit§r in hand, you are ready to build a §eLow Voltage (LV) §2Energy Converter§r.\n\n§3Energy Converters§r are special devices that §econvert§r between §aRF§r power and §aEU§r power, and come in four sizes: 1A, 4A, 8A, and 16A. \n\nYou can reverse the conversion to turn EU into RF by right-clicking it with a soft hammer.\n\nEU is §2automatically converted§r to RF as needed, for example when connecting a §bGregTech§r cable directly to an RF-consuming machine. However, conduits cannot connect directly to most EU providers, so you will still need to use EU to RF converters to connect EU generators to your conduit grid.\n\n§aRF§r converts into §aEU§r at a §e4 to 1 ratio§r. §a100 RF§r becomes §a25 EU§r, and vice-versa.",
|
||||
"desc:8": "§oNote: this quest accepts any §oLV Energy Converter§o.\n\n§rThe §3Steam Dynamos§r you have made are capable of generating §aRF§r power, but §bGregTech§r machines require §aEU§r power. With your first §6circuit§r in hand, you are ready to build a §eLow Voltage (LV) §2Energy Converter§r.\n\n§3Energy Converters§r are special devices that §econvert§r between §aRF§r power and §aEU§r power, and come in four sizes: 1A, 4A, 8A, and 16A.\n\nYou can reverse the conversion to turn EU into RF by right-clicking it with a soft hammer.\n\nEU is §2automatically converted§r to RF as needed, for example when connecting a §bGregTech§r cable directly to an RF-consuming machine. However, conduits cannot connect directly to most EU providers, so you will still need to use EU to RF converters to connect EU generators to your conduit grid.\n\n§aRF§r converts into §aEU§r at a §e4 to 1 ratio§r. §a100 RF§r becomes §a25 EU§r, and vice-versa.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -3381,7 +3381,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -3706,7 +3706,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Pressurized Fluid Conduits§r will be your main way of transporting fluids for now. They have the advantage of being §6Conduits§r, allowing them to fit in the same block as other §6Conduits§r. \n\n§2GTCEu Fluid Pipes§r are also available, much improved from CE. Their advantage is higher §dthroughput§r, but they have limitations on the kinds of fluids (§eacids, gases§r, etc) they can transport safely. Check each pipe material\u0027s tooltip for details.\n\nThere are also §6Quadruple and Nonuple Pipes§r for transporting multiple fluid types through the same block.\n\nPick your poison.",
|
||||
"desc:8": "§6Pressurized Fluid Conduits§r will be your main way of transporting fluids for now. They have the advantage of being §6Conduits§r, allowing them to fit in the same block as other §6Conduits§r.\n\n§2GTCEu Fluid Pipes§r are also available, much improved from CE. Their advantage is higher §dthroughput§r, but they have limitations on the kinds of fluids (§eacids, gases§r, etc) they can transport safely. Check each pipe material\u0027s tooltip for details.\n\nThere are also §6Quadruple and Nonuple Pipes§r for transporting multiple fluid types through the same block.\n\nPick your poison.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -3860,7 +3860,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -4894,7 +4894,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Although most §ealloys§r require an §3Alloy Smelter§r, some alloys can be made simply by mixing the correct metal dusts together. \n\nCopper Dust mixed with Redstone makes §6Red Alloy Dust§r.\n\nIron Dust mixed with Redstone makes §6Conductive Iron Dust§r.\n\n§3Smelt§r it into ingots, §ahammer§r it into §6Plates§r, and §acut§r them into §6Wires§r.",
|
||||
"desc:8": "Although most §ealloys§r require an §3Alloy Smelter§r, some alloys can be made simply by mixing the correct metal dusts together.\n\nCopper Dust mixed with Redstone makes §6Red Alloy Dust§r.\n\nIron Dust mixed with Redstone makes §6Conductive Iron Dust§r.\n\n§3Smelt§r it into ingots, §ahammer§r it into §6Plates§r, and §acut§r them into §6Wires§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5347,7 +5347,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Assembling Machines come early in CEu! Circuit recipes are handled through a separate machine, the Circuit Assembler. §r\n\nAssembling Machines open up a plethora of §eequal or more efficient recipes that don\u0027t require hand tools§r. §2For example, you can make up to 4 Vacuum Tubes in a single craft! §rCheck §eJEI§r for all the components you\u0027ve been making to see if the Assembler can improve their recipes.\n\nMany of the Assembler\u0027s recipes require §9fluids§r. Hence, the §3Extractor§r will be required to take full advantage of this machine. \n\nHand tool recipes also don\u0027t play nice with §bApplied Energistics§r. Take advantage of Assembling Machines: §cphase out all use of hand tools for crafting items in your automation going forward.§r Once you have all the important machines, you will never need hand tools for crafting.",
|
||||
"desc:8": "§2Assembling Machines come early in CEu! Circuit recipes are handled through a separate machine, the Circuit Assembler. §r\n\nAssembling Machines open up a plethora of §eequal or more efficient recipes that don\u0027t require hand tools§r. §2For example, you can make up to 4 Vacuum Tubes in a single craft! §rCheck §eJEI§r for all the components you\u0027ve been making to see if the Assembler can improve their recipes.\n\nMany of the Assembler\u0027s recipes require §9fluids§r. Hence, the §3Extractor§r will be required to take full advantage of this machine.\n\nHand tool recipes also don\u0027t play nice with §bApplied Energistics§r. Take advantage of Assembling Machines: §cphase out all use of hand tools for crafting items in your automation going forward.§r Once you have all the important machines, you will never need hand tools for crafting.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5415,7 +5415,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5759,7 +5759,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Initial circuit components are a bit more difficult in CEu, and you need Arsenic in addition to Gallium.§r\n\nFor §dGallium§r, you may, ranged from worst to best:\n\n- §3Electrolyze §aSphalerite§r for a low chance of dust. Note that you lose on direct smelting value.\n\n-§r Put §aCrushed Bauxite§r in the §3Chemical Bath§r. Note that this requires §9Sodium Persulfate§r. \n\n- Obtain it as a Byproduct of §aSphalerite§r Ore Processing, in the §3Thermal Centrifuge§r or §3Centrifuge§r.\n\n§2For Arsenic, you must centrifuge Realgar Dust, or (more involvedly) flash smelt Cobaltite Dust in the EBF, and electrolyse the resultant Arsenic Trioxide.\n\nCombine both in a Mixer to make Gallium Arsenide.",
|
||||
"desc:8": "§2Initial circuit components are a bit more difficult in CEu, and you need Arsenic in addition to Gallium.§r\n\nFor §dGallium§r, you may, ranged from worst to best:\n\n- §3Electrolyze §aSphalerite§r for a low chance of dust. Note that you lose on direct smelting value.\n\n-§r Put §aCrushed Bauxite§r in the §3Chemical Bath§r. Note that this requires §9Sodium Persulfate§r.\n\n- Obtain it as a Byproduct of §aSphalerite§r Ore Processing, in the §3Thermal Centrifuge§r or §3Centrifuge§r.\n\n§2For Arsenic, you must centrifuge Realgar Dust, or (more involvedly) flash smelt Cobaltite Dust in the EBF, and electrolyse the resultant Arsenic Trioxide.\n\nCombine both in a Mixer to make Gallium Arsenide.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5840,7 +5840,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Cuts things up.\n\nThe §3Cutting Machine§r is able to cut wafers, rods, wood, and various other things for you, making it a versatile crafting tool. Cutting blocks into 9 plates may be faster than using a §2Bending Machine §rto make them one at a time.\n\nThe MV version is required for cutting §6Silicon Boules§r for easier §6Diodes§r once you get §9Polyethylene (PE)§r, and for cutting §6Wafers§r into usable components. \n\nThe blade will require you to make §2Vanadiumsteel§r.\n\nCutting Machines work with plain §9Water§r for all recipes. You can also use §9Distilled Water§r which speeds up the processing somewhat, or §9Lubricant§r that speeds it up greatly (and uses very little per operation). These might be a little tricky to make right now, but are very worthwhile upgrades in the future.",
|
||||
"desc:8": "Cuts things up.\n\nThe §3Cutting Machine§r is able to cut wafers, rods, wood, and various other things for you, making it a versatile crafting tool. Cutting blocks into 9 plates may be faster than using a §2Bending Machine §rto make them one at a time.\n\nThe MV version is required for cutting §6Silicon Boules§r for easier §6Diodes§r once you get §9Polyethylene (PE)§r, and for cutting §6Wafers§r into usable components.\n\nThe blade will require you to make §2Vanadiumsteel§r.\n\nCutting Machines work with plain §9Water§r for all recipes. You can also use §9Distilled Water§r which speeds up the processing somewhat, or §9Lubricant§r that speeds it up greatly (and uses very little per operation). These might be a little tricky to make right now, but are very worthwhile upgrades in the future.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -6646,7 +6646,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Chrome§r, or Chromium, is used in the production of many alloys. §6Stainless Steel§r, §6Vanadiumsteel§r and §6Kanthal§r are the ones you will encounter soon. \n\nIt is primarily obtained by electrolyzing §6Ruby Dust§r. You will need a lot of this soon, so be sure to find a robust source of it.",
|
||||
"desc:8": "§6Chrome§r, or Chromium, is used in the production of many alloys. §6Stainless Steel§r, §6Vanadiumsteel§r and §6Kanthal§r are the ones you will encounter soon.\n\nIt is primarily obtained by electrolyzing §6Ruby Dust§r. You will need a lot of this soon, so be sure to find a robust source of it.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -7065,7 +7065,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "If you didn\u0027t know, you can have stacks of items stored inside of an §aME Interface§r. Placing a §aStorage Bus§r onto the ME Interface lets you access and use those items in recipes. Putting a §aCrafting Card§r inside the Interface will let the Interface automatically place autocraft orders for items it should stock but you don\u0027t have.\n\nThis approach can be used for autocrafting to some extent, but proceed with caution as crafting cards can produce a great deal of lag on larger ME Networks. AE calculates the full crafting tree of these items every time a request is made, even if you have enough items already in stock.\n\nThus, it is strongly recommended to limit Crafting Cards to simple recipes (ones without many dependent recipes) and ideally on smaller purpose-built networks. \n\nPrefer passive autocrafting methods on your main network, or if things are gonna get complicated.",
|
||||
"desc:8": "If you didn\u0027t know, you can have stacks of items stored inside of an §aME Interface§r. Placing a §aStorage Bus§r onto the ME Interface lets you access and use those items in recipes. Putting a §aCrafting Card§r inside the Interface will let the Interface automatically place autocraft orders for items it should stock but you don\u0027t have.\n\nThis approach can be used for autocrafting to some extent, but proceed with caution as crafting cards can produce a great deal of lag on larger ME Networks. AE calculates the full crafting tree of these items every time a request is made, even if you have enough items already in stock.\n\nThus, it is strongly recommended to limit Crafting Cards to simple recipes (ones without many dependent recipes) and ideally on smaller purpose-built networks.\n\nPrefer passive autocrafting methods on your main network, or if things are gonna get complicated.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -9378,7 +9378,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§9Vinyl Chloride§r is an industrial chemical made from chlorinating §9Ethylene§r (adding §9Chlorine§r at high temperature) in a §3Chemical Reactor§r. §9Ethane§r can be used as an alternative reagent.\n\nIt is used to create the plastic §9Polyvinyl Chloride§r, most well known as PVC. While it deviates from reality, in GregTech you chemically react Vinyl Chloride and §9Oxygen§r to polymerize it into PVC. \n\nLater, you can use §9Titanium Tetrachloride§r to catalyze this reaction as well for greater yield.\n\nYou\u0027ll only need to solidify this into sheet form. If you want PVC pipes too, you can pulverise the sheet into dust and use that in the extruder, or you can solidify it into bars seperately.\n\n§6PVC Sheets§r are superior to §6Polyethylene Sheets§r for making plastic substrates, producing twice as many §6Plastic Boards§r per craft.",
|
||||
"desc:8": "§9Vinyl Chloride§r is an industrial chemical made from chlorinating §9Ethylene§r (adding §9Chlorine§r at high temperature) in a §3Chemical Reactor§r. §9Ethane§r can be used as an alternative reagent.\n\nIt is used to create the plastic §9Polyvinyl Chloride§r, most well known as PVC. While it deviates from reality, in GregTech you chemically react Vinyl Chloride and §9Oxygen§r to polymerize it into PVC.\n\nLater, you can use §9Titanium Tetrachloride§r to catalyze this reaction as well for greater yield.\n\nYou\u0027ll only need to solidify this into sheet form. If you want PVC pipes too, you can pulverise the sheet into dust and use that in the extruder, or you can solidify it into bars seperately.\n\n§6PVC Sheets§r are superior to §6Polyethylene Sheets§r for making plastic substrates, producing twice as many §6Plastic Boards§r per craft.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10042,7 +10042,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "While there are no types of veins that are extremely rare, you\u0027re likely to struggle with finding at least one of the less common vein types. This isn\u0027t really avoidable.\n\nYou will accumulate a lot of §dNomicoins§r from quest turn-ins while playing Nomifactory. Do not be hesitant to spend them on things you need! \n\nSearch for various ores (generally the first one listed in §bJEI§r) to find the coin recipes for them. Alternatively, hover your cursor over a coin and press §6U§r to see what you can buy with it.\n\n§aDon\u0027t be a hoarder!",
|
||||
"desc:8": "While there are no types of veins that are extremely rare, you\u0027re likely to struggle with finding at least one of the less common vein types. This isn\u0027t really avoidable.\n\nYou will accumulate a lot of §dNomicoins§r from quest turn-ins while playing Nomifactory. Do not be hesitant to spend them on things you need!\n\nSearch for various ores (generally the first one listed in §bJEI§r) to find the coin recipes for them. Alternatively, hover your cursor over a coin and press §6U§r to see what you can buy with it.\n\n§aDon\u0027t be a hoarder!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10292,7 +10292,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10359,7 +10359,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10494,7 +10494,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Combining §9Titanium Tetrachloride§r with §6Magnesium§r in an §3Electric Blast Furnace§r (approximating the Kroll process) will net you your first §6Titanium§r.\n\nThis process is a loop, and therefore will not cost you any resources, apart from §6Rutile§r, if you process it correctly. \n\nUnfortunately, it is super hot. You\u0027ll need to cool it in a §3Vacuum Freezer§r for it to be usable.\n\nRouting through AE is an alternative way to using item conduits. Simply set an Ore Dictionary Storage Bus on the input bus of the freezer, set it to \u0027ingotHot*\u0027, and set it to a high piority. This will accept any new Hot Ingots entering your system, and eliminates the need for a big conduit network.\n\nDon\u0027t encode the Hot Ingot in a pattern though!",
|
||||
"desc:8": "Combining §9Titanium Tetrachloride§r with §6Magnesium§r in an §3Electric Blast Furnace§r (approximating the Kroll process) will net you your first §6Titanium§r.\n\nThis process is a loop, and therefore will not cost you any resources, apart from §6Rutile§r, if you process it correctly.\n\nUnfortunately, it is super hot. You\u0027ll need to cool it in a §3Vacuum Freezer§r for it to be usable.\n\nRouting through AE is an alternative way to using item conduits. Simply set an Ore Dictionary Storage Bus on the input bus of the freezer, set it to \u0027ingotHot*\u0027, and set it to a high piority. This will accept any new Hot Ingots entering your system, and eliminates the need for a big conduit network.\n\nDon\u0027t encode the Hot Ingot in a pattern though!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10547,7 +10547,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3Vacuum Freezers§r are primarily used to cool down §6Hot Ingots§r. They\u0027re also capable of freezing air into a liquid, and making superconductors.\n\nAt minimum you will need an energy input hatch, an input bus, an output bus, and 22 §6Frost Proof Machine Casings§r for forming the multiblock for processing Hot Ingots.\n\nIf you want to deal with fluids as well, subtract two casings and use a fluid input and fluid output in their place.\n\nThe energy tier required for the Vacuum Freezer is typically one tier below the tier used to process the ingot in the §3Electric Blast Furnace§r. \n\nBesides the controller placement, as usual the hatches/buses can go anywhere. Use the building guide in §bJEI§r which can be pulled up from the controller block.",
|
||||
"desc:8": "§3Vacuum Freezers§r are primarily used to cool down §6Hot Ingots§r. They\u0027re also capable of freezing air into a liquid, and making superconductors.\n\nAt minimum you will need an energy input hatch, an input bus, an output bus, and 22 §6Frost Proof Machine Casings§r for forming the multiblock for processing Hot Ingots.\n\nIf you want to deal with fluids as well, subtract two casings and use a fluid input and fluid output in their place.\n\nThe energy tier required for the Vacuum Freezer is typically one tier below the tier used to process the ingot in the §3Electric Blast Furnace§r.\n\nBesides the controller placement, as usual the hatches/buses can go anywhere. Use the building guide in §bJEI§r which can be pulled up from the controller block.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10824,7 +10824,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -11191,7 +11191,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -11337,7 +11337,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -12257,7 +12257,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "You\u0027ll be needing large amounts of the various noble gases so you should get this automated and running continuously. \n\nAfter §bliquefication§r, §eOverworld Air§r grants §9Helium§r and §9Argon§r, §eNether Air§r grants §9Helium-3§r and §9Neon§r and §eEnder Air§r grants §9Helium§r, §9Krypton§r, §9Xenon§r, and §9Radon§r.\n\nSome noble gases can be used to §aboost§r the speed of certain EBF recipes.",
|
||||
"desc:8": "You\u0027ll be needing large amounts of the various noble gases so you should get this automated and running continuously.\n\nAfter §bliquefication§r, §eOverworld Air§r grants §9Helium§r and §9Argon§r, §eNether Air§r grants §9Helium-3§r and §9Neon§r and §eEnder Air§r grants §9Helium§r, §9Krypton§r, §9Xenon§r, and §9Radon§r.\n\nSome noble gases can be used to §aboost§r the speed of certain EBF recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -12535,7 +12535,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -12889,7 +12889,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts either Oil, Raw Oil, Light Oil or Heavy Oil.§r\n\nPetrochemistry is the category of organic chemistry pertaining to petroleum, otherwise known as §9Oil§r.\n\n§bGregTech§r\u0027s petrochemistry may seem daunting at first, given the sheer number of chemicals and processing options, but it\u0027s actually easier to get into than you think.\n\nOil is the starting point, and can be found in several variants which you can pump from finite natural wells on the Overworld, as well as coming renewably from §6Oilsands Ore§r and §6Soul Sand§r, and directly in liquid form from a §3Fluid Rig§r.\n\n§2The Fluid Rig can also harvest Raw Oil, Heavy Oil and Light Oil depending on your fluid vein. Raw Oil is similar to Oil, giving the same ratios when distilled but needing double the fluid. Heavy Oil and Light Oil give different ratios when distilled.§r \n\nStart off by distilling the Oil. This will result in §9Sulfuric Heavy Fuel§r, §9Sulfuric Light Fuel§r, §9Sulfuric Naphtha§r, and/or §9Sulfuric Gas§r.\n\nThese will all need to be hydrodesulfurized using §9Hydrogen§r in a §3Chemical Reactor§r or §2Oil Cracking Unit§r, which produces the non-Sulfuric versions.\n\nAll of these products are useful, so figure out how you want to store the variety and large quantities of fluids.\n\nThe upcoming quests will guide you through the basics of petrochemistry. Once you\u0027ve mastered that, feel free to explore further.",
|
||||
"desc:8": "§oNote: this quest accepts either Oil, Raw Oil, Light Oil or Heavy Oil.§r\n\nPetrochemistry is the category of organic chemistry pertaining to petroleum, otherwise known as §9Oil§r.\n\n§bGregTech§r\u0027s petrochemistry may seem daunting at first, given the sheer number of chemicals and processing options, but it\u0027s actually easier to get into than you think.\n\nOil is the starting point, and can be found in several variants which you can pump from finite natural wells on the Overworld, as well as coming renewably from §6Oilsands Ore§r and §6Soul Sand§r, and directly in liquid form from a §3Fluid Rig§r.\n\n§2The Fluid Rig can also harvest Raw Oil, Heavy Oil and Light Oil depending on your fluid vein. Raw Oil is similar to Oil, giving the same ratios when distilled but needing double the fluid. Heavy Oil and Light Oil give different ratios when distilled.§r\n\nStart off by distilling the Oil. This will result in §9Sulfuric Heavy Fuel§r, §9Sulfuric Light Fuel§r, §9Sulfuric Naphtha§r, and/or §9Sulfuric Gas§r.\n\nThese will all need to be hydrodesulfurized using §9Hydrogen§r in a §3Chemical Reactor§r or §2Oil Cracking Unit§r, which produces the non-Sulfuric versions.\n\nAll of these products are useful, so figure out how you want to store the variety and large quantities of fluids.\n\nThe upcoming quests will guide you through the basics of petrochemistry. Once you\u0027ve mastered that, feel free to explore further.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -14043,7 +14043,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -14896,7 +14896,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Fueling Station§r is how rockets get fuel.\n\nFirst, put together your Rocket, then §aScan§r and §cBuild§r the Rocket in the §3Rocket Assembling Machine§r to assemble it (which turns it into an entity). Next, with the §aLinker§r in your hand, right-click the Fueling Station then the Rocket Assembling Machine to link the Fueling Station to the constructed Rocket. \n\nYou\u0027ll get a confirmation message when you do it right, and a little line will appear between the Fueling Station and the rocket.\n\nNow just get §9Rocket Fuel§r into the Fueling Station and it will transfer to the Rocket automatically.",
|
||||
"desc:8": "The §3Fueling Station§r is how rockets get fuel.\n\nFirst, put together your Rocket, then §aScan§r and §cBuild§r the Rocket in the §3Rocket Assembling Machine§r to assemble it (which turns it into an entity). Next, with the §aLinker§r in your hand, right-click the Fueling Station then the Rocket Assembling Machine to link the Fueling Station to the constructed Rocket.\n\nYou\u0027ll get a confirmation message when you do it right, and a little line will appear between the Fueling Station and the rocket.\n\nNow just get §9Rocket Fuel§r into the Fueling Station and it will transfer to the Rocket automatically.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -14969,7 +14969,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Holding one of these reveals §aTravel Anchors§r and §aTelepads§r in range.\n\nShift + right-click after aiming to warp to one, or point it anywhere to teleport forward a short distance (works through walls).\n\nThese are powered with RF, and can be further enchanted through §bEnderIO§r\u0027s enchanting mechanics.\n\nAlternatively, you can search the §eLost Cities§r or make a Travel §6Dark Steel§r Upgrade, and apply it to your \n§bEnderIO§r tools.\n\nThe §6Vibrant Crystal§r will require an §3Autoclave§r.",
|
||||
"desc:8": "Holding one of these reveals §aTravel Anchors§r and §aTelepads§r in range.\n\nShift + right-click after aiming to warp to one, or point it anywhere to teleport forward a short distance (works through walls).\n\nThese are powered with RF, and can be further enchanted through §bEnderIO§r\u0027s enchanting mechanics.\n\nAlternatively, you can search the §eLost Cities§r or make a Travel §6Dark Steel§r Upgrade, and apply it to your\n§bEnderIO§r tools.\n\nThe §6Vibrant Crystal§r will require an §3Autoclave§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -19456,7 +19456,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "You can combine various items with a §6Blank Data Model§r for a completed §6Data Model§r that you can run inside the §3Simulation Chamber§r. \n\nYou will also need §6Pulsating Polymer Clay§r in order to run those simulations. The §3Simulation Chamber§r consumes one §6Pulsating Polymer Clay§r per operation.",
|
||||
"desc:8": "You can combine various items with a §6Blank Data Model§r for a completed §6Data Model§r that you can run inside the §3Simulation Chamber§r.\n\nYou will also need §6Pulsating Polymer Clay§r in order to run those simulations. The §3Simulation Chamber§r consumes one §6Pulsating Polymer Clay§r per operation.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -19763,7 +19763,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Fluix is initially made via in-world crafting, by dropping §6Redstone§r, §6Nether Quartz§r, and a §6Charged Certus Quartz Crystal§r in the same block of §9Water§r. You\u0027ll see some sparks then the items will merge into a §6Fluix Crystal§r. Be sure to turn off any nearby item magnets/collectors or they might interrupt this crafting process.\n\nThe §3Energy Acceptor§r converts RF power into AE power that Applied Energistics uses, in a 2 RF to 1 AE ratio. This power will be transmitted through adjacent full-block ME Network devices, as well as along all connected §6ME Cables§r, §6ME Conduits§r, and §6Quartz Fiber§r. \n\nQuartz Fiber are §emicroparts§r you can put between an ME Cable and any ME Network block or another ME Cable. This will allow transmission of AE power but not data, which is useful for having data-isolated ME Networks all sharing the same power source.",
|
||||
"desc:8": "Fluix is initially made via in-world crafting, by dropping §6Redstone§r, §6Nether Quartz§r, and a §6Charged Certus Quartz Crystal§r in the same block of §9Water§r. You\u0027ll see some sparks then the items will merge into a §6Fluix Crystal§r. Be sure to turn off any nearby item magnets/collectors or they might interrupt this crafting process.\n\nThe §3Energy Acceptor§r converts RF power into AE power that Applied Energistics uses, in a 2 RF to 1 AE ratio. This power will be transmitted through adjacent full-block ME Network devices, as well as along all connected §6ME Cables§r, §6ME Conduits§r, and §6Quartz Fiber§r.\n\nQuartz Fiber are §emicroparts§r you can put between an ME Cable and any ME Network block or another ME Cable. This will allow transmission of AE power but not data, which is useful for having data-isolated ME Networks all sharing the same power source.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -20140,7 +20140,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -23908,7 +23908,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3The Empowerer§r is a machine from §bActually Additions§r used to convert its special crystalline materials into empowered variants.\n\nThe Empowerer is placed in the center of a flat 7x7 region. The four §aDisplay Stands§r are placed with a two-block gap from the Empowerer, one in each cardinal direction.\n\nRecipes require specific items to be placed on the Display Stands and the main item on the Empowerer itself. The items on the Display Stands are consumed and the central item is Empowered.\n\nRF power needs to be fed into the Display Stands to infuse the center item with power. The Display Stands have a low per-side power transfer rate so it takes a while. Consider putting energy conduits on multiple sides of each display stand to speed it up a bit.\n\n\nIf you\u0027ve used the Empowerer before you\u0027ll know that this thing\u0027s a bit of a pain. It\u0027s slow, takes up a large space, and it\u0027s cumbersome to automate. \n\nDon\u0027t worry, you\u0027ll get access to the §3Combination Package Crafter§r after you get §6Draconium§r, which is vastly faster, more compact and easier to automate. This lets you do Empowerer recipes directly through §bPackagedAuto§r and §bAE2§r. However, some optional paths like §9Bio-Diesel§r involve early Empowerer use.",
|
||||
"desc:8": "§3The Empowerer§r is a machine from §bActually Additions§r used to convert its special crystalline materials into empowered variants.\n\nThe Empowerer is placed in the center of a flat 7x7 region. The four §aDisplay Stands§r are placed with a two-block gap from the Empowerer, one in each cardinal direction.\n\nRecipes require specific items to be placed on the Display Stands and the main item on the Empowerer itself. The items on the Display Stands are consumed and the central item is Empowered.\n\nRF power needs to be fed into the Display Stands to infuse the center item with power. The Display Stands have a low per-side power transfer rate so it takes a while. Consider putting energy conduits on multiple sides of each display stand to speed it up a bit.\n\n\nIf you\u0027ve used the Empowerer before you\u0027ll know that this thing\u0027s a bit of a pain. It\u0027s slow, takes up a large space, and it\u0027s cumbersome to automate.\n\nDon\u0027t worry, you\u0027ll get access to the §3Combination Package Crafter§r after you get §6Draconium§r, which is vastly faster, more compact and easier to automate. This lets you do Empowerer recipes directly through §bPackagedAuto§r and §bAE2§r. However, some optional paths like §9Bio-Diesel§r involve early Empowerer use.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -24231,7 +24231,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The full complexity of §bNuclearCraft§r is far too much for the scope of this quest guide, so §eyou\u0027re encouraged to watch a tutorial or read a guide online§r. \n\nFor the purposes of this particular quest, you\u0027ll be building a breeder reactor to make §6Plutonium§r, and other nuclear elements. While this reactor may seem very expensive, it will be worth it, and you will probably expand it soon. \n\nThis reactor is capable of running any Low-Enriched fuel, such as TBU and LEU-235. This is a basic reactor and can be expanded, following the same pattern, to run faster. Alternatively, reactors can be designed to produce a decent amount of power for the mid game of the pack.\n\nFirst, set up your 150 §6Fission Reactor Casings§r to encase a 5x5x5 cube shape of empty air. Any of these reactor casings can be changed to §6Transparent Fission Reactor Casings§r. The Casings should only cover the faces of the interior cube, not the edges or corners. You should have exactly the right number of Casings to encase a 5x5x5 space.\n\nNext, create a hole so you can get inside the cube. Place the §6Reactor Cells§r in an alternating pattern, with the reactor cells at the corners, and spaces between each one. Alternate between each row, creating a grid pattern. Fill in the §6Cryotheum Coolers§r between, in the empty holes. Do this for every layer, alternating between §6Cryotheum Coolers§r on the corners and §6Reactor Cells§r on the corners. You should have the perfect amount of §6Reactor Cells§r and §6Cryotheum Coolers§r for this, and the third and final layers should be the same as the first one. The reactor will now be complete when you reseal it up with the Casings you removed to access the interior.\n\nFinally, place the §3Fission Reactor Controller§r along any edge or corner of the reactor. Opening the Reactor Controller GUI should let you know that the structure was properly formed; if not, go back and check what you did wrong.\n\nThe lever is placed on the reactor, as a redstone signal is required for it to start working. §cReactors can overheat and melt if the temperature exceeds its ability to cool.§r You can make a safety loop on the controller (instead of the lever) to automatically shut off the reactor when it starts getting hot using a §aRedstone Conduit§r, a §aRedstone Sensor Filter§r (on the input channel), and a §aRedstone NOT Filter§r (on the output channel). Make sure input and output are on the same channel color.",
|
||||
"desc:8": "The full complexity of §bNuclearCraft§r is far too much for the scope of this quest guide, so §eyou\u0027re encouraged to watch a tutorial or read a guide online§r.\n\nFor the purposes of this particular quest, you\u0027ll be building a breeder reactor to make §6Plutonium§r, and other nuclear elements. While this reactor may seem very expensive, it will be worth it, and you will probably expand it soon.\n\nThis reactor is capable of running any Low-Enriched fuel, such as TBU and LEU-235. This is a basic reactor and can be expanded, following the same pattern, to run faster. Alternatively, reactors can be designed to produce a decent amount of power for the mid game of the pack.\n\nFirst, set up your 150 §6Fission Reactor Casings§r to encase a 5x5x5 cube shape of empty air. Any of these reactor casings can be changed to §6Transparent Fission Reactor Casings§r. The Casings should only cover the faces of the interior cube, not the edges or corners. You should have exactly the right number of Casings to encase a 5x5x5 space.\n\nNext, create a hole so you can get inside the cube. Place the §6Reactor Cells§r in an alternating pattern, with the reactor cells at the corners, and spaces between each one. Alternate between each row, creating a grid pattern. Fill in the §6Cryotheum Coolers§r between, in the empty holes. Do this for every layer, alternating between §6Cryotheum Coolers§r on the corners and §6Reactor Cells§r on the corners. You should have the perfect amount of §6Reactor Cells§r and §6Cryotheum Coolers§r for this, and the third and final layers should be the same as the first one. The reactor will now be complete when you reseal it up with the Casings you removed to access the interior.\n\nFinally, place the §3Fission Reactor Controller§r along any edge or corner of the reactor. Opening the Reactor Controller GUI should let you know that the structure was properly formed; if not, go back and check what you did wrong.\n\nThe lever is placed on the reactor, as a redstone signal is required for it to start working. §cReactors can overheat and melt if the temperature exceeds its ability to cool.§r You can make a safety loop on the controller (instead of the lever) to automatically shut off the reactor when it starts getting hot using a §aRedstone Conduit§r, a §aRedstone Sensor Filter§r (on the input channel), and a §aRedstone NOT Filter§r (on the output channel). Make sure input and output are on the same channel color.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -25245,7 +25245,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -26694,7 +26694,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Basic §aFlux Capacitors§r hold a whopping lot of energy - §a10 million RF§r - and are useful for keeping your §aRF-powered§r equipment and tools charged.\n\nPut one into your newly crafted §3Battery Buffer§r to charge it. You can then put it in your inventory to charge your items with §aRF§r. \n§2RF batteries such as Flux Capacitors cannot be drained by Battery Buffers!§r\n\nThe Flux Capacitor is a §bBauble§r, so open your inventory and look for the Baubles button, click it to reveal the additional bauble slots menu and put it into any slot you wish.\n\nFinally, you can charge up all those depleted §6Dark Boots§r and §6The Ender§r swords you\u0027ve looted.",
|
||||
"desc:8": "Basic §aFlux Capacitors§r hold a whopping lot of energy - §a10 million RF§r - and are useful for keeping your §aRF-powered§r equipment and tools charged.\n\nPut one into your newly crafted §3Battery Buffer§r to charge it. You can then put it in your inventory to charge your items with §aRF§r.\n§2RF batteries such as Flux Capacitors cannot be drained by Battery Buffers!§r\n\nThe Flux Capacitor is a §bBauble§r, so open your inventory and look for the Baubles button, click it to reveal the additional bauble slots menu and put it into any slot you wish.\n\nFinally, you can charge up all those depleted §6Dark Boots§r and §6The Ender§r swords you\u0027ve looted.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27151,7 +27151,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27218,7 +27218,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§bGregTech§r adds a very versatile way of augmenting machines with §aMachine Covers§r. Covers are \"upgrades\" that you can put on any GregTech machine, chest, or drum to expand its functionality. These are seperate on each side of the machine, meaning you can have up to six different covers! To work with covers, you\u0027ll need to make yourself a §aScrewdriver§r to configure covers, and a §aCrowbar§r to remove covers without having to break the machine. This quest accepts a §aScrewdriver§r and §aCrowbar§r made from any material.\n\nHere\u0027s a list of some covers there are in the game, and what they do:\n\n- §lConveyor§r: transfers items continuously to or from an adjacent inventory.\n\n- §lPump§r: is much like a §aConveyor§r, but for fluids.\n\n- §lRobotic Arm§r: is much like §aConveyor§r, but has two additional modes:\n * §eKeep Exact§r: moves items to keep a stock of at most the specified number of items\n * §eSupply Exact§r: transfers precisely the specified number of items per operation.\nThis cover is very useful for crafting automation.\n\n- §lFluid Regulator§r: is like a §aRobotic Arm§r, but works with fluids instead of items.\n\n- §lShutter§r: prevents automation from interacting with a specific side of a machine.\n\n- §lDetector§r: Available in §aItem§r, §aFluid§r, §aEnergy§r, and §aActivity§r flavours. Emits a Redstone signal depending on the status of whatever it\u0027s detecting.\n\n- §lAdvanced Detectors§r: Available as §aItem§r, §aFluid§r, §aEnergy§r, or §aActivity§r, these covers can emit redstone in more ways than their normal counterparts. Specifically, the §aItem§r, §aFluid§r, and §aEnergy§r advanced detectors can emit a latched redstone signal based on the amount of item/fluid between a set min and max, or they can emit redstone signals proportional to the amount of item/fluids between a set min and max. The §aAdvanced Activity Detector§r emits redstone proportional to a machines progress on a recipe \n\n- §lDigital Interface§r: A graphical display for the machine\u0027s current status. Can display things like contained fluids, energy levels, etc.\n\nCovers that move items or fluids can have a §aFilter§r placed inside them. These modify the functionality of covers in ways explained in their own quests.",
|
||||
"desc:8": "§bGregTech§r adds a very versatile way of augmenting machines with §aMachine Covers§r. Covers are \"upgrades\" that you can put on any GregTech machine, chest, or drum to expand its functionality. These are seperate on each side of the machine, meaning you can have up to six different covers! To work with covers, you\u0027ll need to make yourself a §aScrewdriver§r to configure covers, and a §aCrowbar§r to remove covers without having to break the machine. This quest accepts a §aScrewdriver§r and §aCrowbar§r made from any material.\n\nHere\u0027s a list of some covers there are in the game, and what they do:\n\n- §lConveyor§r: transfers items continuously to or from an adjacent inventory.\n\n- §lPump§r: is much like a §aConveyor§r, but for fluids.\n\n- §lRobotic Arm§r: is much like §aConveyor§r, but has two additional modes:\n* §eKeep Exact§r: moves items to keep a stock of at most the specified number of items\n* §eSupply Exact§r: transfers precisely the specified number of items per operation.\nThis cover is very useful for crafting automation.\n\n- §lFluid Regulator§r: is like a §aRobotic Arm§r, but works with fluids instead of items.\n\n- §lShutter§r: prevents automation from interacting with a specific side of a machine.\n\n- §lDetector§r: Available in §aItem§r, §aFluid§r, §aEnergy§r, and §aActivity§r flavours. Emits a Redstone signal depending on the status of whatever it\u0027s detecting.\n\n- §lAdvanced Detectors§r: Available as §aItem§r, §aFluid§r, §aEnergy§r, or §aActivity§r, these covers can emit redstone in more ways than their normal counterparts. Specifically, the §aItem§r, §aFluid§r, and §aEnergy§r advanced detectors can emit a latched redstone signal based on the amount of item/fluid between a set min and max, or they can emit redstone signals proportional to the amount of item/fluids between a set min and max. The §aAdvanced Activity Detector§r emits redstone proportional to a machines progress on a recipe\n\n- §lDigital Interface§r: A graphical display for the machine\u0027s current status. Can display things like contained fluids, energy levels, etc.\n\nCovers that move items or fluids can have a §aFilter§r placed inside them. These modify the functionality of covers in ways explained in their own quests.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27457,7 +27457,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27930,7 +27930,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Lunar Mining Station§r is a large multiblock structure used for mining gases from the moon. It is an excellent (though not the only) source of §9Deuterium§r or §9Helium-3§r, depending on what kind of §6Rover§r you use. \n\nRovers only have a 10% chance to break while mining, so a stack of them will last quite a while.\n\nWhile both available recipes require §eMV power§r, you can overclock it with higher tiers of power. The positions of hatches and buses can be swapped with any §6LuV Machine Casing§r.\n\n§6Sneak-right click§r the controller to enable the in-world preview.\n\nBecause this structure must be placed on the Moon, it is a good idea to use mechanisms like §aEnder Tanks§r or a §6Quantum Link Chamber§r for teleporting the fluids back to your base.\n\nMake sure to keep it chunk-loaded!",
|
||||
"desc:8": "The §3Lunar Mining Station§r is a large multiblock structure used for mining gases from the moon. It is an excellent (though not the only) source of §9Deuterium§r or §9Helium-3§r, depending on what kind of §6Rover§r you use.\n\nRovers only have a 10% chance to break while mining, so a stack of them will last quite a while.\n\nWhile both available recipes require §eMV power§r, you can overclock it with higher tiers of power. The positions of hatches and buses can be swapped with any §6LuV Machine Casing§r.\n\n§6Sneak-right click§r the controller to enable the in-world preview.\n\nBecause this structure must be placed on the Moon, it is a good idea to use mechanisms like §aEnder Tanks§r or a §6Quantum Link Chamber§r for teleporting the fluids back to your base.\n\nMake sure to keep it chunk-loaded!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -31515,7 +31515,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -31582,7 +31582,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oThis quest completes with any wood-type drawer, or a Framed Drawer and a Framing Table.\n\n§bStorage Drawers§r provide a huge amount of storage for a single item type. Use them for things you have a lot of, such as stone, dirt and ores.\n\nIf the wood-type appearances aren\u0027t your style, the §3Framing Table§r is useful for making custom drawers out of §6Framed Drawers§r, and up to three additional items which define how the resulting drawer will look. Please note that due to a glitch, items can\u0027t be put into non-framed §6Framed Drawers§r.\n\nIn addition, the §aHand Framing Tool§r has been implemented, allowing you to decorate your framed drawers in world, and convert default drawers into Framed Drawers§r in-world, with the cost of some sticks. \n\nIn fact, once you consume the blocks you would like to decorate your framed drawers into, no more of those blocks will be consumed, decorating your drawers for free! \n\nSee the uses of the framing tool in §eJEI§r and the §eJEI Information Page§r of the Hand Framing Tool§r for more information.\n\nFurthermore, you can do special stuff with your drawers, with §6Keys§r! Search §e@StorageDrawers Keys§r in §bJEI§r to see them! You can do things from \u0027locking\u0027 the drawer, meaning only that item can enter the drawer, show how many items are in the drawer, and even remove the display of items! \n\n§cPlease note that excessive use of the Quantify Key may lead to lag.",
|
||||
"desc:8": "§oThis quest completes with any wood-type drawer, or a Framed Drawer and a Framing Table.\n\n§bStorage Drawers§r provide a huge amount of storage for a single item type. Use them for things you have a lot of, such as stone, dirt and ores.\n\nIf the wood-type appearances aren\u0027t your style, the §3Framing Table§r is useful for making custom drawers out of §6Framed Drawers§r, and up to three additional items which define how the resulting drawer will look. Please note that due to a glitch, items can\u0027t be put into non-framed §6Framed Drawers§r.\n\nIn addition, the §aHand Framing Tool§r has been implemented, allowing you to decorate your framed drawers in world, and convert default drawers into Framed Drawers§r in-world, with the cost of some sticks.\n\nIn fact, once you consume the blocks you would like to decorate your framed drawers into, no more of those blocks will be consumed, decorating your drawers for free!\n\nSee the uses of the framing tool in §eJEI§r and the §eJEI Information Page§r of the Hand Framing Tool§r for more information.\n\nFurthermore, you can do special stuff with your drawers, with §6Keys§r! Search §e@StorageDrawers Keys§r in §bJEI§r to see them! You can do things from \u0027locking\u0027 the drawer, meaning only that item can enter the drawer, show how many items are in the drawer, and even remove the display of items!\n\n§cPlease note that excessive use of the Quantify Key may lead to lag.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -32471,7 +32471,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§eSuperconductor wires also won\u0027t kill you when touched now. In fact, you have to use Wires for Superconductors, because they don\u0027t even have cables!\n\n§bEnderIO§r and §bThermal§r alloys are a bit more expensive than the normal wires, but they come with the huge advantage of being §2superconductors§r. Lossy cables like §6Tin§r and §6Copper§r will bleed out energy for every block they travel, but §2superconductors§r do not.\n\nThe §2cheap superconductors§r for each tier are:\n\nLV - Conductive Iron\nMV - Energetic Alloy\nHV - Vibrant Alloy\nEV - End Steel\nIV - Lumium \nLuV - Signalum \nZPM - Enderium \nUV - Draconium \nMAX - §2Draconic Superconductor§r, Omnium\n\n§2There are an additional set of superconductors, one for each tier, which are the CEu default superconductors. Their advantage is their higher amperage rating, reaching the hundreds of amps for higher tier 16x wires. They are also used in crafting Field Generators. They are:\n\nLV - Manganese Phosphide\nMV - Magnesium Diboride\nHV - Mercury Barium Calcium Cuprate\nEV - Uranium Triplatinum\nIV - Samarium Iron Arsenic Oxide\nLuV - Indium Tin Barium Titanium Cuprate\nZPM - Uranium Rhodium Dinaquadide\nUV - Enriched Naquadah Trinium Europium Duranide\nUHV - Ruthenium Trinium Americium Neutronate§r\n§r\nMV and higher cables are made in an §3Assembling Machine§r, with liquid §9Rubber§r and §6Wires§r. §2Keep in mind that you can\u0027t combine cables into thicker cables, so you have to make the thickness of cables that you will use.",
|
||||
"desc:8": "§eSuperconductor wires also won\u0027t kill you when touched now. In fact, you have to use Wires for Superconductors, because they don\u0027t even have cables!\n\n§bEnderIO§r and §bThermal§r alloys are a bit more expensive than the normal wires, but they come with the huge advantage of being §2superconductors§r. Lossy cables like §6Tin§r and §6Copper§r will bleed out energy for every block they travel, but §2superconductors§r do not.\n\nThe §2cheap superconductors§r for each tier are:\n\nLV - Conductive Iron\nMV - Energetic Alloy\nHV - Vibrant Alloy\nEV - End Steel\nIV - Lumium\nLuV - Signalum\nZPM - Enderium\nUV - Draconium\nMAX - §2Draconic Superconductor§r, Omnium\n\n§2There are an additional set of superconductors, one for each tier, which are the CEu default superconductors. Their advantage is their higher amperage rating, reaching the hundreds of amps for higher tier 16x wires. They are also used in crafting Field Generators. They are:\n\nLV - Manganese Phosphide\nMV - Magnesium Diboride\nHV - Mercury Barium Calcium Cuprate\nEV - Uranium Triplatinum\nIV - Samarium Iron Arsenic Oxide\nLuV - Indium Tin Barium Titanium Cuprate\nZPM - Uranium Rhodium Dinaquadide\nUV - Enriched Naquadah Trinium Europium Duranide\nUHV - Ruthenium Trinium Americium Neutronate§r\n§r\nMV and higher cables are made in an §3Assembling Machine§r, with liquid §9Rubber§r and §6Wires§r. §2Keep in mind that you can\u0027t combine cables into thicker cables, so you have to make the thickness of cables that you will use.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -34473,7 +34473,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Phosphorus§r can be obtained by processing §6Tricalcium Phosphate Ore§r or §6Apatite Ore§r into dust and electrolyzing several times. \n\nBoth ores are found in §6Apatite§r veins.",
|
||||
"desc:8": "§6Phosphorus§r can be obtained by processing §6Tricalcium Phosphate Ore§r or §6Apatite Ore§r into dust and electrolyzing several times.\n\nBoth ores are found in §6Apatite§r veins.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -34900,7 +34900,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Holds §oeven more§r stuff. \n\nCan be §bconfigured§r with sneak-right click and set to §aauto-pickup items§r according to its filter by activating it (default key: §bV§r).\n\nCan be §benchanted§r increase its capacity by up to §a36 slots§r at §dHolding IV§r.",
|
||||
"desc:8": "Holds §oeven more§r stuff.\n\nCan be §bconfigured§r with sneak-right click and set to §aauto-pickup items§r according to its filter by activating it (default key: §bV§r).\n\nCan be §benchanted§r increase its capacity by up to §a36 slots§r at §dHolding IV§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -35412,7 +35412,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -36072,7 +36072,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "How much do you think these solar panels weigh? \n\nThese are quite expensive and two of them are required for each Tier Ten Micro Miner.\n\n§6Neutronium Solar Panels§r generate an enormous amount of RF power in sunlight, so once you get your tank it\u0027s also a good choice for compact power generation.\n\nProtip: it\u0027s always daytime in space.",
|
||||
"desc:8": "How much do you think these solar panels weigh?\n\nThese are quite expensive and two of them are required for each Tier Ten Micro Miner.\n\n§6Neutronium Solar Panels§r generate an enormous amount of RF power in sunlight, so once you get your tank it\u0027s also a good choice for compact power generation.\n\nProtip: it\u0027s always daytime in space.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -38635,7 +38635,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Phantomfaces§r are powerful blocks added by §bActually Additions§r. They work by connecting to an inventory. \n\nIn order to do this, grab a §6Phantom Connector§r and shift-right click the inventory which you want to connect to, and then shift-right clicking on the §6Phantomface§r. You should see a message saying that it has been successfully connected. Keep in mind that these have a range, so don\u0027t put your inventories too far away.\n\nNow, whenever an item goes into that inventory, it will go into the §6Phantomface§r. This also works the other way around. §6\n\nPhantomfaces§r can also be crafted into other variants, such as §6Phantom Breakers§r and §6Phantom Placers§r. These work just like the §6Phantomface§r, but with a slight variation. For example, §6Phantom Breakers§r would put the item they broke into the inventory it is connected to.\n\nPhantomface-based setups can be §chard to troubleshoot§r, so consider using AE2 if possible.",
|
||||
"desc:8": "§6Phantomfaces§r are powerful blocks added by §bActually Additions§r. They work by connecting to an inventory.\n\nIn order to do this, grab a §6Phantom Connector§r and shift-right click the inventory which you want to connect to, and then shift-right clicking on the §6Phantomface§r. You should see a message saying that it has been successfully connected. Keep in mind that these have a range, so don\u0027t put your inventories too far away.\n\nNow, whenever an item goes into that inventory, it will go into the §6Phantomface§r. This also works the other way around. §6\n\nPhantomfaces§r can also be crafted into other variants, such as §6Phantom Breakers§r and §6Phantom Placers§r. These work just like the §6Phantomface§r, but with a slight variation. For example, §6Phantom Breakers§r would put the item they broke into the inventory it is connected to.\n\nPhantomface-based setups can be §chard to troubleshoot§r, so consider using AE2 if possible.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43358,7 +43358,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Now that you have all the basic building blocks of nuclear fission, you\u0027ll need to start creating breeding chains to mass produced stabilized versions of each element, for the synthesis of §dOmnium§r. \n\nPlease note that stabilized versions of each element cannot be turned back into fluids, nor turned back into their original §bNuclearCraft§r isotopes.\n\nExperiment around with larger breeder reactors that can handle highly enriched fuels. The cryolattice you have built can be easily expanded, and is a great reactor to process through all LEU fuels quickly.\n\nYou\u0027ll probably want to build multiple reactors to make all the fissile elements in any reasonable amount of time, and have them passively running.",
|
||||
"desc:8": "Now that you have all the basic building blocks of nuclear fission, you\u0027ll need to start creating breeding chains to mass produced stabilized versions of each element, for the synthesis of §dOmnium§r.\n\nPlease note that stabilized versions of each element cannot be turned back into fluids, nor turned back into their original §bNuclearCraft§r isotopes.\n\nExperiment around with larger breeder reactors that can handle highly enriched fuels. The cryolattice you have built can be easily expanded, and is a great reactor to process through all LEU fuels quickly.\n\nYou\u0027ll probably want to build multiple reactors to make all the fissile elements in any reasonable amount of time, and have them passively running.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43412,7 +43412,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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§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 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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43698,7 +43698,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Simulating mob kills will occasionally result in §6Pristine Matter§r of that mob\u0027s type.\n\nPutting Pristine matter into a §3Loot Fabricator§r will allow you to obtain one of various items related to that mob. \n\nIf you are having a lot of the same §6Data Models§r running for the same resource, take note that one §3Loot Fabricator§r can support 19.66 §3Simulation Chambers§r running Self-Aware §6Data Models§r.\n\nSame with §3Simulation Chambers§r, §3Loot Fabricators§r are no longer sided and can be controlled by redstone.",
|
||||
"desc:8": "Simulating mob kills will occasionally result in §6Pristine Matter§r of that mob\u0027s type.\n\nPutting Pristine matter into a §3Loot Fabricator§r will allow you to obtain one of various items related to that mob.\n\nIf you are having a lot of the same §6Data Models§r running for the same resource, take note that one §3Loot Fabricator§r can support 19.66 §3Simulation Chambers§r running Self-Aware §6Data Models§r.\n\nSame with §3Simulation Chambers§r, §3Loot Fabricators§r are no longer sided and can be controlled by redstone.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -44410,7 +44410,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §6Angel Ring§r is actually slower than most jetpacks. However, it grants §acreative flight§r and requires no traditional fuel. \n\nIt reserves §b32 GP§r while active and will deactivate if you don\u0027t have enough. Double press the jump key (i.e spacebar) to activate. Your Angel Ring can be active at the same time as a normal jetpack, and the speeds §astack§r.",
|
||||
"desc:8": "The §6Angel Ring§r is actually slower than most jetpacks. However, it grants §acreative flight§r and requires no traditional fuel.\n\nIt reserves §b32 GP§r while active and will deactivate if you don\u0027t have enough. Double press the jump key (i.e spacebar) to activate. Your Angel Ring can be active at the same time as a normal jetpack, and the speeds §astack§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -45778,7 +45778,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "When you first started the pack, we told you that ore doubling can wait, and that\u0027s true... But you will need to start doing some rudimentary ore processing for §ebyproducts§r.\n\nByproducts are additional materials that can only be obtained from processing ores in certain machines. For example, there is no \"Gallium Ore\" or \"Arsenic Ore\". You get §6Gallium§r and §6Arsenic §ras a byproduct from processing other ores.\n\nOres have various means of processing, and eventually you\u0027ll use machine pipelines to process ores in specific ways to optimize what byproducts you gain. You can look at the §6Ore Byproduct Page§r of an ore in §bJEI§r, accessed by pressing \u0027U\u0027 on an ore and navigating to the byproduct tab, to see the required route to obtain desired byproducts. \n\nThe relevant machines are as follows:\n \n- §3Macerator§r: turns ores into §6Crushed Ores§r, Crushed Ores into §6Impure Dusts§r, and §6Purified Crushed Ores§r into §6Pure Dusts§r. Higher tiers of macerators have byproduct slots and gain a chance to get a full pile of byproduct from ores and both types of crushed ores.\n\n- §3Ore Washer§r: cleans Crushed Ores with §9Water§r, making Purified Crushed Ores§r, and 1/3 of a byproduct dust. Using §9Distilled Water§r makes them go faster. §2You can also perform a simple wash with this similar to Cauldron washing, which is extremely fast, but grants no byproducts.§r\n\n- §3Chemical Bath§r: §2uses Sodium Persulfate or Mercury to purify certain ores, granting a chance to yield a full pile of a byproduct.\n\n§r- §3Centrifuge§r: separates Pure or Impure dusts into the final material, producing 1/9 byproduct dust.\n\n- §3Electrolyzer§r: uses power to split compounds into individual elements, sometimes gaining useful byproducts in the process. §2Be warned that certain dusts may be better to directly smelt instead of electrolyze!§r\n\n- §3Thermal Centrifuge§r: not to be confused with the regular Centrifuge. §2Less slow and power-hungry now, but still so. However, it yields 1/3 byproduct dust, and macerating the Centrifuged Ore can grant a special third byproduct.\n\n§2- Sifter: filters high-quality Gems from Purified Crushed gem Ores for an overall higher yield.\n\n- Electromagnetic Separator: filters magnetic metals from certain ores, increasing their yields.§r\n\nYour first forays into ore processing for byproducts will be the Electrolyzer and the Centrifuge.",
|
||||
"desc:8": "When you first started the pack, we told you that ore doubling can wait, and that\u0027s true... But you will need to start doing some rudimentary ore processing for §ebyproducts§r.\n\nByproducts are additional materials that can only be obtained from processing ores in certain machines. For example, there is no \"Gallium Ore\" or \"Arsenic Ore\". You get §6Gallium§r and §6Arsenic §ras a byproduct from processing other ores.\n\nOres have various means of processing, and eventually you\u0027ll use machine pipelines to process ores in specific ways to optimize what byproducts you gain. You can look at the §6Ore Byproduct Page§r of an ore in §bJEI§r, accessed by pressing \u0027U\u0027 on an ore and navigating to the byproduct tab, to see the required route to obtain desired byproducts.\n\nThe relevant machines are as follows:\n\n- §3Macerator§r: turns ores into §6Crushed Ores§r, Crushed Ores into §6Impure Dusts§r, and §6Purified Crushed Ores§r into §6Pure Dusts§r. Higher tiers of macerators have byproduct slots and gain a chance to get a full pile of byproduct from ores and both types of crushed ores.\n\n- §3Ore Washer§r: cleans Crushed Ores with §9Water§r, making Purified Crushed Ores§r, and 1/3 of a byproduct dust. Using §9Distilled Water§r makes them go faster. §2You can also perform a simple wash with this similar to Cauldron washing, which is extremely fast, but grants no byproducts.§r\n\n- §3Chemical Bath§r: §2uses Sodium Persulfate or Mercury to purify certain ores, granting a chance to yield a full pile of a byproduct.\n\n§r- §3Centrifuge§r: separates Pure or Impure dusts into the final material, producing 1/9 byproduct dust.\n\n- §3Electrolyzer§r: uses power to split compounds into individual elements, sometimes gaining useful byproducts in the process. §2Be warned that certain dusts may be better to directly smelt instead of electrolyze!§r\n\n- §3Thermal Centrifuge§r: not to be confused with the regular Centrifuge. §2Less slow and power-hungry now, but still so. However, it yields 1/3 byproduct dust, and macerating the Centrifuged Ore can grant a special third byproduct.\n\n§2- Sifter: filters high-quality Gems from Purified Crushed gem Ores for an overall higher yield.\n\n- Electromagnetic Separator: filters magnetic metals from certain ores, increasing their yields.§r\n\nYour first forays into ore processing for byproducts will be the Electrolyzer and the Centrifuge.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -46935,7 +46935,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Upgrade time! \n...or building a new one, which is probably better.\n\nYet again this quest asks for the minimal number of casings. Make an extra §229§r if you don\u0027t want more than §a2 Fluid Inputs§r and §a1 Fluid Output§r. Don\u0027t forget the extra §e31 Fusion Glass§r or §6Fusion Machine Casings§r!\n\n§bYes, the Fusion Glass is the same tier as last time, but the Fusion Machine Casings are more expensive.§r\n\nMake sure your using §6ZPM Energy Hatches§r!\n\nIf you insist on upgrading instead of making a new one, don\u0027t dismantle the current one before you\u0027re sure you\u0027ve got everything you need to upgrade it, or you might end up having to rebuild the §3Mark 1 Fusion Reactor§r again.\n\nThe §3Mark 2 Fusion Reactor§r has an energy buffer of §e320M EU§r.",
|
||||
"desc:8": "Upgrade time!\n...or building a new one, which is probably better.\n\nYet again this quest asks for the minimal number of casings. Make an extra §229§r if you don\u0027t want more than §a2 Fluid Inputs§r and §a1 Fluid Output§r. Don\u0027t forget the extra §e31 Fusion Glass§r or §6Fusion Machine Casings§r!\n\n§bYes, the Fusion Glass is the same tier as last time, but the Fusion Machine Casings are more expensive.§r\n\nMake sure your using §6ZPM Energy Hatches§r!\n\nIf you insist on upgrading instead of making a new one, don\u0027t dismantle the current one before you\u0027re sure you\u0027ve got everything you need to upgrade it, or you might end up having to rebuild the §3Mark 1 Fusion Reactor§r again.\n\nThe §3Mark 2 Fusion Reactor§r has an energy buffer of §e320M EU§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49050,7 +49050,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Large Turbines have been improved in CEu. They are quite complex to run, but can generate lots of power when done well and scale very well.§r\n\nRight now, you can make the §6Large Steam Turbine§r and §6Large Gas Turbine§r. Once you get a §3Fusion Reactor§r going, you can make the §6Large Plasma Turbine§r.\n\nEach Large Turbine will need a §3Rotor Holder§r of the same or higher tier than the Large Turbine itself, and a §3Dynamo Hatch§r capable of handling the energy output. Each §3Rotor Holder§r tier above the Large Turbine §ddoubles§r the energy production and adds 10% to fuel efficiency.\n\nYou will need a §aTurbine Rotor§r to go into each §3Rotor Holder§r. The Turbine Rotor will grant multiplicative Power and Efficiency bonuses depending on its material. Each Turbine Rotor also has a Durability, which is the number of seconds it will last. These Turbine Rotors are tools, so you can only see one type in JEI, but you can see uses of the Turbine Blade of the material to see its stats. \n\n§aExample: §6Large Gas Turbine§r, with §3HSS-E Rotor§r and §3IV Rotor Holder§r:\n§aProduction:§r 4096 * 2.80 * 2 \u003d 22938 EU/t (91752 RF/t)\n§aEfficiency:§r 1.40 * 1.10 \u003d 154.0%\n§aDurability:§r 205,600 s (57.1 h)\n\nYou can run the §6Large Gas Turbine§r off §9LPG§r and §9Methane§r from §3Fluid Rigs§r, or §9Nitrobenzene§r from §6Wood§r.\nThe best §6Large Steam Turbine§r fuel is a closely-guarded government secret.",
|
||||
"desc:8": "§2Large Turbines have been improved in CEu. They are quite complex to run, but can generate lots of power when done well and scale very well.§r\n\nRight now, you can make the §6Large Steam Turbine§r and §6Large Gas Turbine§r. Once you get a §3Fusion Reactor§r going, you can make the §6Large Plasma Turbine§r.\n\nEach Large Turbine will need a §3Rotor Holder§r of the same or higher tier than the Large Turbine itself, and a §3Dynamo Hatch§r capable of handling the energy output. Each §3Rotor Holder§r tier above the Large Turbine §ddoubles§r the energy production and adds 10% to fuel efficiency.\n\nYou will need a §aTurbine Rotor§r to go into each §3Rotor Holder§r. The Turbine Rotor will grant multiplicative Power and Efficiency bonuses depending on its material. Each Turbine Rotor also has a Durability, which is the number of seconds it will last. These Turbine Rotors are tools, so you can only see one type in JEI, but you can see uses of the Turbine Blade of the material to see its stats.\n\n§aExample: §6Large Gas Turbine§r, with §3HSS-E Rotor§r and §3IV Rotor Holder§r:\n§aProduction:§r 4096 * 2.80 * 2 \u003d 22938 EU/t (91752 RF/t)\n§aEfficiency:§r 1.40 * 1.10 \u003d 154.0%\n§aDurability:§r 205,600 s (57.1 h)\n\nYou can run the §6Large Gas Turbine§r off §9LPG§r and §9Methane§r from §3Fluid Rigs§r, or §9Nitrobenzene§r from §6Wood§r.\nThe best §6Large Steam Turbine§r fuel is a closely-guarded government secret.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -50340,7 +50340,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Whether or not you (or your server admin) picked the default §bLost Cities§r overworld type, you have the option of teleporting yourself to the §eLost Cities Dimension§r. This is useful if you like other world types but want to still be able to explore cities for things like §eloot and spawners§r.\n\nTo create a portal, you must place a §aBed§r down on two §6Blocks of Diamond§r. Then, you surround the bed with any kind of §eMonster Skulls§r. Sleep in this bed and you will be teleported there.\n\n§cDon\u0027t forget to have a way to get back!§r You can use the §e/sethome§r command to register where your house is, and §e/home§r to return to it. If you supply a name (for example §e/sethome nether§r) then you can register and teleport to up to 25 homes by default. \n\nThere are some §erestrictions§r on this though: §eIt takes a few seconds of standing still for /home to activate§r, and there is a §ecooldown§r between uses. These restrictions can be bypassed by enabling cheats.\n\n§e/setwarp§r and §e/warp§r work much the same, except warp points are server-wide for any player to use - great for meeting points and events.\n\nLater on you\u0027ll have other means of teleportation.\n\nMonster Skulls might take a little while to get if you\u0027re playing in §ePeaceful§r. §6Skeleton Skulls§r would be the way to go in that case.",
|
||||
"desc:8": "Whether or not you (or your server admin) picked the default §bLost Cities§r overworld type, you have the option of teleporting yourself to the §eLost Cities Dimension§r. This is useful if you like other world types but want to still be able to explore cities for things like §eloot and spawners§r.\n\nTo create a portal, you must place a §aBed§r down on two §6Blocks of Diamond§r. Then, you surround the bed with any kind of §eMonster Skulls§r. Sleep in this bed and you will be teleported there.\n\n§cDon\u0027t forget to have a way to get back!§r You can use the §e/sethome§r command to register where your house is, and §e/home§r to return to it. If you supply a name (for example §e/sethome nether§r) then you can register and teleport to up to 25 homes by default.\n\nThere are some §erestrictions§r on this though: §eIt takes a few seconds of standing still for /home to activate§r, and there is a §ecooldown§r between uses. These restrictions can be bypassed by enabling cheats.\n\n§e/setwarp§r and §e/warp§r work much the same, except warp points are server-wide for any player to use - great for meeting points and events.\n\nLater on you\u0027ll have other means of teleportation.\n\nMonster Skulls might take a little while to get if you\u0027re playing in §ePeaceful§r. §6Skeleton Skulls§r would be the way to go in that case.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -51147,7 +51147,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Bending Machine§r improves the yield of a great deal of items. Most notably, you can use it to get one §6Plate§r from a single ingot, instead of having to spend two ingots for a single plate.\n\nAs with the §3Wiremill§r, this requires a §6Programmed Circuit§r to tell it what to make. For plates, this is §econfiguration 1§r. Refer to §eJEI§r for which configuration to use for your recipe.\n \nOther materials it can produce include:\n- 4 §6Foils§r from a Plate\n- §6Double Plates§r from two Plates\n- §6Dense Plates§r from nine Plates\n- §6Small Springs§r from one Rod\n- §6Springs§r from one Long Rod. \n§r\nIf you played the CE version of §dNomifactory§r, note that the functions of the §3Compressor§r (for making Plates) and §3Cluster Mill§r are merged into this machine.",
|
||||
"desc:8": "The §3Bending Machine§r improves the yield of a great deal of items. Most notably, you can use it to get one §6Plate§r from a single ingot, instead of having to spend two ingots for a single plate.\n\nAs with the §3Wiremill§r, this requires a §6Programmed Circuit§r to tell it what to make. For plates, this is §econfiguration 1§r. Refer to §eJEI§r for which configuration to use for your recipe.\n\nOther materials it can produce include:\n- 4 §6Foils§r from a Plate\n- §6Double Plates§r from two Plates\n- §6Dense Plates§r from nine Plates\n- §6Small Springs§r from one Rod\n- §6Springs§r from one Long Rod.\n§r\nIf you played the CE version of §dNomifactory§r, note that the functions of the §3Compressor§r (for making Plates) and §3Cluster Mill§r are merged into this machine.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -51214,7 +51214,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3Circuit Assemblers§r are the linchpin of your factory, gating progression through the §6Circuits§r. \n\nEach time you upgrade to a new voltage of Circuit Assembler, you will be able to craft more advanced §ethemes§r of circuits. These use more complex ingredients and require new infrastructure to be in place, but are more efficient to craft overall than the same tier of circuit from the prior theme.\n\n§2The LV Circuit Assembler allows you to make Electronic Circuits far more easily.\n\nThe circuit progression has been largely replaced with the progression native to CEu, with a few minor changes to reflect the progression of this pack better.§r Check out the §dProgression quest book tab§r to see the flow of circuit progression.",
|
||||
"desc:8": "§3Circuit Assemblers§r are the linchpin of your factory, gating progression through the §6Circuits§r.\n\nEach time you upgrade to a new voltage of Circuit Assembler, you will be able to craft more advanced §ethemes§r of circuits. These use more complex ingredients and require new infrastructure to be in place, but are more efficient to craft overall than the same tier of circuit from the prior theme.\n\n§2The LV Circuit Assembler allows you to make Electronic Circuits far more easily.\n\nThe circuit progression has been largely replaced with the progression native to CEu, with a few minor changes to reflect the progression of this pack better.§r Check out the §dProgression quest book tab§r to see the flow of circuit progression.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -51436,7 +51436,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts a Power Unit of any voltage (LV, MV, HV, EV \u0026 IV). §r\n\nWith §bGregTech §6Power Storage§r unlocked, you can make §aPower Units§r for electric GT tools.\n\nCheck if that tool has that tier first! §6Drills§r are available at all tiers, the §6Wrench§r is available at §7LV§r, §6HV§r and §1IV§r, and the other electric tools, such as §6Chainsaws§r and §6Screwdrivers§r are only available at §7LV§r. \n\n§2A new addition among them is the Drill, which at LV tier can mine a 3x3x1 area of blocks, and at MV tier can mine a 3x3x3 area of blocks.\n\nHigher tier drills can mine 5x5x5, 7x7x7 and 9x9x9 areas! Shift-right-click to change the breaking area.§r\n\nCharge these with a §6Battery§r of appropriate tier, or in an appropriately tiered §3Machine§r, §3Battery Buffer§r or §3Turbo Charger§r. \n\nYou may want to look into §6Chainsaws§r for mass tree felling as well, or a §6Wrench§r, for breaking machines very quickly. The other electric tools are probably not worth making.",
|
||||
"desc:8": "§oNote: this quest accepts a Power Unit of any voltage (LV, MV, HV, EV \u0026 IV). §r\n\nWith §bGregTech §6Power Storage§r unlocked, you can make §aPower Units§r for electric GT tools.\n\nCheck if that tool has that tier first! §6Drills§r are available at all tiers, the §6Wrench§r is available at §7LV§r, §6HV§r and §1IV§r, and the other electric tools, such as §6Chainsaws§r and §6Screwdrivers§r are only available at §7LV§r.\n\n§2A new addition among them is the Drill, which at LV tier can mine a 3x3x1 area of blocks, and at MV tier can mine a 3x3x3 area of blocks.\n\nHigher tier drills can mine 5x5x5, 7x7x7 and 9x9x9 areas! Shift-right-click to change the breaking area.§r\n\nCharge these with a §6Battery§r of appropriate tier, or in an appropriately tiered §3Machine§r, §3Battery Buffer§r or §3Turbo Charger§r.\n\nYou may want to look into §6Chainsaws§r for mass tree felling as well, or a §6Wrench§r, for breaking machines very quickly. The other electric tools are probably not worth making.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -51528,7 +51528,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Diodes§r are a component in the next Circuit tiers. They are made in an §3Assembler§r from liquid §9Glass§r, §6Fine Copper Wire§r and §6Gallium Arsenide§r. \n\nAlways be on the lookout for §ebetter recipes§r! §6Fine Annealed Copper Wire§r doubles your yield, and §9Polyethylene§r unlocks a few more efficient recipes.",
|
||||
"desc:8": "§6Diodes§r are a component in the next Circuit tiers. They are made in an §3Assembler§r from liquid §9Glass§r, §6Fine Copper Wire§r and §6Gallium Arsenide§r.\n\nAlways be on the lookout for §ebetter recipes§r! §6Fine Annealed Copper Wire§r doubles your yield, and §9Polyethylene§r unlocks a few more efficient recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -52384,7 +52384,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Ender Fluid Link Covers are GTCEu\u0027s Ender Tanks§r. Each Cover sends their fluids through a frequency defined by an §68-digit hexadecimal number§r (0-9, then A-F for each digit). That gives you §64.29 billion§r channels to work with! \n\nEnder Fluid Link Covers work as long as their chunk is loaded - regardless of distance or dimension.\n\nSetting the mode to Import will §opull§r fluids from the world location it is attached to, while Export will §opush§r fluids to the world. You must turn the I/O to Enabled for it to start working. Each channel has a buffer of §d64 buckets§r.\n\nThe \"Virtual Tank Viewer\" app in your §4Terminal§r allows you to see the contents of all Ender Fluid Link channels. Regardless, I recommend you set up a system to organise all those channels. I would also advise against using the default channel (FFFFFFFF) in all cases.",
|
||||
"desc:8": "§2Ender Fluid Link Covers are GTCEu\u0027s Ender Tanks§r. Each Cover sends their fluids through a frequency defined by an §68-digit hexadecimal number§r (0-9, then A-F for each digit). That gives you §64.29 billion§r channels to work with!\n\nEnder Fluid Link Covers work as long as their chunk is loaded - regardless of distance or dimension.\n\nSetting the mode to Import will §opull§r fluids from the world location it is attached to, while Export will §opush§r fluids to the world. You must turn the I/O to Enabled for it to start working. Each channel has a buffer of §d64 buckets§r.\n\nThe \"Virtual Tank Viewer\" app in your §4Terminal§r allows you to see the contents of all Ender Fluid Link channels. Regardless, I recommend you set up a system to organise all those channels. I would also advise against using the default channel (FFFFFFFF) in all cases.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -53157,7 +53157,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest completes via:\nFluoroantimonic Acid, \nor\nTrinium Dust, Enriched Naquadah Dust and Naquadria Dust.\n§2\nThere are 3 materials you will need from processing Naquadah: Enriched Naquadah (Nq+), Naquadria (Nq*), and Trinium (Ke). \n\nThere are 3 different ways to process Naquadah, each resulting in different materials.§r\n\nFirst is by §dprocessing ores§r from the §6Tier Five Micro Miner§r. §6Naquadah Ore§r yields §6Enriched Naquadah§r (through the §3Magnetic Separator§r) and §6Kaemanite Ore§r yields §6Trinium§r.\n\nSecond is by combining §6Naquadah Dust§r with certain heavy elements and EnderIO crystal grains. This can provide §6Enriched Naquadah§r and §6Naquadria§r.\n\nFinally, you can do the full CEu processing of §6Naquadah Dust§r with §9Fluoroantimonic Acid§r, the strongest acid known to man. This is a decently involved process, but not only does it yield all 2 other Nq materials, it also grants byproducts of §6Titanium, Sulfur, Indium, Phosphorus, Barium, and Gallium§r. \n\nThis quest accepts either §6Fluoroantimonic Acid§r, for those doing the recommended full processing, or §6Trinium Dust, Enriched Naquadah Dust§r and §6Naquadria Dust§r, for those doing the mixer recipes.",
|
||||
"desc:8": "§oNote: this quest completes via:\nFluoroantimonic Acid,\nor\nTrinium Dust, Enriched Naquadah Dust and Naquadria Dust.\n§2\nThere are 3 materials you will need from processing Naquadah: Enriched Naquadah (Nq+), Naquadria (Nq*), and Trinium (Ke).\n\nThere are 3 different ways to process Naquadah, each resulting in different materials.§r\n\nFirst is by §dprocessing ores§r from the §6Tier Five Micro Miner§r. §6Naquadah Ore§r yields §6Enriched Naquadah§r (through the §3Magnetic Separator§r) and §6Kaemanite Ore§r yields §6Trinium§r.\n\nSecond is by combining §6Naquadah Dust§r with certain heavy elements and EnderIO crystal grains. This can provide §6Enriched Naquadah§r and §6Naquadria§r.\n\nFinally, you can do the full CEu processing of §6Naquadah Dust§r with §9Fluoroantimonic Acid§r, the strongest acid known to man. This is a decently involved process, but not only does it yield all 2 other Nq materials, it also grants byproducts of §6Titanium, Sulfur, Indium, Phosphorus, Barium, and Gallium§r.\n\nThis quest accepts either §6Fluoroantimonic Acid§r, for those doing the recommended full processing, or §6Trinium Dust, Enriched Naquadah Dust§r and §6Naquadria Dust§r, for those doing the mixer recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -53586,7 +53586,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"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,
|
||||
@ -54208,7 +54208,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Used in building the Alloy Blast Smelter. \n\n§6Tantalum§r is obtained from §6Tantalite Ore§r, or in small quantities from centrifuging §eLava§r.\n\n§6Molybdenum§r is obtained from §6Molybdenum, Molybdenite, Powellite, and Wulfenite ores§r. They spawn together in the §eNether§r rarely, or some of them come from §3Tier One§r and §3Five Micro Miners§r.\n\n§2Remember, you need an appropriately tiered Mixer (HV for HSLA Steel, and EV for the others).",
|
||||
"desc:8": "§2Used in building the Alloy Blast Smelter.\n\n§6Tantalum§r is obtained from §6Tantalite Ore§r, or in small quantities from centrifuging §eLava§r.\n\n§6Molybdenum§r is obtained from §6Molybdenum, Molybdenite, Powellite, and Wulfenite ores§r. They spawn together in the §eNether§r rarely, or some of them come from §3Tier One§r and §3Five Micro Miners§r.\n\n§2Remember, you need an appropriately tiered Mixer (HV for HSLA Steel, and EV for the others).",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -56416,7 +56416,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Chemical Dyes are made with 1 unit of dye, 2 Salt and Sulfuric Acid. Each yields 4 dyes when solidified, so you can create an infinite loop of dyes with only 1 initial dye item.\n\nTheir main use is to dye Glass Lenses for production of advanced wafers. \n\nYou may also wish to make a Spray Can and fill it with Chemical Dye. This allows you to paint basically all GT tile entities.",
|
||||
"desc:8": "§2Chemical Dyes are made with 1 unit of dye, 2 Salt and Sulfuric Acid. Each yields 4 dyes when solidified, so you can create an infinite loop of dyes with only 1 initial dye item.\n\nTheir main use is to dye Glass Lenses for production of advanced wafers.\n\nYou may also wish to make a Spray Can and fill it with Chemical Dye. This allows you to paint basically all GT tile entities.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -56557,7 +56557,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Certain multiblocks in CEu will require a Maintenance Hatch and/or Muffler Hatch. These cannot be shared between multiblocks. If you knew Maintenance in GT5u, fret not - Maintenance mechanics are far less punishing in CEu.\n\n§r- §aMuffler§r: This hatch must be §cunobstructed§r so it can output its beautiful smoke particles. When a recipe is performed, there is a small chance for the §3Muffler Hatch§r to give bonus items, typically tiny Dusts of Ash. It voids excess when full, so do not worry about it stopping machines from running.\n\n- §aMaintenance§r: You will need to do Maintenance for the Multiblock to begin operating. This is done by having a §9Wrench§r, a §9Screwdriver§r, a §9Soft Mallet§r, a §9Hammer§r, a §9Wire Cutter§r, and a §9Crowbar§r in your inventory, opening the Maintenance Hatch and §eclicking the center spot once§r. §cNo need to move tools individually§r. Alternatively, you can fix problems by placing §9Tape§r in the Maintenance Hatch. \n\nMaintenance problems may occur after §d48 real hours of activity§r. Needless to say, they are very rare. Each problem increases the recipe durations by 10%. Fixing the problems is done the same way as above.\n\nLater, you will unlock other Maintenance Hatches that all start with §6no Maintenance required§r:\n\n- §3Automatic Maintenance Hatch§r (§6HV§r): Eliminates the need for Maintenance, §6forever§r.\n\n- §3Configurable Maintenance Hatch§r (§6HV§r): You can configure it to cut off §a10% duration§r on recipes, at the cost of making Maintenance issues happen three times as fast. That is §d16 real hours§r of activity. §9Tape§r can fix problems in this Hatch as well.\n\n- §3Automatic Filtration Maintenance Hatch§r (§3UV§r): Eliminates the need for Maintenance, and provides a §6Cleanroom§r environment to recipes run within it. Note that the Automatic Filtration Maintenance Hatch does not work for Sterile Cleanroom recipes.",
|
||||
"desc:8": "§2Certain multiblocks in CEu will require a Maintenance Hatch and/or Muffler Hatch. These cannot be shared between multiblocks. If you knew Maintenance in GT5u, fret not - Maintenance mechanics are far less punishing in CEu.\n\n§r- §aMuffler§r: This hatch must be §cunobstructed§r so it can output its beautiful smoke particles. When a recipe is performed, there is a small chance for the §3Muffler Hatch§r to give bonus items, typically tiny Dusts of Ash. It voids excess when full, so do not worry about it stopping machines from running.\n\n- §aMaintenance§r: You will need to do Maintenance for the Multiblock to begin operating. This is done by having a §9Wrench§r, a §9Screwdriver§r, a §9Soft Mallet§r, a §9Hammer§r, a §9Wire Cutter§r, and a §9Crowbar§r in your inventory, opening the Maintenance Hatch and §eclicking the center spot once§r. §cNo need to move tools individually§r. Alternatively, you can fix problems by placing §9Tape§r in the Maintenance Hatch.\n\nMaintenance problems may occur after §d48 real hours of activity§r. Needless to say, they are very rare. Each problem increases the recipe durations by 10%. Fixing the problems is done the same way as above.\n\nLater, you will unlock other Maintenance Hatches that all start with §6no Maintenance required§r:\n\n- §3Automatic Maintenance Hatch§r (§6HV§r): Eliminates the need for Maintenance, §6forever§r.\n\n- §3Configurable Maintenance Hatch§r (§6HV§r): You can configure it to cut off §a10% duration§r on recipes, at the cost of making Maintenance issues happen three times as fast. That is §d16 real hours§r of activity. §9Tape§r can fix problems in this Hatch as well.\n\n- §3Automatic Filtration Maintenance Hatch§r (§3UV§r): Eliminates the need for Maintenance, and provides a §6Cleanroom§r environment to recipes run within it. Note that the Automatic Filtration Maintenance Hatch does not work for Sterile Cleanroom recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -56735,7 +56735,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Sodium Potassium is an alloy of... take a guess. \n\nIt\u0027s used in the construction of HV and above Energy and Dynamo hatches.",
|
||||
"desc:8": "§2Sodium Potassium is an alloy of... take a guess.\n\nIt\u0027s used in the construction of HV and above Energy and Dynamo hatches.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -57110,7 +57110,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2The Tablet device you get now is very valuable to do plenty of tasks in GregTech.§r\n\n§oBe careful with removing the battery. Removing it will cause it to become a normal HV battery, and will no longer have 6.4m EU.§r\n\nThis Quest explains how you can use the §4Terminal§r. §bThis is merely basic information, you can skip this for a while as the Terminal isn\u0027t used much in the early game§r.\n\n§4IMPORTANT:§r If you the terminal freezes, you can press §eControl + E§r to force exit it.\n\nThe Terminal runs on §4GregOS™§r (not an actual Trademark), an operating system which works with §5Applications§r.\n\n§9Machines Guides§r, §9Multiblock Guides§r, §9Item Guides§r, and §9Tutorials§r are what they sound like. Note that they are currently still being worked on.\n\n§9System Settings§r changes... settings (duh) related to the Terminal. You can §bset your own background picture§r, remove the double confirmation on exit, and more. Most of the keybinds apply to the §5Home§r button. Double clicking by default exists any open Application.\n\n§9Multiblock Helper§r is split into two functionalities. The first one requires a requires a §dLV§r Battery and a §dCamera§r mounted to enable §bVR visualization§r of multiblock structures. The upgrade unlocked at §6HV§r allows you to §6debug§r and §6auto-build§r.\n\n§9GT Console§r configures machines as if you were using regular tools, but without using them. §aNotably, this app allows you to set separate sides for fluid and item auto output!§r \n\n§9Battery Manager§r, assuming you have a Battery mounted, checks the Energy level and indicates energy usage of other Apps.\n\n§9Hardware Manager§r is used to mount Hardwares, such as Battery, to enable other Apps.\n\n§9App Store§r (not exactly a Store) adds Apps to your collection, and allows upgrades for some of them. Keep in mind Apps may still require specific mounted devices to function.\n\n§9Ore Prospector§r works the same way as the portable §dProspector§r and can be upgraded several times.\n\n§9Fluid Prospector§r works the same way as the portable §dProspector§r (but for fluids!) and can be upgraded several times.\n\n§9Recipe Chart§r is a wonderful chart planner to build Recipe Chains and visualize them.\n\n§9World Prospector§r is a §dX-Ray VR§r for filtered blocks.\n\n§9Virtual Tank Viewer§r is used in combination with §3Ender Fluid Covers§r. It stores information about all your §dVirtual Tanks§r.\n\n§9Cape Selector§r lets you become fancy! You can have your characters wear a fancy §dCape§r.\",",
|
||||
"desc:8": "§2The Tablet device you get now is very valuable to do plenty of tasks in GregTech.§r\n\n§oBe careful with removing the battery. Removing it will cause it to become a normal HV battery, and will no longer have 6.4m EU.§r\n\nThis Quest explains how you can use the §4Terminal§r. §bThis is merely basic information, you can skip this for a while as the Terminal isn\u0027t used much in the early game§r.\n\n§4IMPORTANT:§r If you the terminal freezes, you can press §eControl + E§r to force exit it.\n\nThe Terminal runs on §4GregOS™§r (not an actual Trademark), an operating system which works with §5Applications§r.\n\n§9Machines Guides§r, §9Multiblock Guides§r, §9Item Guides§r, and §9Tutorials§r are what they sound like. Note that they are currently still being worked on.\n\n§9System Settings§r changes... settings (duh) related to the Terminal. You can §bset your own background picture§r, remove the double confirmation on exit, and more. Most of the keybinds apply to the §5Home§r button. Double clicking by default exists any open Application.\n\n§9Multiblock Helper§r is split into two functionalities. The first one requires a requires a §dLV§r Battery and a §dCamera§r mounted to enable §bVR visualization§r of multiblock structures. The upgrade unlocked at §6HV§r allows you to §6debug§r and §6auto-build§r.\n\n§9GT Console§r configures machines as if you were using regular tools, but without using them. §aNotably, this app allows you to set separate sides for fluid and item auto output!§r\n\n§9Battery Manager§r, assuming you have a Battery mounted, checks the Energy level and indicates energy usage of other Apps.\n\n§9Hardware Manager§r is used to mount Hardwares, such as Battery, to enable other Apps.\n\n§9App Store§r (not exactly a Store) adds Apps to your collection, and allows upgrades for some of them. Keep in mind Apps may still require specific mounted devices to function.\n\n§9Ore Prospector§r works the same way as the portable §dProspector§r and can be upgraded several times.\n\n§9Fluid Prospector§r works the same way as the portable §dProspector§r (but for fluids!) and can be upgraded several times.\n\n§9Recipe Chart§r is a wonderful chart planner to build Recipe Chains and visualize them.\n\n§9World Prospector§r is a §dX-Ray VR§r for filtered blocks.\n\n§9Virtual Tank Viewer§r is used in combination with §3Ender Fluid Covers§r. It stores information about all your §dVirtual Tanks§r.\n\n§9Cape Selector§r lets you become fancy! You can have your characters wear a fancy §dCape§r.\",",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -57421,7 +57421,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Multiblock version of the Circuit Assembler. Can accept Parallel Control Hatches, and allows tiering it up more easily. \n\nNote that like the Large Assembling Machine, the Large Circuit Assembler §ccannot use more than one Energy Hatch§2, preventing it from recipe tier overclocking.",
|
||||
"desc:8": "§2Multiblock version of the Circuit Assembler. Can accept Parallel Control Hatches, and allows tiering it up more easily.\n\nNote that like the Large Assembling Machine, the Large Circuit Assembler §ccannot use more than one Energy Hatch§2, preventing it from recipe tier overclocking.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -58363,7 +58363,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oThis quest completes via checkbox or upon achieving Resonant Clathrate.§r\n\n§oThis step requires a Alloy Smelter at voltage §lLV§o or higher.§r\n\nThe final step. Combine §6Pulsating Dust§r and §6Resonant Clathrate§r to make §6Pulsating Polymer Clay§r. \n\nTake note that a §3Chemical Reactor§r making §6Resonant Clathrate§r will supply 1 §3Alloy Smelter§r of the same tier, and that one §bMV §3Alloy Smelter§r making §6Pulsating Polymer Clay§r supports 10.03 §3Simulation Chambers§r, with each higher tier doubling the amount of §3Simulation Chambers§r it supports.\n\n\n\nYou might have noticed that all quests in this line complete automatically via §6Resonant Clathrate§r instead of §6Pulsating Polymer Clay§r. This is the case as it follows the §oResonant Clathrate§r quest in §oSimulating Mobs§r, and you will probably make §6Pulsating Polymer Clay§r via §6Uraninite§r before making a passive setup via §6Resonant Clathrate§r.",
|
||||
"desc:8": "§oThis quest completes via checkbox or upon achieving Resonant Clathrate.§r\n\n§oThis step requires a Alloy Smelter at voltage §lLV§o or higher.§r\n\nThe final step. Combine §6Pulsating Dust§r and §6Resonant Clathrate§r to make §6Pulsating Polymer Clay§r.\n\nTake note that a §3Chemical Reactor§r making §6Resonant Clathrate§r will supply 1 §3Alloy Smelter§r of the same tier, and that one §bMV §3Alloy Smelter§r making §6Pulsating Polymer Clay§r supports 10.03 §3Simulation Chambers§r, with each higher tier doubling the amount of §3Simulation Chambers§r it supports.\n\n\n\nYou might have noticed that all quests in this line complete automatically via §6Resonant Clathrate§r instead of §6Pulsating Polymer Clay§r. This is the case as it follows the §oResonant Clathrate§r quest in §oSimulating Mobs§r, and you will probably make §6Pulsating Polymer Clay§r via §6Uraninite§r before making a passive setup via §6Resonant Clathrate§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -59056,7 +59056,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oThis quest completes via checkbox or upon achieving Resonant Clathrate.§r\n\n§oThis step requires a Furnace or an upgraded Furnace, or a Electric Furnace at voltage §lLV§o or higher.§r\n\nSmelt your §6Resonant Clathrate§r into §6Pulsating Dust§r. If you\u0027re using a §3Furnace§r to smelt it, it\u0027s more efficient to use the upgraded §3Furnaces§r, such as §3Iron Furnaces§r. You can fuel them with §6Sugar Cane§r. You might want to keep it as a §3Electric Furnace§r, depending on your circumstance. \n\n\n\nYou might have noticed that all quests in this line complete automatically via §6Resonant Clathrate§r instead of §6Pulsating Polymer Clay§r. This is the case as it follows the §oResonant Clathrate§r quest in §oSimulating Mobs§r, and you will probably make §6Pulsating Polymer Clay§r via §6Uraninite§r before making a passive setup via §6Resonant Clathrate§r.",
|
||||
"desc:8": "§oThis quest completes via checkbox or upon achieving Resonant Clathrate.§r\n\n§oThis step requires a Furnace or an upgraded Furnace, or a Electric Furnace at voltage §lLV§o or higher.§r\n\nSmelt your §6Resonant Clathrate§r into §6Pulsating Dust§r. If you\u0027re using a §3Furnace§r to smelt it, it\u0027s more efficient to use the upgraded §3Furnaces§r, such as §3Iron Furnaces§r. You can fuel them with §6Sugar Cane§r. You might want to keep it as a §3Electric Furnace§r, depending on your circumstance.\n\n\n\nYou might have noticed that all quests in this line complete automatically via §6Resonant Clathrate§r instead of §6Pulsating Polymer Clay§r. This is the case as it follows the §oResonant Clathrate§r quest in §oSimulating Mobs§r, and you will probably make §6Pulsating Polymer Clay§r via §6Uraninite§r before making a passive setup via §6Resonant Clathrate§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -60500,7 +60500,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oSilicon Dioxide is an important part of a Processing Line. Visit the Processing Lines Tab to have more info, useful tips and a visual representation of how to passively automate this.§r\n\nAround this point, you will need large quantities of §6Hydrogen§r and §6Oxygen§r. \n\nThe first way that comes to mind is electrolysing §9Water§r, but that is §cextremely slow and inefficient§r.§r.\n\nInstead, the best way of making early game §6Oxygen§r is §6Silicon Dioxide§r.\n\n§6Hydrogen§r is a bit trickier, but you can put §6Methane§r and §6Water§r together in a §3Chemical Reactor§r. §6Methane§r can be obtained from §6pyroluse byproducts§r, or via §6petrochemistry§r, although there are many sources. You can also recombine your methane after reacting it with water, although this process is somewhat inefficient.\n\nFor now, you could obtain the first couple of buckets of §9Hydrogen§r needed to set up petrochemistry by electrolyzing §9Methane§r from §6centrifuging§r various biological materials, or various ores like §6Limonite§r. Electrolyzing various dusts provides early §9Oxygen§r.",
|
||||
"desc:8": "§oSilicon Dioxide is an important part of a Processing Line. Visit the Processing Lines Tab to have more info, useful tips and a visual representation of how to passively automate this.§r\n\nAround this point, you will need large quantities of §6Hydrogen§r and §6Oxygen§r.\n\nThe first way that comes to mind is electrolysing §9Water§r, but that is §cextremely slow and inefficient§r.§r.\n\nInstead, the best way of making early game §6Oxygen§r is §6Silicon Dioxide§r.\n\n§6Hydrogen§r is a bit trickier, but you can put §6Methane§r and §6Water§r together in a §3Chemical Reactor§r. §6Methane§r can be obtained from §6pyroluse byproducts§r, or via §6petrochemistry§r, although there are many sources. You can also recombine your methane after reacting it with water, although this process is somewhat inefficient.\n\nFor now, you could obtain the first couple of buckets of §9Hydrogen§r needed to set up petrochemistry by electrolyzing §9Methane§r from §6centrifuging§r various biological materials, or various ores like §6Limonite§r. Electrolyzing various dusts provides early §9Oxygen§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -60798,7 +60798,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "This quest teaches you the basics about §bApplied Energistics 2§r autocrafting. If you are new this mod, it is highly recommended that you watch a video or read a guide online. Just remember that channels are disabled by default in this pack.\n\nBy now, you should have §6ME Interfaces, §6Molecular Assemblers, Crafting Units, Patterns§r and a §6Pattern Terminal§r. \n\nFirst, for all crafts, you\u0027ll need a §eCrafting CPU§r. These are structures that must be in a rectangular prism, and can be only one block. These compose of:\n* §6Crafting Storages§r, which determine how big a craft can be. For now, §64K Crafting Storages§r should be enough. You must have at least one per CPU.\n* §6Co-Processing Units§r, which are used to craft multiple things at once. These are optional.\n* §6Crafting Monitors§r, used to see what is crafting. Not needed, and you can right-click on the CPU to find out what is crafting anyways, so this is pretty much just decoration.\n* §6Crafting Units§r, which aren\u0027t needed at all, and are just used to fill holes, if you have a lack of materials.\n\nSecond, you\u0027ll need the place for the autocrafting. For Crafting Table recipes, you\u0027ll need §6Molecular Assemblers§r. §6Interfaces§r are placed next to them. Autocrafting with §bGregTech§r is explained later, in the quest following this one.\n\nFinally, you\u0027ll need a §6Pattern§r. In order to make this, put empty §6Patterns§r in the §6Pattern Terminal§r, and find the recipe in §bJEI§r, while still in the §6Pattern Terminal§r. Then, click \u0027+\u0027 in §bJEI§r, and press the arrow to encode the recipe. This goes in the §6Interface§r that you set up in the last step. You can use §6Interface Terminals§r to access §6Interfaces\u0027§r pattern slots.\n\nEventually, you\u0027ll need a lot of §6Patterns§r, lots of CPUs, and ones with more storage, and lots of §6Interfaces§r. If you run out of pattern slots in an §6Interface§r, you can add more §6Interfaces§r, or use newly added §6Pattern Expansion Cards§r, which add 9 slots each. You can have a maximum of 3 §6Pattern Expansion Cards§r in an §6Interface§r, which makes the amount of pattern slots go to 36.\n\nNote that you can recycle your CPUs by simply placing them in a §eCrafting Grid§r.",
|
||||
"desc:8": "This quest teaches you the basics about §bApplied Energistics 2§r autocrafting. If you are new this mod, it is highly recommended that you watch a video or read a guide online. Just remember that channels are disabled by default in this pack.\n\nBy now, you should have §6ME Interfaces, §6Molecular Assemblers, Crafting Units, Patterns§r and a §6Pattern Terminal§r.\n\nFirst, for all crafts, you\u0027ll need a §eCrafting CPU§r. These are structures that must be in a rectangular prism, and can be only one block. These compose of:\n* §6Crafting Storages§r, which determine how big a craft can be. For now, §64K Crafting Storages§r should be enough. You must have at least one per CPU.\n* §6Co-Processing Units§r, which are used to craft multiple things at once. These are optional.\n* §6Crafting Monitors§r, used to see what is crafting. Not needed, and you can right-click on the CPU to find out what is crafting anyways, so this is pretty much just decoration.\n* §6Crafting Units§r, which aren\u0027t needed at all, and are just used to fill holes, if you have a lack of materials.\n\nSecond, you\u0027ll need the place for the autocrafting. For Crafting Table recipes, you\u0027ll need §6Molecular Assemblers§r. §6Interfaces§r are placed next to them. Autocrafting with §bGregTech§r is explained later, in the quest following this one.\n\nFinally, you\u0027ll need a §6Pattern§r. In order to make this, put empty §6Patterns§r in the §6Pattern Terminal§r, and find the recipe in §bJEI§r, while still in the §6Pattern Terminal§r. Then, click \u0027+\u0027 in §bJEI§r, and press the arrow to encode the recipe. This goes in the §6Interface§r that you set up in the last step. You can use §6Interface Terminals§r to access §6Interfaces\u0027§r pattern slots.\n\nEventually, you\u0027ll need a lot of §6Patterns§r, lots of CPUs, and ones with more storage, and lots of §6Interfaces§r. If you run out of pattern slots in an §6Interface§r, you can add more §6Interfaces§r, or use newly added §6Pattern Expansion Cards§r, which add 9 slots each. You can have a maximum of 3 §6Pattern Expansion Cards§r in an §6Interface§r, which makes the amount of pattern slots go to 36.\n\nNote that you can recycle your CPUs by simply placing them in a §eCrafting Grid§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -62724,7 +62724,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -62938,7 +62938,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts the Wireless Terminal, Wireless Crafting Terminal, Wireless Pattern Terminal or Wireless Fluid Terminal.§r\n\nAccessing §bApplied Energistics 2§r wirelessly saves a huge amount of time, and is highly recommended to set up.\n\nFirst, you will need a §6Security Terminal§r, and a §6Wireless Access Point§r. Connect both to your network. Like the §6Terminal§r, the Wireless Access Point is a §emicropart§r, so you must place it on a §6ME Cable§r.\n\nNext, you need a §6Wireless Terminal§r, or its varients. You can have as many Wireless Terminals or their varients on the system at the same time.\n\nFinally, put your §6Wireless Terminal§r into the §6Security Terminal§r. This will connect it to the system. \n\nYou can equip these as a bauble, and use a hotkey to open them. Search \u0027Applied Energistics\u0027 as a §ecategory§r to see and edit these hotkeys.\n\nYou can only go 16 blocks away. However, you can put §6Wireless Boosters§r into the §6Wireless Access Point§r to increase the range. A better, but more expensive solution, that allows access from anyhere, will be explained in the following quest, \u0027AE2 Everywhere!\u0027.",
|
||||
"desc:8": "§oNote: this quest accepts the Wireless Terminal, Wireless Crafting Terminal, Wireless Pattern Terminal or Wireless Fluid Terminal.§r\n\nAccessing §bApplied Energistics 2§r wirelessly saves a huge amount of time, and is highly recommended to set up.\n\nFirst, you will need a §6Security Terminal§r, and a §6Wireless Access Point§r. Connect both to your network. Like the §6Terminal§r, the Wireless Access Point is a §emicropart§r, so you must place it on a §6ME Cable§r.\n\nNext, you need a §6Wireless Terminal§r, or its varients. You can have as many Wireless Terminals or their varients on the system at the same time.\n\nFinally, put your §6Wireless Terminal§r into the §6Security Terminal§r. This will connect it to the system.\n\nYou can equip these as a bauble, and use a hotkey to open them. Search \u0027Applied Energistics\u0027 as a §ecategory§r to see and edit these hotkeys.\n\nYou can only go 16 blocks away. However, you can put §6Wireless Boosters§r into the §6Wireless Access Point§r to increase the range. A better, but more expensive solution, that allows access from anyhere, will be explained in the following quest, \u0027AE2 Everywhere!\u0027.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63025,7 +63025,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Accessing AE2 from anywhere is a bit more expensive and complex, but its well worth it.\n\nFirstly, you need to setup a §aQuantum Ring Multiblock§r. Build a 3 by 3 vertical ring with your §6Quantum Rings§r, leaving a hole in the middle. Finally, stick your §6Quantum Link Chamber§r in the hole, and connect it to your ME system. If you built it correctly, the textures of the rings should combine, leaving you with a §aMultiblock§r.\n\nWith your 2 Singularities, put it into an §3Inscriber§r or an §3Advanced Inscriber§r with a §6Advanced Card§r, resulting in a §6Quantum Link Card§r. Finally, put that into the §6Quantum Link Chamber§r of the §aQuantum Ring§r, §cNOT the Wireless Terminal§r! \n\nYou should be good to go! You can now access AE2 anywhere, including in different dimensions!",
|
||||
"desc:8": "Accessing AE2 from anywhere is a bit more expensive and complex, but its well worth it.\n\nFirstly, you need to setup a §aQuantum Ring Multiblock§r. Build a 3 by 3 vertical ring with your §6Quantum Rings§r, leaving a hole in the middle. Finally, stick your §6Quantum Link Chamber§r in the hole, and connect it to your ME system. If you built it correctly, the textures of the rings should combine, leaving you with a §aMultiblock§r.\n\nWith your 2 Singularities, put it into an §3Inscriber§r or an §3Advanced Inscriber§r with a §6Advanced Card§r, resulting in a §6Quantum Link Card§r. Finally, put that into the §6Quantum Link Chamber§r of the §aQuantum Ring§r, §cNOT the Wireless Terminal§r!\n\nYou should be good to go! You can now access AE2 anywhere, including in different dimensions!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63236,7 +63236,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: This quest accepts a Chisel of any type (Normal, Diamond or IChisel).\n\nThe §6Auto Chisel§r is a block added by... §bChisel§r, to automate all your chiseled block needs. Great for building big bases!\n\nFirst, you need a §eChisel§r, and the Auto Chisel. All three chisels will act the same in the Auto Chisel.\n\nPlace the chisel in the Auto Chisel. If you are confused of where to place it, it\u0027s the slot with a Chisel ghost image, or at the middle-top of the GUI.\n\nRight below the Chisel spot, in the middle-bottom of the GUI, place the block you \nwould like to chisel into.\n\nYou can also connect the Auto Chisel to power. This is optional, but will speed the process up by a lot.\n\nNow you can simply access the Auto Chisel by means of item transport, like §6Item Conduits§r or §6Item Pipes§r. \n\nPlease note that you can only extract or insert items at the top or bottom of the Auto Chisel.",
|
||||
"desc:8": "§oNote: This quest accepts a Chisel of any type (Normal, Diamond or IChisel).\n\nThe §6Auto Chisel§r is a block added by... §bChisel§r, to automate all your chiseled block needs. Great for building big bases!\n\nFirst, you need a §eChisel§r, and the Auto Chisel. All three chisels will act the same in the Auto Chisel.\n\nPlace the chisel in the Auto Chisel. If you are confused of where to place it, it\u0027s the slot with a Chisel ghost image, or at the middle-top of the GUI.\n\nRight below the Chisel spot, in the middle-bottom of the GUI, place the block you\nwould like to chisel into.\n\nYou can also connect the Auto Chisel to power. This is optional, but will speed the process up by a lot.\n\nNow you can simply access the Auto Chisel by means of item transport, like §6Item Conduits§r or §6Item Pipes§r.\n\nPlease note that you can only extract or insert items at the top or bottom of the Auto Chisel.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63308,7 +63308,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2A brand new and highly requested mod to CEu to help you manage your tools!§r\n\nThe §eTool Belt§r is a item, which can store your tools, and exchange them easily! Right now, it has 2 slots, but later, once you unlock §6Steel§r, you can upgrade it with §6Belt Pouches§r, all the way to 9 slots, with an §3Anvil§r and some §aXP§r!\n\nMake the Tool Belt, and you can use the keybind (default is §eR§r), while the belt is in your inventory or Bauble Slots §cand you are holding something, or the belt is not empty§r, to open its GUI. \n\nAlternatively, you can right click while holding the belt to open its inventory.\n\nThe Tool Belt is equipable as a §bBauble§r. Open your inventory and look for the Baubles button, and click it to reveal the additional bauble slots menu, and then put it in the Belt Slot. Or, just click in every bauble slot until it goes in, if you can\u0027t tell which bauble slot looks like a belt.\n\nThe Tool Belt can store anything with a stack size of 1, like swords, pickaxes, §bGregTech§r tools, and the §6Terminal§r. It has also been modified a bit, so it also allows any §bStorage Drawers§r key, and §cdoesn\u0027t allow any Thermal Satchel§r.\n\nNow, you can insert and extract from the belt! You can also use the Keybinds `§eCycle Tool Left§r\u0027 and `§eCycle Tool Right§r\u0027 whilst you are in the GUI.",
|
||||
"desc:8": "§2A brand new and highly requested mod to CEu to help you manage your tools!§r\n\nThe §eTool Belt§r is a item, which can store your tools, and exchange them easily! Right now, it has 2 slots, but later, once you unlock §6Steel§r, you can upgrade it with §6Belt Pouches§r, all the way to 9 slots, with an §3Anvil§r and some §aXP§r!\n\nMake the Tool Belt, and you can use the keybind (default is §eR§r), while the belt is in your inventory or Bauble Slots §cand you are holding something, or the belt is not empty§r, to open its GUI.\n\nAlternatively, you can right click while holding the belt to open its inventory.\n\nThe Tool Belt is equipable as a §bBauble§r. Open your inventory and look for the Baubles button, and click it to reveal the additional bauble slots menu, and then put it in the Belt Slot. Or, just click in every bauble slot until it goes in, if you can\u0027t tell which bauble slot looks like a belt.\n\nThe Tool Belt can store anything with a stack size of 1, like swords, pickaxes, §bGregTech§r tools, and the §6Terminal§r. It has also been modified a bit, so it also allows any §bStorage Drawers§r key, and §cdoesn\u0027t allow any Thermal Satchel§r.\n\nNow, you can insert and extract from the belt! You can also use the Keybinds `§eCycle Tool Left§r\u0027 and `§eCycle Tool Right§r\u0027 whilst you are in the GUI.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63738,7 +63738,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §6Powered Spawner§r is a machine from §bEnderIO§r.\n\nIt is used to automate the spawning and capture of mobs. As with all §bEnderIO§r machines, it requires a capacitor, with a higher tier capacitor increasing the range, spawning rate, and capture rate.\n\nIn order to set a §6Powered Spawner§r to the mob type that you want, you must combine it with a §6Broken Spawner§r, set to your specified mob type, in an anvil. \n\nThis §6Broken Spawner§r is set by putting a §6Broken Spawner§r, of any mob type, and a §6Soul Vial§r, of the specified mob, into a §aSoul Binder§r, with a few dashes of §aXP§r. Broken Spawners can be obtained by breaking a mob spawner. §eTIP: Spawners are all over the Lost Cities!§r\n\nThe spawner has two modes: Capture and Spawn.\n\nIn capture mode, you insert a §6Soul Vial§r into the machine, and the soul vial captures the §asoul§r of the set mob. This does not spawn any mobs, and thus works with any mob, even on peaceful.\n\nIn spawn mode, the spawner will spawn the mob that it is set to, until there is no space for them, or there are too many mobs in the area.\n\nNow you don\u0027t have to craft Soul Vials, but simply make them! It is also useful in certain crafts, such as the §aFlight Control Unit§r, in saving you a ton of XP.",
|
||||
"desc:8": "The §6Powered Spawner§r is a machine from §bEnderIO§r.\n\nIt is used to automate the spawning and capture of mobs. As with all §bEnderIO§r machines, it requires a capacitor, with a higher tier capacitor increasing the range, spawning rate, and capture rate.\n\nIn order to set a §6Powered Spawner§r to the mob type that you want, you must combine it with a §6Broken Spawner§r, set to your specified mob type, in an anvil.\n\nThis §6Broken Spawner§r is set by putting a §6Broken Spawner§r, of any mob type, and a §6Soul Vial§r, of the specified mob, into a §aSoul Binder§r, with a few dashes of §aXP§r. Broken Spawners can be obtained by breaking a mob spawner. §eTIP: Spawners are all over the Lost Cities!§r\n\nThe spawner has two modes: Capture and Spawn.\n\nIn capture mode, you insert a §6Soul Vial§r into the machine, and the soul vial captures the §asoul§r of the set mob. This does not spawn any mobs, and thus works with any mob, even on peaceful.\n\nIn spawn mode, the spawner will spawn the mob that it is set to, until there is no space for them, or there are too many mobs in the area.\n\nNow you don\u0027t have to craft Soul Vials, but simply make them! It is also useful in certain crafts, such as the §aFlight Control Unit§r, in saving you a ton of XP.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63805,7 +63805,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "A §6Programmed Circuit§r is an item used to configure machines. In essence, they tell a machine what to make if there\u0027s multiple things it could make from a certain input.\n\nFor example, the §3Wiremill§r produces different thicknesses of §6wires§r depending on the config - §ecircuit 1§r produces §61x wires§r, §ecircuit 4§r produces §64x wires§r, etc. The §eJEI§r recipe will tell you which circuit configuration is required.\n\nEach machine and item input bus comes with a §2free \"ghost circuit\"§r. Click the circuit slot on the §dbottom right§r of the GUI to access this ghost circuit. Left- and right-click or scroll to adjust the configuration. \n\nThat said, the Programmed Circuit item (crafted from a single §6LV Circuit§r) still has its uses:\n\n- Whilst holding a programmed circuit, shift-right click the machine to set a §bGhost Circuit§r of the same configuration in the machine\u0027s circuit slot.\n\n- When you\u0027re sure that the items you put into a machine won\u0027t have any conflicts, you can put §emultiple circuit configs§r into a machine, and it will be able to handle recipes which call for any of those configs. This is useful for machines such as the §3Alloy Blast Smelter§r, but you won\u0027t encounter that for a while.",
|
||||
"desc:8": "A §6Programmed Circuit§r is an item used to configure machines. In essence, they tell a machine what to make if there\u0027s multiple things it could make from a certain input.\n\nFor example, the §3Wiremill§r produces different thicknesses of §6wires§r depending on the config - §ecircuit 1§r produces §61x wires§r, §ecircuit 4§r produces §64x wires§r, etc. The §eJEI§r recipe will tell you which circuit configuration is required.\n\nEach machine and item input bus comes with a §2free \"ghost circuit\"§r. Click the circuit slot on the §dbottom right§r of the GUI to access this ghost circuit. Left- and right-click or scroll to adjust the configuration.\n\nThat said, the Programmed Circuit item (crafted from a single §6LV Circuit§r) still has its uses:\n\n- Whilst holding a programmed circuit, shift-right click the machine to set a §bGhost Circuit§r of the same configuration in the machine\u0027s circuit slot.\n\n- When you\u0027re sure that the items you put into a machine won\u0027t have any conflicts, you can put §emultiple circuit configs§r into a machine, and it will be able to handle recipes which call for any of those configs. This is useful for machines such as the §3Alloy Blast Smelter§r, but you won\u0027t encounter that for a while.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -64006,7 +64006,7 @@
|
||||
"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,
|
||||
@ -64225,7 +64225,7 @@
|
||||
"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,
|
||||
@ -64354,7 +64354,7 @@
|
||||
"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,
|
||||
@ -64447,7 +64447,7 @@
|
||||
"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,
|
||||
@ -64949,7 +64949,7 @@
|
||||
"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,
|
||||
@ -65488,7 +65488,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Most multiblocks now support §2rotation§r along any axis. Right-click with a wrench on a face with a rotation ↺ symbol to rotate the controller.\n\nMultiblocks can also be §2reflected§r to form a mirror image of the normal structure. You don\u0027t need to do anything to the controller for this, a mirror image will automatically be recognized as a valid structure.\n\nThe rules for building multiblocks otherwise remain the same. \n\nTake your setups to a new dimension!\n\nThe §3Cleanroom§r, §3Multiblock Miners/Drills§r, and §3Distillation Tower§r do not support being rotated.",
|
||||
"desc:8": "Most multiblocks now support §2rotation§r along any axis. Right-click with a wrench on a face with a rotation ↺ symbol to rotate the controller.\n\nMultiblocks can also be §2reflected§r to form a mirror image of the normal structure. You don\u0027t need to do anything to the controller for this, a mirror image will automatically be recognized as a valid structure.\n\nThe rules for building multiblocks otherwise remain the same.\n\nTake your setups to a new dimension!\n\nThe §3Cleanroom§r, §3Multiblock Miners/Drills§r, and §3Distillation Tower§r do not support being rotated.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -66540,7 +66540,7 @@
|
||||
"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,
|
||||
@ -66825,7 +66825,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Matter Condenser§r accepts large quantities of items or fluids to turn into data, which can ultimately be converted into a §6Singularity§r.\n\nThey can also make §6Matter Balls§r, but they are useless in this pack... well, except for being fired in the §eMatter Cannon§r, and being made into §6Paint Balls§r for the §eColor Applicator§r.\n\nA storage component is needed for holding this data. Specifically, you need a §664k Storage Component§r to make a Singularity.\n\nThe fastest way to make these is with §aFluid Lasers§r and a §6Aqueous Accumulator§r. \n\nSet the Aqueous Accumulator§r to output at a fluid laser, configure that fluid laser to `output\u0027, add a fluid laser on your matter condensor set to `input\u0027, and connect them together.\n\nIf you don\u0027t have that, you can surround it with §6Dense Cobblestone Generators§r.\n\nSingularities are required for linking together §aQuantum Link Chambers§r, and for crafting different AE2 and NAE2 parts.\n\nFor the former, you want to detonate an explosive (like §eTiny TNT§r, §eTNT§r or §ePowderbarrel§r), with a §6Singularity§r and an §6Ender Pearl Dust§r dropped on the ground next to it.\n\nThis will create a pair of §6Quantum Entangled Singularities§r, which you can then place inside of a Quantum Link Chamber to connect them together.",
|
||||
"desc:8": "The §3Matter Condenser§r accepts large quantities of items or fluids to turn into data, which can ultimately be converted into a §6Singularity§r.\n\nThey can also make §6Matter Balls§r, but they are useless in this pack... well, except for being fired in the §eMatter Cannon§r, and being made into §6Paint Balls§r for the §eColor Applicator§r.\n\nA storage component is needed for holding this data. Specifically, you need a §664k Storage Component§r to make a Singularity.\n\nThe fastest way to make these is with §aFluid Lasers§r and a §6Aqueous Accumulator§r.\n\nSet the Aqueous Accumulator§r to output at a fluid laser, configure that fluid laser to `output\u0027, add a fluid laser on your matter condensor set to `input\u0027, and connect them together.\n\nIf you don\u0027t have that, you can surround it with §6Dense Cobblestone Generators§r.\n\nSingularities are required for linking together §aQuantum Link Chambers§r, and for crafting different AE2 and NAE2 parts.\n\nFor the former, you want to detonate an explosive (like §eTiny TNT§r, §eTNT§r or §ePowderbarrel§r), with a §6Singularity§r and an §6Ender Pearl Dust§r dropped on the ground next to it.\n\nThis will create a pair of §6Quantum Entangled Singularities§r, which you can then place inside of a Quantum Link Chamber to connect them together.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -66970,7 +66970,7 @@
|
||||
"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,
|
||||
|
@ -277,7 +277,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -525,7 +525,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Before you continue, you\u0027ll need access to some more materials. \n\n§6Redstone§r: Found only deep in the world, in massive veins paired with §6Cinnabar§r and §6Ruby§r.\n\n§6Copper§r: Two primary sources. §6Tetrahedrite§r veins are higher up, while §6Chalcopyrite§r veins are lower, paired with some small amounts of §6Iron§r. You\u0027ll also find §6Malachite§r inside of Iron veins, this is another type of copper ore.\n\n§6Tin§r: Found essentially at ground level. §6Cassiterite§r is another type of tin ore, and they\u0027re always found together. If you cannot find a vein of tin, there are small amounts of tin inside veins of §6Aluminium§r and §6Rock Salt§r, which might be enough to hold you over until you find a proper tin vein.\n\n§6Coal§r: Found in relatively shallow depths. §6Lignite Coal§r is §2removed.\n\n§6Gold§r: Found inside of §6Magnetite§r veins, close to the surface.",
|
||||
"desc:8": "Before you continue, you\u0027ll need access to some more materials.\n\n§6Redstone§r: Found only deep in the world, in massive veins paired with §6Cinnabar§r and §6Ruby§r.\n\n§6Copper§r: Two primary sources. §6Tetrahedrite§r veins are higher up, while §6Chalcopyrite§r veins are lower, paired with some small amounts of §6Iron§r. You\u0027ll also find §6Malachite§r inside of Iron veins, this is another type of copper ore.\n\n§6Tin§r: Found essentially at ground level. §6Cassiterite§r is another type of tin ore, and they\u0027re always found together. If you cannot find a vein of tin, there are small amounts of tin inside veins of §6Aluminium§r and §6Rock Salt§r, which might be enough to hold you over until you find a proper tin vein.\n\n§6Coal§r: Found in relatively shallow depths. §6Lignite Coal§r is §2removed.\n\n§6Gold§r: Found inside of §6Magnetite§r veins, close to the surface.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -2939,7 +2939,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts any §oLV Energy Converter§o.\n\n§rThe §3Steam Dynamos§r you have made are capable of generating §aRF§r power, but §bGregTech§r machines require §aEU§r power. With your first §6circuit§r in hand, you are ready to build a §eLow Voltage (LV) §2Energy Converter§r.\n\n§3Energy Converters§r are special devices that §econvert§r between §aRF§r power and §aEU§r power, and come in four sizes: 1A, 4A, 8A, and 16A. \n\nYou can reverse the conversion to turn EU into RF by right-clicking it with a soft hammer.\n\nEU is §2automatically converted§r to RF as needed, for example when connecting a §bGregTech§r cable directly to an RF-consuming machine. However, conduits cannot connect directly to most EU providers, so you will still need to use EU to RF converters to connect EU generators to your conduit grid.\n\n§aRF§r converts into §aEU§r at a §e4 to 1 ratio§r. §a100 RF§r becomes §a25 EU§r, and vice-versa.",
|
||||
"desc:8": "§oNote: this quest accepts any §oLV Energy Converter§o.\n\n§rThe §3Steam Dynamos§r you have made are capable of generating §aRF§r power, but §bGregTech§r machines require §aEU§r power. With your first §6circuit§r in hand, you are ready to build a §eLow Voltage (LV) §2Energy Converter§r.\n\n§3Energy Converters§r are special devices that §econvert§r between §aRF§r power and §aEU§r power, and come in four sizes: 1A, 4A, 8A, and 16A.\n\nYou can reverse the conversion to turn EU into RF by right-clicking it with a soft hammer.\n\nEU is §2automatically converted§r to RF as needed, for example when connecting a §bGregTech§r cable directly to an RF-consuming machine. However, conduits cannot connect directly to most EU providers, so you will still need to use EU to RF converters to connect EU generators to your conduit grid.\n\n§aRF§r converts into §aEU§r at a §e4 to 1 ratio§r. §a100 RF§r becomes §a25 EU§r, and vice-versa.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -3381,7 +3381,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -3706,7 +3706,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Pressurized Fluid Conduits§r will be your main way of transporting fluids for now. They have the advantage of being §6Conduits§r, allowing them to fit in the same block as other §6Conduits§r. \n\n§2GTCEu Fluid Pipes§r are also available, much improved from CE. Their advantage is higher §dthroughput§r, but they have limitations on the kinds of fluids (§eacids, gases§r, etc) they can transport safely. Check each pipe material\u0027s tooltip for details.\n\nThere are also §6Quadruple and Nonuple Pipes§r for transporting multiple fluid types through the same block.\n\nPick your poison.",
|
||||
"desc:8": "§6Pressurized Fluid Conduits§r will be your main way of transporting fluids for now. They have the advantage of being §6Conduits§r, allowing them to fit in the same block as other §6Conduits§r.\n\n§2GTCEu Fluid Pipes§r are also available, much improved from CE. Their advantage is higher §dthroughput§r, but they have limitations on the kinds of fluids (§eacids, gases§r, etc) they can transport safely. Check each pipe material\u0027s tooltip for details.\n\nThere are also §6Quadruple and Nonuple Pipes§r for transporting multiple fluid types through the same block.\n\nPick your poison.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -3860,7 +3860,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -4894,7 +4894,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Although most §ealloys§r require an §3Alloy Smelter§r, some alloys can be made simply by mixing the correct metal dusts together. \n\nCopper Dust mixed with Redstone makes §6Red Alloy Dust§r.\n\nIron Dust mixed with Redstone makes §6Conductive Iron Dust§r.\n\n§3Smelt§r it into ingots, §ahammer§r it into §6Plates§r, and §acut§r them into §6Wires§r.",
|
||||
"desc:8": "Although most §ealloys§r require an §3Alloy Smelter§r, some alloys can be made simply by mixing the correct metal dusts together.\n\nCopper Dust mixed with Redstone makes §6Red Alloy Dust§r.\n\nIron Dust mixed with Redstone makes §6Conductive Iron Dust§r.\n\n§3Smelt§r it into ingots, §ahammer§r it into §6Plates§r, and §acut§r them into §6Wires§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5347,7 +5347,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Assembling Machines come early in CEu! Circuit recipes are handled through a separate machine, the Circuit Assembler. §r\n\nAssembling Machines open up a plethora of §eequal or more efficient recipes that don\u0027t require hand tools§r. §2For example, you can make up to 4 Vacuum Tubes in a single craft! §rCheck §eJEI§r for all the components you\u0027ve been making to see if the Assembler can improve their recipes.\n\nMany of the Assembler\u0027s recipes require §9fluids§r. Hence, the §3Extractor§r will be required to take full advantage of this machine. \n\nHand tool recipes also don\u0027t play nice with §bApplied Energistics§r. Take advantage of Assembling Machines: §cphase out all use of hand tools for crafting items in your automation going forward.§r Once you have all the important machines, you will never need hand tools for crafting.",
|
||||
"desc:8": "§2Assembling Machines come early in CEu! Circuit recipes are handled through a separate machine, the Circuit Assembler. §r\n\nAssembling Machines open up a plethora of §eequal or more efficient recipes that don\u0027t require hand tools§r. §2For example, you can make up to 4 Vacuum Tubes in a single craft! §rCheck §eJEI§r for all the components you\u0027ve been making to see if the Assembler can improve their recipes.\n\nMany of the Assembler\u0027s recipes require §9fluids§r. Hence, the §3Extractor§r will be required to take full advantage of this machine.\n\nHand tool recipes also don\u0027t play nice with §bApplied Energistics§r. Take advantage of Assembling Machines: §cphase out all use of hand tools for crafting items in your automation going forward.§r Once you have all the important machines, you will never need hand tools for crafting.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5415,7 +5415,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5759,7 +5759,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Initial circuit components are a bit more difficult in CEu, and you need Arsenic in addition to Gallium.§r\n\nFor §dGallium§r, you may, ranged from worst to best:\n\n- §3Electrolyze §aSphalerite§r for a low chance of dust. Note that you lose on direct smelting value.\n\n-§r Put §aCrushed Bauxite§r in the §3Chemical Bath§r. Note that this requires §9Sodium Persulfate§r. \n\n- Obtain it as a Byproduct of §aSphalerite§r Ore Processing, in the §3Thermal Centrifuge§r or §3Centrifuge§r.\n\n§2For Arsenic, you must centrifuge Realgar Dust, or (more involvedly) flash smelt Cobaltite Dust in the EBF, and electrolyse the resultant Arsenic Trioxide.\n\nCombine both in a Mixer to make Gallium Arsenide.",
|
||||
"desc:8": "§2Initial circuit components are a bit more difficult in CEu, and you need Arsenic in addition to Gallium.§r\n\nFor §dGallium§r, you may, ranged from worst to best:\n\n- §3Electrolyze §aSphalerite§r for a low chance of dust. Note that you lose on direct smelting value.\n\n-§r Put §aCrushed Bauxite§r in the §3Chemical Bath§r. Note that this requires §9Sodium Persulfate§r.\n\n- Obtain it as a Byproduct of §aSphalerite§r Ore Processing, in the §3Thermal Centrifuge§r or §3Centrifuge§r.\n\n§2For Arsenic, you must centrifuge Realgar Dust, or (more involvedly) flash smelt Cobaltite Dust in the EBF, and electrolyse the resultant Arsenic Trioxide.\n\nCombine both in a Mixer to make Gallium Arsenide.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5840,7 +5840,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Cuts things up.\n\nThe §3Cutting Machine§r is able to cut wafers, rods, wood, and various other things for you, making it a versatile crafting tool. Cutting blocks into 9 plates may be faster than using a §2Bending Machine §rto make them one at a time.\n\nThe MV version is required for cutting §6Silicon Boules§r for easier §6Diodes§r once you get §9Polyethylene (PE)§r, and for cutting §6Wafers§r into usable components. \n\nThe blade will require you to make §2Vanadiumsteel§r.\n\nCutting Machines work with plain §9Water§r for all recipes. You can also use §9Distilled Water§r which speeds up the processing somewhat, or §9Lubricant§r that speeds it up greatly (and uses very little per operation). These might be a little tricky to make right now, but are very worthwhile upgrades in the future.",
|
||||
"desc:8": "Cuts things up.\n\nThe §3Cutting Machine§r is able to cut wafers, rods, wood, and various other things for you, making it a versatile crafting tool. Cutting blocks into 9 plates may be faster than using a §2Bending Machine §rto make them one at a time.\n\nThe MV version is required for cutting §6Silicon Boules§r for easier §6Diodes§r once you get §9Polyethylene (PE)§r, and for cutting §6Wafers§r into usable components.\n\nThe blade will require you to make §2Vanadiumsteel§r.\n\nCutting Machines work with plain §9Water§r for all recipes. You can also use §9Distilled Water§r which speeds up the processing somewhat, or §9Lubricant§r that speeds it up greatly (and uses very little per operation). These might be a little tricky to make right now, but are very worthwhile upgrades in the future.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -6646,7 +6646,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Chrome§r, or Chromium, is used in the production of many alloys. §6Stainless Steel§r, §6Vanadiumsteel§r and §6Kanthal§r are the ones you will encounter soon. \n\nIt is primarily obtained by electrolyzing §6Ruby Dust§r. You will need a lot of this soon, so be sure to find a robust source of it.",
|
||||
"desc:8": "§6Chrome§r, or Chromium, is used in the production of many alloys. §6Stainless Steel§r, §6Vanadiumsteel§r and §6Kanthal§r are the ones you will encounter soon.\n\nIt is primarily obtained by electrolyzing §6Ruby Dust§r. You will need a lot of this soon, so be sure to find a robust source of it.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -7065,7 +7065,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "If you didn\u0027t know, you can have stacks of items stored inside of an §aME Interface§r. Placing a §aStorage Bus§r onto the ME Interface lets you access and use those items in recipes. Putting a §aCrafting Card§r inside the Interface will let the Interface automatically place autocraft orders for items it should stock but you don\u0027t have.\n\nThis approach can be used for autocrafting to some extent, but proceed with caution as crafting cards can produce a great deal of lag on larger ME Networks. AE calculates the full crafting tree of these items every time a request is made, even if you have enough items already in stock.\n\nThus, it is strongly recommended to limit Crafting Cards to simple recipes (ones without many dependent recipes) and ideally on smaller purpose-built networks. \n\nPrefer passive autocrafting methods on your main network, or if things are gonna get complicated.",
|
||||
"desc:8": "If you didn\u0027t know, you can have stacks of items stored inside of an §aME Interface§r. Placing a §aStorage Bus§r onto the ME Interface lets you access and use those items in recipes. Putting a §aCrafting Card§r inside the Interface will let the Interface automatically place autocraft orders for items it should stock but you don\u0027t have.\n\nThis approach can be used for autocrafting to some extent, but proceed with caution as crafting cards can produce a great deal of lag on larger ME Networks. AE calculates the full crafting tree of these items every time a request is made, even if you have enough items already in stock.\n\nThus, it is strongly recommended to limit Crafting Cards to simple recipes (ones without many dependent recipes) and ideally on smaller purpose-built networks.\n\nPrefer passive autocrafting methods on your main network, or if things are gonna get complicated.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -9378,7 +9378,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§9Vinyl Chloride§r is an industrial chemical made from chlorinating §9Ethylene§r (adding §9Chlorine§r at high temperature) in a §3Chemical Reactor§r. §9Ethane§r can be used as an alternative reagent.\n\nIt is used to create the plastic §9Polyvinyl Chloride§r, most well known as PVC. While it deviates from reality, in GregTech you chemically react Vinyl Chloride and §9Oxygen§r to polymerize it into PVC. \n\nLater, you can use §9Titanium Tetrachloride§r to catalyze this reaction as well for greater yield.\n\nYou\u0027ll only need to solidify this into sheet form. If you want PVC pipes too, you can pulverise the sheet into dust and use that in the extruder, or you can solidify it into bars seperately.\n\n§6PVC Sheets§r are superior to §6Polyethylene Sheets§r for making plastic substrates, producing twice as many §6Plastic Boards§r per craft.",
|
||||
"desc:8": "§9Vinyl Chloride§r is an industrial chemical made from chlorinating §9Ethylene§r (adding §9Chlorine§r at high temperature) in a §3Chemical Reactor§r. §9Ethane§r can be used as an alternative reagent.\n\nIt is used to create the plastic §9Polyvinyl Chloride§r, most well known as PVC. While it deviates from reality, in GregTech you chemically react Vinyl Chloride and §9Oxygen§r to polymerize it into PVC.\n\nLater, you can use §9Titanium Tetrachloride§r to catalyze this reaction as well for greater yield.\n\nYou\u0027ll only need to solidify this into sheet form. If you want PVC pipes too, you can pulverise the sheet into dust and use that in the extruder, or you can solidify it into bars seperately.\n\n§6PVC Sheets§r are superior to §6Polyethylene Sheets§r for making plastic substrates, producing twice as many §6Plastic Boards§r per craft.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10042,7 +10042,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "While there are no types of veins that are extremely rare, you\u0027re likely to struggle with finding at least one of the less common vein types. This isn\u0027t really avoidable.\n\nYou will accumulate a lot of §dNomicoins§r from quest turn-ins while playing Nomifactory. Do not be hesitant to spend them on things you need! \n\nSearch for various ores (generally the first one listed in §bJEI§r) to find the coin recipes for them. Alternatively, hover your cursor over a coin and press §6U§r to see what you can buy with it.\n\n§aDon\u0027t be a hoarder!",
|
||||
"desc:8": "While there are no types of veins that are extremely rare, you\u0027re likely to struggle with finding at least one of the less common vein types. This isn\u0027t really avoidable.\n\nYou will accumulate a lot of §dNomicoins§r from quest turn-ins while playing Nomifactory. Do not be hesitant to spend them on things you need!\n\nSearch for various ores (generally the first one listed in §bJEI§r) to find the coin recipes for them. Alternatively, hover your cursor over a coin and press §6U§r to see what you can buy with it.\n\n§aDon\u0027t be a hoarder!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10292,7 +10292,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10359,7 +10359,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10494,7 +10494,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Combining §9Titanium Tetrachloride§r with §6Magnesium§r in an §3Electric Blast Furnace§r (approximating the Kroll process) will net you your first §6Titanium§r.\n\nThis process is a loop, and therefore will not cost you any resources, apart from §6Rutile§r, if you process it correctly. \n\nUnfortunately, it is super hot. You\u0027ll need to cool it in a §3Vacuum Freezer§r for it to be usable.\n\nRouting through AE is an alternative way to using item conduits. Simply set an Ore Dictionary Storage Bus on the input bus of the freezer, set it to \u0027ingotHot*\u0027, and set it to a high piority. This will accept any new Hot Ingots entering your system, and eliminates the need for a big conduit network.\n\nDon\u0027t encode the Hot Ingot in a pattern though!",
|
||||
"desc:8": "Combining §9Titanium Tetrachloride§r with §6Magnesium§r in an §3Electric Blast Furnace§r (approximating the Kroll process) will net you your first §6Titanium§r.\n\nThis process is a loop, and therefore will not cost you any resources, apart from §6Rutile§r, if you process it correctly.\n\nUnfortunately, it is super hot. You\u0027ll need to cool it in a §3Vacuum Freezer§r for it to be usable.\n\nRouting through AE is an alternative way to using item conduits. Simply set an Ore Dictionary Storage Bus on the input bus of the freezer, set it to \u0027ingotHot*\u0027, and set it to a high piority. This will accept any new Hot Ingots entering your system, and eliminates the need for a big conduit network.\n\nDon\u0027t encode the Hot Ingot in a pattern though!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10547,7 +10547,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3Vacuum Freezers§r are primarily used to cool down §6Hot Ingots§r. They\u0027re also capable of freezing air into a liquid, and making superconductors.\n\nAt minimum you will need an energy input hatch, an input bus, an output bus, and 22 §6Frost Proof Machine Casings§r for forming the multiblock for processing Hot Ingots.\n\nIf you want to deal with fluids as well, subtract two casings and use a fluid input and fluid output in their place.\n\nThe energy tier required for the Vacuum Freezer is typically one tier below the tier used to process the ingot in the §3Electric Blast Furnace§r. \n\nBesides the controller placement, as usual the hatches/buses can go anywhere. Use the building guide in §bJEI§r which can be pulled up from the controller block.",
|
||||
"desc:8": "§3Vacuum Freezers§r are primarily used to cool down §6Hot Ingots§r. They\u0027re also capable of freezing air into a liquid, and making superconductors.\n\nAt minimum you will need an energy input hatch, an input bus, an output bus, and 22 §6Frost Proof Machine Casings§r for forming the multiblock for processing Hot Ingots.\n\nIf you want to deal with fluids as well, subtract two casings and use a fluid input and fluid output in their place.\n\nThe energy tier required for the Vacuum Freezer is typically one tier below the tier used to process the ingot in the §3Electric Blast Furnace§r.\n\nBesides the controller placement, as usual the hatches/buses can go anywhere. Use the building guide in §bJEI§r which can be pulled up from the controller block.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10824,7 +10824,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -11191,7 +11191,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -11337,7 +11337,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -12257,7 +12257,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "You\u0027ll be needing large amounts of the various noble gases so you should get this automated and running continuously. \n\nAfter §bliquefication§r, §eOverworld Air§r grants §9Helium§r and §9Argon§r, §eNether Air§r grants §9Helium-3§r and §9Neon§r and §eEnder Air§r grants §9Helium§r, §9Krypton§r, §9Xenon§r, and §9Radon§r.\n\nSome noble gases can be used to §aboost§r the speed of certain EBF recipes.",
|
||||
"desc:8": "You\u0027ll be needing large amounts of the various noble gases so you should get this automated and running continuously.\n\nAfter §bliquefication§r, §eOverworld Air§r grants §9Helium§r and §9Argon§r, §eNether Air§r grants §9Helium-3§r and §9Neon§r and §eEnder Air§r grants §9Helium§r, §9Krypton§r, §9Xenon§r, and §9Radon§r.\n\nSome noble gases can be used to §aboost§r the speed of certain EBF recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -12535,7 +12535,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -12889,7 +12889,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts either Oil, Raw Oil, Light Oil or Heavy Oil.§r\n\nPetrochemistry is the category of organic chemistry pertaining to petroleum, otherwise known as §9Oil§r.\n\n§bGregTech§r\u0027s petrochemistry may seem daunting at first, given the sheer number of chemicals and processing options, but it\u0027s actually easier to get into than you think.\n\nOil is the starting point, and can be found in several variants which you can pump from finite natural wells on the Overworld, as well as coming renewably from §6Oilsands Ore§r and §6Soul Sand§r, and directly in liquid form from a §3Fluid Rig§r.\n\n§2The Fluid Rig can also harvest Raw Oil, Heavy Oil and Light Oil depending on your fluid vein. Raw Oil is similar to Oil, giving the same ratios when distilled but needing double the fluid. Heavy Oil and Light Oil give different ratios when distilled.§r \n\nStart off by distilling the Oil. This will result in §9Sulfuric Heavy Fuel§r, §9Sulfuric Light Fuel§r, §9Sulfuric Naphtha§r, and/or §9Sulfuric Gas§r.\n\nThese will all need to be hydrodesulfurized using §9Hydrogen§r in a §3Chemical Reactor§r or §2Oil Cracking Unit§r, which produces the non-Sulfuric versions.\n\nAll of these products are useful, so figure out how you want to store the variety and large quantities of fluids.\n\nThe upcoming quests will guide you through the basics of petrochemistry. Once you\u0027ve mastered that, feel free to explore further.",
|
||||
"desc:8": "§oNote: this quest accepts either Oil, Raw Oil, Light Oil or Heavy Oil.§r\n\nPetrochemistry is the category of organic chemistry pertaining to petroleum, otherwise known as §9Oil§r.\n\n§bGregTech§r\u0027s petrochemistry may seem daunting at first, given the sheer number of chemicals and processing options, but it\u0027s actually easier to get into than you think.\n\nOil is the starting point, and can be found in several variants which you can pump from finite natural wells on the Overworld, as well as coming renewably from §6Oilsands Ore§r and §6Soul Sand§r, and directly in liquid form from a §3Fluid Rig§r.\n\n§2The Fluid Rig can also harvest Raw Oil, Heavy Oil and Light Oil depending on your fluid vein. Raw Oil is similar to Oil, giving the same ratios when distilled but needing double the fluid. Heavy Oil and Light Oil give different ratios when distilled.§r\n\nStart off by distilling the Oil. This will result in §9Sulfuric Heavy Fuel§r, §9Sulfuric Light Fuel§r, §9Sulfuric Naphtha§r, and/or §9Sulfuric Gas§r.\n\nThese will all need to be hydrodesulfurized using §9Hydrogen§r in a §3Chemical Reactor§r or §2Oil Cracking Unit§r, which produces the non-Sulfuric versions.\n\nAll of these products are useful, so figure out how you want to store the variety and large quantities of fluids.\n\nThe upcoming quests will guide you through the basics of petrochemistry. Once you\u0027ve mastered that, feel free to explore further.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -14043,7 +14043,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -14896,7 +14896,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Fueling Station§r is how rockets get fuel.\n\nFirst, put together your Rocket, then §aScan§r and §cBuild§r the Rocket in the §3Rocket Assembling Machine§r to assemble it (which turns it into an entity). Next, with the §aLinker§r in your hand, right-click the Fueling Station then the Rocket Assembling Machine to link the Fueling Station to the constructed Rocket. \n\nYou\u0027ll get a confirmation message when you do it right, and a little line will appear between the Fueling Station and the rocket.\n\nNow just get §9Rocket Fuel§r into the Fueling Station and it will transfer to the Rocket automatically.",
|
||||
"desc:8": "The §3Fueling Station§r is how rockets get fuel.\n\nFirst, put together your Rocket, then §aScan§r and §cBuild§r the Rocket in the §3Rocket Assembling Machine§r to assemble it (which turns it into an entity). Next, with the §aLinker§r in your hand, right-click the Fueling Station then the Rocket Assembling Machine to link the Fueling Station to the constructed Rocket.\n\nYou\u0027ll get a confirmation message when you do it right, and a little line will appear between the Fueling Station and the rocket.\n\nNow just get §9Rocket Fuel§r into the Fueling Station and it will transfer to the Rocket automatically.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -14969,7 +14969,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Holding one of these reveals §aTravel Anchors§r and §aTelepads§r in range.\n\nShift + right-click after aiming to warp to one, or point it anywhere to teleport forward a short distance (works through walls).\n\nThese are powered with RF, and can be further enchanted through §bEnderIO§r\u0027s enchanting mechanics.\n\nAlternatively, you can search the §eLost Cities§r or make a Travel §6Dark Steel§r Upgrade, and apply it to your \n§bEnderIO§r tools.\n\nThe §6Vibrant Crystal§r will require an §3Autoclave§r.",
|
||||
"desc:8": "Holding one of these reveals §aTravel Anchors§r and §aTelepads§r in range.\n\nShift + right-click after aiming to warp to one, or point it anywhere to teleport forward a short distance (works through walls).\n\nThese are powered with RF, and can be further enchanted through §bEnderIO§r\u0027s enchanting mechanics.\n\nAlternatively, you can search the §eLost Cities§r or make a Travel §6Dark Steel§r Upgrade, and apply it to your\n§bEnderIO§r tools.\n\nThe §6Vibrant Crystal§r will require an §3Autoclave§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -19456,7 +19456,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "You can combine various items with a §6Blank Data Model§r for a completed §6Data Model§r that you can run inside the §3Simulation Chamber§r. \n\nYou will also need §6Pulsating Polymer Clay§r in order to run those simulations. The §3Simulation Chamber§r consumes one §6Pulsating Polymer Clay§r per operation.",
|
||||
"desc:8": "You can combine various items with a §6Blank Data Model§r for a completed §6Data Model§r that you can run inside the §3Simulation Chamber§r.\n\nYou will also need §6Pulsating Polymer Clay§r in order to run those simulations. The §3Simulation Chamber§r consumes one §6Pulsating Polymer Clay§r per operation.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -19763,7 +19763,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Fluix is initially made via in-world crafting, by dropping §6Redstone§r, §6Nether Quartz§r, and a §6Charged Certus Quartz Crystal§r in the same block of §9Water§r. You\u0027ll see some sparks then the items will merge into a §6Fluix Crystal§r. Be sure to turn off any nearby item magnets/collectors or they might interrupt this crafting process.\n\nThe §3Energy Acceptor§r converts RF power into AE power that Applied Energistics uses, in a 2 RF to 1 AE ratio. This power will be transmitted through adjacent full-block ME Network devices, as well as along all connected §6ME Cables§r, §6ME Conduits§r, and §6Quartz Fiber§r. \n\nQuartz Fiber are §emicroparts§r you can put between an ME Cable and any ME Network block or another ME Cable. This will allow transmission of AE power but not data, which is useful for having data-isolated ME Networks all sharing the same power source.",
|
||||
"desc:8": "Fluix is initially made via in-world crafting, by dropping §6Redstone§r, §6Nether Quartz§r, and a §6Charged Certus Quartz Crystal§r in the same block of §9Water§r. You\u0027ll see some sparks then the items will merge into a §6Fluix Crystal§r. Be sure to turn off any nearby item magnets/collectors or they might interrupt this crafting process.\n\nThe §3Energy Acceptor§r converts RF power into AE power that Applied Energistics uses, in a 2 RF to 1 AE ratio. This power will be transmitted through adjacent full-block ME Network devices, as well as along all connected §6ME Cables§r, §6ME Conduits§r, and §6Quartz Fiber§r.\n\nQuartz Fiber are §emicroparts§r you can put between an ME Cable and any ME Network block or another ME Cable. This will allow transmission of AE power but not data, which is useful for having data-isolated ME Networks all sharing the same power source.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -20140,7 +20140,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -23908,7 +23908,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3The Empowerer§r is a machine from §bActually Additions§r used to convert its special crystalline materials into empowered variants.\n\nThe Empowerer is placed in the center of a flat 7x7 region. The four §aDisplay Stands§r are placed with a two-block gap from the Empowerer, one in each cardinal direction.\n\nRecipes require specific items to be placed on the Display Stands and the main item on the Empowerer itself. The items on the Display Stands are consumed and the central item is Empowered.\n\nRF power needs to be fed into the Display Stands to infuse the center item with power. The Display Stands have a low per-side power transfer rate so it takes a while. Consider putting energy conduits on multiple sides of each display stand to speed it up a bit.\n\n\nIf you\u0027ve used the Empowerer before you\u0027ll know that this thing\u0027s a bit of a pain. It\u0027s slow, takes up a large space, and it\u0027s cumbersome to automate. \n\nDon\u0027t worry, you\u0027ll get access to the §3Combination Package Crafter§r after you get §6Draconium§r, which is vastly faster, more compact and easier to automate. This lets you do Empowerer recipes directly through §bPackagedAuto§r and §bAE2§r. However, some optional paths like §9Bio-Diesel§r involve early Empowerer use.",
|
||||
"desc:8": "§3The Empowerer§r is a machine from §bActually Additions§r used to convert its special crystalline materials into empowered variants.\n\nThe Empowerer is placed in the center of a flat 7x7 region. The four §aDisplay Stands§r are placed with a two-block gap from the Empowerer, one in each cardinal direction.\n\nRecipes require specific items to be placed on the Display Stands and the main item on the Empowerer itself. The items on the Display Stands are consumed and the central item is Empowered.\n\nRF power needs to be fed into the Display Stands to infuse the center item with power. The Display Stands have a low per-side power transfer rate so it takes a while. Consider putting energy conduits on multiple sides of each display stand to speed it up a bit.\n\n\nIf you\u0027ve used the Empowerer before you\u0027ll know that this thing\u0027s a bit of a pain. It\u0027s slow, takes up a large space, and it\u0027s cumbersome to automate.\n\nDon\u0027t worry, you\u0027ll get access to the §3Combination Package Crafter§r after you get §6Draconium§r, which is vastly faster, more compact and easier to automate. This lets you do Empowerer recipes directly through §bPackagedAuto§r and §bAE2§r. However, some optional paths like §9Bio-Diesel§r involve early Empowerer use.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -24231,7 +24231,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The full complexity of §bNuclearCraft§r is far too much for the scope of this quest guide, so §eyou\u0027re encouraged to watch a tutorial or read a guide online§r. \n\nFor the purposes of this particular quest, you\u0027ll be building a breeder reactor to make §6Plutonium§r, and other nuclear elements. While this reactor may seem very expensive, it will be worth it, and you will probably expand it soon. \n\nThis reactor is capable of running any Low-Enriched fuel, such as TBU and LEU-235. This is a basic reactor and can be expanded, following the same pattern, to run faster. Alternatively, reactors can be designed to produce a decent amount of power for the mid game of the pack.\n\nFirst, set up your 150 §6Fission Reactor Casings§r to encase a 5x5x5 cube shape of empty air. Any of these reactor casings can be changed to §6Transparent Fission Reactor Casings§r. The Casings should only cover the faces of the interior cube, not the edges or corners. You should have exactly the right number of Casings to encase a 5x5x5 space.\n\nNext, create a hole so you can get inside the cube. Place the §6Reactor Cells§r in an alternating pattern, with the reactor cells at the corners, and spaces between each one. Alternate between each row, creating a grid pattern. Fill in the §6Cryotheum Coolers§r between, in the empty holes. Do this for every layer, alternating between §6Cryotheum Coolers§r on the corners and §6Reactor Cells§r on the corners. You should have the perfect amount of §6Reactor Cells§r and §6Cryotheum Coolers§r for this, and the third and final layers should be the same as the first one. The reactor will now be complete when you reseal it up with the Casings you removed to access the interior.\n\nFinally, place the §3Fission Reactor Controller§r along any edge or corner of the reactor. Opening the Reactor Controller GUI should let you know that the structure was properly formed; if not, go back and check what you did wrong.\n\nThe lever is placed on the reactor, as a redstone signal is required for it to start working. §cReactors can overheat and melt if the temperature exceeds its ability to cool.§r You can make a safety loop on the controller (instead of the lever) to automatically shut off the reactor when it starts getting hot using a §aRedstone Conduit§r, a §aRedstone Sensor Filter§r (on the input channel), and a §aRedstone NOT Filter§r (on the output channel). Make sure input and output are on the same channel color.",
|
||||
"desc:8": "The full complexity of §bNuclearCraft§r is far too much for the scope of this quest guide, so §eyou\u0027re encouraged to watch a tutorial or read a guide online§r.\n\nFor the purposes of this particular quest, you\u0027ll be building a breeder reactor to make §6Plutonium§r, and other nuclear elements. While this reactor may seem very expensive, it will be worth it, and you will probably expand it soon.\n\nThis reactor is capable of running any Low-Enriched fuel, such as TBU and LEU-235. This is a basic reactor and can be expanded, following the same pattern, to run faster. Alternatively, reactors can be designed to produce a decent amount of power for the mid game of the pack.\n\nFirst, set up your 150 §6Fission Reactor Casings§r to encase a 5x5x5 cube shape of empty air. Any of these reactor casings can be changed to §6Transparent Fission Reactor Casings§r. The Casings should only cover the faces of the interior cube, not the edges or corners. You should have exactly the right number of Casings to encase a 5x5x5 space.\n\nNext, create a hole so you can get inside the cube. Place the §6Reactor Cells§r in an alternating pattern, with the reactor cells at the corners, and spaces between each one. Alternate between each row, creating a grid pattern. Fill in the §6Cryotheum Coolers§r between, in the empty holes. Do this for every layer, alternating between §6Cryotheum Coolers§r on the corners and §6Reactor Cells§r on the corners. You should have the perfect amount of §6Reactor Cells§r and §6Cryotheum Coolers§r for this, and the third and final layers should be the same as the first one. The reactor will now be complete when you reseal it up with the Casings you removed to access the interior.\n\nFinally, place the §3Fission Reactor Controller§r along any edge or corner of the reactor. Opening the Reactor Controller GUI should let you know that the structure was properly formed; if not, go back and check what you did wrong.\n\nThe lever is placed on the reactor, as a redstone signal is required for it to start working. §cReactors can overheat and melt if the temperature exceeds its ability to cool.§r You can make a safety loop on the controller (instead of the lever) to automatically shut off the reactor when it starts getting hot using a §aRedstone Conduit§r, a §aRedstone Sensor Filter§r (on the input channel), and a §aRedstone NOT Filter§r (on the output channel). Make sure input and output are on the same channel color.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -25245,7 +25245,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -26694,7 +26694,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Basic §aFlux Capacitors§r hold a whopping lot of energy - §a10 million RF§r - and are useful for keeping your §aRF-powered§r equipment and tools charged.\n\nPut one into your newly crafted §3Battery Buffer§r to charge it. You can then put it in your inventory to charge your items with §aRF§r. \n§2RF batteries such as Flux Capacitors cannot be drained by Battery Buffers!§r\n\nThe Flux Capacitor is a §bBauble§r, so open your inventory and look for the Baubles button, click it to reveal the additional bauble slots menu and put it into any slot you wish.\n\nFinally, you can charge up all those depleted §6Dark Boots§r and §6The Ender§r swords you\u0027ve looted.",
|
||||
"desc:8": "Basic §aFlux Capacitors§r hold a whopping lot of energy - §a10 million RF§r - and are useful for keeping your §aRF-powered§r equipment and tools charged.\n\nPut one into your newly crafted §3Battery Buffer§r to charge it. You can then put it in your inventory to charge your items with §aRF§r.\n§2RF batteries such as Flux Capacitors cannot be drained by Battery Buffers!§r\n\nThe Flux Capacitor is a §bBauble§r, so open your inventory and look for the Baubles button, click it to reveal the additional bauble slots menu and put it into any slot you wish.\n\nFinally, you can charge up all those depleted §6Dark Boots§r and §6The Ender§r swords you\u0027ve looted.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27151,7 +27151,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27218,7 +27218,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§bGregTech§r adds a very versatile way of augmenting machines with §aMachine Covers§r. Covers are \"upgrades\" that you can put on any GregTech machine, chest, or drum to expand its functionality. These are seperate on each side of the machine, meaning you can have up to six different covers! To work with covers, you\u0027ll need to make yourself a §aScrewdriver§r to configure covers, and a §aCrowbar§r to remove covers without having to break the machine. This quest accepts a §aScrewdriver§r and §aCrowbar§r made from any material.\n\nHere\u0027s a list of some covers there are in the game, and what they do:\n\n- §lConveyor§r: transfers items continuously to or from an adjacent inventory.\n\n- §lPump§r: is much like a §aConveyor§r, but for fluids.\n\n- §lRobotic Arm§r: is much like §aConveyor§r, but has two additional modes:\n * §eKeep Exact§r: moves items to keep a stock of at most the specified number of items\n * §eSupply Exact§r: transfers precisely the specified number of items per operation.\nThis cover is very useful for crafting automation.\n\n- §lFluid Regulator§r: is like a §aRobotic Arm§r, but works with fluids instead of items.\n\n- §lShutter§r: prevents automation from interacting with a specific side of a machine.\n\n- §lDetector§r: Available in §aItem§r, §aFluid§r, §aEnergy§r, and §aActivity§r flavours. Emits a Redstone signal depending on the status of whatever it\u0027s detecting.\n\n- §lAdvanced Detectors§r: Available as §aItem§r, §aFluid§r, §aEnergy§r, or §aActivity§r, these covers can emit redstone in more ways than their normal counterparts. Specifically, the §aItem§r, §aFluid§r, and §aEnergy§r advanced detectors can emit a latched redstone signal based on the amount of item/fluid between a set min and max, or they can emit redstone signals proportional to the amount of item/fluids between a set min and max. The §aAdvanced Activity Detector§r emits redstone proportional to a machines progress on a recipe \n\n- §lDigital Interface§r: A graphical display for the machine\u0027s current status. Can display things like contained fluids, energy levels, etc.\n\nCovers that move items or fluids can have a §aFilter§r placed inside them. These modify the functionality of covers in ways explained in their own quests.",
|
||||
"desc:8": "§bGregTech§r adds a very versatile way of augmenting machines with §aMachine Covers§r. Covers are \"upgrades\" that you can put on any GregTech machine, chest, or drum to expand its functionality. These are seperate on each side of the machine, meaning you can have up to six different covers! To work with covers, you\u0027ll need to make yourself a §aScrewdriver§r to configure covers, and a §aCrowbar§r to remove covers without having to break the machine. This quest accepts a §aScrewdriver§r and §aCrowbar§r made from any material.\n\nHere\u0027s a list of some covers there are in the game, and what they do:\n\n- §lConveyor§r: transfers items continuously to or from an adjacent inventory.\n\n- §lPump§r: is much like a §aConveyor§r, but for fluids.\n\n- §lRobotic Arm§r: is much like §aConveyor§r, but has two additional modes:\n* §eKeep Exact§r: moves items to keep a stock of at most the specified number of items\n* §eSupply Exact§r: transfers precisely the specified number of items per operation.\nThis cover is very useful for crafting automation.\n\n- §lFluid Regulator§r: is like a §aRobotic Arm§r, but works with fluids instead of items.\n\n- §lShutter§r: prevents automation from interacting with a specific side of a machine.\n\n- §lDetector§r: Available in §aItem§r, §aFluid§r, §aEnergy§r, and §aActivity§r flavours. Emits a Redstone signal depending on the status of whatever it\u0027s detecting.\n\n- §lAdvanced Detectors§r: Available as §aItem§r, §aFluid§r, §aEnergy§r, or §aActivity§r, these covers can emit redstone in more ways than their normal counterparts. Specifically, the §aItem§r, §aFluid§r, and §aEnergy§r advanced detectors can emit a latched redstone signal based on the amount of item/fluid between a set min and max, or they can emit redstone signals proportional to the amount of item/fluids between a set min and max. The §aAdvanced Activity Detector§r emits redstone proportional to a machines progress on a recipe\n\n- §lDigital Interface§r: A graphical display for the machine\u0027s current status. Can display things like contained fluids, energy levels, etc.\n\nCovers that move items or fluids can have a §aFilter§r placed inside them. These modify the functionality of covers in ways explained in their own quests.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27457,7 +27457,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27930,7 +27930,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Lunar Mining Station§r is a large multiblock structure used for mining gases from the moon. It is an excellent (though not the only) source of §9Deuterium§r or §9Helium-3§r, depending on what kind of §6Rover§r you use. \n\nRovers only have a 10% chance to break while mining, so a stack of them will last quite a while.\n\nWhile both available recipes require §eMV power§r, you can overclock it with higher tiers of power. The positions of hatches and buses can be swapped with any §6LuV Machine Casing§r.\n\n§6Sneak-right click§r the controller to enable the in-world preview.\n\nBecause this structure must be placed on the Moon, it is a good idea to use mechanisms like §aEnder Tanks§r or a §6Quantum Link Chamber§r for teleporting the fluids back to your base.\n\nMake sure to keep it chunk-loaded!",
|
||||
"desc:8": "The §3Lunar Mining Station§r is a large multiblock structure used for mining gases from the moon. It is an excellent (though not the only) source of §9Deuterium§r or §9Helium-3§r, depending on what kind of §6Rover§r you use.\n\nRovers only have a 10% chance to break while mining, so a stack of them will last quite a while.\n\nWhile both available recipes require §eMV power§r, you can overclock it with higher tiers of power. The positions of hatches and buses can be swapped with any §6LuV Machine Casing§r.\n\n§6Sneak-right click§r the controller to enable the in-world preview.\n\nBecause this structure must be placed on the Moon, it is a good idea to use mechanisms like §aEnder Tanks§r or a §6Quantum Link Chamber§r for teleporting the fluids back to your base.\n\nMake sure to keep it chunk-loaded!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -31515,7 +31515,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -31582,7 +31582,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oThis quest completes with any wood-type drawer, or a Framed Drawer and a Framing Table.\n\n§bStorage Drawers§r provide a huge amount of storage for a single item type. Use them for things you have a lot of, such as stone, dirt and ores.\n\nIf the wood-type appearances aren\u0027t your style, the §3Framing Table§r is useful for making custom drawers out of §6Framed Drawers§r, and up to three additional items which define how the resulting drawer will look. Please note that due to a glitch, items can\u0027t be put into non-framed §6Framed Drawers§r.\n\nIn addition, the §aHand Framing Tool§r has been implemented, allowing you to decorate your framed drawers in world, and convert default drawers into Framed Drawers§r in-world, with the cost of some sticks. \n\nIn fact, once you consume the blocks you would like to decorate your framed drawers into, no more of those blocks will be consumed, decorating your drawers for free! \n\nSee the uses of the framing tool in §eJEI§r and the §eJEI Information Page§r of the Hand Framing Tool§r for more information.\n\nFurthermore, you can do special stuff with your drawers, with §6Keys§r! Search §e@StorageDrawers Keys§r in §bJEI§r to see them! You can do things from \u0027locking\u0027 the drawer, meaning only that item can enter the drawer, show how many items are in the drawer, and even remove the display of items! \n\n§cPlease note that excessive use of the Quantify Key may lead to lag.",
|
||||
"desc:8": "§oThis quest completes with any wood-type drawer, or a Framed Drawer and a Framing Table.\n\n§bStorage Drawers§r provide a huge amount of storage for a single item type. Use them for things you have a lot of, such as stone, dirt and ores.\n\nIf the wood-type appearances aren\u0027t your style, the §3Framing Table§r is useful for making custom drawers out of §6Framed Drawers§r, and up to three additional items which define how the resulting drawer will look. Please note that due to a glitch, items can\u0027t be put into non-framed §6Framed Drawers§r.\n\nIn addition, the §aHand Framing Tool§r has been implemented, allowing you to decorate your framed drawers in world, and convert default drawers into Framed Drawers§r in-world, with the cost of some sticks.\n\nIn fact, once you consume the blocks you would like to decorate your framed drawers into, no more of those blocks will be consumed, decorating your drawers for free!\n\nSee the uses of the framing tool in §eJEI§r and the §eJEI Information Page§r of the Hand Framing Tool§r for more information.\n\nFurthermore, you can do special stuff with your drawers, with §6Keys§r! Search §e@StorageDrawers Keys§r in §bJEI§r to see them! You can do things from \u0027locking\u0027 the drawer, meaning only that item can enter the drawer, show how many items are in the drawer, and even remove the display of items!\n\n§cPlease note that excessive use of the Quantify Key may lead to lag.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -32471,7 +32471,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§eSuperconductor wires also won\u0027t kill you when touched now. In fact, you have to use Wires for Superconductors, because they don\u0027t even have cables!\n\n§bEnderIO§r and §bThermal§r alloys are a bit more expensive than the normal wires, but they come with the huge advantage of being §2superconductors§r. Lossy cables like §6Tin§r and §6Copper§r will bleed out energy for every block they travel, but §2superconductors§r do not.\n\nThe §2cheap superconductors§r for each tier are:\n\nLV - Conductive Iron\nMV - Energetic Alloy\nHV - Vibrant Alloy\nEV - End Steel\nIV - Lumium \nLuV - Signalum \nZPM - Enderium \nUV - Draconium \nMAX - §2Draconic Superconductor§r, Omnium\n\n§2There are an additional set of superconductors, one for each tier, which are the CEu default superconductors. Their advantage is their higher amperage rating, reaching the hundreds of amps for higher tier 16x wires. They are also used in crafting Field Generators. They are:\n\nLV - Manganese Phosphide\nMV - Magnesium Diboride\nHV - Mercury Barium Calcium Cuprate\nEV - Uranium Triplatinum\nIV - Samarium Iron Arsenic Oxide\nLuV - Indium Tin Barium Titanium Cuprate\nZPM - Uranium Rhodium Dinaquadide\nUV - Enriched Naquadah Trinium Europium Duranide\nUHV - Ruthenium Trinium Americium Neutronate§r\n§r\nMV and higher cables are made in an §3Assembling Machine§r, with liquid §9Rubber§r and §6Wires§r. §2Keep in mind that you can\u0027t combine cables into thicker cables, so you have to make the thickness of cables that you will use.",
|
||||
"desc:8": "§eSuperconductor wires also won\u0027t kill you when touched now. In fact, you have to use Wires for Superconductors, because they don\u0027t even have cables!\n\n§bEnderIO§r and §bThermal§r alloys are a bit more expensive than the normal wires, but they come with the huge advantage of being §2superconductors§r. Lossy cables like §6Tin§r and §6Copper§r will bleed out energy for every block they travel, but §2superconductors§r do not.\n\nThe §2cheap superconductors§r for each tier are:\n\nLV - Conductive Iron\nMV - Energetic Alloy\nHV - Vibrant Alloy\nEV - End Steel\nIV - Lumium\nLuV - Signalum\nZPM - Enderium\nUV - Draconium\nMAX - §2Draconic Superconductor§r, Omnium\n\n§2There are an additional set of superconductors, one for each tier, which are the CEu default superconductors. Their advantage is their higher amperage rating, reaching the hundreds of amps for higher tier 16x wires. They are also used in crafting Field Generators. They are:\n\nLV - Manganese Phosphide\nMV - Magnesium Diboride\nHV - Mercury Barium Calcium Cuprate\nEV - Uranium Triplatinum\nIV - Samarium Iron Arsenic Oxide\nLuV - Indium Tin Barium Titanium Cuprate\nZPM - Uranium Rhodium Dinaquadide\nUV - Enriched Naquadah Trinium Europium Duranide\nUHV - Ruthenium Trinium Americium Neutronate§r\n§r\nMV and higher cables are made in an §3Assembling Machine§r, with liquid §9Rubber§r and §6Wires§r. §2Keep in mind that you can\u0027t combine cables into thicker cables, so you have to make the thickness of cables that you will use.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -34473,7 +34473,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Phosphorus§r can be obtained by processing §6Tricalcium Phosphate Ore§r or §6Apatite Ore§r into dust and electrolyzing several times. \n\nBoth ores are found in §6Apatite§r veins.",
|
||||
"desc:8": "§6Phosphorus§r can be obtained by processing §6Tricalcium Phosphate Ore§r or §6Apatite Ore§r into dust and electrolyzing several times.\n\nBoth ores are found in §6Apatite§r veins.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -34900,7 +34900,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Holds §oeven more§r stuff. \n\nCan be §bconfigured§r with sneak-right click and set to §aauto-pickup items§r according to its filter by activating it (default key: §bV§r).\n\nCan be §benchanted§r increase its capacity by up to §a36 slots§r at §dHolding IV§r.",
|
||||
"desc:8": "Holds §oeven more§r stuff.\n\nCan be §bconfigured§r with sneak-right click and set to §aauto-pickup items§r according to its filter by activating it (default key: §bV§r).\n\nCan be §benchanted§r increase its capacity by up to §a36 slots§r at §dHolding IV§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -35412,7 +35412,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -36072,7 +36072,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "How much do you think these solar panels weigh? \n\nThese are quite expensive and two of them are required for each Tier Ten Micro Miner.\n\n§6Neutronium Solar Panels§r generate an enormous amount of RF power in sunlight, so once you get your tank it\u0027s also a good choice for compact power generation.\n\nProtip: it\u0027s always daytime in space.",
|
||||
"desc:8": "How much do you think these solar panels weigh?\n\nThese are quite expensive and two of them are required for each Tier Ten Micro Miner.\n\n§6Neutronium Solar Panels§r generate an enormous amount of RF power in sunlight, so once you get your tank it\u0027s also a good choice for compact power generation.\n\nProtip: it\u0027s always daytime in space.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -38635,7 +38635,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Phantomfaces§r are powerful blocks added by §bActually Additions§r. They work by connecting to an inventory. \n\nIn order to do this, grab a §6Phantom Connector§r and shift-right click the inventory which you want to connect to, and then shift-right clicking on the §6Phantomface§r. You should see a message saying that it has been successfully connected. Keep in mind that these have a range, so don\u0027t put your inventories too far away.\n\nNow, whenever an item goes into that inventory, it will go into the §6Phantomface§r. This also works the other way around. §6\n\nPhantomfaces§r can also be crafted into other variants, such as §6Phantom Breakers§r and §6Phantom Placers§r. These work just like the §6Phantomface§r, but with a slight variation. For example, §6Phantom Breakers§r would put the item they broke into the inventory it is connected to.\n\nPhantomface-based setups can be §chard to troubleshoot§r, so consider using AE2 if possible.",
|
||||
"desc:8": "§6Phantomfaces§r are powerful blocks added by §bActually Additions§r. They work by connecting to an inventory.\n\nIn order to do this, grab a §6Phantom Connector§r and shift-right click the inventory which you want to connect to, and then shift-right clicking on the §6Phantomface§r. You should see a message saying that it has been successfully connected. Keep in mind that these have a range, so don\u0027t put your inventories too far away.\n\nNow, whenever an item goes into that inventory, it will go into the §6Phantomface§r. This also works the other way around. §6\n\nPhantomfaces§r can also be crafted into other variants, such as §6Phantom Breakers§r and §6Phantom Placers§r. These work just like the §6Phantomface§r, but with a slight variation. For example, §6Phantom Breakers§r would put the item they broke into the inventory it is connected to.\n\nPhantomface-based setups can be §chard to troubleshoot§r, so consider using AE2 if possible.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43358,7 +43358,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Now that you have all the basic building blocks of nuclear fission, you\u0027ll need to start creating breeding chains to mass produced stabilized versions of each element, for the synthesis of §dOmnium§r. \n\nPlease note that stabilized versions of each element cannot be turned back into fluids, nor turned back into their original §bNuclearCraft§r isotopes.\n\nExperiment around with larger breeder reactors that can handle highly enriched fuels. The cryolattice you have built can be easily expanded, and is a great reactor to process through all LEU fuels quickly.\n\nYou\u0027ll probably want to build multiple reactors to make all the fissile elements in any reasonable amount of time, and have them passively running.",
|
||||
"desc:8": "Now that you have all the basic building blocks of nuclear fission, you\u0027ll need to start creating breeding chains to mass produced stabilized versions of each element, for the synthesis of §dOmnium§r.\n\nPlease note that stabilized versions of each element cannot be turned back into fluids, nor turned back into their original §bNuclearCraft§r isotopes.\n\nExperiment around with larger breeder reactors that can handle highly enriched fuels. The cryolattice you have built can be easily expanded, and is a great reactor to process through all LEU fuels quickly.\n\nYou\u0027ll probably want to build multiple reactors to make all the fissile elements in any reasonable amount of time, and have them passively running.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43412,7 +43412,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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§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 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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43698,7 +43698,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Simulating mob kills will occasionally result in §6Pristine Matter§r of that mob\u0027s type.\n\nPutting Pristine matter into a §3Loot Fabricator§r will allow you to obtain one of various items related to that mob. \n\nIf you are having a lot of the same §6Data Models§r running for the same resource, take note that one §3Loot Fabricator§r can support 19.66 §3Simulation Chambers§r running Self-Aware §6Data Models§r.\n\nSame with §3Simulation Chambers§r, §3Loot Fabricators§r are no longer sided and can be controlled by redstone.",
|
||||
"desc:8": "Simulating mob kills will occasionally result in §6Pristine Matter§r of that mob\u0027s type.\n\nPutting Pristine matter into a §3Loot Fabricator§r will allow you to obtain one of various items related to that mob.\n\nIf you are having a lot of the same §6Data Models§r running for the same resource, take note that one §3Loot Fabricator§r can support 19.66 §3Simulation Chambers§r running Self-Aware §6Data Models§r.\n\nSame with §3Simulation Chambers§r, §3Loot Fabricators§r are no longer sided and can be controlled by redstone.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -44410,7 +44410,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §6Angel Ring§r is actually slower than most jetpacks. However, it grants §acreative flight§r and requires no traditional fuel. \n\nIt reserves §b32 GP§r while active and will deactivate if you don\u0027t have enough. Double press the jump key (i.e spacebar) to activate. Your Angel Ring can be active at the same time as a normal jetpack, and the speeds §astack§r.",
|
||||
"desc:8": "The §6Angel Ring§r is actually slower than most jetpacks. However, it grants §acreative flight§r and requires no traditional fuel.\n\nIt reserves §b32 GP§r while active and will deactivate if you don\u0027t have enough. Double press the jump key (i.e spacebar) to activate. Your Angel Ring can be active at the same time as a normal jetpack, and the speeds §astack§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -45778,7 +45778,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "When you first started the pack, we told you that ore doubling can wait, and that\u0027s true... But you will need to start doing some rudimentary ore processing for §ebyproducts§r.\n\nByproducts are additional materials that can only be obtained from processing ores in certain machines. For example, there is no \"Gallium Ore\" or \"Arsenic Ore\". You get §6Gallium§r and §6Arsenic §ras a byproduct from processing other ores.\n\nOres have various means of processing, and eventually you\u0027ll use machine pipelines to process ores in specific ways to optimize what byproducts you gain. You can look at the §6Ore Byproduct Page§r of an ore in §bJEI§r, accessed by pressing \u0027U\u0027 on an ore and navigating to the byproduct tab, to see the required route to obtain desired byproducts. \n\nThe relevant machines are as follows:\n \n- §3Macerator§r: turns ores into §6Crushed Ores§r, Crushed Ores into §6Impure Dusts§r, and §6Purified Crushed Ores§r into §6Pure Dusts§r. Higher tiers of macerators have byproduct slots and gain a chance to get a full pile of byproduct from ores and both types of crushed ores.\n\n- §3Ore Washer§r: cleans Crushed Ores with §9Water§r, making Purified Crushed Ores§r, and 1/3 of a byproduct dust. Using §9Distilled Water§r makes them go faster. §2You can also perform a simple wash with this similar to Cauldron washing, which is extremely fast, but grants no byproducts.§r\n\n- §3Chemical Bath§r: §2uses Sodium Persulfate or Mercury to purify certain ores, granting a chance to yield a full pile of a byproduct.\n\n§r- §3Centrifuge§r: separates Pure or Impure dusts into the final material, producing 1/9 byproduct dust.\n\n- §3Electrolyzer§r: uses power to split compounds into individual elements, sometimes gaining useful byproducts in the process. §2Be warned that certain dusts may be better to directly smelt instead of electrolyze!§r\n\n- §3Thermal Centrifuge§r: not to be confused with the regular Centrifuge. §2Less slow and power-hungry now, but still so. However, it yields 1/3 byproduct dust, and macerating the Centrifuged Ore can grant a special third byproduct.\n\n§2- Sifter: filters high-quality Gems from Purified Crushed gem Ores for an overall higher yield.\n\n- Electromagnetic Separator: filters magnetic metals from certain ores, increasing their yields.§r\n\nYour first forays into ore processing for byproducts will be the Electrolyzer and the Centrifuge.",
|
||||
"desc:8": "When you first started the pack, we told you that ore doubling can wait, and that\u0027s true... But you will need to start doing some rudimentary ore processing for §ebyproducts§r.\n\nByproducts are additional materials that can only be obtained from processing ores in certain machines. For example, there is no \"Gallium Ore\" or \"Arsenic Ore\". You get §6Gallium§r and §6Arsenic §ras a byproduct from processing other ores.\n\nOres have various means of processing, and eventually you\u0027ll use machine pipelines to process ores in specific ways to optimize what byproducts you gain. You can look at the §6Ore Byproduct Page§r of an ore in §bJEI§r, accessed by pressing \u0027U\u0027 on an ore and navigating to the byproduct tab, to see the required route to obtain desired byproducts.\n\nThe relevant machines are as follows:\n\n- §3Macerator§r: turns ores into §6Crushed Ores§r, Crushed Ores into §6Impure Dusts§r, and §6Purified Crushed Ores§r into §6Pure Dusts§r. Higher tiers of macerators have byproduct slots and gain a chance to get a full pile of byproduct from ores and both types of crushed ores.\n\n- §3Ore Washer§r: cleans Crushed Ores with §9Water§r, making Purified Crushed Ores§r, and 1/3 of a byproduct dust. Using §9Distilled Water§r makes them go faster. §2You can also perform a simple wash with this similar to Cauldron washing, which is extremely fast, but grants no byproducts.§r\n\n- §3Chemical Bath§r: §2uses Sodium Persulfate or Mercury to purify certain ores, granting a chance to yield a full pile of a byproduct.\n\n§r- §3Centrifuge§r: separates Pure or Impure dusts into the final material, producing 1/9 byproduct dust.\n\n- §3Electrolyzer§r: uses power to split compounds into individual elements, sometimes gaining useful byproducts in the process. §2Be warned that certain dusts may be better to directly smelt instead of electrolyze!§r\n\n- §3Thermal Centrifuge§r: not to be confused with the regular Centrifuge. §2Less slow and power-hungry now, but still so. However, it yields 1/3 byproduct dust, and macerating the Centrifuged Ore can grant a special third byproduct.\n\n§2- Sifter: filters high-quality Gems from Purified Crushed gem Ores for an overall higher yield.\n\n- Electromagnetic Separator: filters magnetic metals from certain ores, increasing their yields.§r\n\nYour first forays into ore processing for byproducts will be the Electrolyzer and the Centrifuge.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -46935,7 +46935,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Upgrade time! \n...or building a new one, which is probably better.\n\nYet again this quest asks for the minimal number of casings. Make an extra §229§r if you don\u0027t want more than §a2 Fluid Inputs§r and §a1 Fluid Output§r. Don\u0027t forget the extra §e31 Fusion Glass§r or §6Fusion Machine Casings§r!\n\n§bYes, the Fusion Glass is the same tier as last time, but the Fusion Machine Casings are more expensive.§r\n\nMake sure your using §6ZPM Energy Hatches§r!\n\nIf you insist on upgrading instead of making a new one, don\u0027t dismantle the current one before you\u0027re sure you\u0027ve got everything you need to upgrade it, or you might end up having to rebuild the §3Mark 1 Fusion Reactor§r again.\n\nThe §3Mark 2 Fusion Reactor§r has an energy buffer of §e320M EU§r.",
|
||||
"desc:8": "Upgrade time!\n...or building a new one, which is probably better.\n\nYet again this quest asks for the minimal number of casings. Make an extra §229§r if you don\u0027t want more than §a2 Fluid Inputs§r and §a1 Fluid Output§r. Don\u0027t forget the extra §e31 Fusion Glass§r or §6Fusion Machine Casings§r!\n\n§bYes, the Fusion Glass is the same tier as last time, but the Fusion Machine Casings are more expensive.§r\n\nMake sure your using §6ZPM Energy Hatches§r!\n\nIf you insist on upgrading instead of making a new one, don\u0027t dismantle the current one before you\u0027re sure you\u0027ve got everything you need to upgrade it, or you might end up having to rebuild the §3Mark 1 Fusion Reactor§r again.\n\nThe §3Mark 2 Fusion Reactor§r has an energy buffer of §e320M EU§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49050,7 +49050,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Large Turbines have been improved in CEu. They are quite complex to run, but can generate lots of power when done well and scale very well.§r\n\nRight now, you can make the §6Large Steam Turbine§r and §6Large Gas Turbine§r. Once you get a §3Fusion Reactor§r going, you can make the §6Large Plasma Turbine§r.\n\nEach Large Turbine will need a §3Rotor Holder§r of the same or higher tier than the Large Turbine itself, and a §3Dynamo Hatch§r capable of handling the energy output. Each §3Rotor Holder§r tier above the Large Turbine §ddoubles§r the energy production and adds 10% to fuel efficiency.\n\nYou will need a §aTurbine Rotor§r to go into each §3Rotor Holder§r. The Turbine Rotor will grant multiplicative Power and Efficiency bonuses depending on its material. Each Turbine Rotor also has a Durability, which is the number of seconds it will last. These Turbine Rotors are tools, so you can only see one type in JEI, but you can see uses of the Turbine Blade of the material to see its stats. \n\n§aExample: §6Large Gas Turbine§r, with §3HSS-E Rotor§r and §3IV Rotor Holder§r:\n§aProduction:§r 4096 * 2.80 * 2 \u003d 22938 EU/t (91752 RF/t)\n§aEfficiency:§r 1.40 * 1.10 \u003d 154.0%\n§aDurability:§r 205,600 s (57.1 h)\n\nYou can run the §6Large Gas Turbine§r off §9LPG§r and §9Methane§r from §3Fluid Rigs§r, or §9Nitrobenzene§r from §6Wood§r.\nThe best §6Large Steam Turbine§r fuel is a closely-guarded government secret.",
|
||||
"desc:8": "§2Large Turbines have been improved in CEu. They are quite complex to run, but can generate lots of power when done well and scale very well.§r\n\nRight now, you can make the §6Large Steam Turbine§r and §6Large Gas Turbine§r. Once you get a §3Fusion Reactor§r going, you can make the §6Large Plasma Turbine§r.\n\nEach Large Turbine will need a §3Rotor Holder§r of the same or higher tier than the Large Turbine itself, and a §3Dynamo Hatch§r capable of handling the energy output. Each §3Rotor Holder§r tier above the Large Turbine §ddoubles§r the energy production and adds 10% to fuel efficiency.\n\nYou will need a §aTurbine Rotor§r to go into each §3Rotor Holder§r. The Turbine Rotor will grant multiplicative Power and Efficiency bonuses depending on its material. Each Turbine Rotor also has a Durability, which is the number of seconds it will last. These Turbine Rotors are tools, so you can only see one type in JEI, but you can see uses of the Turbine Blade of the material to see its stats.\n\n§aExample: §6Large Gas Turbine§r, with §3HSS-E Rotor§r and §3IV Rotor Holder§r:\n§aProduction:§r 4096 * 2.80 * 2 \u003d 22938 EU/t (91752 RF/t)\n§aEfficiency:§r 1.40 * 1.10 \u003d 154.0%\n§aDurability:§r 205,600 s (57.1 h)\n\nYou can run the §6Large Gas Turbine§r off §9LPG§r and §9Methane§r from §3Fluid Rigs§r, or §9Nitrobenzene§r from §6Wood§r.\nThe best §6Large Steam Turbine§r fuel is a closely-guarded government secret.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -50340,7 +50340,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Whether or not you (or your server admin) picked the default §bLost Cities§r overworld type, you have the option of teleporting yourself to the §eLost Cities Dimension§r. This is useful if you like other world types but want to still be able to explore cities for things like §eloot and spawners§r.\n\nTo create a portal, you must place a §aBed§r down on two §6Blocks of Diamond§r. Then, you surround the bed with any kind of §eMonster Skulls§r. Sleep in this bed and you will be teleported there.\n\n§cDon\u0027t forget to have a way to get back!§r You can use the §e/sethome§r command to register where your house is, and §e/home§r to return to it. If you supply a name (for example §e/sethome nether§r) then you can register and teleport to up to 25 homes by default. \n\nThere are some §erestrictions§r on this though: §eIt takes a few seconds of standing still for /home to activate§r, and there is a §ecooldown§r between uses. These restrictions can be bypassed by enabling cheats.\n\n§e/setwarp§r and §e/warp§r work much the same, except warp points are server-wide for any player to use - great for meeting points and events.\n\nLater on you\u0027ll have other means of teleportation.\n\nMonster Skulls might take a little while to get if you\u0027re playing in §ePeaceful§r. §6Skeleton Skulls§r would be the way to go in that case.",
|
||||
"desc:8": "Whether or not you (or your server admin) picked the default §bLost Cities§r overworld type, you have the option of teleporting yourself to the §eLost Cities Dimension§r. This is useful if you like other world types but want to still be able to explore cities for things like §eloot and spawners§r.\n\nTo create a portal, you must place a §aBed§r down on two §6Blocks of Diamond§r. Then, you surround the bed with any kind of §eMonster Skulls§r. Sleep in this bed and you will be teleported there.\n\n§cDon\u0027t forget to have a way to get back!§r You can use the §e/sethome§r command to register where your house is, and §e/home§r to return to it. If you supply a name (for example §e/sethome nether§r) then you can register and teleport to up to 25 homes by default.\n\nThere are some §erestrictions§r on this though: §eIt takes a few seconds of standing still for /home to activate§r, and there is a §ecooldown§r between uses. These restrictions can be bypassed by enabling cheats.\n\n§e/setwarp§r and §e/warp§r work much the same, except warp points are server-wide for any player to use - great for meeting points and events.\n\nLater on you\u0027ll have other means of teleportation.\n\nMonster Skulls might take a little while to get if you\u0027re playing in §ePeaceful§r. §6Skeleton Skulls§r would be the way to go in that case.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -51147,7 +51147,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Bending Machine§r improves the yield of a great deal of items. Most notably, you can use it to get one §6Plate§r from a single ingot, instead of having to spend two ingots for a single plate.\n\nAs with the §3Wiremill§r, this requires a §6Programmed Circuit§r to tell it what to make. For plates, this is §econfiguration 1§r. Refer to §eJEI§r for which configuration to use for your recipe.\n \nOther materials it can produce include:\n- 4 §6Foils§r from a Plate\n- §6Double Plates§r from two Plates\n- §6Dense Plates§r from nine Plates\n- §6Small Springs§r from one Rod\n- §6Springs§r from one Long Rod. \n§r\nIf you played the CE version of §dNomifactory§r, note that the functions of the §3Compressor§r (for making Plates) and §3Cluster Mill§r are merged into this machine.",
|
||||
"desc:8": "The §3Bending Machine§r improves the yield of a great deal of items. Most notably, you can use it to get one §6Plate§r from a single ingot, instead of having to spend two ingots for a single plate.\n\nAs with the §3Wiremill§r, this requires a §6Programmed Circuit§r to tell it what to make. For plates, this is §econfiguration 1§r. Refer to §eJEI§r for which configuration to use for your recipe.\n\nOther materials it can produce include:\n- 4 §6Foils§r from a Plate\n- §6Double Plates§r from two Plates\n- §6Dense Plates§r from nine Plates\n- §6Small Springs§r from one Rod\n- §6Springs§r from one Long Rod.\n§r\nIf you played the CE version of §dNomifactory§r, note that the functions of the §3Compressor§r (for making Plates) and §3Cluster Mill§r are merged into this machine.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -51214,7 +51214,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3Circuit Assemblers§r are the linchpin of your factory, gating progression through the §6Circuits§r. \n\nEach time you upgrade to a new voltage of Circuit Assembler, you will be able to craft more advanced §ethemes§r of circuits. These use more complex ingredients and require new infrastructure to be in place, but are more efficient to craft overall than the same tier of circuit from the prior theme.\n\n§2The LV Circuit Assembler allows you to make Electronic Circuits far more easily.\n\nThe circuit progression has been largely replaced with the progression native to CEu, with a few minor changes to reflect the progression of this pack better.§r Check out the §dProgression quest book tab§r to see the flow of circuit progression.",
|
||||
"desc:8": "§3Circuit Assemblers§r are the linchpin of your factory, gating progression through the §6Circuits§r.\n\nEach time you upgrade to a new voltage of Circuit Assembler, you will be able to craft more advanced §ethemes§r of circuits. These use more complex ingredients and require new infrastructure to be in place, but are more efficient to craft overall than the same tier of circuit from the prior theme.\n\n§2The LV Circuit Assembler allows you to make Electronic Circuits far more easily.\n\nThe circuit progression has been largely replaced with the progression native to CEu, with a few minor changes to reflect the progression of this pack better.§r Check out the §dProgression quest book tab§r to see the flow of circuit progression.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -51436,7 +51436,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts a Power Unit of any voltage (LV, MV, HV, EV \u0026 IV). §r\n\nWith §bGregTech §6Power Storage§r unlocked, you can make §aPower Units§r for electric GT tools.\n\nCheck if that tool has that tier first! §6Drills§r are available at all tiers, the §6Wrench§r is available at §7LV§r, §6HV§r and §1IV§r, and the other electric tools, such as §6Chainsaws§r and §6Screwdrivers§r are only available at §7LV§r. \n\n§2A new addition among them is the Drill, which at LV tier can mine a 3x3x1 area of blocks, and at MV tier can mine a 3x3x3 area of blocks.\n\nHigher tier drills can mine 5x5x5, 7x7x7 and 9x9x9 areas! Shift-right-click to change the breaking area.§r\n\nCharge these with a §6Battery§r of appropriate tier, or in an appropriately tiered §3Machine§r, §3Battery Buffer§r or §3Turbo Charger§r. \n\nYou may want to look into §6Chainsaws§r for mass tree felling as well, or a §6Wrench§r, for breaking machines very quickly. The other electric tools are probably not worth making.",
|
||||
"desc:8": "§oNote: this quest accepts a Power Unit of any voltage (LV, MV, HV, EV \u0026 IV). §r\n\nWith §bGregTech §6Power Storage§r unlocked, you can make §aPower Units§r for electric GT tools.\n\nCheck if that tool has that tier first! §6Drills§r are available at all tiers, the §6Wrench§r is available at §7LV§r, §6HV§r and §1IV§r, and the other electric tools, such as §6Chainsaws§r and §6Screwdrivers§r are only available at §7LV§r.\n\n§2A new addition among them is the Drill, which at LV tier can mine a 3x3x1 area of blocks, and at MV tier can mine a 3x3x3 area of blocks.\n\nHigher tier drills can mine 5x5x5, 7x7x7 and 9x9x9 areas! Shift-right-click to change the breaking area.§r\n\nCharge these with a §6Battery§r of appropriate tier, or in an appropriately tiered §3Machine§r, §3Battery Buffer§r or §3Turbo Charger§r.\n\nYou may want to look into §6Chainsaws§r for mass tree felling as well, or a §6Wrench§r, for breaking machines very quickly. The other electric tools are probably not worth making.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -51528,7 +51528,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Diodes§r are a component in the next Circuit tiers. They are made in an §3Assembler§r from liquid §9Glass§r, §6Fine Copper Wire§r and §6Gallium Arsenide§r. \n\nAlways be on the lookout for §ebetter recipes§r! §6Fine Annealed Copper Wire§r doubles your yield, and §9Polyethylene§r unlocks a few more efficient recipes.",
|
||||
"desc:8": "§6Diodes§r are a component in the next Circuit tiers. They are made in an §3Assembler§r from liquid §9Glass§r, §6Fine Copper Wire§r and §6Gallium Arsenide§r.\n\nAlways be on the lookout for §ebetter recipes§r! §6Fine Annealed Copper Wire§r doubles your yield, and §9Polyethylene§r unlocks a few more efficient recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -52384,7 +52384,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Ender Fluid Link Covers are GTCEu\u0027s Ender Tanks§r. Each Cover sends their fluids through a frequency defined by an §68-digit hexadecimal number§r (0-9, then A-F for each digit). That gives you §64.29 billion§r channels to work with! \n\nEnder Fluid Link Covers work as long as their chunk is loaded - regardless of distance or dimension.\n\nSetting the mode to Import will §opull§r fluids from the world location it is attached to, while Export will §opush§r fluids to the world. You must turn the I/O to Enabled for it to start working. Each channel has a buffer of §d64 buckets§r.\n\nThe \"Virtual Tank Viewer\" app in your §4Terminal§r allows you to see the contents of all Ender Fluid Link channels. Regardless, I recommend you set up a system to organise all those channels. I would also advise against using the default channel (FFFFFFFF) in all cases.",
|
||||
"desc:8": "§2Ender Fluid Link Covers are GTCEu\u0027s Ender Tanks§r. Each Cover sends their fluids through a frequency defined by an §68-digit hexadecimal number§r (0-9, then A-F for each digit). That gives you §64.29 billion§r channels to work with!\n\nEnder Fluid Link Covers work as long as their chunk is loaded - regardless of distance or dimension.\n\nSetting the mode to Import will §opull§r fluids from the world location it is attached to, while Export will §opush§r fluids to the world. You must turn the I/O to Enabled for it to start working. Each channel has a buffer of §d64 buckets§r.\n\nThe \"Virtual Tank Viewer\" app in your §4Terminal§r allows you to see the contents of all Ender Fluid Link channels. Regardless, I recommend you set up a system to organise all those channels. I would also advise against using the default channel (FFFFFFFF) in all cases.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -53157,7 +53157,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest completes via:\nFluoroantimonic Acid, \nor\nTrinium Dust, Enriched Naquadah Dust and Naquadria Dust.\n§2\nThere are 3 materials you will need from processing Naquadah: Enriched Naquadah (Nq+), Naquadria (Nq*), and Trinium (Ke). \n\nThere are 3 different ways to process Naquadah, each resulting in different materials.§r\n\nFirst is by §dprocessing ores§r from the §6Tier Five Micro Miner§r. §6Naquadah Ore§r yields §6Enriched Naquadah§r (through the §3Magnetic Separator§r) and §6Kaemanite Ore§r yields §6Trinium§r.\n\nSecond is by combining §6Naquadah Dust§r with certain heavy elements and EnderIO crystal grains. This can provide §6Enriched Naquadah§r and §6Naquadria§r.\n\nFinally, you can do the full CEu processing of §6Naquadah Dust§r with §9Fluoroantimonic Acid§r, the strongest acid known to man. This is a decently involved process, but not only does it yield all 2 other Nq materials, it also grants byproducts of §6Titanium, Sulfur, Indium, Phosphorus, Barium, and Gallium§r. \n\nThis quest accepts either §6Fluoroantimonic Acid§r, for those doing the recommended full processing, or §6Trinium Dust, Enriched Naquadah Dust§r and §6Naquadria Dust§r, for those doing the mixer recipes.",
|
||||
"desc:8": "§oNote: this quest completes via:\nFluoroantimonic Acid,\nor\nTrinium Dust, Enriched Naquadah Dust and Naquadria Dust.\n§2\nThere are 3 materials you will need from processing Naquadah: Enriched Naquadah (Nq+), Naquadria (Nq*), and Trinium (Ke).\n\nThere are 3 different ways to process Naquadah, each resulting in different materials.§r\n\nFirst is by §dprocessing ores§r from the §6Tier Five Micro Miner§r. §6Naquadah Ore§r yields §6Enriched Naquadah§r (through the §3Magnetic Separator§r) and §6Kaemanite Ore§r yields §6Trinium§r.\n\nSecond is by combining §6Naquadah Dust§r with certain heavy elements and EnderIO crystal grains. This can provide §6Enriched Naquadah§r and §6Naquadria§r.\n\nFinally, you can do the full CEu processing of §6Naquadah Dust§r with §9Fluoroantimonic Acid§r, the strongest acid known to man. This is a decently involved process, but not only does it yield all 2 other Nq materials, it also grants byproducts of §6Titanium, Sulfur, Indium, Phosphorus, Barium, and Gallium§r.\n\nThis quest accepts either §6Fluoroantimonic Acid§r, for those doing the recommended full processing, or §6Trinium Dust, Enriched Naquadah Dust§r and §6Naquadria Dust§r, for those doing the mixer recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -53586,7 +53586,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"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,
|
||||
@ -54208,7 +54208,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Used in building the Alloy Blast Smelter. \n\n§6Tantalum§r is obtained from §6Tantalite Ore§r, or in small quantities from centrifuging §eLava§r.\n\n§6Molybdenum§r is obtained from §6Molybdenum, Molybdenite, Powellite, and Wulfenite ores§r. They spawn together in the §eNether§r rarely, or some of them come from §3Tier One§r and §3Five Micro Miners§r.\n\n§2Remember, you need an appropriately tiered Mixer (HV for HSLA Steel, and EV for the others).",
|
||||
"desc:8": "§2Used in building the Alloy Blast Smelter.\n\n§6Tantalum§r is obtained from §6Tantalite Ore§r, or in small quantities from centrifuging §eLava§r.\n\n§6Molybdenum§r is obtained from §6Molybdenum, Molybdenite, Powellite, and Wulfenite ores§r. They spawn together in the §eNether§r rarely, or some of them come from §3Tier One§r and §3Five Micro Miners§r.\n\n§2Remember, you need an appropriately tiered Mixer (HV for HSLA Steel, and EV for the others).",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -56416,7 +56416,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Chemical Dyes are made with 1 unit of dye, 2 Salt and Sulfuric Acid. Each yields 4 dyes when solidified, so you can create an infinite loop of dyes with only 1 initial dye item.\n\nTheir main use is to dye Glass Lenses for production of advanced wafers. \n\nYou may also wish to make a Spray Can and fill it with Chemical Dye. This allows you to paint basically all GT tile entities.",
|
||||
"desc:8": "§2Chemical Dyes are made with 1 unit of dye, 2 Salt and Sulfuric Acid. Each yields 4 dyes when solidified, so you can create an infinite loop of dyes with only 1 initial dye item.\n\nTheir main use is to dye Glass Lenses for production of advanced wafers.\n\nYou may also wish to make a Spray Can and fill it with Chemical Dye. This allows you to paint basically all GT tile entities.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -56557,7 +56557,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Certain multiblocks in CEu will require a Maintenance Hatch and/or Muffler Hatch. These cannot be shared between multiblocks. If you knew Maintenance in GT5u, fret not - Maintenance mechanics are far less punishing in CEu.\n\n§r- §aMuffler§r: This hatch must be §cunobstructed§r so it can output its beautiful smoke particles. When a recipe is performed, there is a small chance for the §3Muffler Hatch§r to give bonus items, typically tiny Dusts of Ash. It voids excess when full, so do not worry about it stopping machines from running.\n\n- §aMaintenance§r: You will need to do Maintenance for the Multiblock to begin operating. This is done by having a §9Wrench§r, a §9Screwdriver§r, a §9Soft Mallet§r, a §9Hammer§r, a §9Wire Cutter§r, and a §9Crowbar§r in your inventory, opening the Maintenance Hatch and §eclicking the center spot once§r. §cNo need to move tools individually§r. Alternatively, you can fix problems by placing §9Tape§r in the Maintenance Hatch. \n\nMaintenance problems may occur after §d48 real hours of activity§r. Needless to say, they are very rare. Each problem increases the recipe durations by 10%. Fixing the problems is done the same way as above.\n\nLater, you will unlock other Maintenance Hatches that all start with §6no Maintenance required§r:\n\n- §3Automatic Maintenance Hatch§r (§6HV§r): Eliminates the need for Maintenance, §6forever§r.\n\n- §3Configurable Maintenance Hatch§r (§6HV§r): You can configure it to cut off §a10% duration§r on recipes, at the cost of making Maintenance issues happen three times as fast. That is §d16 real hours§r of activity. §9Tape§r can fix problems in this Hatch as well.\n\n- §3Automatic Filtration Maintenance Hatch§r (§3UV§r): Eliminates the need for Maintenance, and provides a §6Cleanroom§r environment to recipes run within it. Note that the Automatic Filtration Maintenance Hatch does not work for Sterile Cleanroom recipes.",
|
||||
"desc:8": "§2Certain multiblocks in CEu will require a Maintenance Hatch and/or Muffler Hatch. These cannot be shared between multiblocks. If you knew Maintenance in GT5u, fret not - Maintenance mechanics are far less punishing in CEu.\n\n§r- §aMuffler§r: This hatch must be §cunobstructed§r so it can output its beautiful smoke particles. When a recipe is performed, there is a small chance for the §3Muffler Hatch§r to give bonus items, typically tiny Dusts of Ash. It voids excess when full, so do not worry about it stopping machines from running.\n\n- §aMaintenance§r: You will need to do Maintenance for the Multiblock to begin operating. This is done by having a §9Wrench§r, a §9Screwdriver§r, a §9Soft Mallet§r, a §9Hammer§r, a §9Wire Cutter§r, and a §9Crowbar§r in your inventory, opening the Maintenance Hatch and §eclicking the center spot once§r. §cNo need to move tools individually§r. Alternatively, you can fix problems by placing §9Tape§r in the Maintenance Hatch.\n\nMaintenance problems may occur after §d48 real hours of activity§r. Needless to say, they are very rare. Each problem increases the recipe durations by 10%. Fixing the problems is done the same way as above.\n\nLater, you will unlock other Maintenance Hatches that all start with §6no Maintenance required§r:\n\n- §3Automatic Maintenance Hatch§r (§6HV§r): Eliminates the need for Maintenance, §6forever§r.\n\n- §3Configurable Maintenance Hatch§r (§6HV§r): You can configure it to cut off §a10% duration§r on recipes, at the cost of making Maintenance issues happen three times as fast. That is §d16 real hours§r of activity. §9Tape§r can fix problems in this Hatch as well.\n\n- §3Automatic Filtration Maintenance Hatch§r (§3UV§r): Eliminates the need for Maintenance, and provides a §6Cleanroom§r environment to recipes run within it. Note that the Automatic Filtration Maintenance Hatch does not work for Sterile Cleanroom recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -56735,7 +56735,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Sodium Potassium is an alloy of... take a guess. \n\nIt\u0027s used in the construction of HV and above Energy and Dynamo hatches.",
|
||||
"desc:8": "§2Sodium Potassium is an alloy of... take a guess.\n\nIt\u0027s used in the construction of HV and above Energy and Dynamo hatches.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -57110,7 +57110,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2The Tablet device you get now is very valuable to do plenty of tasks in GregTech.§r\n\n§oBe careful with removing the battery. Removing it will cause it to become a normal HV battery, and will no longer have 6.4m EU.§r\n\nThis Quest explains how you can use the §4Terminal§r. §bThis is merely basic information, you can skip this for a while as the Terminal isn\u0027t used much in the early game§r.\n\n§4IMPORTANT:§r If you the terminal freezes, you can press §eControl + E§r to force exit it.\n\nThe Terminal runs on §4GregOS™§r (not an actual Trademark), an operating system which works with §5Applications§r.\n\n§9Machines Guides§r, §9Multiblock Guides§r, §9Item Guides§r, and §9Tutorials§r are what they sound like. Note that they are currently still being worked on.\n\n§9System Settings§r changes... settings (duh) related to the Terminal. You can §bset your own background picture§r, remove the double confirmation on exit, and more. Most of the keybinds apply to the §5Home§r button. Double clicking by default exists any open Application.\n\n§9Multiblock Helper§r is split into two functionalities. The first one requires a requires a §dLV§r Battery and a §dCamera§r mounted to enable §bVR visualization§r of multiblock structures. The upgrade unlocked at §6HV§r allows you to §6debug§r and §6auto-build§r.\n\n§9GT Console§r configures machines as if you were using regular tools, but without using them. §aNotably, this app allows you to set separate sides for fluid and item auto output!§r \n\n§9Battery Manager§r, assuming you have a Battery mounted, checks the Energy level and indicates energy usage of other Apps.\n\n§9Hardware Manager§r is used to mount Hardwares, such as Battery, to enable other Apps.\n\n§9App Store§r (not exactly a Store) adds Apps to your collection, and allows upgrades for some of them. Keep in mind Apps may still require specific mounted devices to function.\n\n§9Ore Prospector§r works the same way as the portable §dProspector§r and can be upgraded several times.\n\n§9Fluid Prospector§r works the same way as the portable §dProspector§r (but for fluids!) and can be upgraded several times.\n\n§9Recipe Chart§r is a wonderful chart planner to build Recipe Chains and visualize them.\n\n§9World Prospector§r is a §dX-Ray VR§r for filtered blocks.\n\n§9Virtual Tank Viewer§r is used in combination with §3Ender Fluid Covers§r. It stores information about all your §dVirtual Tanks§r.\n\n§9Cape Selector§r lets you become fancy! You can have your characters wear a fancy §dCape§r.\",",
|
||||
"desc:8": "§2The Tablet device you get now is very valuable to do plenty of tasks in GregTech.§r\n\n§oBe careful with removing the battery. Removing it will cause it to become a normal HV battery, and will no longer have 6.4m EU.§r\n\nThis Quest explains how you can use the §4Terminal§r. §bThis is merely basic information, you can skip this for a while as the Terminal isn\u0027t used much in the early game§r.\n\n§4IMPORTANT:§r If you the terminal freezes, you can press §eControl + E§r to force exit it.\n\nThe Terminal runs on §4GregOS™§r (not an actual Trademark), an operating system which works with §5Applications§r.\n\n§9Machines Guides§r, §9Multiblock Guides§r, §9Item Guides§r, and §9Tutorials§r are what they sound like. Note that they are currently still being worked on.\n\n§9System Settings§r changes... settings (duh) related to the Terminal. You can §bset your own background picture§r, remove the double confirmation on exit, and more. Most of the keybinds apply to the §5Home§r button. Double clicking by default exists any open Application.\n\n§9Multiblock Helper§r is split into two functionalities. The first one requires a requires a §dLV§r Battery and a §dCamera§r mounted to enable §bVR visualization§r of multiblock structures. The upgrade unlocked at §6HV§r allows you to §6debug§r and §6auto-build§r.\n\n§9GT Console§r configures machines as if you were using regular tools, but without using them. §aNotably, this app allows you to set separate sides for fluid and item auto output!§r\n\n§9Battery Manager§r, assuming you have a Battery mounted, checks the Energy level and indicates energy usage of other Apps.\n\n§9Hardware Manager§r is used to mount Hardwares, such as Battery, to enable other Apps.\n\n§9App Store§r (not exactly a Store) adds Apps to your collection, and allows upgrades for some of them. Keep in mind Apps may still require specific mounted devices to function.\n\n§9Ore Prospector§r works the same way as the portable §dProspector§r and can be upgraded several times.\n\n§9Fluid Prospector§r works the same way as the portable §dProspector§r (but for fluids!) and can be upgraded several times.\n\n§9Recipe Chart§r is a wonderful chart planner to build Recipe Chains and visualize them.\n\n§9World Prospector§r is a §dX-Ray VR§r for filtered blocks.\n\n§9Virtual Tank Viewer§r is used in combination with §3Ender Fluid Covers§r. It stores information about all your §dVirtual Tanks§r.\n\n§9Cape Selector§r lets you become fancy! You can have your characters wear a fancy §dCape§r.\",",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -57421,7 +57421,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Multiblock version of the Circuit Assembler. Can accept Parallel Control Hatches, and allows tiering it up more easily. \n\nNote that like the Large Assembling Machine, the Large Circuit Assembler §ccannot use more than one Energy Hatch§2, preventing it from recipe tier overclocking.",
|
||||
"desc:8": "§2Multiblock version of the Circuit Assembler. Can accept Parallel Control Hatches, and allows tiering it up more easily.\n\nNote that like the Large Assembling Machine, the Large Circuit Assembler §ccannot use more than one Energy Hatch§2, preventing it from recipe tier overclocking.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -58363,7 +58363,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oThis quest completes via checkbox or upon achieving Resonant Clathrate.§r\n\n§oThis step requires a Alloy Smelter at voltage §lLV§o or higher.§r\n\nThe final step. Combine §6Pulsating Dust§r and §6Resonant Clathrate§r to make §6Pulsating Polymer Clay§r. \n\nTake note that a §3Chemical Reactor§r making §6Resonant Clathrate§r will supply 1 §3Alloy Smelter§r of the same tier, and that one §bMV §3Alloy Smelter§r making §6Pulsating Polymer Clay§r supports 10.03 §3Simulation Chambers§r, with each higher tier doubling the amount of §3Simulation Chambers§r it supports.\n\n\n\nYou might have noticed that all quests in this line complete automatically via §6Resonant Clathrate§r instead of §6Pulsating Polymer Clay§r. This is the case as it follows the §oResonant Clathrate§r quest in §oSimulating Mobs§r, and you will probably make §6Pulsating Polymer Clay§r via §6Uraninite§r before making a passive setup via §6Resonant Clathrate§r.",
|
||||
"desc:8": "§oThis quest completes via checkbox or upon achieving Resonant Clathrate.§r\n\n§oThis step requires a Alloy Smelter at voltage §lLV§o or higher.§r\n\nThe final step. Combine §6Pulsating Dust§r and §6Resonant Clathrate§r to make §6Pulsating Polymer Clay§r.\n\nTake note that a §3Chemical Reactor§r making §6Resonant Clathrate§r will supply 1 §3Alloy Smelter§r of the same tier, and that one §bMV §3Alloy Smelter§r making §6Pulsating Polymer Clay§r supports 10.03 §3Simulation Chambers§r, with each higher tier doubling the amount of §3Simulation Chambers§r it supports.\n\n\n\nYou might have noticed that all quests in this line complete automatically via §6Resonant Clathrate§r instead of §6Pulsating Polymer Clay§r. This is the case as it follows the §oResonant Clathrate§r quest in §oSimulating Mobs§r, and you will probably make §6Pulsating Polymer Clay§r via §6Uraninite§r before making a passive setup via §6Resonant Clathrate§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -59056,7 +59056,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oThis quest completes via checkbox or upon achieving Resonant Clathrate.§r\n\n§oThis step requires a Furnace or an upgraded Furnace, or a Electric Furnace at voltage §lLV§o or higher.§r\n\nSmelt your §6Resonant Clathrate§r into §6Pulsating Dust§r. If you\u0027re using a §3Furnace§r to smelt it, it\u0027s more efficient to use the upgraded §3Furnaces§r, such as §3Iron Furnaces§r. You can fuel them with §6Sugar Cane§r. You might want to keep it as a §3Electric Furnace§r, depending on your circumstance. \n\n\n\nYou might have noticed that all quests in this line complete automatically via §6Resonant Clathrate§r instead of §6Pulsating Polymer Clay§r. This is the case as it follows the §oResonant Clathrate§r quest in §oSimulating Mobs§r, and you will probably make §6Pulsating Polymer Clay§r via §6Uraninite§r before making a passive setup via §6Resonant Clathrate§r.",
|
||||
"desc:8": "§oThis quest completes via checkbox or upon achieving Resonant Clathrate.§r\n\n§oThis step requires a Furnace or an upgraded Furnace, or a Electric Furnace at voltage §lLV§o or higher.§r\n\nSmelt your §6Resonant Clathrate§r into §6Pulsating Dust§r. If you\u0027re using a §3Furnace§r to smelt it, it\u0027s more efficient to use the upgraded §3Furnaces§r, such as §3Iron Furnaces§r. You can fuel them with §6Sugar Cane§r. You might want to keep it as a §3Electric Furnace§r, depending on your circumstance.\n\n\n\nYou might have noticed that all quests in this line complete automatically via §6Resonant Clathrate§r instead of §6Pulsating Polymer Clay§r. This is the case as it follows the §oResonant Clathrate§r quest in §oSimulating Mobs§r, and you will probably make §6Pulsating Polymer Clay§r via §6Uraninite§r before making a passive setup via §6Resonant Clathrate§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -60500,7 +60500,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oSilicon Dioxide is an important part of a Processing Line. Visit the Processing Lines Tab to have more info, useful tips and a visual representation of how to passively automate this.§r\n\nAround this point, you will need large quantities of §6Hydrogen§r and §6Oxygen§r. \n\nThe first way that comes to mind is electrolysing §9Water§r, but that is §cextremely slow and inefficient§r.§r.\n\nInstead, the best way of making early game §6Oxygen§r is §6Silicon Dioxide§r.\n\n§6Hydrogen§r is a bit trickier, but you can put §6Methane§r and §6Water§r together in a §3Chemical Reactor§r. §6Methane§r can be obtained from §6pyroluse byproducts§r, or via §6petrochemistry§r, although there are many sources. You can also recombine your methane after reacting it with water, although this process is somewhat inefficient.\n\nFor now, you could obtain the first couple of buckets of §9Hydrogen§r needed to set up petrochemistry by electrolyzing §9Methane§r from §6centrifuging§r various biological materials, or various ores like §6Limonite§r. Electrolyzing various dusts provides early §9Oxygen§r.",
|
||||
"desc:8": "§oSilicon Dioxide is an important part of a Processing Line. Visit the Processing Lines Tab to have more info, useful tips and a visual representation of how to passively automate this.§r\n\nAround this point, you will need large quantities of §6Hydrogen§r and §6Oxygen§r.\n\nThe first way that comes to mind is electrolysing §9Water§r, but that is §cextremely slow and inefficient§r.§r.\n\nInstead, the best way of making early game §6Oxygen§r is §6Silicon Dioxide§r.\n\n§6Hydrogen§r is a bit trickier, but you can put §6Methane§r and §6Water§r together in a §3Chemical Reactor§r. §6Methane§r can be obtained from §6pyroluse byproducts§r, or via §6petrochemistry§r, although there are many sources. You can also recombine your methane after reacting it with water, although this process is somewhat inefficient.\n\nFor now, you could obtain the first couple of buckets of §9Hydrogen§r needed to set up petrochemistry by electrolyzing §9Methane§r from §6centrifuging§r various biological materials, or various ores like §6Limonite§r. Electrolyzing various dusts provides early §9Oxygen§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -60798,7 +60798,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "This quest teaches you the basics about §bApplied Energistics 2§r autocrafting. If you are new this mod, it is highly recommended that you watch a video or read a guide online. Just remember that channels are disabled by default in this pack.\n\nBy now, you should have §6ME Interfaces, §6Molecular Assemblers, Crafting Units, Patterns§r and a §6Pattern Terminal§r. \n\nFirst, for all crafts, you\u0027ll need a §eCrafting CPU§r. These are structures that must be in a rectangular prism, and can be only one block. These compose of:\n* §6Crafting Storages§r, which determine how big a craft can be. For now, §64K Crafting Storages§r should be enough. You must have at least one per CPU.\n* §6Co-Processing Units§r, which are used to craft multiple things at once. These are optional.\n* §6Crafting Monitors§r, used to see what is crafting. Not needed, and you can right-click on the CPU to find out what is crafting anyways, so this is pretty much just decoration.\n* §6Crafting Units§r, which aren\u0027t needed at all, and are just used to fill holes, if you have a lack of materials.\n\nSecond, you\u0027ll need the place for the autocrafting. For Crafting Table recipes, you\u0027ll need §6Molecular Assemblers§r. §6Interfaces§r are placed next to them. Autocrafting with §bGregTech§r is explained later, in the quest following this one.\n\nFinally, you\u0027ll need a §6Pattern§r. In order to make this, put empty §6Patterns§r in the §6Pattern Terminal§r, and find the recipe in §bJEI§r, while still in the §6Pattern Terminal§r. Then, click \u0027+\u0027 in §bJEI§r, and press the arrow to encode the recipe. This goes in the §6Interface§r that you set up in the last step. You can use §6Interface Terminals§r to access §6Interfaces\u0027§r pattern slots.\n\nEventually, you\u0027ll need a lot of §6Patterns§r, lots of CPUs, and ones with more storage, and lots of §6Interfaces§r. If you run out of pattern slots in an §6Interface§r, you can add more §6Interfaces§r, or use newly added §6Pattern Expansion Cards§r, which add 9 slots each. You can have a maximum of 3 §6Pattern Expansion Cards§r in an §6Interface§r, which makes the amount of pattern slots go to 36.\n\nNote that you can recycle your CPUs by simply placing them in a §eCrafting Grid§r.",
|
||||
"desc:8": "This quest teaches you the basics about §bApplied Energistics 2§r autocrafting. If you are new this mod, it is highly recommended that you watch a video or read a guide online. Just remember that channels are disabled by default in this pack.\n\nBy now, you should have §6ME Interfaces, §6Molecular Assemblers, Crafting Units, Patterns§r and a §6Pattern Terminal§r.\n\nFirst, for all crafts, you\u0027ll need a §eCrafting CPU§r. These are structures that must be in a rectangular prism, and can be only one block. These compose of:\n* §6Crafting Storages§r, which determine how big a craft can be. For now, §64K Crafting Storages§r should be enough. You must have at least one per CPU.\n* §6Co-Processing Units§r, which are used to craft multiple things at once. These are optional.\n* §6Crafting Monitors§r, used to see what is crafting. Not needed, and you can right-click on the CPU to find out what is crafting anyways, so this is pretty much just decoration.\n* §6Crafting Units§r, which aren\u0027t needed at all, and are just used to fill holes, if you have a lack of materials.\n\nSecond, you\u0027ll need the place for the autocrafting. For Crafting Table recipes, you\u0027ll need §6Molecular Assemblers§r. §6Interfaces§r are placed next to them. Autocrafting with §bGregTech§r is explained later, in the quest following this one.\n\nFinally, you\u0027ll need a §6Pattern§r. In order to make this, put empty §6Patterns§r in the §6Pattern Terminal§r, and find the recipe in §bJEI§r, while still in the §6Pattern Terminal§r. Then, click \u0027+\u0027 in §bJEI§r, and press the arrow to encode the recipe. This goes in the §6Interface§r that you set up in the last step. You can use §6Interface Terminals§r to access §6Interfaces\u0027§r pattern slots.\n\nEventually, you\u0027ll need a lot of §6Patterns§r, lots of CPUs, and ones with more storage, and lots of §6Interfaces§r. If you run out of pattern slots in an §6Interface§r, you can add more §6Interfaces§r, or use newly added §6Pattern Expansion Cards§r, which add 9 slots each. You can have a maximum of 3 §6Pattern Expansion Cards§r in an §6Interface§r, which makes the amount of pattern slots go to 36.\n\nNote that you can recycle your CPUs by simply placing them in a §eCrafting Grid§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -62724,7 +62724,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -62938,7 +62938,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts the Wireless Terminal, Wireless Crafting Terminal, Wireless Pattern Terminal or Wireless Fluid Terminal.§r\n\nAccessing §bApplied Energistics 2§r wirelessly saves a huge amount of time, and is highly recommended to set up.\n\nFirst, you will need a §6Security Terminal§r, and a §6Wireless Access Point§r. Connect both to your network. Like the §6Terminal§r, the Wireless Access Point is a §emicropart§r, so you must place it on a §6ME Cable§r.\n\nNext, you need a §6Wireless Terminal§r, or its varients. You can have as many Wireless Terminals or their varients on the system at the same time.\n\nFinally, put your §6Wireless Terminal§r into the §6Security Terminal§r. This will connect it to the system. \n\nYou can equip these as a bauble, and use a hotkey to open them. Search \u0027Applied Energistics\u0027 as a §ecategory§r to see and edit these hotkeys.\n\nYou can only go 16 blocks away. However, you can put §6Wireless Boosters§r into the §6Wireless Access Point§r to increase the range. A better, but more expensive solution, that allows access from anyhere, will be explained in the following quest, \u0027AE2 Everywhere!\u0027.",
|
||||
"desc:8": "§oNote: this quest accepts the Wireless Terminal, Wireless Crafting Terminal, Wireless Pattern Terminal or Wireless Fluid Terminal.§r\n\nAccessing §bApplied Energistics 2§r wirelessly saves a huge amount of time, and is highly recommended to set up.\n\nFirst, you will need a §6Security Terminal§r, and a §6Wireless Access Point§r. Connect both to your network. Like the §6Terminal§r, the Wireless Access Point is a §emicropart§r, so you must place it on a §6ME Cable§r.\n\nNext, you need a §6Wireless Terminal§r, or its varients. You can have as many Wireless Terminals or their varients on the system at the same time.\n\nFinally, put your §6Wireless Terminal§r into the §6Security Terminal§r. This will connect it to the system.\n\nYou can equip these as a bauble, and use a hotkey to open them. Search \u0027Applied Energistics\u0027 as a §ecategory§r to see and edit these hotkeys.\n\nYou can only go 16 blocks away. However, you can put §6Wireless Boosters§r into the §6Wireless Access Point§r to increase the range. A better, but more expensive solution, that allows access from anyhere, will be explained in the following quest, \u0027AE2 Everywhere!\u0027.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63025,7 +63025,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Accessing AE2 from anywhere is a bit more expensive and complex, but its well worth it.\n\nFirstly, you need to setup a §aQuantum Ring Multiblock§r. Build a 3 by 3 vertical ring with your §6Quantum Rings§r, leaving a hole in the middle. Finally, stick your §6Quantum Link Chamber§r in the hole, and connect it to your ME system. If you built it correctly, the textures of the rings should combine, leaving you with a §aMultiblock§r.\n\nWith your 2 Singularities, put it into an §3Inscriber§r or an §3Advanced Inscriber§r with a §6Advanced Card§r, resulting in a §6Quantum Link Card§r. Finally, put that into the §6Quantum Link Chamber§r of the §aQuantum Ring§r, §cNOT the Wireless Terminal§r! \n\nYou should be good to go! You can now access AE2 anywhere, including in different dimensions!",
|
||||
"desc:8": "Accessing AE2 from anywhere is a bit more expensive and complex, but its well worth it.\n\nFirstly, you need to setup a §aQuantum Ring Multiblock§r. Build a 3 by 3 vertical ring with your §6Quantum Rings§r, leaving a hole in the middle. Finally, stick your §6Quantum Link Chamber§r in the hole, and connect it to your ME system. If you built it correctly, the textures of the rings should combine, leaving you with a §aMultiblock§r.\n\nWith your 2 Singularities, put it into an §3Inscriber§r or an §3Advanced Inscriber§r with a §6Advanced Card§r, resulting in a §6Quantum Link Card§r. Finally, put that into the §6Quantum Link Chamber§r of the §aQuantum Ring§r, §cNOT the Wireless Terminal§r!\n\nYou should be good to go! You can now access AE2 anywhere, including in different dimensions!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63236,7 +63236,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: This quest accepts a Chisel of any type (Normal, Diamond or IChisel).\n\nThe §6Auto Chisel§r is a block added by... §bChisel§r, to automate all your chiseled block needs. Great for building big bases!\n\nFirst, you need a §eChisel§r, and the Auto Chisel. All three chisels will act the same in the Auto Chisel.\n\nPlace the chisel in the Auto Chisel. If you are confused of where to place it, it\u0027s the slot with a Chisel ghost image, or at the middle-top of the GUI.\n\nRight below the Chisel spot, in the middle-bottom of the GUI, place the block you \nwould like to chisel into.\n\nYou can also connect the Auto Chisel to power. This is optional, but will speed the process up by a lot.\n\nNow you can simply access the Auto Chisel by means of item transport, like §6Item Conduits§r or §6Item Pipes§r. \n\nPlease note that you can only extract or insert items at the top or bottom of the Auto Chisel.",
|
||||
"desc:8": "§oNote: This quest accepts a Chisel of any type (Normal, Diamond or IChisel).\n\nThe §6Auto Chisel§r is a block added by... §bChisel§r, to automate all your chiseled block needs. Great for building big bases!\n\nFirst, you need a §eChisel§r, and the Auto Chisel. All three chisels will act the same in the Auto Chisel.\n\nPlace the chisel in the Auto Chisel. If you are confused of where to place it, it\u0027s the slot with a Chisel ghost image, or at the middle-top of the GUI.\n\nRight below the Chisel spot, in the middle-bottom of the GUI, place the block you\nwould like to chisel into.\n\nYou can also connect the Auto Chisel to power. This is optional, but will speed the process up by a lot.\n\nNow you can simply access the Auto Chisel by means of item transport, like §6Item Conduits§r or §6Item Pipes§r.\n\nPlease note that you can only extract or insert items at the top or bottom of the Auto Chisel.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63308,7 +63308,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2A brand new and highly requested mod to CEu to help you manage your tools!§r\n\nThe §eTool Belt§r is a item, which can store your tools, and exchange them easily! Right now, it has 2 slots, but later, once you unlock §6Steel§r, you can upgrade it with §6Belt Pouches§r, all the way to 9 slots, with an §3Anvil§r and some §aXP§r!\n\nMake the Tool Belt, and you can use the keybind (default is §eR§r), while the belt is in your inventory or Bauble Slots §cand you are holding something, or the belt is not empty§r, to open its GUI. \n\nAlternatively, you can right click while holding the belt to open its inventory.\n\nThe Tool Belt is equipable as a §bBauble§r. Open your inventory and look for the Baubles button, and click it to reveal the additional bauble slots menu, and then put it in the Belt Slot. Or, just click in every bauble slot until it goes in, if you can\u0027t tell which bauble slot looks like a belt.\n\nThe Tool Belt can store anything with a stack size of 1, like swords, pickaxes, §bGregTech§r tools, and the §6Terminal§r. It has also been modified a bit, so it also allows any §bStorage Drawers§r key, and §cdoesn\u0027t allow any Thermal Satchel§r.\n\nNow, you can insert and extract from the belt! You can also use the Keybinds `§eCycle Tool Left§r\u0027 and `§eCycle Tool Right§r\u0027 whilst you are in the GUI.",
|
||||
"desc:8": "§2A brand new and highly requested mod to CEu to help you manage your tools!§r\n\nThe §eTool Belt§r is a item, which can store your tools, and exchange them easily! Right now, it has 2 slots, but later, once you unlock §6Steel§r, you can upgrade it with §6Belt Pouches§r, all the way to 9 slots, with an §3Anvil§r and some §aXP§r!\n\nMake the Tool Belt, and you can use the keybind (default is §eR§r), while the belt is in your inventory or Bauble Slots §cand you are holding something, or the belt is not empty§r, to open its GUI.\n\nAlternatively, you can right click while holding the belt to open its inventory.\n\nThe Tool Belt is equipable as a §bBauble§r. Open your inventory and look for the Baubles button, and click it to reveal the additional bauble slots menu, and then put it in the Belt Slot. Or, just click in every bauble slot until it goes in, if you can\u0027t tell which bauble slot looks like a belt.\n\nThe Tool Belt can store anything with a stack size of 1, like swords, pickaxes, §bGregTech§r tools, and the §6Terminal§r. It has also been modified a bit, so it also allows any §bStorage Drawers§r key, and §cdoesn\u0027t allow any Thermal Satchel§r.\n\nNow, you can insert and extract from the belt! You can also use the Keybinds `§eCycle Tool Left§r\u0027 and `§eCycle Tool Right§r\u0027 whilst you are in the GUI.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63738,7 +63738,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §6Powered Spawner§r is a machine from §bEnderIO§r.\n\nIt is used to automate the spawning and capture of mobs. As with all §bEnderIO§r machines, it requires a capacitor, with a higher tier capacitor increasing the range, spawning rate, and capture rate.\n\nIn order to set a §6Powered Spawner§r to the mob type that you want, you must combine it with a §6Broken Spawner§r, set to your specified mob type, in an anvil. \n\nThis §6Broken Spawner§r is set by putting a §6Broken Spawner§r, of any mob type, and a §6Soul Vial§r, of the specified mob, into a §aSoul Binder§r, with a few dashes of §aXP§r. Broken Spawners can be obtained by breaking a mob spawner. §eTIP: Spawners are all over the Lost Cities!§r\n\nThe spawner has two modes: Capture and Spawn.\n\nIn capture mode, you insert a §6Soul Vial§r into the machine, and the soul vial captures the §asoul§r of the set mob. This does not spawn any mobs, and thus works with any mob, even on peaceful.\n\nIn spawn mode, the spawner will spawn the mob that it is set to, until there is no space for them, or there are too many mobs in the area.\n\nNow you don\u0027t have to craft Soul Vials, but simply make them! It is also useful in certain crafts, such as the §aFlight Control Unit§r, in saving you a ton of XP.",
|
||||
"desc:8": "The §6Powered Spawner§r is a machine from §bEnderIO§r.\n\nIt is used to automate the spawning and capture of mobs. As with all §bEnderIO§r machines, it requires a capacitor, with a higher tier capacitor increasing the range, spawning rate, and capture rate.\n\nIn order to set a §6Powered Spawner§r to the mob type that you want, you must combine it with a §6Broken Spawner§r, set to your specified mob type, in an anvil.\n\nThis §6Broken Spawner§r is set by putting a §6Broken Spawner§r, of any mob type, and a §6Soul Vial§r, of the specified mob, into a §aSoul Binder§r, with a few dashes of §aXP§r. Broken Spawners can be obtained by breaking a mob spawner. §eTIP: Spawners are all over the Lost Cities!§r\n\nThe spawner has two modes: Capture and Spawn.\n\nIn capture mode, you insert a §6Soul Vial§r into the machine, and the soul vial captures the §asoul§r of the set mob. This does not spawn any mobs, and thus works with any mob, even on peaceful.\n\nIn spawn mode, the spawner will spawn the mob that it is set to, until there is no space for them, or there are too many mobs in the area.\n\nNow you don\u0027t have to craft Soul Vials, but simply make them! It is also useful in certain crafts, such as the §aFlight Control Unit§r, in saving you a ton of XP.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -63805,7 +63805,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "A §6Programmed Circuit§r is an item used to configure machines. In essence, they tell a machine what to make if there\u0027s multiple things it could make from a certain input.\n\nFor example, the §3Wiremill§r produces different thicknesses of §6wires§r depending on the config - §ecircuit 1§r produces §61x wires§r, §ecircuit 4§r produces §64x wires§r, etc. The §eJEI§r recipe will tell you which circuit configuration is required.\n\nEach machine and item input bus comes with a §2free \"ghost circuit\"§r. Click the circuit slot on the §dbottom right§r of the GUI to access this ghost circuit. Left- and right-click or scroll to adjust the configuration. \n\nThat said, the Programmed Circuit item (crafted from a single §6LV Circuit§r) still has its uses:\n\n- Whilst holding a programmed circuit, shift-right click the machine to set a §bGhost Circuit§r of the same configuration in the machine\u0027s circuit slot.\n\n- When you\u0027re sure that the items you put into a machine won\u0027t have any conflicts, you can put §emultiple circuit configs§r into a machine, and it will be able to handle recipes which call for any of those configs. This is useful for machines such as the §3Alloy Blast Smelter§r, but you won\u0027t encounter that for a while.",
|
||||
"desc:8": "A §6Programmed Circuit§r is an item used to configure machines. In essence, they tell a machine what to make if there\u0027s multiple things it could make from a certain input.\n\nFor example, the §3Wiremill§r produces different thicknesses of §6wires§r depending on the config - §ecircuit 1§r produces §61x wires§r, §ecircuit 4§r produces §64x wires§r, etc. The §eJEI§r recipe will tell you which circuit configuration is required.\n\nEach machine and item input bus comes with a §2free \"ghost circuit\"§r. Click the circuit slot on the §dbottom right§r of the GUI to access this ghost circuit. Left- and right-click or scroll to adjust the configuration.\n\nThat said, the Programmed Circuit item (crafted from a single §6LV Circuit§r) still has its uses:\n\n- Whilst holding a programmed circuit, shift-right click the machine to set a §bGhost Circuit§r of the same configuration in the machine\u0027s circuit slot.\n\n- When you\u0027re sure that the items you put into a machine won\u0027t have any conflicts, you can put §emultiple circuit configs§r into a machine, and it will be able to handle recipes which call for any of those configs. This is useful for machines such as the §3Alloy Blast Smelter§r, but you won\u0027t encounter that for a while.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -64006,7 +64006,7 @@
|
||||
"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,
|
||||
@ -64225,7 +64225,7 @@
|
||||
"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,
|
||||
@ -64354,7 +64354,7 @@
|
||||
"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,
|
||||
@ -64447,7 +64447,7 @@
|
||||
"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,
|
||||
@ -64949,7 +64949,7 @@
|
||||
"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,
|
||||
@ -65488,7 +65488,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Most multiblocks now support §2rotation§r along any axis. Right-click with a wrench on a face with a rotation ↺ symbol to rotate the controller.\n\nMultiblocks can also be §2reflected§r to form a mirror image of the normal structure. You don\u0027t need to do anything to the controller for this, a mirror image will automatically be recognized as a valid structure.\n\nThe rules for building multiblocks otherwise remain the same. \n\nTake your setups to a new dimension!\n\nThe §3Cleanroom§r, §3Multiblock Miners/Drills§r, and §3Distillation Tower§r do not support being rotated.",
|
||||
"desc:8": "Most multiblocks now support §2rotation§r along any axis. Right-click with a wrench on a face with a rotation ↺ symbol to rotate the controller.\n\nMultiblocks can also be §2reflected§r to form a mirror image of the normal structure. You don\u0027t need to do anything to the controller for this, a mirror image will automatically be recognized as a valid structure.\n\nThe rules for building multiblocks otherwise remain the same.\n\nTake your setups to a new dimension!\n\nThe §3Cleanroom§r, §3Multiblock Miners/Drills§r, and §3Distillation Tower§r do not support being rotated.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -66540,7 +66540,7 @@
|
||||
"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,
|
||||
@ -66825,7 +66825,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Matter Condenser§r accepts large quantities of items or fluids to turn into data, which can ultimately be converted into a §6Singularity§r.\n\nThey can also make §6Matter Balls§r, but they are useless in this pack... well, except for being fired in the §eMatter Cannon§r, and being made into §6Paint Balls§r for the §eColor Applicator§r.\n\nA storage component is needed for holding this data. Specifically, you need a §664k Storage Component§r to make a Singularity.\n\nThe fastest way to make these is with §aFluid Lasers§r and a §6Aqueous Accumulator§r. \n\nSet the Aqueous Accumulator§r to output at a fluid laser, configure that fluid laser to `output\u0027, add a fluid laser on your matter condensor set to `input\u0027, and connect them together.\n\nIf you don\u0027t have that, you can surround it with §6Dense Cobblestone Generators§r.\n\nSingularities are required for linking together §aQuantum Link Chambers§r, and for crafting different AE2 and NAE2 parts.\n\nFor the former, you want to detonate an explosive (like §eTiny TNT§r, §eTNT§r or §ePowderbarrel§r), with a §6Singularity§r and an §6Ender Pearl Dust§r dropped on the ground next to it.\n\nThis will create a pair of §6Quantum Entangled Singularities§r, which you can then place inside of a Quantum Link Chamber to connect them together.",
|
||||
"desc:8": "The §3Matter Condenser§r accepts large quantities of items or fluids to turn into data, which can ultimately be converted into a §6Singularity§r.\n\nThey can also make §6Matter Balls§r, but they are useless in this pack... well, except for being fired in the §eMatter Cannon§r, and being made into §6Paint Balls§r for the §eColor Applicator§r.\n\nA storage component is needed for holding this data. Specifically, you need a §664k Storage Component§r to make a Singularity.\n\nThe fastest way to make these is with §aFluid Lasers§r and a §6Aqueous Accumulator§r.\n\nSet the Aqueous Accumulator§r to output at a fluid laser, configure that fluid laser to `output\u0027, add a fluid laser on your matter condensor set to `input\u0027, and connect them together.\n\nIf you don\u0027t have that, you can surround it with §6Dense Cobblestone Generators§r.\n\nSingularities are required for linking together §aQuantum Link Chambers§r, and for crafting different AE2 and NAE2 parts.\n\nFor the former, you want to detonate an explosive (like §eTiny TNT§r, §eTNT§r or §ePowderbarrel§r), with a §6Singularity§r and an §6Ender Pearl Dust§r dropped on the ground next to it.\n\nThis will create a pair of §6Quantum Entangled Singularities§r, which you can then place inside of a Quantum Link Chamber to connect them together.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -66970,7 +66970,7 @@
|
||||
"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,
|
||||
|
@ -239,7 +239,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -461,7 +461,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Before you continue, you\u0027ll need access to some more materials. \n\n§6Redstone§r: Found only deep in the world, in massive veins paired with §6Cinnabar§r and §6Ruby§r.\n\n§6Copper§r: Two primary sources. §6Tetrahedrite§r veins are higher up, while §6Chalcopyrite§r veins are lower, paired with some small amounts of §6Iron§r. You\u0027ll also find §6Malachite§r inside of Iron veins, this is another type of copper ore.\n\n§6Tin§r: Found essentially at ground level. §6Cassiterite§r is another type of tin ore, and they\u0027re always found together. If you cannot find a vein of tin, there are small amounts of tin inside veins of §6Aluminium§r and §6Rock Salt§r, which might be enough to hold you over until you find a proper tin vein.\n\n§6Coal§r: Found in relatively shallow depths. §6Lignite Coal§r is §2removed.\n\n§6Gold§r: Found inside of §6Magnetite§r veins, close to the surface.",
|
||||
"desc:8": "Before you continue, you\u0027ll need access to some more materials.\n\n§6Redstone§r: Found only deep in the world, in massive veins paired with §6Cinnabar§r and §6Ruby§r.\n\n§6Copper§r: Two primary sources. §6Tetrahedrite§r veins are higher up, while §6Chalcopyrite§r veins are lower, paired with some small amounts of §6Iron§r. You\u0027ll also find §6Malachite§r inside of Iron veins, this is another type of copper ore.\n\n§6Tin§r: Found essentially at ground level. §6Cassiterite§r is another type of tin ore, and they\u0027re always found together. If you cannot find a vein of tin, there are small amounts of tin inside veins of §6Aluminium§r and §6Rock Salt§r, which might be enough to hold you over until you find a proper tin vein.\n\n§6Coal§r: Found in relatively shallow depths. §6Lignite Coal§r is §2removed.\n\n§6Gold§r: Found inside of §6Magnetite§r veins, close to the surface.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -823,7 +823,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "One of the eccentricities of the pack you\u0027ll need to get used to is the way the tools are displayed. Most tools can be made out of nearly any metal, and §bJEI§r will display a huge number of options... every combination of every tool with every material. However, the pattern to make the tool is always identical, so §ejust arrange the plates and ingots in the same manner as the examples, ignoring whatever material it says§r. Rods where rods go, plates where plates, etc. The only restriction is that tools §emust be made from all of the same material§r... you cannot mix and match different metals in a single item.\n\nRecipes will default to showing a §6Iron Tool §rof the appropriate type if a tool is required, but the correct type of tool made out of any metal will work. Just ignore the tool\u0027s material in the recipes: it can be whatever you\u0027d like.\n\nFor now, make a §aHammer§r (not a §aMining Hammer§r, mind you... six ingots, not five). Hammers can be used to turn §etwo ingots into one plate§r. §6Plates§r can make a §aFile§r, Files can make §6Rods§r, etc. Use JEI to work your way down the list of tools.\n\n§6Wrought Iron§r is probably your best bet for a tool material right now, but better materials will become available as you progress. \n\nThis quest technically accepts any tool material, but it is highly recommended to use §6Wrought Iron§r.",
|
||||
"desc:8": "One of the eccentricities of the pack you\u0027ll need to get used to is the way the tools are displayed. Most tools can be made out of nearly any metal, and §bJEI§r will display a huge number of options... every combination of every tool with every material. However, the pattern to make the tool is always identical, so §ejust arrange the plates and ingots in the same manner as the examples, ignoring whatever material it says§r. Rods where rods go, plates where plates, etc. The only restriction is that tools §emust be made from all of the same material§r... you cannot mix and match different metals in a single item.\n\nRecipes will default to showing a §6Iron Tool §rof the appropriate type if a tool is required, but the correct type of tool made out of any metal will work. Just ignore the tool\u0027s material in the recipes: it can be whatever you\u0027d like.\n\nFor now, make a §aHammer§r (not a §aMining Hammer§r, mind you... six ingots, not five). Hammers can be used to turn §etwo ingots into one plate§r. §6Plates§r can make a §aFile§r, Files can make §6Rods§r, etc. Use JEI to work your way down the list of tools.\n\n§6Wrought Iron§r is probably your best bet for a tool material right now, but better materials will become available as you progress.\n\nThis quest technically accepts any tool material, but it is highly recommended to use §6Wrought Iron§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -2297,7 +2297,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -2506,7 +2506,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts any §oLV Energy Converter§o.\n\n§rThe §3Steam Dynamos§r you have made are capable of generating §aRF§r power, but §bGregTech§r machines require §aEU§r powerr.\n\n§3Energy Converters§r are special devices that §econvert§r between §aRF§r power and §aEU§r power, and come in four sizes: 1A, 4A, 8A, and 16A. \n\nYou can reverse the conversion to turn EU into RF by right-clicking it with a soft hammer.\n\nEU is §2automatically converted§r to RF as needed, for example when connecting a §bGregTech§r cable directly to an RF-consuming machine. However, conduits cannot connect directly to most EU providers, so you will still need to use EU to RF converters to connect EU generators to your conduit grid.§r\n\nWith your first §6circuit§r in hand, you are ready to build a §eLow Voltage (LV) §2Energy Converte.\n\n§aRF§r converts into §aEU§r at a §e4 to 1 ratio§r. §a100 RF§r becomes §a25 EU§r, and vice-versa.",
|
||||
"desc:8": "§oNote: this quest accepts any §oLV Energy Converter§o.\n\n§rThe §3Steam Dynamos§r you have made are capable of generating §aRF§r power, but §bGregTech§r machines require §aEU§r powerr.\n\n§3Energy Converters§r are special devices that §econvert§r between §aRF§r power and §aEU§r power, and come in four sizes: 1A, 4A, 8A, and 16A.\n\nYou can reverse the conversion to turn EU into RF by right-clicking it with a soft hammer.\n\nEU is §2automatically converted§r to RF as needed, for example when connecting a §bGregTech§r cable directly to an RF-consuming machine. However, conduits cannot connect directly to most EU providers, so you will still need to use EU to RF converters to connect EU generators to your conduit grid.§r\n\nWith your first §6circuit§r in hand, you are ready to build a §eLow Voltage (LV) §2Energy Converte.\n\n§aRF§r converts into §aEU§r at a §e4 to 1 ratio§r. §a100 RF§r becomes §a25 EU§r, and vice-versa.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -2871,7 +2871,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -3146,7 +3146,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2GTCEu Fluid Pipes§r are now available, much improved from CE. Their advantage is higher §dthroughput§r, but they have limitations on the kinds of fluids (§eacids, gases§r, etc) they can transport safely. Check each pipe material\u0027s tooltip for details.\n\nThere are also §6Quadruple and Nonuple Pipes§r for transporting multiple fluid types through the same block.\n\nYou also can only use them for now, until you get access to...\n\n§bEnderIO§6 Fluid Conduits§r. They have the advantage of being §6Conduits§r, allowing them to fit in the same block as other §6Conduits§r. \n\nPick your poison.",
|
||||
"desc:8": "§2GTCEu Fluid Pipes§r are now available, much improved from CE. Their advantage is higher §dthroughput§r, but they have limitations on the kinds of fluids (§eacids, gases§r, etc) they can transport safely. Check each pipe material\u0027s tooltip for details.\n\nThere are also §6Quadruple and Nonuple Pipes§r for transporting multiple fluid types through the same block.\n\nYou also can only use them for now, until you get access to...\n\n§bEnderIO§6 Fluid Conduits§r. They have the advantage of being §6Conduits§r, allowing them to fit in the same block as other §6Conduits§r.\n\nPick your poison.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -3256,7 +3256,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -4467,7 +4467,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Assembling Machines come early in CEu! Circuit recipes are handled through a separate machine, the Circuit Assembler. §r\n\nAssembling Machines open up a plethora of §eequal or more efficient recipes that don\u0027t require hand tools§r. §2For example, you can make up to 4 Vacuum Tubes in a single craft! §rCheck §eJEI§r for all the components you\u0027ve been making to see if the Assembler can improve their recipes.\n\nMany of the Assembler\u0027s recipes require §9fluids§r. Hence, the §3Extractor§r will be required to take full advantage of this machine. \n\nHand tool recipes also don\u0027t play nice with §bApplied Energistics§r. Take advantage of Assembling Machines: §cphase out all use of hand tools for crafting items in your automation going forward.§r Once you have all the important machines, you will never need hand tools for crafting.",
|
||||
"desc:8": "§2Assembling Machines come early in CEu! Circuit recipes are handled through a separate machine, the Circuit Assembler. §r\n\nAssembling Machines open up a plethora of §eequal or more efficient recipes that don\u0027t require hand tools§r. §2For example, you can make up to 4 Vacuum Tubes in a single craft! §rCheck §eJEI§r for all the components you\u0027ve been making to see if the Assembler can improve their recipes.\n\nMany of the Assembler\u0027s recipes require §9fluids§r. Hence, the §3Extractor§r will be required to take full advantage of this machine.\n\nHand tool recipes also don\u0027t play nice with §bApplied Energistics§r. Take advantage of Assembling Machines: §cphase out all use of hand tools for crafting items in your automation going forward.§r Once you have all the important machines, you will never need hand tools for crafting.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -4522,7 +4522,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -4802,7 +4802,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Initial circuit components are a bit more difficult in CEu, and you need Arsenic in addition to Gallium.§r\n\nFor §dGallium§r, you may, ranged from worst to best:\n\n- §3Electrolyze §aSphalerite§r for a low chance of dust. Note that you lose on direct smelting value.\n\n-§r Put §aCrushed Bauxite§r in the §3Chemical Bath§r. Note that this requires §9Sodium Persulfate§r. \n\n- Obtain it as a Byproduct of §aSphalerite§r Ore Processing, in the §3Thermal Centrifuge§r or §3Centrifuge§r.\n\n§2For Arsenic, you must centrifuge Realgar Dust, or (more involvedly) flash smelt Cobaltite Dust in the EBF, and electrolyse the resultant Arsenic Trioxide.\n\nCombine both in a Mixer to make Gallium Arsenide.",
|
||||
"desc:8": "§2Initial circuit components are a bit more difficult in CEu, and you need Arsenic in addition to Gallium.§r\n\nFor §dGallium§r, you may, ranged from worst to best:\n\n- §3Electrolyze §aSphalerite§r for a low chance of dust. Note that you lose on direct smelting value.\n\n-§r Put §aCrushed Bauxite§r in the §3Chemical Bath§r. Note that this requires §9Sodium Persulfate§r.\n\n- Obtain it as a Byproduct of §aSphalerite§r Ore Processing, in the §3Thermal Centrifuge§r or §3Centrifuge§r.\n\n§2For Arsenic, you must centrifuge Realgar Dust, or (more involvedly) flash smelt Cobaltite Dust in the EBF, and electrolyse the resultant Arsenic Trioxide.\n\nCombine both in a Mixer to make Gallium Arsenide.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -4870,7 +4870,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Cuts things up.\n\nThe §3Cutting Machine§r is able to cut wafers, rods, wood, and various other things for you, making it a versatile crafting tool. Cutting blocks into 9 plates may be faster than using a §2Bending Machine §rto make them one at a time.\n\nThe MV version is required for cutting §6Silicon Boules§r for easier §6Diodes§r once you get §9Polyethylene (PE)§r, and for cutting §6Wafers§r into usable components. \nThe blade will require you to make §2Vanadiumsteel§r.\n\nCutting Machines work with plain §9Water§r for all recipes. You can also use §9Distilled Water§r which speeds up the processing somewhat, or §9Lubricant§r that speeds it up greatly (and uses very little per operation). These might be a little tricky to make right now, but are very worthwhile upgrades in the future.",
|
||||
"desc:8": "Cuts things up.\n\nThe §3Cutting Machine§r is able to cut wafers, rods, wood, and various other things for you, making it a versatile crafting tool. Cutting blocks into 9 plates may be faster than using a §2Bending Machine §rto make them one at a time.\n\nThe MV version is required for cutting §6Silicon Boules§r for easier §6Diodes§r once you get §9Polyethylene (PE)§r, and for cutting §6Wafers§r into usable components.\nThe blade will require you to make §2Vanadiumsteel§r.\n\nCutting Machines work with plain §9Water§r for all recipes. You can also use §9Distilled Water§r which speeds up the processing somewhat, or §9Lubricant§r that speeds it up greatly (and uses very little per operation). These might be a little tricky to make right now, but are very worthwhile upgrades in the future.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -5861,7 +5861,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "If you didn\u0027t know, you can have stacks of items stored inside of an §aME Interface§r. Placing a §aStorage Bus§r onto the ME Interface lets you access and use those items in recipes. Putting a §aCrafting Card§r inside the Interface will let the Interface automatically place autocraft orders for items it should stock but you don\u0027t have.\n\nThis approach can be used for autocrafting to some extent, but proceed with caution as crafting cards can produce a great deal of lag on larger ME Networks. AE calculates the full crafting tree of these items every time a request is made, even if you have enough items already in stock.\n\nThus, it is strongly recommended to limit Crafting Cards to simple recipes (ones without many dependent recipes) and ideally on smaller purpose-built networks. \n\nPrefer passive autocrafting methods on your main network, or if things are gonna get complicated.",
|
||||
"desc:8": "If you didn\u0027t know, you can have stacks of items stored inside of an §aME Interface§r. Placing a §aStorage Bus§r onto the ME Interface lets you access and use those items in recipes. Putting a §aCrafting Card§r inside the Interface will let the Interface automatically place autocraft orders for items it should stock but you don\u0027t have.\n\nThis approach can be used for autocrafting to some extent, but proceed with caution as crafting cards can produce a great deal of lag on larger ME Networks. AE calculates the full crafting tree of these items every time a request is made, even if you have enough items already in stock.\n\nThus, it is strongly recommended to limit Crafting Cards to simple recipes (ones without many dependent recipes) and ideally on smaller purpose-built networks.\n\nPrefer passive autocrafting methods on your main network, or if things are gonna get complicated.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -8615,7 +8615,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -8724,7 +8724,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Combining §9Titanium Tetrachloride§r with §6Magnesium§r in an §3Electric Blast Furnace§r (approximating the Kroll process) will net you your first §6Titanium§r.\n\nThis process is a loop, and therefore will not cost you any resources, apart from §6Rutile§r, if you process it correctly. \n\nUnfortunately, it is super hot. You\u0027ll need to cool it in a §3Vacuum Freezer§r for it to be usable.\n\nRouting through AE is an alternative way to using item conduits. Simply set an Ore Dictionary Storage Bus on the input bus of the freezer, set it to \u0027ingotHot*\u0027, and set it to a high piority. This will accept any new Hot Ingots entering your system, and eliminates the need for a big conduit network.\n\nDon\u0027t encode the Hot Ingot in a pattern though!",
|
||||
"desc:8": "Combining §9Titanium Tetrachloride§r with §6Magnesium§r in an §3Electric Blast Furnace§r (approximating the Kroll process) will net you your first §6Titanium§r.\n\nThis process is a loop, and therefore will not cost you any resources, apart from §6Rutile§r, if you process it correctly.\n\nUnfortunately, it is super hot. You\u0027ll need to cool it in a §3Vacuum Freezer§r for it to be usable.\n\nRouting through AE is an alternative way to using item conduits. Simply set an Ore Dictionary Storage Bus on the input bus of the freezer, set it to \u0027ingotHot*\u0027, and set it to a high piority. This will accept any new Hot Ingots entering your system, and eliminates the need for a big conduit network.\n\nDon\u0027t encode the Hot Ingot in a pattern though!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -8764,7 +8764,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3Vacuum Freezers§r are primarily used to cool down §6Hot Ingots§r. They\u0027re also capable of freezing air into a liquid, and making superconductors.\n\nAt minimum you will need an energy input hatch, an input bus, an output bus, and 22 §6Frost Proof Machine Casings§r for forming the multiblock for processing Hot Ingots.\n\nIf you want to deal with fluids as well, subtract two casings and use a fluid input and fluid output in their place.\n\nThe energy tier required for the Vacuum Freezer is typically one tier below the tier used to process the ingot in the §3Electric Blast Furnace§r. \n\nBesides the controller placement, as usual the hatches/buses can go anywhere. Use the building guide in §bJEI§r which can be pulled up from the controller block.",
|
||||
"desc:8": "§3Vacuum Freezers§r are primarily used to cool down §6Hot Ingots§r. They\u0027re also capable of freezing air into a liquid, and making superconductors.\n\nAt minimum you will need an energy input hatch, an input bus, an output bus, and 22 §6Frost Proof Machine Casings§r for forming the multiblock for processing Hot Ingots.\n\nIf you want to deal with fluids as well, subtract two casings and use a fluid input and fluid output in their place.\n\nThe energy tier required for the Vacuum Freezer is typically one tier below the tier used to process the ingot in the §3Electric Blast Furnace§r.\n\nBesides the controller placement, as usual the hatches/buses can go anywhere. Use the building guide in §bJEI§r which can be pulled up from the controller block.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -8988,7 +8988,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -9288,7 +9288,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -9408,7 +9408,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10158,7 +10158,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "You\u0027ll be needing large amounts of the various noble gases so you should get this automated and running continuously. \n\nAfter §bliquefication§r, §eOverworld Air§r grants §9Helium§r and §9Argon§r, §eNether Air§r grants §9Helium-3§r and §9Neon§r and §eEnder Air§r grants §9Helium§r, §9Krypton§r, §9Xenon§r, and §9Radon§r.\n\nSome noble gases can be used to §aboost§r the speed of certain EBF recipes.",
|
||||
"desc:8": "You\u0027ll be needing large amounts of the various noble gases so you should get this automated and running continuously.\n\nAfter §bliquefication§r, §eOverworld Air§r grants §9Helium§r and §9Argon§r, §eNether Air§r grants §9Helium-3§r and §9Neon§r and §eEnder Air§r grants §9Helium§r, §9Krypton§r, §9Xenon§r, and §9Radon§r.\n\nSome noble gases can be used to §aboost§r the speed of certain EBF recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -10673,7 +10673,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Petrochemistry is the category of organic chemistry pertaining to petroleum, otherwise known as §9Oil§r.\n\n§bGregTech§r\u0027s petrochemistry may seem daunting at first, given the sheer number of chemicals and processing options, but it\u0027s actually easier to get into than you think.\n\nOil is the starting point, and can be found in several variants which you can pump from finite natural wells on the Overworld, as well as coming renewably from §6Oilsands Ore§r and §6Soul Sand§r, and directly in liquid form from a §3Fluid Rig§r.\n\n§2The Fluid Rig can also harvest Raw Oil, Light Oil and Heavy Oil. Raw Oil is less concentrated Oil, requiring double the fluid to distil. Light Oil and Heavy Oil give different ratios and unique products when distilled.§r \n\nStart off by distilling the Oil. This will result in §9Sulfuric Heavy Fuel§r, §9Sulfuric Light Fuel§r, §9Sulfuric Naphtha§r, and/or §9Sulfuric Gas§r.\n\nThese will all need to be hydrodesulfurized using §9Hydrogen§r in a §3Chemical Reactor§r or §2Oil Cracking Unit§r, which produces the non-Sulfuric versions.\n\nAll of these products are useful, so figure out how you want to store the variety and large quantities of fluids.\n\nThe upcoming quests will guide you through the basics of petrochemistry. Once you\u0027ve mastered that, feel free to explore further.\n\n\n(Either oil type will complete this quest)",
|
||||
"desc:8": "Petrochemistry is the category of organic chemistry pertaining to petroleum, otherwise known as §9Oil§r.\n\n§bGregTech§r\u0027s petrochemistry may seem daunting at first, given the sheer number of chemicals and processing options, but it\u0027s actually easier to get into than you think.\n\nOil is the starting point, and can be found in several variants which you can pump from finite natural wells on the Overworld, as well as coming renewably from §6Oilsands Ore§r and §6Soul Sand§r, and directly in liquid form from a §3Fluid Rig§r.\n\n§2The Fluid Rig can also harvest Raw Oil, Light Oil and Heavy Oil. Raw Oil is less concentrated Oil, requiring double the fluid to distil. Light Oil and Heavy Oil give different ratios and unique products when distilled.§r\n\nStart off by distilling the Oil. This will result in §9Sulfuric Heavy Fuel§r, §9Sulfuric Light Fuel§r, §9Sulfuric Naphtha§r, and/or §9Sulfuric Gas§r.\n\nThese will all need to be hydrodesulfurized using §9Hydrogen§r in a §3Chemical Reactor§r or §2Oil Cracking Unit§r, which produces the non-Sulfuric versions.\n\nAll of these products are useful, so figure out how you want to store the variety and large quantities of fluids.\n\nThe upcoming quests will guide you through the basics of petrochemistry. Once you\u0027ve mastered that, feel free to explore further.\n\n\n(Either oil type will complete this quest)",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -11645,7 +11645,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -12355,7 +12355,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Fueling Station§r is how rockets get fuel.\n\nFirst, put together your Rocket, then §aScan§r and §cBuild§r the Rocket in the §3Rocket Assembling Machine§r to assemble it (which turns it into an entity). Next, with the §aLinker§r in your hand, right-click the Fueling Station then the Rocket Assembling Machine to link the Fueling Station to the constructed Rocket. \n\nYou\u0027ll get a confirmation message when you do it right, and a little line will appear between the Fueling Station and the rocket.\n\nNow just get §9Rocket Fuel§r into the Fueling Station and it will transfer to the Rocket automatically.",
|
||||
"desc:8": "The §3Fueling Station§r is how rockets get fuel.\n\nFirst, put together your Rocket, then §aScan§r and §cBuild§r the Rocket in the §3Rocket Assembling Machine§r to assemble it (which turns it into an entity). Next, with the §aLinker§r in your hand, right-click the Fueling Station then the Rocket Assembling Machine to link the Fueling Station to the constructed Rocket.\n\nYou\u0027ll get a confirmation message when you do it right, and a little line will appear between the Fueling Station and the rocket.\n\nNow just get §9Rocket Fuel§r into the Fueling Station and it will transfer to the Rocket automatically.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -13186,7 +13186,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -15423,7 +15423,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -15477,7 +15477,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -15803,7 +15803,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Mixes dusts together.\n\nFor now, you\u0027ll be using it to make §6Energetic Alloy Dust§r.\n\nEnergetic Alloy Dust is made from §6Redstone§r, §6Gold Dust§r and §6Glowstone Dust§r. \n\nYou should have some Glowstone from your adventures in the §cNether§r, but you can also make it by mixing §6Tricalcium Phosphate Dust§r and §6Gold Dust§r.",
|
||||
"desc:8": "Mixes dusts together.\n\nFor now, you\u0027ll be using it to make §6Energetic Alloy Dust§r.\n\nEnergetic Alloy Dust is made from §6Redstone§r, §6Gold Dust§r and §6Glowstone Dust§r.\n\nYou should have some Glowstone from your adventures in the §cNether§r, but you can also make it by mixing §6Tricalcium Phosphate Dust§r and §6Gold Dust§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -16332,7 +16332,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Fluix is initially made via in-world crafting, by dropping §6Redstone§r, §6Nether Quartz§r, and a §6Charged Certus Quartz Crystal§r in the same block of §9Water§r. You\u0027ll see some sparks then the items will merge into a §6Fluix Crystal§r. Be sure to turn off any nearby item magnets/collectors or they might interrupt this crafting process.\n\nThe §3Energy Acceptor§r converts RF power into AE power that Applied Energistics uses, in a 2 RF to 1 AE ratio. This power will be transmitted through adjacent full-block ME Network devices, as well as along all connected §6ME Cables§r, §6ME Conduits§r, and §6Quartz Fiber§r. \n\nQuartz Fiber are §emicroparts§r you can put between an ME Cable and any ME Network block or another ME Cable. This will allow transmission of AE power but not data, which is useful for having data-isolated ME Networks all sharing the same power source.",
|
||||
"desc:8": "Fluix is initially made via in-world crafting, by dropping §6Redstone§r, §6Nether Quartz§r, and a §6Charged Certus Quartz Crystal§r in the same block of §9Water§r. You\u0027ll see some sparks then the items will merge into a §6Fluix Crystal§r. Be sure to turn off any nearby item magnets/collectors or they might interrupt this crafting process.\n\nThe §3Energy Acceptor§r converts RF power into AE power that Applied Energistics uses, in a 2 RF to 1 AE ratio. This power will be transmitted through adjacent full-block ME Network devices, as well as along all connected §6ME Cables§r, §6ME Conduits§r, and §6Quartz Fiber§r.\n\nQuartz Fiber are §emicroparts§r you can put between an ME Cable and any ME Network block or another ME Cable. This will allow transmission of AE power but not data, which is useful for having data-isolated ME Networks all sharing the same power source.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -16641,7 +16641,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -19779,7 +19779,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3The Empowerer§r is a machine from §bActually Additions§r used to convert its special crystalline materials into empowered variants.\n\nThe Empowerer is placed in the center of a flat 7x7 region. The four §aDisplay Stands§r are placed with a two-block gap from the Empowerer, one in each cardinal direction.\n\nRecipes require specific items to be placed on the Display Stands and the main item on the Empowerer itself. The items on the Display Stands are consumed and the central item is Empowered.\n\nRF power needs to be fed into the Display Stands to infuse the center item with power. The Display Stands have a low per-side power transfer rate so it takes a while. Consider putting energy conduits on multiple sides of each display stand to speed it up a bit.\n\n\nIf you\u0027ve used the Empowerer before you\u0027ll know that this thing\u0027s a bit of a pain. It\u0027s slow, takes up a large space, and it\u0027s cumbersome to automate. \n\nDon\u0027t worry, you\u0027ll get access to the §3Combination Package Crafter§r after you get §6Draconium§r, which is vastly faster, more compact and easier to automate. This lets you do Empowerer recipes directly through §bPackagedAuto§r and §bAE2§r. However, some optional paths like §9Bio-Diesel§r involve early Empowerer use.",
|
||||
"desc:8": "§3The Empowerer§r is a machine from §bActually Additions§r used to convert its special crystalline materials into empowered variants.\n\nThe Empowerer is placed in the center of a flat 7x7 region. The four §aDisplay Stands§r are placed with a two-block gap from the Empowerer, one in each cardinal direction.\n\nRecipes require specific items to be placed on the Display Stands and the main item on the Empowerer itself. The items on the Display Stands are consumed and the central item is Empowered.\n\nRF power needs to be fed into the Display Stands to infuse the center item with power. The Display Stands have a low per-side power transfer rate so it takes a while. Consider putting energy conduits on multiple sides of each display stand to speed it up a bit.\n\n\nIf you\u0027ve used the Empowerer before you\u0027ll know that this thing\u0027s a bit of a pain. It\u0027s slow, takes up a large space, and it\u0027s cumbersome to automate.\n\nDon\u0027t worry, you\u0027ll get access to the §3Combination Package Crafter§r after you get §6Draconium§r, which is vastly faster, more compact and easier to automate. This lets you do Empowerer recipes directly through §bPackagedAuto§r and §bAE2§r. However, some optional paths like §9Bio-Diesel§r involve early Empowerer use.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -20063,7 +20063,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The full complexity of §bNuclearCraft§r is far too much for the scope of this quest guide, so §eyou\u0027re encouraged to watch a tutorial or read a guide online§r. \n\nFor the purposes of this particular quest, you\u0027ll be building a breeder reactor to make §6Plutonium§r, and other nuclear elements. While this reactor may seem very expensive, it will be worth it, and you will probably expand it soon. \n\nThis reactor is capable of running any Low-Enriched fuel, such as TBU and LEU-235. This is a basic reactor and can be expanded, following the same pattern, to run faster. Alternatively, reactors can be designed to produce a decent amount of power for the mid game of the pack.\n\nFirst, set up your 150 §6Fission Reactor Casings§r to encase a 5x5x5 cube shape of empty air. Any of these reactor casings can be changed to §6Transparent Fission Reactor Casings§r. The Casings should only cover the faces of the interior cube, not the edges or corners. You should have exactly the right number of Casings to encase a 5x5x5 space.\n\nNext, create a hole so you can get inside the cube. Place the §6Reactor Cells§r in an alternating pattern, with the reactor cells at the corners, and spaces between each one. Alternate between each row, creating a grid pattern. Fill in the §6Cryotheum Coolers§r between, in the empty holes. Do this for every layer, alternating between §6Cryotheum Coolers§r on the corners and §6Reactor Cells§r on the corners. You should have the perfect amount of §6Reactor Cells§r and §6Cryotheum Coolers§r for this, and the third and final layers should be the same as the first one. The reactor will now be complete when you reseal it up with the Casings you removed to access the interior.\n\nFinally, place the §3Fission Reactor Controller§r along any edge or corner of the reactor. Opening the Reactor Controller GUI should let you know that the structure was properly formed; if not, go back and check what you did wrong.\n\nThe lever is placed on the reactor, as a redstone signal is required for it to start working. §cReactors can overheat and melt if the temperature exceeds its ability to cool.§r You can make a safety loop on the controller (instead of the lever) to automatically shut off the reactor when it starts getting hot using a §aRedstone Conduit§r, a §aRedstone Sensor Filter§r (on the input channel), and a §aRedstone NOT Filter§r (on the output channel). Make sure input and output are on the same channel color.",
|
||||
"desc:8": "The full complexity of §bNuclearCraft§r is far too much for the scope of this quest guide, so §eyou\u0027re encouraged to watch a tutorial or read a guide online§r.\n\nFor the purposes of this particular quest, you\u0027ll be building a breeder reactor to make §6Plutonium§r, and other nuclear elements. While this reactor may seem very expensive, it will be worth it, and you will probably expand it soon.\n\nThis reactor is capable of running any Low-Enriched fuel, such as TBU and LEU-235. This is a basic reactor and can be expanded, following the same pattern, to run faster. Alternatively, reactors can be designed to produce a decent amount of power for the mid game of the pack.\n\nFirst, set up your 150 §6Fission Reactor Casings§r to encase a 5x5x5 cube shape of empty air. Any of these reactor casings can be changed to §6Transparent Fission Reactor Casings§r. The Casings should only cover the faces of the interior cube, not the edges or corners. You should have exactly the right number of Casings to encase a 5x5x5 space.\n\nNext, create a hole so you can get inside the cube. Place the §6Reactor Cells§r in an alternating pattern, with the reactor cells at the corners, and spaces between each one. Alternate between each row, creating a grid pattern. Fill in the §6Cryotheum Coolers§r between, in the empty holes. Do this for every layer, alternating between §6Cryotheum Coolers§r on the corners and §6Reactor Cells§r on the corners. You should have the perfect amount of §6Reactor Cells§r and §6Cryotheum Coolers§r for this, and the third and final layers should be the same as the first one. The reactor will now be complete when you reseal it up with the Casings you removed to access the interior.\n\nFinally, place the §3Fission Reactor Controller§r along any edge or corner of the reactor. Opening the Reactor Controller GUI should let you know that the structure was properly formed; if not, go back and check what you did wrong.\n\nThe lever is placed on the reactor, as a redstone signal is required for it to start working. §cReactors can overheat and melt if the temperature exceeds its ability to cool.§r You can make a safety loop on the controller (instead of the lever) to automatically shut off the reactor when it starts getting hot using a §aRedstone Conduit§r, a §aRedstone Sensor Filter§r (on the input channel), and a §aRedstone NOT Filter§r (on the output channel). Make sure input and output are on the same channel color.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -22192,7 +22192,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "ASSEMBLE... TOO!\n\nYeah you get to craft §6Nether Stars§r. Cool huh?\n\nAs you are in peaceful, you can\u0027t farm §eWithers§r. \n\nOnce you gain access to §6Tier 4.5 Micro Miners§r, they will become your best§6 Nether Star§r source.",
|
||||
"desc:8": "ASSEMBLE... TOO!\n\nYeah you get to craft §6Nether Stars§r. Cool huh?\n\nAs you are in peaceful, you can\u0027t farm §eWithers§r.\n\nOnce you gain access to §6Tier 4.5 Micro Miners§r, they will become your best§6 Nether Star§r source.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -22354,7 +22354,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Basic §aFlux Capacitors§r hold a whopping lot of energy - §a1 million RF§r - and are useful for keeping your §aRF-powered§r equipment and tools charged.\n\nPut one into your newly crafted §3Battery Buffer§r to charge it. You can then put it in your inventory to charge your items with §aRF§r. \n§cRF batteries such as Flux Capacitors cannot be drained by Battery Buffers!§r\n\nFlux Capacitor is a §bBauble§r, open your inventory and look for the Baubles button, click it to reveal the additional bauble slots menu and put it into any slot you wish.\n\nFinally you can charge up all those depleted §6Dark Boots§r and §6The Ender§r swords you\u0027ve looted.",
|
||||
"desc:8": "Basic §aFlux Capacitors§r hold a whopping lot of energy - §a1 million RF§r - and are useful for keeping your §aRF-powered§r equipment and tools charged.\n\nPut one into your newly crafted §3Battery Buffer§r to charge it. You can then put it in your inventory to charge your items with §aRF§r.\n§cRF batteries such as Flux Capacitors cannot be drained by Battery Buffers!§r\n\nFlux Capacitor is a §bBauble§r, open your inventory and look for the Baubles button, click it to reveal the additional bauble slots menu and put it into any slot you wish.\n\nFinally you can charge up all those depleted §6Dark Boots§r and §6The Ender§r swords you\u0027ve looted.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -22746,7 +22746,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -22800,7 +22800,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§bGregTech§r adds a very versatile way of augmenting machines with §aMachine Covers§r. Covers are \"upgrades\" that you can put on any GregTech machine, chest, or drum to expand its functionality. These are seperate on each side of the machine, meaning you can have up to six different covers! To work with covers, you\u0027ll need to make yourself a §aScrewdriver§r to configure covers, and a §aCrowbar§r to remove covers without having to break the machine. This quest accepts a §aScrewdriver§r and §aCrowbar§r made from any material.\n\nHere\u0027s a list of some covers there are in the game, and what they do:\n\n- §lConveyor§r: transfers items continuously to or from an adjacent inventory.\n\n- §lPump§r: is much like a §aConveyor§r, but for fluids.\n\n- §lRobotic Arm§r: is much like §aConveyor§r, but has two additional modes:\n * §eKeep Exact§r: moves items to keep a stock of at most the specified number of items\n * §eSupply Exact§r: transfers precisely the specified number of items per operation.\nThis cover is very useful for crafting automation.\n\n- §lFluid Regulator§r: is like a §aRobotic Arm§r, but works with fluids instead of items.\n\n- §lShutter§r: prevents automation from interacting with a specific side of a machine.\n\n- §lDetector§r: Available in §aItem§r, §aFluid§r, §aEnergy§r, and §aActivity§r flavours. Emits a Redstone signal depending on the status of whatever it\u0027s detecting.\n\n- §lAdvanced Detectors§r: Available as §aItem§r, §aFluid§r, §aEnergy§r, or §aActivity§r, these covers can emit redstone in more ways than their normal counterparts. Specifically, the §aItem§r, §aFluid§r, and §aEnergy§r advanced detectors can emit a latched redstone signal based on the amount of item/fluid between a set min and max, or they can emit redstone signals proportional to the amount of item/fluids between a set min and max. The §aAdvanced Activity Detector§r emits redstone proportional to a machines progress on a recipe \n\n- §lDigital Interface§r: A graphical display for the machine\u0027s current status. Can display things like contained fluids, energy levels, etc.\n\nCovers that move items or fluids can have a §aFilter§r placed inside them. These modify the functionality of covers in ways explained in their own quests.",
|
||||
"desc:8": "§bGregTech§r adds a very versatile way of augmenting machines with §aMachine Covers§r. Covers are \"upgrades\" that you can put on any GregTech machine, chest, or drum to expand its functionality. These are seperate on each side of the machine, meaning you can have up to six different covers! To work with covers, you\u0027ll need to make yourself a §aScrewdriver§r to configure covers, and a §aCrowbar§r to remove covers without having to break the machine. This quest accepts a §aScrewdriver§r and §aCrowbar§r made from any material.\n\nHere\u0027s a list of some covers there are in the game, and what they do:\n\n- §lConveyor§r: transfers items continuously to or from an adjacent inventory.\n\n- §lPump§r: is much like a §aConveyor§r, but for fluids.\n\n- §lRobotic Arm§r: is much like §aConveyor§r, but has two additional modes:\n* §eKeep Exact§r: moves items to keep a stock of at most the specified number of items\n* §eSupply Exact§r: transfers precisely the specified number of items per operation.\nThis cover is very useful for crafting automation.\n\n- §lFluid Regulator§r: is like a §aRobotic Arm§r, but works with fluids instead of items.\n\n- §lShutter§r: prevents automation from interacting with a specific side of a machine.\n\n- §lDetector§r: Available in §aItem§r, §aFluid§r, §aEnergy§r, and §aActivity§r flavours. Emits a Redstone signal depending on the status of whatever it\u0027s detecting.\n\n- §lAdvanced Detectors§r: Available as §aItem§r, §aFluid§r, §aEnergy§r, or §aActivity§r, these covers can emit redstone in more ways than their normal counterparts. Specifically, the §aItem§r, §aFluid§r, and §aEnergy§r advanced detectors can emit a latched redstone signal based on the amount of item/fluid between a set min and max, or they can emit redstone signals proportional to the amount of item/fluids between a set min and max. The §aAdvanced Activity Detector§r emits redstone proportional to a machines progress on a recipe\n\n- §lDigital Interface§r: A graphical display for the machine\u0027s current status. Can display things like contained fluids, energy levels, etc.\n\nCovers that move items or fluids can have a §aFilter§r placed inside them. These modify the functionality of covers in ways explained in their own quests.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -23039,7 +23039,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -23466,7 +23466,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Lunar Mining Station§r is a large multiblock structure used for mining gases from the moon. It is an excellent (though not the only) source of §9Deuterium§r or §9Helium-3§r, depending on what kind of §6Rover§r you use. \n\nRovers only have a 10% chance to break while mining, so a stack of them will last quite a while.\n\nWhile both available recipes require §eMV power§r, you can overclock it with higher tiers of power. The positions of hatches and buses can be swapped with any §6LuV Machine Casing§r.\n\n§6Sneak-right click§r the controller to enable the in-world preview.\n\nBecause this structure must be placed on the Moon, it is a good idea to use mechanisms like §aEnder Tanks§r or a §6Quantum Link Chamber§r for teleporting the fluids back to your base.\n\nMake sure to keep it chunk-loaded!",
|
||||
"desc:8": "The §3Lunar Mining Station§r is a large multiblock structure used for mining gases from the moon. It is an excellent (though not the only) source of §9Deuterium§r or §9Helium-3§r, depending on what kind of §6Rover§r you use.\n\nRovers only have a 10% chance to break while mining, so a stack of them will last quite a while.\n\nWhile both available recipes require §eMV power§r, you can overclock it with higher tiers of power. The positions of hatches and buses can be swapped with any §6LuV Machine Casing§r.\n\n§6Sneak-right click§r the controller to enable the in-world preview.\n\nBecause this structure must be placed on the Moon, it is a good idea to use mechanisms like §aEnder Tanks§r or a §6Quantum Link Chamber§r for teleporting the fluids back to your base.\n\nMake sure to keep it chunk-loaded!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -26915,7 +26915,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -26969,7 +26969,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oThis quest completes with any wood-type drawer, or a Framed Drawer and a Framing Table.\n\n§bStorage Drawers§r provide a huge amount of storage for a single item type. Use them for things you have a lot of, such as stone, dirt and ores.\n\nIf the wood-type appearances aren\u0027t your style, the §3Framing Table§r is useful for making custom drawers out of §6Framed Drawers§r, and up to three additional items which define how the resulting drawer will look. Please note that due to a glitch, items can\u0027t be put into non-framed §6Framed Drawers§r.\n\nIn addition, the §aHand Framing Tool§r has been implemented, allowing you to decorate your framed drawers in world, and convert default drawers into Framed Drawers§r in-world, with the cost of some sticks. \n\nIn fact, once you consume the blocks you would like to decorate your framed drawers into, no more of those blocks will be consumed, decorating your drawers for free! \n\nSee the uses of the framing tool in §eJEI§r and the §eJEI Information Page§r of the Hand Framing Tool§r for more information.\n\nFurthermore, you can do special stuff with your drawers, with §6Keys§r! Search §e@StorageDrawers Keys§r in §bJEI§r to see them! You can do things from \u0027locking\u0027 the drawer, meaning only that item can enter the drawer, show how many items are in the drawer, and even remove the display of items! \n\n§cPlease note that excessive use of the Quantify Key may lead to lag.",
|
||||
"desc:8": "§oThis quest completes with any wood-type drawer, or a Framed Drawer and a Framing Table.\n\n§bStorage Drawers§r provide a huge amount of storage for a single item type. Use them for things you have a lot of, such as stone, dirt and ores.\n\nIf the wood-type appearances aren\u0027t your style, the §3Framing Table§r is useful for making custom drawers out of §6Framed Drawers§r, and up to three additional items which define how the resulting drawer will look. Please note that due to a glitch, items can\u0027t be put into non-framed §6Framed Drawers§r.\n\nIn addition, the §aHand Framing Tool§r has been implemented, allowing you to decorate your framed drawers in world, and convert default drawers into Framed Drawers§r in-world, with the cost of some sticks.\n\nIn fact, once you consume the blocks you would like to decorate your framed drawers into, no more of those blocks will be consumed, decorating your drawers for free!\n\nSee the uses of the framing tool in §eJEI§r and the §eJEI Information Page§r of the Hand Framing Tool§r for more information.\n\nFurthermore, you can do special stuff with your drawers, with §6Keys§r! Search §e@StorageDrawers Keys§r in §bJEI§r to see them! You can do things from \u0027locking\u0027 the drawer, meaning only that item can enter the drawer, show how many items are in the drawer, and even remove the display of items!\n\n§cPlease note that excessive use of the Quantify Key may lead to lag.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -27714,7 +27714,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§eSuperconductor wires also won\u0027t kill you when touched now. In fact, you have to use Wires for Superconductors, because they don\u0027t even have cables!\n\n§bEnderIO§r and §bThermal§r alloys are a bit more expensive than the normal wires, but they come with the huge advantage of being §2superconductors§r. Lossy cables like §6Tin§r and §6Copper§r will bleed out energy for every block they travel, but §2superconductors§r do not.\n\nThe §2cheap superconductors§r for each tier are:\n\nLV - Conductive Iron\nMV - Energetic Alloy\nHV - Vibrant Alloy\nEV - End Steel\nIV - Lumium \nLuV - Signalum \nZPM - Enderium \nUV - Draconium \nMAX - §2Draconic Superconductor§r, Omnium\n\n§2There are an additional set of superconductors, one for each tier, which are the CEu default superconductors. Their advantage is their higher amperage rating, reaching the hundreds of amps for higher tier 16x wires. They are also used in crafting Field Generators. They are:\n\nLV - Manganese Phosphide\nMV - Magnesium Diboride\nHV - Mercury Barium Calcium Cuprate\nEV - Uranium Triplatinum\nIV - Samarium Iron Arsenic Oxide\nLuV - Indium Tin Barium Titanium Cuprate\nZPM - Uranium Rhodium Dinaquadide\nUV - Enriched Naquadah Trinium Europium Duranide\nUHV - Ruthenium Trinium Americium Neutronate§r\n§r\nMV and higher cables are made in an §3Assembling Machine§r, with liquid §9Rubber§r and §6Wires§r. §2Keep in mind that you can\u0027t combine cables into thicker cables, so you have to make the thickness of cables that you will use.",
|
||||
"desc:8": "§eSuperconductor wires also won\u0027t kill you when touched now. In fact, you have to use Wires for Superconductors, because they don\u0027t even have cables!\n\n§bEnderIO§r and §bThermal§r alloys are a bit more expensive than the normal wires, but they come with the huge advantage of being §2superconductors§r. Lossy cables like §6Tin§r and §6Copper§r will bleed out energy for every block they travel, but §2superconductors§r do not.\n\nThe §2cheap superconductors§r for each tier are:\n\nLV - Conductive Iron\nMV - Energetic Alloy\nHV - Vibrant Alloy\nEV - End Steel\nIV - Lumium\nLuV - Signalum\nZPM - Enderium\nUV - Draconium\nMAX - §2Draconic Superconductor§r, Omnium\n\n§2There are an additional set of superconductors, one for each tier, which are the CEu default superconductors. Their advantage is their higher amperage rating, reaching the hundreds of amps for higher tier 16x wires. They are also used in crafting Field Generators. They are:\n\nLV - Manganese Phosphide\nMV - Magnesium Diboride\nHV - Mercury Barium Calcium Cuprate\nEV - Uranium Triplatinum\nIV - Samarium Iron Arsenic Oxide\nLuV - Indium Tin Barium Titanium Cuprate\nZPM - Uranium Rhodium Dinaquadide\nUV - Enriched Naquadah Trinium Europium Duranide\nUHV - Ruthenium Trinium Americium Neutronate§r\n§r\nMV and higher cables are made in an §3Assembling Machine§r, with liquid §9Rubber§r and §6Wires§r. §2Keep in mind that you can\u0027t combine cables into thicker cables, so you have to make the thickness of cables that you will use.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -29379,7 +29379,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Phosphorus§r can be obtained by processing §6Tricalcium Phosphate Ore§r or §6Apatite Ore§r into dust and electrolyzing several times. \n\nBoth ores are found in §6Apatite§r veins.",
|
||||
"desc:8": "§6Phosphorus§r can be obtained by processing §6Tricalcium Phosphate Ore§r or §6Apatite Ore§r into dust and electrolyzing several times.\n\nBoth ores are found in §6Apatite§r veins.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -29490,7 +29490,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -29734,7 +29734,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Holds §oeven more§r stuff. \n\nCan be §bconfigured§r with sneak-right click and set to §aauto-pickup items§r according to its filter by activating it (default key: §bV§r).\n\nCan be §benchanted§r increase its capacity by up to §a36 slots§r at §dHolding IV§r.",
|
||||
"desc:8": "Holds §oeven more§r stuff.\n\nCan be §bconfigured§r with sneak-right click and set to §aauto-pickup items§r according to its filter by activating it (default key: §bV§r).\n\nCan be §benchanted§r increase its capacity by up to §a36 slots§r at §dHolding IV§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -29806,7 +29806,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Note: this quest accepts both LV and MV Distillery. §2If you are distilling Ethanol, you now need an MV Distillery.\n\n§rThe §3Distillery§r is a single-block machine which only outputs one distillate out of several and §cdiscards§r the rest. You can use this now to get §9Ethanol§r from §9Biomass§r, or to selectively distill §9Oil§r in multiple steps to §9Ethylene§r. Its advantage over the full Tower, apart from cost, is its §denergy efficiency§r.§r \n\nHowever, the Distillation Tower is mandatory for advanced chemistry, as most things have more than one important output: §9Fermented Biomass§r, §9Charcoal Byproducts§r from your §3Pyrolyse Oven§r, and the entire line of petrochemicals from §9Oil§r, to name a few.\n\nCan\u0027t avoid it forever!",
|
||||
"desc:8": "Note: this quest accepts both LV and MV Distillery. §2If you are distilling Ethanol, you now need an MV Distillery.\n\n§rThe §3Distillery§r is a single-block machine which only outputs one distillate out of several and §cdiscards§r the rest. You can use this now to get §9Ethanol§r from §9Biomass§r, or to selectively distill §9Oil§r in multiple steps to §9Ethylene§r. Its advantage over the full Tower, apart from cost, is its §denergy efficiency§r.§r\n\nHowever, the Distillation Tower is mandatory for advanced chemistry, as most things have more than one important output: §9Fermented Biomass§r, §9Charcoal Byproducts§r from your §3Pyrolyse Oven§r, and the entire line of petrochemicals from §9Oil§r, to name a few.\n\nCan\u0027t avoid it forever!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -30169,7 +30169,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -30763,7 +30763,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "How much do you think these solar panels weigh? \n\nThese are quite expensive and two of them are required for each Tier Ten Micro Miner.\n\n§6Neutronium Solar Panels§r generate an enormous amount of RF power in sunlight, so once you get your tank it\u0027s also a good choice for compact power generation.\n\nProtip: it\u0027s always daytime in space.",
|
||||
"desc:8": "How much do you think these solar panels weigh?\n\nThese are quite expensive and two of them are required for each Tier Ten Micro Miner.\n\n§6Neutronium Solar Panels§r generate an enormous amount of RF power in sunlight, so once you get your tank it\u0027s also a good choice for compact power generation.\n\nProtip: it\u0027s always daytime in space.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -32819,7 +32819,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Neutronium§r is a hyper-dense material normally found in the hearts of neutron stars: the collapsed cores of stars between ten and thirty times the size of the sun.\n\nFun fact: a single neutronium block is approximately 2884 million metric tons and somewhere around 600000K, yet you\u0027re somehow capable of holding one with your bare hands. Don\u0027t think about it too much.\n\nNeutronium is made from fusing molten §9Naquadria§r, a super-enriched form of §6Naquadah§r, with molten §9Americium§r. \n\nAfter getting §6Chaotic Fusion Injectors§r, you might consider using Tier Nine Micro Miners to supplement the fusion, as it is net-positive for Neutronium. These miners are expensive though, so it\u0027s up to you.",
|
||||
"desc:8": "§6Neutronium§r is a hyper-dense material normally found in the hearts of neutron stars: the collapsed cores of stars between ten and thirty times the size of the sun.\n\nFun fact: a single neutronium block is approximately 2884 million metric tons and somewhere around 600000K, yet you\u0027re somehow capable of holding one with your bare hands. Don\u0027t think about it too much.\n\nNeutronium is made from fusing molten §9Naquadria§r, a super-enriched form of §6Naquadah§r, with molten §9Americium§r.\n\nAfter getting §6Chaotic Fusion Injectors§r, you might consider using Tier Nine Micro Miners to supplement the fusion, as it is net-positive for Neutronium. These miners are expensive though, so it\u0027s up to you.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -36858,7 +36858,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -37677,7 +37677,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §6Angel Ring§r is actually slower than most jetpacks. However, it grants §acreative flight§r and requires no traditional fuel. \n\nIt reserves §b32 GP§r while active and will deactivate if you don\u0027t have enough. Double press the jump key (i.e spacebar) to activate. Your Angel Ring can be active at the same time as a normal jetpack, and the speeds §astack§r.",
|
||||
"desc:8": "The §6Angel Ring§r is actually slower than most jetpacks. However, it grants §acreative flight§r and requires no traditional fuel.\n\nIt reserves §b32 GP§r while active and will deactivate if you don\u0027t have enough. Double press the jump key (i.e spacebar) to activate. Your Angel Ring can be active at the same time as a normal jetpack, and the speeds §astack§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -39006,7 +39006,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "When you first started the pack, we told you that ore doubling can wait, and that\u0027s true... But you will need to start doing some rudimentary ore processing for §ebyproducts§r.\n\nByproducts are additional materials that can only be obtained from processing ores in certain machines. For example, there is no \"Gallium Ore\" or \"Arsenic Ore\". You get §6Gallium§r and §6Arsenic §ras a byproduct from processing other ores.\n\nOres have various means of processing, and eventually you\u0027ll use machine pipelines to process ores in specific ways to optimize what byproducts you gain. You can look at the §6Ore Byproduct Page§r of an ore in §bJEI§r, accessed by pressing \u0027U\u0027 on an ore and navigating to the byproduct tab, to see the required route to obtain desired byproducts. \n\nThe relevant machines are as follows:\n \n- §3Macerator§r: turns ores into §6Crushed Ores§r, Crushed Ores into §6Impure Dusts§r, and §6Purified Crushed Ores§r into §6Pure Dusts§r. Higher tiers of macerators have byproduct slots and gain a chance to get a full pile of byproduct from ores and both types of crushed ores.\n\n- §3Ore Washer§r: cleans Crushed Ores with §9Water§r, making Purified Crushed Ores§r, and 1/3 of a byproduct dust. Using §9Distilled Water§r makes them go faster. §2You can also perform a simple wash with this similar to Cauldron washing, which is extremely fast, but grants no byproducts.§r\n\n- §3Chemical Bath§r: §2uses Sodium Persulfate or Mercury to purify certain ores, granting a chance to yield a full pile of a byproduct.\n\n§r- §3Centrifuge§r: separates Pure or Impure dusts into the final material, producing 1/9 byproduct dust.\n\n- §3Electrolyzer§r: uses power to split compounds into individual elements, sometimes gaining useful byproducts in the process. §2Be warned that certain dusts may be better to directly smelt instead of electrolyze!§r\n\n- §3Thermal Centrifuge§r: not to be confused with the regular Centrifuge. §2Less slow and power-hungry now, but still so. However, it yields 1/3 byproduct dust, and macerating the Centrifuged Ore can grant a special third byproduct.\n\n§2- Sifter: filters high-quality Gems from Purified Crushed gem Ores for an overall higher yield.\n\n- Electromagnetic Separator: filters magnetic metals from certain ores, increasing their yields.§r\n\nYour first forays into ore processing for byproducts will be the Electrolyzer and the Centrifuge.",
|
||||
"desc:8": "When you first started the pack, we told you that ore doubling can wait, and that\u0027s true... But you will need to start doing some rudimentary ore processing for §ebyproducts§r.\n\nByproducts are additional materials that can only be obtained from processing ores in certain machines. For example, there is no \"Gallium Ore\" or \"Arsenic Ore\". You get §6Gallium§r and §6Arsenic §ras a byproduct from processing other ores.\n\nOres have various means of processing, and eventually you\u0027ll use machine pipelines to process ores in specific ways to optimize what byproducts you gain. You can look at the §6Ore Byproduct Page§r of an ore in §bJEI§r, accessed by pressing \u0027U\u0027 on an ore and navigating to the byproduct tab, to see the required route to obtain desired byproducts.\n\nThe relevant machines are as follows:\n\n- §3Macerator§r: turns ores into §6Crushed Ores§r, Crushed Ores into §6Impure Dusts§r, and §6Purified Crushed Ores§r into §6Pure Dusts§r. Higher tiers of macerators have byproduct slots and gain a chance to get a full pile of byproduct from ores and both types of crushed ores.\n\n- §3Ore Washer§r: cleans Crushed Ores with §9Water§r, making Purified Crushed Ores§r, and 1/3 of a byproduct dust. Using §9Distilled Water§r makes them go faster. §2You can also perform a simple wash with this similar to Cauldron washing, which is extremely fast, but grants no byproducts.§r\n\n- §3Chemical Bath§r: §2uses Sodium Persulfate or Mercury to purify certain ores, granting a chance to yield a full pile of a byproduct.\n\n§r- §3Centrifuge§r: separates Pure or Impure dusts into the final material, producing 1/9 byproduct dust.\n\n- §3Electrolyzer§r: uses power to split compounds into individual elements, sometimes gaining useful byproducts in the process. §2Be warned that certain dusts may be better to directly smelt instead of electrolyze!§r\n\n- §3Thermal Centrifuge§r: not to be confused with the regular Centrifuge. §2Less slow and power-hungry now, but still so. However, it yields 1/3 byproduct dust, and macerating the Centrifuged Ore can grant a special third byproduct.\n\n§2- Sifter: filters high-quality Gems from Purified Crushed gem Ores for an overall higher yield.\n\n- Electromagnetic Separator: filters magnetic metals from certain ores, increasing their yields.§r\n\nYour first forays into ore processing for byproducts will be the Electrolyzer and the Centrifuge.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -40046,7 +40046,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Upgrade time! \n...or building a new one, which is probably better.\n\nYet again this quest asks for the minimal number of casings. Make an extra §229§r if you don\u0027t want more than §a2 Fluid Inputs§r and §a1 Fluid Output§r. Don\u0027t forget the extra §e31 Fusion Glass§r or §6Fusion Machine Casings§r!\n\n§bYes, the Fusion Glass is the same tier as last time, but the Fusion Machine Casings are more expensive.§r\n\nMake sure your using §6ZPM Energy Hatches§r!\n\nIf you insist on upgrading instead of making a new one, don\u0027t dismantle the current one before you\u0027re sure you\u0027ve got everything you need to upgrade it, or you might end up having to rebuild the §3Mark 1 Fusion Reactor§r again.\n\nThe §3Mark 2 Fusion Reactor§r has an energy buffer of §e320M EU§r.",
|
||||
"desc:8": "Upgrade time!\n...or building a new one, which is probably better.\n\nYet again this quest asks for the minimal number of casings. Make an extra §229§r if you don\u0027t want more than §a2 Fluid Inputs§r and §a1 Fluid Output§r. Don\u0027t forget the extra §e31 Fusion Glass§r or §6Fusion Machine Casings§r!\n\n§bYes, the Fusion Glass is the same tier as last time, but the Fusion Machine Casings are more expensive.§r\n\nMake sure your using §6ZPM Energy Hatches§r!\n\nIf you insist on upgrading instead of making a new one, don\u0027t dismantle the current one before you\u0027re sure you\u0027ve got everything you need to upgrade it, or you might end up having to rebuild the §3Mark 1 Fusion Reactor§r again.\n\nThe §3Mark 2 Fusion Reactor§r has an energy buffer of §e320M EU§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -41641,7 +41641,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Now that you have §6Wyvern Fusion Injectors§r, you can make the §eEnergy Storage Core§r from §bDraconic Evolution§r. It\u0027s a great way to store all the energy required to craft power-hungry late game items.\n\nThe §eEnergy Storage Core§r is a multiblock structure that can be upgraded to store increasingly immense amounts of RF energy. \n\nSee the §bDraconic Evolution§r manual for more information on the material requirements for each tier, and information on how to setup the §6Pylons§r and §6Stabilizers§r.\n\n§6Energy Pylons§r are required to input and output energy from the core. Each pylon allows movement in a single direction, so you need at least two.\n\nOnce you have the materials together for your desired tier, the structure can build itself: simply access the GUI of the §6Energy Core§r, set the tier, and click Assemble. Items will be automatically used from your inventory. Once the structure is built, you can access the core\u0027s GUI again through §6Energy Core Stabilizers§r to activate it.\n\nYou might want to postpone the Tier 8 until after you reach the §dStabilized Micro Miners§r, as it requires large amounts of §6Awakened Draconium§r.",
|
||||
"desc:8": "Now that you have §6Wyvern Fusion Injectors§r, you can make the §eEnergy Storage Core§r from §bDraconic Evolution§r. It\u0027s a great way to store all the energy required to craft power-hungry late game items.\n\nThe §eEnergy Storage Core§r is a multiblock structure that can be upgraded to store increasingly immense amounts of RF energy.\n\nSee the §bDraconic Evolution§r manual for more information on the material requirements for each tier, and information on how to setup the §6Pylons§r and §6Stabilizers§r.\n\n§6Energy Pylons§r are required to input and output energy from the core. Each pylon allows movement in a single direction, so you need at least two.\n\nOnce you have the materials together for your desired tier, the structure can build itself: simply access the GUI of the §6Energy Core§r, set the tier, and click Assemble. Items will be automatically used from your inventory. Once the structure is built, you can access the core\u0027s GUI again through §6Energy Core Stabilizers§r to activate it.\n\nYou might want to postpone the Tier 8 until after you reach the §dStabilized Micro Miners§r, as it requires large amounts of §6Awakened Draconium§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -41973,7 +41973,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43029,7 +43029,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Whether or not you (or your server admin) picked the default §bLost Cities§r overworld type, you have the option of teleporting yourself to the §eLost Cities Dimension§r. This is useful if you like other world types but want to still be able to explore cities for things like §eloot and spawners§r.\n\nTo create a portal, you must place a §aBed§r down on two §6Blocks of Diamond§r. Then, you surround the bed with any kind of §eMonster Skulls§r. Sleep in this bed and you will be teleported there.\n\n§cDon\u0027t forget to have a way to get back!§r You can use the §e/sethome§r command to register where your house is, and §e/home§r to return to it. If you supply a name (for example §e/sethome nether§r) then you can register and teleport to up to 25 homes by default. \n\nThere are some §erestrictions§r on this though: §eIt takes a few seconds of standing still for /home to activate§r, and there is a §ecooldown§r between uses. These restrictions can be bypassed by enabling cheats.\n\n§e/setwarp§r and §e/warp§r work much the same, except warp points are server-wide for any player to use - great for meeting points and events.\n\nLater on you\u0027ll have other means of teleportation.\n\nMonster Skulls might take a little while to get if you\u0027re playing in §ePeaceful§r. §6Skeleton Skulls§r would be the way to go in that case.",
|
||||
"desc:8": "Whether or not you (or your server admin) picked the default §bLost Cities§r overworld type, you have the option of teleporting yourself to the §eLost Cities Dimension§r. This is useful if you like other world types but want to still be able to explore cities for things like §eloot and spawners§r.\n\nTo create a portal, you must place a §aBed§r down on two §6Blocks of Diamond§r. Then, you surround the bed with any kind of §eMonster Skulls§r. Sleep in this bed and you will be teleported there.\n\n§cDon\u0027t forget to have a way to get back!§r You can use the §e/sethome§r command to register where your house is, and §e/home§r to return to it. If you supply a name (for example §e/sethome nether§r) then you can register and teleport to up to 25 homes by default.\n\nThere are some §erestrictions§r on this though: §eIt takes a few seconds of standing still for /home to activate§r, and there is a §ecooldown§r between uses. These restrictions can be bypassed by enabling cheats.\n\n§e/setwarp§r and §e/warp§r work much the same, except warp points are server-wide for any player to use - great for meeting points and events.\n\nLater on you\u0027ll have other means of teleportation.\n\nMonster Skulls might take a little while to get if you\u0027re playing in §ePeaceful§r. §6Skeleton Skulls§r would be the way to go in that case.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43148,7 +43148,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Around this point, you will need large quantities of §6Hydrogen§r and §6Oxygen§r. \n\nThe first way that comes to mind is electrolysing §9Water§r, but that is §cextremely slow and inefficient§r.§r.\n\nInstead, the best way of making early game §6Oxygen§r is §6Silicon Dioxide§r.\n\n§6Hydrogen§r is a bit trickier, but you can put §6Methane§r and §6Water§r together in a §3Chemical Reactor§r. §6Methane§r can be obtained from §6pyroluse byproducts§r, or via §6petrochemistry§r, although there are many sources. You can also recombine your methane after reacting it with water, although this process is somewhat inefficient.\n\nFor now, you could obtain the first couple of buckets of §9Hydrogen§r needed to set up petrochemistry by electrolyzing §9Methane§r from §6centrifuging§r various biological materials, or various ores like §6Limonite§r. Electrolyzing various dusts provides early §9Oxygen§r.",
|
||||
"desc:8": "Around this point, you will need large quantities of §6Hydrogen§r and §6Oxygen§r.\n\nThe first way that comes to mind is electrolysing §9Water§r, but that is §cextremely slow and inefficient§r.§r.\n\nInstead, the best way of making early game §6Oxygen§r is §6Silicon Dioxide§r.\n\n§6Hydrogen§r is a bit trickier, but you can put §6Methane§r and §6Water§r together in a §3Chemical Reactor§r. §6Methane§r can be obtained from §6pyroluse byproducts§r, or via §6petrochemistry§r, although there are many sources. You can also recombine your methane after reacting it with water, although this process is somewhat inefficient.\n\nFor now, you could obtain the first couple of buckets of §9Hydrogen§r needed to set up petrochemistry by electrolyzing §9Methane§r from §6centrifuging§r various biological materials, or various ores like §6Limonite§r. Electrolyzing various dusts provides early §9Oxygen§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43357,7 +43357,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "This quest teaches you the basics about §bApplied Energistics 2§r autocrafting. If you are new this mod, it is highly recommended that you watch a video or read a guide online. Just remember that channels are disabled by default in this pack.\n\nBy now, you should have §6ME Interfaces, §6Molecular Assemblers, Crafting Units, Patterns§r and a §6Pattern Terminal§r. \n\nFirst, for all crafts, you\u0027ll need a §eCrafting CPU§r. These are structures that must be in a rectangular prism, and can be only one block. These compose of:\n* §6Crafting Storages§r, which determine how big a craft can be. For now, §64K Crafting Storages§r should be enough. You must have at least one per CPU.\n* §6Co-Processing Units§r, which are used to craft multiple things at once. These are optional.\n* §6Crafting Monitors§r, used to see what is crafting. Not needed, and you can right-click on the CPU to find out what is crafting anyways, so this is pretty much just decoration.\n* §6Crafting Units§r, which aren\u0027t needed at all, and are just used to fill holes, if you have a lack of materials.\n\nSecond, you\u0027ll need the place for the autocrafting. For Crafting Table recipes, you\u0027ll need §6Molecular Assemblers§r. §6Interfaces§r are placed next to them. Autocrafting with §bGregTech§r is explained later, in the quest following this one.\n\nFinally, you\u0027ll need a §6Pattern§r. In order to make this, put empty §6Patterns§r in the §6Pattern Terminal§r, and find the recipe in §bJEI§r, while still in the §6Pattern Terminal§r. Then, click \u0027+\u0027 in §bJEI§r, and press the arrow to encode the recipe. This goes in the §6Interface§r that you set up in the last step. You can use §6Interface Terminals§r to access §6Interfaces\u0027§r pattern slots.\n\nEventually, you\u0027ll need a lot of §6Patterns§r, lots of CPUs, and ones with more storage, and lots of §6Interfaces§r. If you run out of pattern slots in an §6Interface§r, you can add more §6Interfaces§r, or use newly added §6Pattern Expansion Cards§r, which add 9 slots each. You can have a maximum of 3 §6Pattern Expansion Cards§r in an §6Interface§r, which makes the amount of pattern slots go to 36.\n\nNote that you can recycle your CPUs by simply placing them in a §eCrafting Grid§r.",
|
||||
"desc:8": "This quest teaches you the basics about §bApplied Energistics 2§r autocrafting. If you are new this mod, it is highly recommended that you watch a video or read a guide online. Just remember that channels are disabled by default in this pack.\n\nBy now, you should have §6ME Interfaces, §6Molecular Assemblers, Crafting Units, Patterns§r and a §6Pattern Terminal§r.\n\nFirst, for all crafts, you\u0027ll need a §eCrafting CPU§r. These are structures that must be in a rectangular prism, and can be only one block. These compose of:\n* §6Crafting Storages§r, which determine how big a craft can be. For now, §64K Crafting Storages§r should be enough. You must have at least one per CPU.\n* §6Co-Processing Units§r, which are used to craft multiple things at once. These are optional.\n* §6Crafting Monitors§r, used to see what is crafting. Not needed, and you can right-click on the CPU to find out what is crafting anyways, so this is pretty much just decoration.\n* §6Crafting Units§r, which aren\u0027t needed at all, and are just used to fill holes, if you have a lack of materials.\n\nSecond, you\u0027ll need the place for the autocrafting. For Crafting Table recipes, you\u0027ll need §6Molecular Assemblers§r. §6Interfaces§r are placed next to them. Autocrafting with §bGregTech§r is explained later, in the quest following this one.\n\nFinally, you\u0027ll need a §6Pattern§r. In order to make this, put empty §6Patterns§r in the §6Pattern Terminal§r, and find the recipe in §bJEI§r, while still in the §6Pattern Terminal§r. Then, click \u0027+\u0027 in §bJEI§r, and press the arrow to encode the recipe. This goes in the §6Interface§r that you set up in the last step. You can use §6Interface Terminals§r to access §6Interfaces\u0027§r pattern slots.\n\nEventually, you\u0027ll need a lot of §6Patterns§r, lots of CPUs, and ones with more storage, and lots of §6Interfaces§r. If you run out of pattern slots in an §6Interface§r, you can add more §6Interfaces§r, or use newly added §6Pattern Expansion Cards§r, which add 9 slots each. You can have a maximum of 3 §6Pattern Expansion Cards§r in an §6Interface§r, which makes the amount of pattern slots go to 36.\n\nNote that you can recycle your CPUs by simply placing them in a §eCrafting Grid§r.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43686,7 +43686,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§3Circuit Assemblers§r are the linchpin of your factory, gating progression through the §6Circuits§r. \n\nEach time you upgrade to a new voltage of Circuit Assembler, you will be able to craft more advanced §ethemes§r of circuits. These use more complex ingredients and require new infrastructure to be in place, but are more efficient to craft overall than the same tier of circuit from the prior theme.\n\n§2The LV Circuit Assembler allows you to make Electronic Circuits far more easily.\n\nThe circuit progression has been largely replaced with the progression native to CEu, with a few minor changes to reflect the progression of this pack better.§r Check out the §dProgression quest book tab§r to see the flow of circuit progression.",
|
||||
"desc:8": "§3Circuit Assemblers§r are the linchpin of your factory, gating progression through the §6Circuits§r.\n\nEach time you upgrade to a new voltage of Circuit Assembler, you will be able to craft more advanced §ethemes§r of circuits. These use more complex ingredients and require new infrastructure to be in place, but are more efficient to craft overall than the same tier of circuit from the prior theme.\n\n§2The LV Circuit Assembler allows you to make Electronic Circuits far more easily.\n\nThe circuit progression has been largely replaced with the progression native to CEu, with a few minor changes to reflect the progression of this pack better.§r Check out the §dProgression quest book tab§r to see the flow of circuit progression.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43869,7 +43869,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "This quest accepts a §6Power Unit§r of any tier.\n\nWith §bGregTech §6Power Storage§r unlocked, you can make §6Power Units§r for electric GT tools. \n\nCheck if that tool has that tier first! §6Drills§r are available at all tiers, the §6Wrench§r is available at §7LV§r, §6HV§r and §1IV§r, and the other electric tools, such as §6Chainsaws§r and §6Screwdrivers§r are only available at §7LV§r. \n\n§2The most notable among them is the Drill, which at LV tier can mine a 3x3x1 area of blocks.\n\nHigher tier drills can mine 3x3x3 (MV), 5x5x5 (HV), 7x7x7 (EV) and 9x9x9 (IV) areas! Shift-right-click to change the breaking area.§r\n\nCharge these with a §6Battery§r of appropriate tier, or in an appropriately tiered §3Machine§r, §3Battery Buffer§r or §3Turbo Charger§r.\n\nYou may want to look into §6Chainsaws§r for mass tree felling, as well as a §6Wrench§r for mass breaking GT machines. The other electric tools are probably not worth making.",
|
||||
"desc:8": "This quest accepts a §6Power Unit§r of any tier.\n\nWith §bGregTech §6Power Storage§r unlocked, you can make §6Power Units§r for electric GT tools.\n\nCheck if that tool has that tier first! §6Drills§r are available at all tiers, the §6Wrench§r is available at §7LV§r, §6HV§r and §1IV§r, and the other electric tools, such as §6Chainsaws§r and §6Screwdrivers§r are only available at §7LV§r.\n\n§2The most notable among them is the Drill, which at LV tier can mine a 3x3x1 area of blocks.\n\nHigher tier drills can mine 3x3x3 (MV), 5x5x5 (HV), 7x7x7 (EV) and 9x9x9 (IV) areas! Shift-right-click to change the breaking area.§r\n\nCharge these with a §6Battery§r of appropriate tier, or in an appropriately tiered §3Machine§r, §3Battery Buffer§r or §3Turbo Charger§r.\n\nYou may want to look into §6Chainsaws§r for mass tree felling, as well as a §6Wrench§r for mass breaking GT machines. The other electric tools are probably not worth making.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -43951,7 +43951,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Diodes§r are a component in the next Circuit tiers. They are made in an §3Assembler§r from liquid §9Glass§r, §6Fine Copper Wire§r and §6Gallium Arsenide§r. \n\nAlways be on the lookout for §ebetter recipes§r! §6Fine Annealed Copper Wire§r doubles your yield, and §9Polyethylene§r unlocks a few more efficient recipes.",
|
||||
"desc:8": "§6Diodes§r are a component in the next Circuit tiers. They are made in an §3Assembler§r from liquid §9Glass§r, §6Fine Copper Wire§r and §6Gallium Arsenide§r.\n\nAlways be on the lookout for §ebetter recipes§r! §6Fine Annealed Copper Wire§r doubles your yield, and §9Polyethylene§r unlocks a few more efficient recipes.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -44004,7 +44004,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -44274,7 +44274,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2The §2Large Chemical Reactor (LCR)§r §2is a multiblock §2Chemical Reactor§r §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.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -44650,7 +44650,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Ender Fluid Link Covers are GTCEu\u0027s Ender Tanks§r. Each Cover sends their fluids through a frequency defined by an §68-digit hexadecimal number§r (0-9, then A-F for each digit). That gives you §64.29 billion§r channels to work with! \n\nEnder Fluid Link Covers work as long as their chunk is loaded - regardless of distance or dimension.\n\nSetting the mode to Import will §opull§r fluids from the world location it is attached to, while Export will §opush§r fluids to the world. You must turn the I/O to Enabled for it to start working. Each channel has a buffer of §d64 buckets§r.\n\nThe \"Virtual Tank Viewer\" app in your §4Terminal§r allows you to see the contents of all Ender Fluid Link channels. Regardless, I recommend you set up a system to organise all those channels. I would also advise against using the default channel (FFFFFFFF) in all cases.",
|
||||
"desc:8": "§2Ender Fluid Link Covers are GTCEu\u0027s Ender Tanks§r. Each Cover sends their fluids through a frequency defined by an §68-digit hexadecimal number§r (0-9, then A-F for each digit). That gives you §64.29 billion§r channels to work with!\n\nEnder Fluid Link Covers work as long as their chunk is loaded - regardless of distance or dimension.\n\nSetting the mode to Import will §opull§r fluids from the world location it is attached to, while Export will §opush§r fluids to the world. You must turn the I/O to Enabled for it to start working. Each channel has a buffer of §d64 buckets§r.\n\nThe \"Virtual Tank Viewer\" app in your §4Terminal§r allows you to see the contents of all Ender Fluid Link channels. Regardless, I recommend you set up a system to organise all those channels. I would also advise against using the default channel (FFFFFFFF) in all cases.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -45621,7 +45621,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"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,
|
||||
@ -46090,7 +46090,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Used in building the Alloy Blast Smelter. \n\n§6Tantalum§r is obtained from §6Tantalite Ore§r, or in small quantities from centrifuging §eLava§r.\n\n§6Molybdenum§r is obtained from §6Molybdenum, Molybdenite, Powellite, and Wulfenite ores§r. They spawn together in the §eNether§r rarely, or some of them come from §3Tier One§r and §3Five Micro Miners§r.\n\n§2Remember, you need an appropriately tiered Mixer (HV for HSLA Steel, and EV for the others).",
|
||||
"desc:8": "§2Used in building the Alloy Blast Smelter.\n\n§6Tantalum§r is obtained from §6Tantalite Ore§r, or in small quantities from centrifuging §eLava§r.\n\n§6Molybdenum§r is obtained from §6Molybdenum, Molybdenite, Powellite, and Wulfenite ores§r. They spawn together in the §eNether§r rarely, or some of them come from §3Tier One§r and §3Five Micro Miners§r.\n\n§2Remember, you need an appropriately tiered Mixer (HV for HSLA Steel, and EV for the others).",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -47908,7 +47908,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Chemical Dyes are made with 1 unit of dye, 2 Salt and Sulfuric Acid. Each yields 4 dyes when solidified, so you can create an infinite loop of dyes with only 1 initial dye item.\n\nTheir main use is to dye Glass Lenses for production of advanced wafers. \n\nYou may also wish to make a Spray Can and fill it with Chemical Dye. This allows you to paint basically all GT tile entities.",
|
||||
"desc:8": "§2Chemical Dyes are made with 1 unit of dye, 2 Salt and Sulfuric Acid. Each yields 4 dyes when solidified, so you can create an infinite loop of dyes with only 1 initial dye item.\n\nTheir main use is to dye Glass Lenses for production of advanced wafers.\n\nYou may also wish to make a Spray Can and fill it with Chemical Dye. This allows you to paint basically all GT tile entities.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -48023,7 +48023,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Certain multiblocks in CEu will require a Maintenance Hatch and/or Muffler Hatch. These cannot be shared between multiblocks. If you knew Maintenance in GT5u, fret not - Maintenance mechanics are far less punishing in CEu.\n\n§r- §aMuffler§r: This hatch must be §cunobstructed§r so it can output its beautiful smoke particles. When a recipe is performed, there is a small chance for the §3Muffler Hatch§r to give bonus items, typically tiny Dusts of Ash. It voids excess when full, so do not worry about it stopping machines from running.\n\n- §aMaintenance§r: You will need to do Maintenance for the Multiblock to begin operating. This is done by having a §9Wrench§r, a §9Screwdriver§r, a §9Soft Mallet§r, a §9Hammer§r, a §9Wire Cutter§r, and a §9Crowbar§r in your inventory, opening the Maintenance Hatch and §eclicking the center spot once§r. §cNo need to move tools individually§r. Alternatively, you can fix problems by placing §9Tape§r in the Maintenance Hatch. \n\nMaintenance problems may occur after §d48 real hours of activity§r. Needless to say, they are very rare. Each problem increases the recipe durations by 10%. Fixing the problems is done the same way as above.\n\nLater, you will unlock other Maintenance Hatches that do not enforce fixing the problems manually. Both start with §6no Maintenance required§r:\n\n- §3Automatic Maintenance Hatch§r (§1IV§r): Eliminates the need for Maintenance, §6forever§r.\n\n- §3Configurable Maintenance Hatch§r (§6HV§r): You can configure it to cut off §a10% duration§r on recipes, at the cost of making Maintenance issues happen three times as fast. That is §d16 real hours§r of activity. §9Tape§r can fix problems in this Hatch as well.",
|
||||
"desc:8": "§2Certain multiblocks in CEu will require a Maintenance Hatch and/or Muffler Hatch. These cannot be shared between multiblocks. If you knew Maintenance in GT5u, fret not - Maintenance mechanics are far less punishing in CEu.\n\n§r- §aMuffler§r: This hatch must be §cunobstructed§r so it can output its beautiful smoke particles. When a recipe is performed, there is a small chance for the §3Muffler Hatch§r to give bonus items, typically tiny Dusts of Ash. It voids excess when full, so do not worry about it stopping machines from running.\n\n- §aMaintenance§r: You will need to do Maintenance for the Multiblock to begin operating. This is done by having a §9Wrench§r, a §9Screwdriver§r, a §9Soft Mallet§r, a §9Hammer§r, a §9Wire Cutter§r, and a §9Crowbar§r in your inventory, opening the Maintenance Hatch and §eclicking the center spot once§r. §cNo need to move tools individually§r. Alternatively, you can fix problems by placing §9Tape§r in the Maintenance Hatch.\n\nMaintenance problems may occur after §d48 real hours of activity§r. Needless to say, they are very rare. Each problem increases the recipe durations by 10%. Fixing the problems is done the same way as above.\n\nLater, you will unlock other Maintenance Hatches that do not enforce fixing the problems manually. Both start with §6no Maintenance required§r:\n\n- §3Automatic Maintenance Hatch§r (§1IV§r): Eliminates the need for Maintenance, §6forever§r.\n\n- §3Configurable Maintenance Hatch§r (§6HV§r): You can configure it to cut off §a10% duration§r on recipes, at the cost of making Maintenance issues happen three times as fast. That is §d16 real hours§r of activity. §9Tape§r can fix problems in this Hatch as well.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -48175,7 +48175,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Sodium Potassium is an alloy of... take a guess. \n\nIt\u0027s used in the construction of HV and above Energy and Dynamo hatches.",
|
||||
"desc:8": "§2Sodium Potassium is an alloy of... take a guess.\n\nIt\u0027s used in the construction of HV and above Energy and Dynamo hatches.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -48485,7 +48485,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2The Tablet device you now get is very valuable to do plenty of tasks in GregTech.§r\n\n§oBe careful with removing the battery. Removing it will cause it to become a normal HV battery, and will no longer have 6.4m EU.§r\n\nThis Quest explains how you can use the §4Terminal§r. §bThis is merely basic information, you can skip this for a while as the Terminal isn\u0027t used much in the early game§r.\n\n§4IMPORTANT:§r If you the terminal freezes, you can press §eControl + E§r to force exit it.\n\nThe Terminal runs on §4GregOS™§r (not an actual Trademark), an operating system which works with §5Applications§r.\n\n§9Machines Guides§r, §9Multiblock Guides§r, §9Item Guides§r, §9Tutorials§r are what they sound like. Note that they are currently still being worked on.\n\n§9System Settings§r changes... settings (duh) related to the Terminal. You can §bset your own background picture§r, remove the double confirmation on exit, and more. Most of the keybinds apply to the §5Home§r button. Double clicking by default exists any open Application.\n\n§9Multiblock Helper§r is split into two functionalities. The first one requires a requires a §dLV§r Battery and a §dCamera§r mounted to enable §bVR visualization§r of multiblock structures. The upgrade unlocked at §6HV§r allows you to §6debug§r and §6auto-build§r.\n\n§9GT Console§r configures machines as if you were using regular tools, but without using them. §aNotably, this app allows you to set separate sides for fluid and item auto output!§r \n\n§9Battery Manager§r, assuming you have a Battery mounted, checks the Energy level and indicates energy usage of other Apps.\n\n§9Hardware Manager§r is used to mount Hardwares, such as Battery, to enable other Apps.\n\n§9App Store§r (not exactly a Store) adds Apps to your collection, and allows upgrades for some of them. Keep in mind Apps may still require specific mounted devices to function.\n\n§9Ore Prospector§r works the same way as the portable §dProspector§r and can be upgraded several times.\n\n§9Fluid Prospector§r works the same way as the portable §dProspector§r (but for fluids!) and can be upgraded several times.\n\n§9Recipe Chart§r is a wonderful chart planner to build Recipe Chains and visualize them.\n\n§9World Prospector§r is a §dX-Ray VR§r for filtered blocks.\n\n§9Virtual Tank Viewer§r is used in combination with §3Ender Fluid Covers§r. It stores information about all your §dVirtual Tanks§r.\n\n§9Cape Selector§r lets you become fancy! You can have your characters wear a fancy §dCape§r.\",",
|
||||
"desc:8": "§2The Tablet device you now get is very valuable to do plenty of tasks in GregTech.§r\n\n§oBe careful with removing the battery. Removing it will cause it to become a normal HV battery, and will no longer have 6.4m EU.§r\n\nThis Quest explains how you can use the §4Terminal§r. §bThis is merely basic information, you can skip this for a while as the Terminal isn\u0027t used much in the early game§r.\n\n§4IMPORTANT:§r If you the terminal freezes, you can press §eControl + E§r to force exit it.\n\nThe Terminal runs on §4GregOS™§r (not an actual Trademark), an operating system which works with §5Applications§r.\n\n§9Machines Guides§r, §9Multiblock Guides§r, §9Item Guides§r, §9Tutorials§r are what they sound like. Note that they are currently still being worked on.\n\n§9System Settings§r changes... settings (duh) related to the Terminal. You can §bset your own background picture§r, remove the double confirmation on exit, and more. Most of the keybinds apply to the §5Home§r button. Double clicking by default exists any open Application.\n\n§9Multiblock Helper§r is split into two functionalities. The first one requires a requires a §dLV§r Battery and a §dCamera§r mounted to enable §bVR visualization§r of multiblock structures. The upgrade unlocked at §6HV§r allows you to §6debug§r and §6auto-build§r.\n\n§9GT Console§r configures machines as if you were using regular tools, but without using them. §aNotably, this app allows you to set separate sides for fluid and item auto output!§r\n\n§9Battery Manager§r, assuming you have a Battery mounted, checks the Energy level and indicates energy usage of other Apps.\n\n§9Hardware Manager§r is used to mount Hardwares, such as Battery, to enable other Apps.\n\n§9App Store§r (not exactly a Store) adds Apps to your collection, and allows upgrades for some of them. Keep in mind Apps may still require specific mounted devices to function.\n\n§9Ore Prospector§r works the same way as the portable §dProspector§r and can be upgraded several times.\n\n§9Fluid Prospector§r works the same way as the portable §dProspector§r (but for fluids!) and can be upgraded several times.\n\n§9Recipe Chart§r is a wonderful chart planner to build Recipe Chains and visualize them.\n\n§9World Prospector§r is a §dX-Ray VR§r for filtered blocks.\n\n§9Virtual Tank Viewer§r is used in combination with §3Ender Fluid Covers§r. It stores information about all your §dVirtual Tanks§r.\n\n§9Cape Selector§r lets you become fancy! You can have your characters wear a fancy §dCape§r.\",",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -48756,7 +48756,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2Multiblock version of the Circuit Assembler. Can accept Parallel Control Hatches, and allows tiering it up more easily. \n\nNote that like the Large Assembling Machine, the Large Circuit Assembler §ccannot use more than one Energy Hatch§2, preventing it from recipe tier overclocking.",
|
||||
"desc:8": "§2Multiblock version of the Circuit Assembler. Can accept Parallel Control Hatches, and allows tiering it up more easily.\n\nNote that like the Large Assembling Machine, the Large Circuit Assembler §ccannot use more than one Energy Hatch§2, preventing it from recipe tier overclocking.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49075,7 +49075,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§6Phantomfaces§r are powerful blocks added by §bActually Additions§r. They work by connecting to an inventory. \n\nIn order to do this, grab a §6Phantom Connector§r and shift-right click the inventory which you want to connect to, and then shift-right clicking on the §6Phantomface§r. You should see a message saying that it has been successfully connected. Keep in mind that these have a range, so don\u0027t put your inventories too far away.\n\nNow, whenever an item goes into that inventory, it will go into the §6Phantomface§r. This also works the other way around. §6\n\nPhantomfaces§r can also be crafted into other variants, such as §6Phantom Breakers§r and §6Phantom Placers§r. These work just like the §6Phantomface§r, but with a slight variation. For example, §6Phantom Breakers§r would put the item they broke into the inventory it is connected to.",
|
||||
"desc:8": "§6Phantomfaces§r are powerful blocks added by §bActually Additions§r. They work by connecting to an inventory.\n\nIn order to do this, grab a §6Phantom Connector§r and shift-right click the inventory which you want to connect to, and then shift-right clicking on the §6Phantomface§r. You should see a message saying that it has been successfully connected. Keep in mind that these have a range, so don\u0027t put your inventories too far away.\n\nNow, whenever an item goes into that inventory, it will go into the §6Phantomface§r. This also works the other way around. §6\n\nPhantomfaces§r can also be crafted into other variants, such as §6Phantom Breakers§r and §6Phantom Placers§r. These work just like the §6Phantomface§r, but with a slight variation. For example, §6Phantom Breakers§r would put the item they broke into the inventory it is connected to.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49373,7 +49373,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: this quest accepts the Wireless Terminal, Wireless Crafting Terminal, Wireless Pattern Terminal or Wireless Fluid Terminal.§r\n\nAccessing §bApplied Energistics 2§r wirelessly saves a huge amount of time, and is highly recommended to set up.\n\nFirst, you will need a §6Security Terminal§r, and a §6Wireless Access Point§r. Connect both to your network. Like the §6Terminal§r, the Wireless Access Point is a §emicropart§r, so you must place it on a §6ME Cable§r.\n\nNext, you need a §6Wireless Terminal§r, or its varients. You can have as many Wireless Terminals or their varients on the system at the same time.\n\nFinally, put your §6Wireless Terminal§r into the §6Security Terminal§r. This will connect it to the system. \n\nYou can equip these as a bauble, and use a hotkey to open them. Search \u0027Applied Energistics\u0027 as a §ecategory§r to see and edit these hotkeys.\n\nYou can only go 16 blocks away. However, you can put §6Wireless Boosters§r into the §6Wireless Access Point§r to increase the range. A better, but more expensive solution, that allows access from anyhere, will be explained in the following quest, \u0027AE2 Everywhere!\u0027.",
|
||||
"desc:8": "§oNote: this quest accepts the Wireless Terminal, Wireless Crafting Terminal, Wireless Pattern Terminal or Wireless Fluid Terminal.§r\n\nAccessing §bApplied Energistics 2§r wirelessly saves a huge amount of time, and is highly recommended to set up.\n\nFirst, you will need a §6Security Terminal§r, and a §6Wireless Access Point§r. Connect both to your network. Like the §6Terminal§r, the Wireless Access Point is a §emicropart§r, so you must place it on a §6ME Cable§r.\n\nNext, you need a §6Wireless Terminal§r, or its varients. You can have as many Wireless Terminals or their varients on the system at the same time.\n\nFinally, put your §6Wireless Terminal§r into the §6Security Terminal§r. This will connect it to the system.\n\nYou can equip these as a bauble, and use a hotkey to open them. Search \u0027Applied Energistics\u0027 as a §ecategory§r to see and edit these hotkeys.\n\nYou can only go 16 blocks away. However, you can put §6Wireless Boosters§r into the §6Wireless Access Point§r to increase the range. A better, but more expensive solution, that allows access from anyhere, will be explained in the following quest, \u0027AE2 Everywhere!\u0027.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49447,7 +49447,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Accessing AE2 from anywhere is a bit more expensive and complex, but its well worth it.\n\nFirstly, you need to setup a §aQuantum Ring Multiblock§r. Build a 3 by 3 vertical ring with your §6Quantum Rings§r, leaving a hole in the middle. Finally, stick your §6Quantum Link Chamber§r in the hole, and connect it to your ME system. If you built it correctly, the textures of the rings should combine, leaving you with a §aMultiblock§r.\n\nWith your 2 Singularities, put it into an §3Inscriber§r or an §3Advanced Inscriber§r with a §6Advanced Card§r, resulting in a §6Quantum Link Card§r. Finally, put that into the §6Quantum Link Chamber§r of the §aQuantum Ring§r, §cNOT the Wireless Terminal§r! \n\nYou should be good to go! You can now access AE2 anywhere, including in different dimensions!",
|
||||
"desc:8": "Accessing AE2 from anywhere is a bit more expensive and complex, but its well worth it.\n\nFirstly, you need to setup a §aQuantum Ring Multiblock§r. Build a 3 by 3 vertical ring with your §6Quantum Rings§r, leaving a hole in the middle. Finally, stick your §6Quantum Link Chamber§r in the hole, and connect it to your ME system. If you built it correctly, the textures of the rings should combine, leaving you with a §aMultiblock§r.\n\nWith your 2 Singularities, put it into an §3Inscriber§r or an §3Advanced Inscriber§r with a §6Advanced Card§r, resulting in a §6Quantum Link Card§r. Finally, put that into the §6Quantum Link Chamber§r of the §aQuantum Ring§r, §cNOT the Wireless Terminal§r!\n\nYou should be good to go! You can now access AE2 anywhere, including in different dimensions!",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49862,7 +49862,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§oNote: This quest accepts a Chisel of any type (Normal, Diamond or IChisel).\n\nThe §6Auto Chisel§r is a block added by... §bChisel§r, to automate all your chiseled block needs. Great for building big bases!\n\nFirst, you need a §eChisel§r, and the Auto Chisel. All three chisels will act the same in the Auto Chisel.\n\nPlace the chisel in the Auto Chisel. If you are confused of where to place it, it\u0027s the slot with a Chisel ghost image, or at the middle-top of the GUI.\n\nRight below the Chisel spot, in the middle-bottom of the GUI, place the block you \nwould like to chisel into.\n\nYou can also connect the Auto Chisel to power. This is optional, but will speed the process up by a lot.\n\nNow you can simply access the Auto Chisel by means of item transport, like §6Item Conduits§r or §6Item Pipes§r. \n\nPlease note that you can only extract or insert items at the top or bottom of the Auto Chisel.",
|
||||
"desc:8": "§oNote: This quest accepts a Chisel of any type (Normal, Diamond or IChisel).\n\nThe §6Auto Chisel§r is a block added by... §bChisel§r, to automate all your chiseled block needs. Great for building big bases!\n\nFirst, you need a §eChisel§r, and the Auto Chisel. All three chisels will act the same in the Auto Chisel.\n\nPlace the chisel in the Auto Chisel. If you are confused of where to place it, it\u0027s the slot with a Chisel ghost image, or at the middle-top of the GUI.\n\nRight below the Chisel spot, in the middle-bottom of the GUI, place the block you\nwould like to chisel into.\n\nYou can also connect the Auto Chisel to power. This is optional, but will speed the process up by a lot.\n\nNow you can simply access the Auto Chisel by means of item transport, like §6Item Conduits§r or §6Item Pipes§r.\n\nPlease note that you can only extract or insert items at the top or bottom of the Auto Chisel.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -49921,7 +49921,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "§2A brand new and highly requested mod to CEu to help you manage your tools!§r\n\nThe §eTool Belt§r is a item, which can store your tools, and exchange them easily! Right now, it has 2 slots, but later, once you unlock §6Steel§r, you can upgrade it with §6Belt Pouches§r, all the way to 9 slots, with an §3Anvil§r and some §aXP§r!\n\nMake the Tool Belt, and you can use the keybind (default is §eR§r), while the belt is in your inventory or Bauble Slots §cand you are holding something, or the belt is not empty§r, to open its GUI. \n\nAlternatively, you can right click while holding the belt to open its inventory.\n\nThe Tool Belt is equipable as a §bBauble§r. Open your inventory and look for the Baubles button, and click it to reveal the additional bauble slots menu, and then put it in the Belt Slot. Or, just click in every bauble slot until it goes in, if you can\u0027t tell which bauble slot looks like a belt.\n\nThe Tool Belt can store anything with a stack size of 1, like swords, pickaxes, §bGregTech§r tools, and the §6Terminal§r. It has also been modified a bit, so it also allows any §bStorage Drawers§r key, and §cdoesn\u0027t allow any Thermal Satchel§r.\n\nNow, you can insert and extract from the belt! You can also use the Keybinds `§eCycle Tool Left§r\u0027 and `§eCycle Tool Right§r\u0027 whilst you are in the GUI.",
|
||||
"desc:8": "§2A brand new and highly requested mod to CEu to help you manage your tools!§r\n\nThe §eTool Belt§r is a item, which can store your tools, and exchange them easily! Right now, it has 2 slots, but later, once you unlock §6Steel§r, you can upgrade it with §6Belt Pouches§r, all the way to 9 slots, with an §3Anvil§r and some §aXP§r!\n\nMake the Tool Belt, and you can use the keybind (default is §eR§r), while the belt is in your inventory or Bauble Slots §cand you are holding something, or the belt is not empty§r, to open its GUI.\n\nAlternatively, you can right click while holding the belt to open its inventory.\n\nThe Tool Belt is equipable as a §bBauble§r. Open your inventory and look for the Baubles button, and click it to reveal the additional bauble slots menu, and then put it in the Belt Slot. Or, just click in every bauble slot until it goes in, if you can\u0027t tell which bauble slot looks like a belt.\n\nThe Tool Belt can store anything with a stack size of 1, like swords, pickaxes, §bGregTech§r tools, and the §6Terminal§r. It has also been modified a bit, so it also allows any §bStorage Drawers§r key, and §cdoesn\u0027t allow any Thermal Satchel§r.\n\nNow, you can insert and extract from the belt! You can also use the Keybinds `§eCycle Tool Left§r\u0027 and `§eCycle Tool Right§r\u0027 whilst you are in the GUI.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -50550,7 +50550,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "A §6Programmed Circuit§r is an item used to configure machines. In essence, they tell a machine what to make if there\u0027s multiple things it could make from a certain input.\n\nFor example, the §3Wiremill§r produces different thicknesses of §6wires§r depending on the config - §ecircuit 1§r produces §61x wires§r, §ecircuit 4§r produces §64x wires§r, etc. The §eJEI§r recipe will tell you which circuit configuration is required.\n\nEach machine and item input bus comes with a §2free \"ghost circuit\"§r. Click the circuit slot on the §dbottom right§r of the GUI to access this ghost circuit. Left- and right-click or scroll to adjust the configuration. \n\nThat said, the Programmed Circuit item (crafted from a single §6LV Circuit§r) still has its uses:\n\n- Whilst holding a programmed circuit, shift-right click the machine to set a §bGhost Circuit§r of the same configuration in the machine\u0027s circuit slot.\n\n- When you\u0027re sure that the items you put into a machine won\u0027t have any conflicts, you can put §emultiple circuit configs§r into a machine, and it will be able to handle recipes which call for any of those configs. This is useful for machines such as the §3Alloy Blast Smelter§r, but you won\u0027t encounter that for a while.",
|
||||
"desc:8": "A §6Programmed Circuit§r is an item used to configure machines. In essence, they tell a machine what to make if there\u0027s multiple things it could make from a certain input.\n\nFor example, the §3Wiremill§r produces different thicknesses of §6wires§r depending on the config - §ecircuit 1§r produces §61x wires§r, §ecircuit 4§r produces §64x wires§r, etc. The §eJEI§r recipe will tell you which circuit configuration is required.\n\nEach machine and item input bus comes with a §2free \"ghost circuit\"§r. Click the circuit slot on the §dbottom right§r of the GUI to access this ghost circuit. Left- and right-click or scroll to adjust the configuration.\n\nThat said, the Programmed Circuit item (crafted from a single §6LV Circuit§r) still has its uses:\n\n- Whilst holding a programmed circuit, shift-right click the machine to set a §bGhost Circuit§r of the same configuration in the machine\u0027s circuit slot.\n\n- When you\u0027re sure that the items you put into a machine won\u0027t have any conflicts, you can put §emultiple circuit configs§r into a machine, and it will be able to handle recipes which call for any of those configs. This is useful for machines such as the §3Alloy Blast Smelter§r, but you won\u0027t encounter that for a while.",
|
||||
"globalshare:1": 0,
|
||||
"icon:10": {
|
||||
"Count:3": 1,
|
||||
@ -50608,7 +50608,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §6Powered Spawner§r is a machine from §bEnderIO§r.\n\nIt is used to automate the spawning and capture of any mob. As with all §bEnderIO§r machines, it requires a capacitor, with a higher tier capacitor increasing the range, spawning rate, and capture rate.\n\nIn order to set a §6Powered Spawner§r to the mob type that you want, you must combine it with a §6Broken Spawner§r, set to your specified mob type, in an anvil. \n\nThis §6Broken Spawner§r is set by putting a §6Broken Spawner§r, of any mob type, and a §6Soul Vial§r, of the specified mob, into a §aSoul Binder§r, with a few dashes of §aXP§r. Broken Spawners can be obtained by breaking a mob spawner. §eTIP: Spawners are all over the Lost Cities!§r\n\nThe spawner has two modes: Capture and Spawn.\n\nIn capture mode, you insert a §6Soul Vial§r into the machine, and the soul vial captures the §asoul§r of the set mob. This does not spawn any mobs, and thus works with any mob, even on peaceful.\n\nIn spawn mode, the spawner will spawn the mob that it is set to, until there is no space for them, or there are too many mobs in the area.\n\nNow you don\u0027t have to craft Soul Vials, but simply make them! It is also useful in certain crafts, such as the §aFlight Control Unit§r, in saving you a ton of XP.",
|
||||
"desc:8": "The §6Powered Spawner§r is a machine from §bEnderIO§r.\n\nIt is used to automate the spawning and capture of any mob. As with all §bEnderIO§r machines, it requires a capacitor, with a higher tier capacitor increasing the range, spawning rate, and capture rate.\n\nIn order to set a §6Powered Spawner§r to the mob type that you want, you must combine it with a §6Broken Spawner§r, set to your specified mob type, in an anvil.\n\nThis §6Broken Spawner§r is set by putting a §6Broken Spawner§r, of any mob type, and a §6Soul Vial§r, of the specified mob, into a §aSoul Binder§r, with a few dashes of §aXP§r. Broken Spawners can be obtained by breaking a mob spawner. §eTIP: Spawners are all over the Lost Cities!§r\n\nThe spawner has two modes: Capture and Spawn.\n\nIn capture mode, you insert a §6Soul Vial§r into the machine, and the soul vial captures the §asoul§r of the set mob. This does not spawn any mobs, and thus works with any mob, even on peaceful.\n\nIn spawn mode, the spawner will spawn the mob that it is set to, until there is no space for them, or there are too many mobs in the area.\n\nNow you don\u0027t have to craft Soul Vials, but simply make them! It is also useful in certain crafts, such as the §aFlight Control Unit§r, in saving you a ton of XP.",
|
||||
"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,
|
||||
@ -55563,7 +55563,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "Most multiblocks now support §2rotation§r along any axis. Right-click with a wrench on a face with a rotation ↺ symbol to rotate the controller.\n\nMultiblocks can also be §2reflected§r to form a mirror image of the normal structure. You don\u0027t need to do anything to the controller for this, a mirror image will automatically be recognized as a valid structure.\n\nThe rules for building multiblocks otherwise remain the same. \n\nTake your setups to a new dimension!\n\nThe §3Cleanroom§r, §3Multiblock Miners/Drills§r, and §3Distillation Tower§r do not support being rotated.",
|
||||
"desc:8": "Most multiblocks now support §2rotation§r along any axis. Right-click with a wrench on a face with a rotation ↺ symbol to rotate the controller.\n\nMultiblocks can also be §2reflected§r to form a mirror image of the normal structure. You don\u0027t need to do anything to the controller for this, a mirror image will automatically be recognized as a valid structure.\n\nThe rules for building multiblocks otherwise remain the same.\n\nTake your setups to a new dimension!\n\nThe §3Cleanroom§r, §3Multiblock Miners/Drills§r, and §3Distillation Tower§r do not support being rotated.",
|
||||
"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,
|
||||
@ -56758,7 +56758,7 @@
|
||||
"properties:10": {
|
||||
"betterquesting:10": {
|
||||
"autoclaim:1": 0,
|
||||
"desc:8": "The §3Matter Condenser§r accepts large quantities of items or fluids to turn into data, which can ultimately be converted into a §6Singularity§r.\n\nThey can also make §6Matter Balls§r, but they are useless in this pack... well, except for being fired in the §eMatter Cannon§r, and being made into §6Paint Balls§r for the §eColor Applicator§r.\n\nA storage component is needed for holding this data. Specifically, you need a §664k Storage Component§r to make a Singularity.\n\nThe fastest way to make these is with §aFluid Lasers§r and a §6Aqueous Accumulator§r. \n\nSet the Aqueous Accumulator§r to output at a fluid laser, configure that fluid laser to `output\u0027, add a fluid laser on your matter condensor set to `input\u0027, and connect them together.\n\nIf you don\u0027t have that, you can surround it with §6Dense Cobblestone Generators§r.\n\nSingularities are required for linking together §aQuantum Link Chambers§r, and for crafting different AE2 and NAE2 parts.\n\nFor the former, you want to detonate an explosive (like §eTiny TNT§r, §eTNT§r or §ePowderbarrel§r), with a §6Singularity§r and an §6Ender Pearl Dust§r dropped on the ground next to it.\n\nThis will create a pair of §6Quantum Entangled Singularities§r, which you can then place inside of a Quantum Link Chamber to connect them together.",
|
||||
"desc:8": "The §3Matter Condenser§r accepts large quantities of items or fluids to turn into data, which can ultimately be converted into a §6Singularity§r.\n\nThey can also make §6Matter Balls§r, but they are useless in this pack... well, except for being fired in the §eMatter Cannon§r, and being made into §6Paint Balls§r for the §eColor Applicator§r.\n\nA storage component is needed for holding this data. Specifically, you need a §664k Storage Component§r to make a Singularity.\n\nThe fastest way to make these is with §aFluid Lasers§r and a §6Aqueous Accumulator§r.\n\nSet the Aqueous Accumulator§r to output at a fluid laser, configure that fluid laser to `output\u0027, add a fluid laser on your matter condensor set to `input\u0027, and connect them together.\n\nIf you don\u0027t have that, you can surround it with §6Dense Cobblestone Generators§r.\n\nSingularities are required for linking together §aQuantum Link Chambers§r, and for crafting different AE2 and NAE2 parts.\n\nFor the former, you want to detonate an explosive (like §eTiny TNT§r, §eTNT§r or §ePowderbarrel§r), with a §6Singularity§r and an §6Ender Pearl Dust§r dropped on the ground next to it.\n\nThis will create a pair of §6Quantum Entangled Singularities§r, which you can then place inside of a Quantum Link Chamber to connect them together.",
|
||||
"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,
|
||||
|
@ -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);
|
||||
|
Loading…
x
Reference in New Issue
Block a user