This commit is contained in:
2026-02-23 21:48:28 +01:00
parent 68fcf7fbde
commit 76e9b1b59e
15427 changed files with 620572 additions and 11184 deletions

View File

@@ -92,7 +92,7 @@
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View File

@@ -88,7 +88,7 @@
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View File

@@ -63,7 +63,7 @@
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View File

@@ -71,7 +71,7 @@
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View File

@@ -18,7 +18,7 @@
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"id:8": "dreamcraft:AdsorptionFilter"
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@@ -57,7 +57,7 @@
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View File

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View File

@@ -8,7 +8,7 @@
"properties:10": {
"betterquesting:10": {
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"desc:8": "Electric Air Filter\n\nThis wonderful multiblock comes in 3 versions: T1 for LV, T2 for late HV and T3 for IV.\n\nIt has 2 modes:\n\n- a normal mode, where one chunk is processed at a time in the working area, in order, per pollution cleaning cycle.\n- a random mode, where the chunk being cleaned is picked randomly between all the polluted chunks in the working area.\n To cycle between the modes, right-click on the controller with a screwdriver.\n\nThe controller can change its working area from 1x1 to (2*tier+1) x (2*tier+1) chunks. To do that, right-click with a screwdriver on the controller while sneaking. The default size is the maximum working area.\n\nThe pollution removal calculation is equals (by default) to 30 * bonusMultiTier * Muffler Hatches * Turbine Eff * Multiblock Eff * 2.5 ^ Effective Tier where:\n\n- BonusMultiTier is a boost given by the multiblock tier. T1 is 1 (0%), T2 is 1.05 (5%) and T3 is 1.10 (10%)\n\n- Muffler Hatches is the amount of muffler hatches on the multiblock (up to 8)\n\n- Turbine Eff is the efficiency of the turbine chosen to run the multi. It won\u0027t run if there is no turbine in the controller.\n\n- Multiblock Eff is the efficiency of the multiblock (100% when no maintenance issue, -10% per issue)\n\n- Effective Tier is the Effective Tier of the multi: the minimum tier between the electric tier of the multi and the tier of the muffler hatches.\n\nThe pollution cleaning is boosted by two (by default) when using an Absorption Filter. When added in the input bus, it will be consumed and used for 30 (by default) successful pollution cleaning cycle. If a chunk with no pollution in it is processed, that doesn\u0027t count as successful, and the multi decides that a chunk has no pollution if the pollution is below 10k gibbl (by default). After the 30th successful pollution cleaning cycle, the output bus will give a Dirty Absorption Filter.\n\nTo know if an Absorption Filter is present and how many remaining cycles there are, use a portable scanner on the controller.\n\nA pollution cycle lasts 10s, and the cleaning is done every second.",
"desc:8": "Electric Air Filter\n\nThis wonderful multiblock comes in 3 versions: T1 for LV, T2 for late HV and T3 for IV.\n\nIt has 2 modes:\n\n- a normal mode, where one chunk is processed at a time in the working area, in order, per pollution cleaning cycle.\n- a random mode, where the chunk being cleaned is picked randomly between all the polluted chunks in the working area.\n To cycle between the modes, right-click on the controller with a screwdriver.\n\nThe controller can change its working area from 1x1 to (2*tier+1) x (2*tier+1) chunks. To do that, right-click with a screwdriver on the controller while sneaking. The default size is the maximum working area.\n\nThe pollution removal calculation is equals (by default) to 30 * bonusMultiTier * Muffler Hatches * Turbine Eff * Multiblock Eff * 2.5 ^ Effective Tier where:\n\n- BonusMultiTier is a boost given by the multiblock tier. T1 is 1 (0%), T2 is 1.05 (5%) and T3 is 1.10 (10%)\n\n- Muffler Hatches is the amount of muffler hatches on the multiblock (up to 8)\n\n- Turbine Eff is the efficiency of the turbine chosen to run the multi. It won\u0027t run if there is no turbine in the controller.\n\n- Multiblock Eff is the efficiency of the multiblock (100% when no maintenance issue, -10% per issue)\n\n- Effective Tier is the Effective Tier of the multi: the minimum tier between the electric tier of the multi and the tier of the muffler hatches.\n\nThe pollution cleaning is boosted by two (by default) when using an Absorption Filter. When added in the input bus, it will be consumed and used for 30 (by default) successful pollution cleaning cycle. If a chunk with no pollution in it is processed, that doesn\u0027t count as successful, and the multi decides that a chunk has no pollution if the pollution is below 10k gibbl (by default). After the 30th successful pollution cleaning cycle, the output bus will give a Dirty Absorption Filter.\n\nTo know if an Absorption Filter is present and how many remaining cycles there are, use a portable scanner on the controller.\n\nA pollution cycle lasts 10s, and the cleaning is done every second.\n\n[note]P.S. If you procrastinated making one of these and make a T2 or T3 instead, the quest will still complete![/note]",
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@@ -53,7 +53,7 @@
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"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.AdsorptionFilter"
"id:8": "dreamcraft:AdsorptionFilter"
}
},
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@@ -69,7 +69,7 @@
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"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
}
}

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@@ -16,7 +16,7 @@
"properties:10": {
"betterquesting:10": {
"autoClaim:1": 0,
"desc:8": "§6§lExtreme Entity Crusher§r is your newest and probably §lbest§r spawner/grinder, with this you are not only able to get drops without any §lTPS§r issues but also with style and §lextreme§r efficiency.\n\nOf course that depends on the quality of your sword; damage, looting, and durability are the only stats that will translate towards the efficacy of the machine. §3(weapon is optional however, there are spikes in it after all!)§r\n\nWill ocassionally spawn infernal mobs if possible and will use §2§lx8§r power with every infernal spawn so you need to take that into account!\n\nIf you are actively using the Blood Magic \"§c§lWell of Suffering§r\" ritual to power your altar, this multi may be used in combination with it to \u0027generate\u0027 and \u0027kill\u0027 mobs automatically for life essence, so you don\u0027t need a setup involving an actual spawner!\n\n§lNotes:§r\nWill generate §2§l120L§r of liquid XP with every cycle.\nIn case of any problems with multiblock animation just use §5soldering iron§r on the machine to disable it.\nRead the tooltip! There are a few unique quality of life settings that you may find of use.\n\n[warn]Enchanting the spikes does nothing to effect the machine.[/warn]",
"desc:8": "§6§lExtreme Entity Crusher§r is your newest and probably §lbest§r spawner/grinder, with this you are not only able to get drops without any §lTPS§r issues but also with style and §lextreme§r efficiency.\n\nOf course that depends on the quality of your sword; damage, looting, and durability are the only stats that will translate towards the efficacy of the machine. §3(weapon is optional however, there are spikes in it after all!)§r\n\nWill ocassionally spawn infernal mobs if possible and will use §2§lx8§r power with every infernal spawn so you need to take that into account!\n\nIf you are actively using the Blood Magic \"§c§lWell of Suffering§r\" ritual to power your altar, this multi may be used in combination with it to \u0027generate\u0027 and \u0027kill\u0027 mobs automatically for life essence, so you don\u0027t need a setup involving an actual spawner!\n\n§lNotes:§r\nWill generate §2§l120L§r of liquid XP with every cycle.\nIn case of any problems with multiblock animation just use §5soldering iron§r on the machine to disable it.\nRead the tooltip! There are a few unique quality of life settings that you may find of use.\n\n[warn]Enchanting the spikes in the structure does nothing to effect the machine.[/warn]",
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@@ -52,13 +52,13 @@
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"id:8": "dreamcraft:CoinSurvivorII"
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@@ -87,7 +87,7 @@
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@@ -67,7 +67,7 @@
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@@ -65,7 +65,7 @@
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@@ -78,7 +78,7 @@
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@@ -80,7 +80,7 @@
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}

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@@ -16,7 +16,7 @@
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"id:8": "Avaritia:Resource"
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"name:8": "Catalyzing Miracles",

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@@ -8,7 +8,7 @@
"properties:10": {
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"desc:8": "If you want to make more advanced (and cheaper!) circuits, you will need a Cleanroom. The Cleanroom is an interesting multiblock, because you will be placing other machines §oinside§r of the room!\n\nThe cleanroom is a hollow multiblock between 3x4x3 and 15x15x15 (WxHxL) blocks. The base does not need to be a square; a rectangular shape is fine. The top layer is built out of Filter Machine Casings, except for the edges, which are Plascrete Blocks. The controller needs to be in the center of the top layer. If the width or length of the room are even, then it can be any one of the two (or four) middle blocks. The rest of the structure is built out of Plascrete Blocks.\n\nUp to 30% of those Plascrete Blocks can be replaced by other valid blocks or materials:\n\nA Reinforced Door lets you get in and out of the cleanroom. Make sure to keep the doors closed, or the cleanroom will rapidly lose efficiency. Travel Anchors and Elevators also work, you can even embed them in the floor if you want to.\n\nIn order to automate power and item transport through the walls, you can use Cable Diodes or Machine Hulls. Just be really careful when upgrading your machines to a higher voltage. Be sure to remove the machine hulls and diodes and replace them with the new power tier, or else you will be very sad. You don\u0027t need to do this for ones you only use to pass items through.\n\nIf you want to see inside, you can use any EV+ tier glass (for example, Reinforced Glass or Managlass). If the Cleanroom does not form, mind the 30% limit: often the problem is that you added too much glass.\n\nFinally, the Cleanroom itself will need a Maintenance and Energy Hatch to run. The power usage of this multiblock is a bit unusual. It starts out at 40 EU/t and then gradually goes down. But even when it uses 40 EU/t - which is usually MV - a single LV energy hatch suffices, as long as you give it enough power. Just keep in mind that this makes the Cleanroom an exception, not the rule.\n\nLet\u0027s build a 5x5x5 room for now. You can expand it later as needed. Give it power and let it run until it reaches 100% efficiency. Below 100% efficiency, machines inside the cleanroom have a chance to void outputs, so you want to keep the cleanroom running at all times!\n\nAny maintenance issue reduces the maximum efficiency by 10%. Monitor your cleanroom with a Hand Scanner, Industrial Information Panel, or using a Needs Maintenance Cover and a Redstone Powered Light or Howler Alarm.\n\n[note]Multiblocks such as the Large Chemical Reactor or Hyper-Intensity Laser Engraver don\u0027t need to be in a cleanroom. However, you will still need the cleanroom later on for other machines, like Bio Labs.[/note]\n\n[note]Other helpful hints: you can use an AE Wireless Connector or a Transvector Interface for item transport to avoid machine hulls, and use a higher tier energy hatch to reach 100% efficiency faster.[/note]\n\n[warn]Keep in mind that you can not use anything in the cleanroom that causes pollution, or the cleanroom will stop working.[/warn]",
"desc:8": "If you want to make more advanced (and cheaper!) circuits, you will need a Cleanroom. The Cleanroom is an interesting multiblock, because you will be placing other machines §oinside§r of the room!\n\nThe cleanroom is a hollow multiblock between 3x4x3 and 15x15x15 (WxHxL) blocks. The base does not need to be a square; a rectangular shape is fine. The top layer is built out of Filter Machine Casings, except for the edges, which are Plascrete Blocks. The controller needs to be in the center of the top layer. If the width or length of the room are even, then it can be any one of the two (or four) middle blocks. The rest of the structure is built out of Plascrete Blocks.\n\nUp to 30% of those Plascrete Blocks can be replaced by other valid blocks or materials:\n\nA Reinforced Door lets you get in and out of the cleanroom. Make sure to keep the doors closed, or the cleanroom will rapidly lose efficiency. Travel Anchors and Elevators also work, you can even embed them in the floor if you want to.\n\nIn order to automate power and item transport through the walls, you can use Cable Diodes or Machine Hulls. Just be really careful when upgrading your machines to a higher voltage. Be sure to remove the machine hulls and diodes and replace them with the new power tier, or else you will be very sad. You don\u0027t need to do this for ones you only use to pass items through.\n\nIf you want to see inside, you can use any EV+ tier glass (for example, Reinforced Glass or Managlass). If the Cleanroom does not form, mind the 30% limit: often the problem is that you added too much glass.\n\nFinally, the Cleanroom itself will need a Maintenance and Energy Hatch to run. The power usage of this multiblock is a bit unusual. It starts out at 40 EU/t and then gradually goes down. But even when it uses 40 EU/t - which is usually MV - a single LV energy hatch suffices, because it accepts two amps of LV power. Just keep in mind that this makes the Cleanroom an exception, not the rule.\n\nLet\u0027s build a 5x5x5 room for now. You can expand it later as needed. Give it power and let it run until it reaches 100% efficiency. Below 100% efficiency, machines inside the cleanroom have a chance to void outputs, so you want to keep the cleanroom running at all times!\n\nAny maintenance issue reduces the maximum efficiency by 10%. Monitor your cleanroom with a Hand Scanner, Industrial Information Panel, or using a Needs Maintenance Cover and a Redstone Powered Light or Howler Alarm.\n\n[note]Multiblocks such as the Large Chemical Reactor or Hyper-Intensity Laser Engraver don\u0027t need to be in a cleanroom. However, you will still need the cleanroom later on for other machines, like Bio Labs.[/note]\n\n[note]Other helpful hints: you can use an AE Wireless Connector or a Transvector Interface for item transport to avoid machine hulls, and use a higher tier energy hatch to reach 100% efficiency faster.[/note]\n\n[warn]Keep in mind that you can not use anything in the cleanroom that causes pollution, or the cleanroom will stop working.[/warn]",
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@@ -57,7 +57,7 @@
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@@ -73,7 +73,7 @@
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@@ -63,7 +63,7 @@
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"id:8": "dreamcraft:item.CoinTechnicianII"
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@@ -65,7 +65,7 @@
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@@ -59,13 +59,13 @@
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"id:8": "dreamcraft:item.CoinChemistII"
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@@ -69,7 +69,7 @@
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@@ -79,7 +79,7 @@
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@@ -8,7 +8,7 @@
"properties:10": {
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"desc:8": "In order to get aluminium ingots, you need an Electric Blast Furnace. It\u0027s another very important step towards victory, so let\u0027s get started.\n\nGetting the Mica for the heating coils might be a little tricky, but you can use a substitute for the first tier of coils.\nYou need 2 LV hatches with 4A of 32V total, or 3 LV hatches with MOOOORE power if the multiblock is not fully repaired.\nIn order to not scrape by for Nickel, check out the quest Source of Nickel in the Novice Thaumaturgy tab.\n\nA few recipes produce CO2/SO2 as a fluid. This fluid can be collected by placing a fluid output hatch on the top layer of the EBF. You could also enable fluid voiding in the EBF controller block GUI. For recipes with such a C02/S02 output you must do one or the other or the EBF will not start.\nThe amount of fluid recovered depends on the tier of the muffler hatch.\n\nBart\u0027s Platinum Series recipes output fluids on the BOTTOM and are NOT affected by the muffler hatch tier, so if you want to do Platinum Stuff later, remember that.\n\nBefore the launch, don\u0027t forget to fix maintenance issues and put a programmed circuit if necessary.\n\nIf you want a really fancy EBF, you can add more input fluid hatches and store different fluids in each one.\n\nThe EBF also has a heat adjustment of 100K for each power tier above or below MV. You can only make LV energy hatches right now, but installing two LV energy hatches will overclock the EBF to MV power, eliminating the 100K penalty and setting the initial heat to 1801K.\n\nAs you upgrade your EBF over the course of the game, this heat adjustment will increase. Two MV energy hatches (overclocking to HV) will add +100K, two HV energy hatches (overclocking to EV) will give +200K, and so on. Coils only set the base value. This adjustment does not apply to the Volcanus.\n\nIf the pollution gets really bad, check in GT++ Multiblocks for a pollution scrubber, or upgrade your Muffler.",
"desc:8": "In order to get aluminium ingots, you need an Electric Blast Furnace. It\u0027s another very important step towards victory, so let\u0027s get started.\n\nGetting the Mica for the heating coils might be a little tricky, but you can use a substitute for the first tier of coils.\n\nIn order to not scrape by for Nickel, check out the quest Source of Nickel in the Novice Thaumaturgy tab.\n\nTo process the initial recipes, you should have 2 LV energy input hatches receiving up to 4A of 32V total. This is a power-hungry machine so you should be prepared:\n\n1. Cables lose some amount of power per block, as shown in their tool tip. Put power generation as close as you can to the inputs. Uninsulated cables lose more power per block than insulated. Pipe steam or fuel to turbines near the energy inputs.\n2. If the furnace needs maintenance, it will lose efficiency per maintenance issue and require more power to finish a recipe. The power usage formula is 1/(1-0.1x) where x is the amount of maintenance issues. \n\nThe furnace will void the currently-running recipe it is processing if it runs out of power while operating.\n\nFor recipes with a fluid output you need to either enable fluid voiding in the EBF controller block GUI or add an output hatch. Otherwise the EBF will not start.\n\nBefore the launch, don\u0027t forget to fix maintenance issues and put a programmed circuit if necessary.\n\nIf you want a really fancy EBF, you can add more input fluid hatches and store different fluids in each one.\n\nThe EBF also has a heat adjustment of 100K for each power tier above or below MV. You can only make LV energy hatches right now, but installing two LV energy hatches will overclock the EBF to MV power, eliminating the 100K penalty and setting the initial heat to 1801K.\n\nAs you upgrade your EBF over the course of the game, this heat adjustment will increase. Two MV energy hatches (overclocking to HV) will add +100K, two HV energy hatches (overclocking to EV) will give +200K, and so on. Coils only set the base value. This adjustment does not apply to the Volcanus.\n\nIf the pollution gets really bad, check in GT++ Multiblocks for a pollution scrubber, or upgrade your Muffler.",
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"icon:10": {
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@@ -63,7 +63,7 @@
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"id:8": "dreamcraft:item.CoinTechnician"
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@@ -71,7 +71,7 @@
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@@ -65,7 +65,7 @@
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View File

@@ -86,7 +86,7 @@
"Count:3": 10,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
}
}

View File

@@ -69,7 +69,7 @@
"Count:3": 5,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnicianI"
"id:8": "dreamcraft:CoinTechnicianI"
}
}
}
@@ -104,7 +104,7 @@
"Count:3": 68,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.HotNetherrackBrick"
"id:8": "dreamcraft:HotNetherrackBrick"
}
},
"taskID:8": "bq_standard:optional_retrieval"
@@ -121,13 +121,13 @@
"Count:3": 68,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CokeOvenBrick"
"id:8": "dreamcraft:CokeOvenBrick"
},
"1:10": {
"Count:3": 68,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.InfernalBrick"
"id:8": "dreamcraft:InfernalBrick"
}
},
"taskID:8": "bq_standard:optional_retrieval"
@@ -144,7 +144,7 @@
"Count:3": 136,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.AdvancedCokeOvenBrick"
"id:8": "dreamcraft:AdvancedCokeOvenBrick"
}
},
"taskID:8": "bq_standard:optional_retrieval"

View File

@@ -62,7 +62,7 @@
"Count:3": 1,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.OvenGlove",
"id:8": "dreamcraft:OvenGlove",
"tag:10": {
"Durability:3": 1000
}
@@ -71,7 +71,7 @@
"Count:3": 1,
"Damage:2": 1,
"OreDict:8": "",
"id:8": "dreamcraft:item.OvenGlove",
"id:8": "dreamcraft:OvenGlove",
"tag:10": {
"Durability:3": 1000
}
@@ -98,7 +98,7 @@
"Count:3": 8,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.MicaInsulatorFoil"
"id:8": "dreamcraft:MicaInsulatorFoil"
}
},
"taskID:8": "bq_standard:retrieval"

View File

@@ -65,7 +65,7 @@
"Count:3": 5,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnicianII"
"id:8": "dreamcraft:CoinTechnicianII"
}
}
}

View File

@@ -8,7 +8,7 @@
"properties:10": {
"betterquesting:10": {
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"desc:8": "As soon as you have the ability to store energy in large quantities, it would be necessary to have a way to generate energy in large quantities. You need a large bronze boiler. But in order to make this boiler, you will need a mountain of bronze. This boiler produces 800L of steam per tick. This is enough to run 10 basic steam turbines.\n\nThe large boiler can use either water or distilled water. Water is consumed at a rate of 1L of water per 150L of steam.\n\nTo make a large boiler you must make a 3x3x5 structure with Bronze Pipe Casings in the center of the middle 3 levels. The lowest level must contain at least 1 or 2 input hatches, 1 or 2 input buses, 3 or 4 fireboxes, 1 muffler, and one maintenance hatch. The lowest level can not contain any plated bricks. All hatches, buses, and mufflers must have their back side touching a firebox. The output hatch can be placed on any of the upper 4 levels.\n\n§cWarning: Different from other boilers, Large Boilers must contain water at all times while active. If at any point the Boiler runs out of water while it is active, it will explode.",
"desc:8": "As soon as you have the ability to store energy in large quantities, it would be necessary to have a way to generate energy in large quantities. You need a large bronze boiler. But in order to make this boiler, you will need a mountain of bronze. This boiler produces 800L of steam per tick. This is enough to run 10 basic steam turbines.\n\nThe large boiler can use either water or distilled water. Water is consumed at a rate of 1L of water per 160L of steam.\n\nTo make a large boiler you must make a 3x3x5 structure with Bronze Pipe Casings in the center of the middle 3 levels. The lowest level must contain at least 1 or 2 input hatches, 1 or 2 input buses, 3 or 4 fireboxes, 1 muffler, and one maintenance hatch. The lowest level can not contain any plated bricks. All hatches, buses, and mufflers must have their back side touching a firebox. The output hatch can be placed on any of the upper 4 levels.\n\n§cWarning: Different from other boilers, Large Boilers must contain water at all times while active. If at any point the Boiler runs out of water while it is active, it will explode.",
"globalShare:1": 1,
"icon:10": {
"Count:3": 1,
@@ -44,7 +44,7 @@
"Count:3": 2,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:tile.DoubleCompressedCharcoal"
"id:8": "dreamcraft:DoubleCompressedCharcoal"
},
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"Count:3": 2,
@@ -63,7 +63,7 @@
"Count:3": 5,
"Damage:2": 0,
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"id:8": "dreamcraft:item.CoinTechnicianI"
"id:8": "dreamcraft:CoinTechnicianI"
}
}
}

View File

@@ -79,7 +79,7 @@
"Count:3": 5,
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"id:8": "dreamcraft:CoinTechnicianI"
}
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}

View File

@@ -80,7 +80,7 @@
"Count:3": 1,
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"id:8": "dreamcraft:CoinTechnicianII"
}
}
}

View File

@@ -76,7 +76,7 @@
"Count:3": 10,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
}
}
@@ -94,7 +94,7 @@
"Count:3": 2,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.SteelBars"
"id:8": "dreamcraft:SteelBars"
},
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"Count:3": 1,

View File

@@ -45,7 +45,7 @@
"Count:3": 1,
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"id:8": "dreamcraft:item.SteelBars"
"id:8": "dreamcraft:SteelBars"
},
"1:10": {
"Count:3": 4,
@@ -79,7 +79,7 @@
"Count:3": 10,
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"id:8": "dreamcraft:CoinTechnician"
}
}
}

View File

@@ -65,7 +65,7 @@
"Count:3": 2,
"Damage:2": 0,
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"id:8": "dreamcraft:CoinTechnicianIII"
}
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}

View File

@@ -2,7 +2,7 @@
"preRequisites:9": {
"0:10": {
"questIDHigh:4": 0,
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"questIDLow:4": 860
}
},
"properties:10": {
@@ -63,7 +63,7 @@
"Count:3": 5,
"Damage:2": 0,
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"id:8": "dreamcraft:item.CoinTechnicianII"
"id:8": "dreamcraft:CoinTechnicianII"
}
}
}

View File

@@ -57,7 +57,7 @@
"Count:3": 1,
"Damage:2": 0,
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"id:8": "dreamcraft:CoinTechnicianII"
}
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}

View File

@@ -75,7 +75,7 @@
"Count:3": 25,
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"id:8": "dreamcraft:CoinTechnician"
}
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}

View File

@@ -65,7 +65,7 @@
"Count:3": 5,
"Damage:2": 0,
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"id:8": "dreamcraft:item.CoinTechnicianIII"
"id:8": "dreamcraft:CoinTechnicianIII"
}
}
}

View File

@@ -65,7 +65,7 @@
"Count:3": 2,
"Damage:2": 0,
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"id:8": "dreamcraft:item.CoinTechnicianIII"
"id:8": "dreamcraft:CoinTechnicianIII"
}
}
}

View File

@@ -63,7 +63,7 @@
"Count:3": 1,
"Damage:2": 0,
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"id:8": "dreamcraft:CoinTechnicianIII"
}
}
}

View File

@@ -1,59 +0,0 @@
{
"preRequisites:9": {
"0:10": {
"questIDHigh:4": 0,
"questIDLow:4": 2673
},
"1:10": {
"questIDHigh:4": 0,
"questIDLow:4": 2614
}
},
"properties:10": {
"betterquesting:10": {
"autoClaim:1": 0,
"desc:8": "In order to compress infinity catalysts and singularities, you\u0027ll need the strongest compressor yet: the Neutronium Compressor. This multiblock channels and controls extreme amounts of pressure through carefully calibrated Active Neutronium Casings, but the sheer magnitude of pressure is too much to produce blocks or superdense plates, as any regular material inserted into the device will be compressed down to a singularity. More advanced singularities should be possible in theory, but you\u0027ll need something even stronger...\n\n[note]Note that singularity recipes require extreme amounts of items! Consider using Super Buses or ME Stocking Input Buses to fit everything in there.[/note]",
"globalShare:1": 0,
"icon:10": {
"Count:3": 1,
"Damage:2": 3007,
"OreDict:8": "",
"id:8": "gregtech:gt.blockmachines"
},
"isMain:1": 0,
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"lockedProgress:1": 0,
"name:8": "Neutronium Compressor",
"questLogic:8": "AND",
"repeatTime:3": -1,
"repeat_relative:1": 1,
"simultaneous:1": 0,
"snd_complete:8": "random.levelup",
"snd_update:8": "random.levelup",
"taskLogic:8": "AND",
"visibility:8": "NORMAL"
}
},
"questIDHigh:4": 6675055756905956463,
"questIDLow:4": -6648564718221428813,
"rewards:9": {},
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"consume:1": 0,
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"0:10": {
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"id:8": "gregtech:gt.blockmachines"
}
},
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}
}
}

View File

@@ -61,7 +61,7 @@
"Count:3": 2,
"Damage:2": 0,
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"id:8": "dreamcraft:CoinTechnicianII"
}
}
}

View File

@@ -13,7 +13,7 @@
"properties:10": {
"betterquesting:10": {
"autoClaim:1": 0,
"desc:8": "Multiblock machines enforce input separation based on hatch color. Inputs from Input Buses and Input Hatches will only interact if they share the same color. Un-dyed inputs act as wildcards compatible with any color.\n\nColor can be applied using a Spray Can and removed with a Spray Can Solvent. An Infinite Spray Can becomes available later in progression.\n\n§6Now §2go §3have §4fun§5!!!",
"desc:8": "Multiblock machines enforce input separation based on hatch color. Inputs from Input Buses and Input Hatches will only interact if they share the same color. Un-dyed inputs act as wildcards compatible with any color.\n\nColor can be applied using a Spray Can and removed with a Spray Can Solvent. An Infinite Spray Can becomes available later in progression.\n\n[note]For more advanced users, note that the priority of dyed hatches is ordered exactly how the vanilla dyes are in NEI, from highest (black) to lowest (white).[/note]\n\n§6Now §2go §3have §4fun§5!!!",
"globalShare:1": 0,
"icon:10": {
"Count:3": 1,

View File

@@ -69,7 +69,7 @@
"Count:3": 30,
"Damage:2": 0,
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"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
}
}

View File

@@ -63,7 +63,7 @@
"Count:3": 10,
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"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
}
}

View File

@@ -12,7 +12,7 @@
"properties:10": {
"betterquesting:10": {
"autoClaim:1": 0,
"desc:8": "Some Vat recipes require a certain Sievert (radioactivity) value. So attach this Radio Hatch to your Vat to input radioactive material!\n\nThe Radio Hatch holds rods/long rods of radioactive material and uses them to produce Sievert. The input item determines the Sievert value and how long it lasts. Items stored in the hatch will be used continuously even if machine not active, so make sure you want to craft something before putting items in.\n\nYou can check the stats of an inputted item with a portable scanner. Higher tiers of hatch hold more, from 1kg (HV) to 6kg (UV). Rods are worth 1kg, while long rods are 2kg.\n\nSome recipes require [warn]exact[/warn] sievert, you can use the screwdriver to access the radiation shutter control to adjust how much sv is blocked from being sent to the vat. For example, you need 100sv to make Seaweed Broth, so you\u0027d use Naquadah rods, and block off 30sv.\n\nRod Stats:\nMaterial-Sievert-Apprx. time until used up\nBismuth 83sv 198s\nUranium 235 92sv 80s\nUranium 238 92sv 80s\nPlutonium 239 94sv 66s\nPlutonium 241 94sv 66s\nNaquadah 130sv 14.5s\nEnriched Naquadah 140sv 10.5s\nNaquadria 150sv 8s\n\nThere are more radioactive materials than these, but these are the main ones.",
"desc:8": "Some Vat recipes require a certain Sievert (radioactivity) value. So attach this Radio Hatch to your Vat to input radioactive material!\n\nThe Radio Hatch holds rods/long rods of radioactive material and uses them to produce Sievert. The input item determines the Sievert value and how long it lasts. Items stored in the hatch will be used continuously even if machine not active, so make sure you want to craft something before putting items in.\n\nYou can check the stats of an inputted item with a portable scanner.\n\nSome recipes require [warn]exact[/warn] sievert, you can use the screwdriver to access the radiation shutter control to adjust how much sv is blocked from being sent to the vat. For example, you need 100sv to make Seaweed Broth, so you\u0027d use Naquadah rods, and block off 30sv.\n\nRod Stats:\nMaterial-Sievert-Apprx. time until used up\nBismuth 83sv 198s\nUranium 235 92sv 80s\nUranium 238 92sv 80s\nPlutonium 239 94sv 66s\nPlutonium 241 94sv 66s\nNaquadah 130sv 14.5s\nEnriched Naquadah 140sv 10.5s\nNaquadria 150sv 8s\n\nThere are more radioactive materials than these, but these are the main ones.",
"globalShare:1": 0,
"icon:10": {
"Count:3": 1,

View File

@@ -1,113 +0,0 @@
{
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"0:10": {
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"questIDLow:4": 65
}
},
"properties:10": {
"betterquesting:10": {
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"desc:8": "Smelting up to nine items at once sound nice? With a bit of steel you can make a railcraft Steam Oven. 2x2x2\n\nHint: All furnace recipes work just fine, but you cannot use it to make charcoal from wood.",
"globalShare:1": 1,
"icon:10": {
"Count:3": 1,
"Damage:2": 3,
"OreDict:8": "",
"id:8": "Railcraft:machine.alpha"
},
"isGlobal:1": 0,
"isMain:1": 0,
"isSilent:1": 0,
"lockedProgress:1": 0,
"name:8": "§6§lSmelt All the Things...",
"partySingleReward:1": 0,
"questLogic:8": "AND",
"repeatTime:3": -1,
"repeat_relative:1": 1,
"simultaneous:1": 0,
"snd_complete:8": "random.levelup",
"snd_update:8": "random.levelup",
"taskLogic:8": "AND",
"visibility:8": "NORMAL"
}
},
"questIDHigh:4": 0,
"questIDLow:4": 870,
"rewards:9": {
"0:10": {
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"index:3": 0,
"rewardID:8": "bq_standard:item",
"rewards:9": {
"0:10": {
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"OreDict:8": "",
"id:8": "enhancedlootbags:lootbag"
}
}
},
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"id:8": "dreamcraft:item.CoinTechnician"
}
}
}
},
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"requiredItems:9": {
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"id:8": "gregtech:gt.blockmachines"
},
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"OreDict:8": "",
"id:8": "Railcraft:machine.beta"
},
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"Count:3": 8,
"Damage:2": 14,
"OreDict:8": "",
"id:8": "gregtech:gt.blockcasings3"
}
},
"taskID:8": "bq_standard:optional_retrieval"
},
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View File

@@ -63,7 +63,7 @@
"Count:3": 1,
"Damage:2": 0,
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"id:8": "dreamcraft:item.CoinTechnicianII"
"id:8": "dreamcraft:CoinTechnicianII"
}
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}

View File

@@ -73,7 +73,7 @@
"Count:3": 30,
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"id:8": "dreamcraft:CoinTechnician"
}
}
}

View File

@@ -12,7 +12,7 @@
"properties:10": {
"betterquesting:10": {
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"desc:8": "This oven is the best way to get charcoal and creosote (x50 faster than Railcraft\u0027s coke oven) and other byproducts. You will need tons of bronze, iron and steel to build it, but it\u0027s worth it. Finally, it will be possible to dismantle the charcoal pit.\n\nWith Cupronickel coils the oven is a bit slower. Each coil tier speeds up the charcoal production.",
"desc:8": "This oven is the best way to get charcoal and creosote (x50 faster than the Coke Oven) and other byproducts. You will need tons of bronze, iron and steel to build it, but it\u0027s worth it. Finally, it will be possible to dismantle the charcoal pit.\n\nWith Cupronickel coils the oven is a bit slower. Each coil tier speeds up the charcoal production.",
"globalShare:1": 1,
"icon:10": {
"Count:3": 1,
@@ -51,7 +51,7 @@
"Count:3": 3,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:tile.TripleCompressedCharcoal"
"id:8": "dreamcraft:TripleCompressedCharcoal"
}
},
"ignoreDisabled:1": 0,
@@ -67,7 +67,7 @@
"Count:3": 5,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnicianI"
"id:8": "dreamcraft:CoinTechnicianI"
}
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}

View File

@@ -69,7 +69,7 @@
"Count:3": 40,
"Damage:2": 0,
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"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
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View File

@@ -61,7 +61,7 @@
"Count:3": 5,
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"id:8": "dreamcraft:CoinTechnicianII"
}
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View File

@@ -63,7 +63,7 @@
"Count:3": 50,
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}
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}

View File

@@ -67,7 +67,7 @@
"Count:3": 5,
"Damage:2": 0,
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"id:8": "dreamcraft:item.CoinTechnicianI"
"id:8": "dreamcraft:CoinTechnicianI"
}
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}

View File

@@ -16,7 +16,7 @@
"OreDict:8": "",
"id:8": "miscutils:gtplusplus.blockcasings.5"
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View File

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"id:8": "miscutils:gtplusplus.blockcasings.5"
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View File

@@ -16,7 +16,7 @@
"OreDict:8": "",
"id:8": "miscutils:gtplusplus.blockcasings.5"
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View File

@@ -81,9 +81,15 @@
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"id:8": "dreamcraft:CoinTechnicianI"
}
}
},
"2:10": {
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"index:3": 2,
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View File

@@ -75,7 +75,7 @@
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View File

@@ -63,7 +63,7 @@
"Count:3": 50,
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"id:8": "dreamcraft:CoinTechnician"
}
}
},
@@ -210,7 +210,7 @@
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"id:8": "dreamcraft:item.UnfiredClayBrick"
"id:8": "dreamcraft:UnfiredClayBrick"
}
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View File

@@ -69,7 +69,7 @@
"Count:3": 5,
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View File

@@ -65,7 +65,7 @@
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"id:8": "dreamcraft:item.CoinTechnicianIV"
"id:8": "dreamcraft:CoinTechnicianIV"
}
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}

View File

@@ -12,13 +12,13 @@
"properties:10": {
"betterquesting:10": {
"autoClaim:1": 0,
"desc:8": "Your bricked blast furnace uses coal like hell and your steam boilers do too? Well it\u0027s time to make more coke ovens and automate them a bit. Wooden fluid pipes and tin item pipes will help you reach your goal. You can use either faucets with redstone clocks or LV pumps to empty the creosote. For the charcoal, hoppers are easy to get once you have an assembler.\n\nUnlike GregTech multiblocks, coke ovens must have 1 space separating each oven.\n\nSearch NEI for a more efficient way to make coke oven bricks.\n\nRemember that tin item pipes require a steel wrench to dismantle them.\n\nThe whole coke-oven process generates a lot of pollution, so consider putting it further away.",
"desc:8": "Your Bricked Blast Furnace uses coal like hell and your steam boilers do too? Well it\u0027s time to make more coke ovens and automate them a bit. The Coke Oven Hatch, Wooden Fluid Pipes, and Tin Item Pipes will help you reach your goal.\n\nSince this is a GT multiblock, it can wallshare bricks and hatches. The amount of bricks required for this quest is the minimum for creating 10 wallshared Coke Ovens.\n\nRemember that tin item pipes require a steel wrench to dismantle them.\n\n[note]Search NEI for a more efficient way to make coke oven bricks.[/note]\n\n[warn]The whole coke-oven process generates a lot of pollution, so consider putting it further away.[/warn]",
"globalShare:1": 1,
"icon:10": {
"Count:3": 1,
"Damage:2": 7,
"Damage:2": 236,
"OreDict:8": "",
"id:8": "Railcraft:machine.alpha"
"id:8": "gregtech:gt.blockmachines"
},
"isGlobal:1": 0,
"isMain:1": 0,
@@ -92,7 +92,7 @@
"Count:3": 100,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
}
}
@@ -107,10 +107,16 @@
"partialMatch:1": 1,
"requiredItems:9": {
"0:10": {
"Count:3": 260,
"Damage:2": 7,
"Count:3": 10,
"Damage:2": 236,
"OreDict:8": "",
"id:8": "Railcraft:machine.alpha"
"id:8": "gregtech:gt.blockmachines"
},
"1:10": {
"Count:3": 136,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "gregtech:gt.blockcasings12"
}
},
"taskID:8": "bq_standard:retrieval"
@@ -124,10 +130,10 @@
"partialMatch:1": 1,
"requiredItems:9": {
"0:10": {
"Count:3": 2,
"Damage:2": 0,
"Count:3": 9,
"Damage:2": 237,
"OreDict:8": "",
"id:8": "JABBA:barrel"
"id:8": "gregtech:gt.blockmachines"
}
},
"taskID:8": "bq_standard:retrieval"
@@ -164,16 +170,10 @@
"partialMatch:1": 1,
"requiredItems:9": {
"0:10": {
"Count:3": 11,
"Damage:2": 32630,
"Count:3": 2,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "gregtech:gt.metaitem.01"
},
"1:10": {
"Count:3": 10,
"Damage:2": 32610,
"OreDict:8": "",
"id:8": "gregtech:gt.metaitem.01"
"id:8": "JABBA:barrel"
}
},
"taskID:8": "bq_standard:retrieval"

View File

@@ -65,7 +65,7 @@
"Count:3": 50,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
}
}
@@ -129,7 +129,7 @@
"Count:3": 1,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.WoodenBrickForm"
"id:8": "dreamcraft:WoodenBrickForm"
}
},
"taskID:8": "bq_standard:optional_retrieval"
@@ -146,7 +146,7 @@
"Count:3": 162,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.UnfiredSearedBrick"
"id:8": "dreamcraft:UnfiredSearedBrick"
}
},
"taskID:8": "bq_standard:optional_retrieval"

View File

@@ -12,7 +12,7 @@
"properties:10": {
"betterquesting:10": {
"autoClaim:1": 0,
"desc:8": "No matter where you got this smeltery from, you have one now. Time for some casting!\n\nBuy the zinc gravel in the Coins Coins coins tab if you can\u0027t find it.\n\nNote: The book says a 3x3 base, but you can make a smeltery with a smaller base. Taller/wider smelteries can do more items at one time, conserving fuel.\n\n[note]The smeltery does not double ores in GTNH. Later machines will help you there.[/note]",
"desc:8": "No matter where you got this smeltery from, you have one now. Time for some casting!\n\nNote: The book says to make a 3x3 base, but you can make a smeltery with a smaller or wider base. Taller/wider smelteries can do more items at one time, conserving fuel.\n\n[note]The smeltery does not double ores in GTNH. Later machines will help you there.[/note]",
"globalShare:1": 1,
"icon:10": {
"Count:3": 1,

View File

@@ -61,7 +61,7 @@
"Count:3": 10,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnician"
"id:8": "dreamcraft:CoinTechnician"
}
}
}

View File

@@ -65,7 +65,7 @@
"Count:3": 5,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnicianIII"
"id:8": "dreamcraft:CoinTechnicianIII"
}
}
}

View File

@@ -69,7 +69,7 @@
"Count:3": 5,
"Damage:2": 0,
"OreDict:8": "",
"id:8": "dreamcraft:item.CoinTechnicianI"
"id:8": "dreamcraft:CoinTechnicianI"
}
}
}