This commit is contained in:
2025-10-20 16:31:41 +02:00
parent 29b5acd552
commit bc126ffcd8
682 changed files with 13879 additions and 9290 deletions

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"desc:8": "Don\u0027t want to spend your Salis Mundus on Litmus Paper anymore? This device can significantly reduce your Litmus Paper usage!\n\nWhile holding this item, you gain a HUD Icon on the top left of your screen, which tells you how much warp you have. It does not tell you the exact warp values, but it helps you estimate it.\n\nHere\u0027s how to read it:\nYour §5§lPermanent Warp§r is displayed as a dark purple bar\nYour §5Normal Warp§r is displayed as a light purple bar\nYour §dTemporary Warp§r is displayed as a pink bar\n\nThe bar is full at 100 total warp.",
"desc:8": "Don\u0027t want to spend your Salis Mundus on Litmus Paper anymore? This device can significantly reduce your Litmus Paper usage!\n\nWhile holding this item, you gain a HUD Icon on the top left of your screen, which tells you how much warp you have. It does not tell you the exact warp values, but it helps you estimate it.\n\nHere\u0027s how to read it:\nYour §5§lPermanent Warp§r is displayed as a dark purple bar\nYour §5Normal Warp§r is displayed as a light purple bar\nYour §dTemporary Warp§r is displayed as a pink bar\n\nThe bar is full at 100 total warp.",
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"desc:8": "Well this is a bad idea, but since when has that stopped you before, golems with brains, what could go wrong?\n\n§2§b§3You only need to complete one task.",
"desc:8": "Well this is a bad idea, but since when has that stopped you before, golems with brains, what could go wrong?\n\n§3You only need to complete one task.",
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"desc:8": "This soap is very special. It will remove temporary warp and has a small chance to also remove some normal warp, if you are lucky. Taking a bath first increases your chances.\n\nThis can later be upgraded to remove your permanent warp.\n\n\n[note]Hint: You need to chisel your tallow block for the recipe to work.[/note]",
"desc:8": "This soap is very special. It will remove temporary warp and has a small chance to also remove some normal warp, if you are lucky. Taking a bath first increases your chances.\n\nThis can later be upgraded to remove your permanent warp.\n\n[note]Hint: You need to chisel your tallow block for the recipe to work.[/note]",
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"desc:8": "If you, by chance, did read the previous quest and planted the carrots, then you\u0027re fine.\n\nMeanwhile, you should turn some more fruits and vegetables into seeds, and increase the size of your farm to get a steady supply of food.",
"desc:8": "If, by chance, you did read the previous quest and planted the carrots, then you\u0027re fine.\n\nMeanwhile, you should turn some more fruits and vegetables into seeds, and increase the size of your farm to get a steady supply of food.",
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"desc:8": "§rThese cards add additional functionality to certain devices or fixtures. They specify what devices they work on in the tooltip.\n\n§6Redstone Card:§r\n\n§rThe Redstone Card adds redstone interactivity to the devices it can be used on, with the following options:§r\n\n§cAlways active\nActive with redstone signal\nActive without redstone signal\nActivate once per pulse\n\n§6Capacity Card: §f\n\n§rThe Capacity Card adds more slots for items that use them. \n\n§rIf you add this to an Export Bus, an icon is added to select item priority.\n\n§6Crafting Card: §f\n\n§rThe Crafting Card allows you to automatically request autocrafting of items.\n\n§9In an ME Interface:§f\n\n§rIf you put in items to be stocked, if there aren\u0027t enough, it\u0027ll craft them until it reaches the selected amount. \n\n§rThese crafts are being stocked for recipes that the ME Interface has.§r\n\n[note]If you want them to be seen by the network, you\u0027ll need to put a storage bus on the ME Interface.[/note]\n\n§9In an ME Level Emitter:\n\n§aFirst Mode:§f§r §UIt\u0027ll emit a redstone signal while the specific item is being crafted.§r\n\n§aSecond Mode:§r§r§r§r It will emit a redstone signal once a crafting job for the item has been requested,§r [warn]but it won\u0027t send the items to be crafted.[/warn] \n\n§rThis is useful if you\u0027re using a dummy pattern, and are using the level emitter to tell something else to happen. \n\n§rYou still need to get the item(s) requested back into the system so it doesn\u0027t tie up a crafting CPU though.\n\n§9In an ME Export Bus:§f\n\n§rIt\u0027ll attempt to send whatever item(s) are selected in the export bus\u0027 GUI.\n\n§aFirst Mode:§f§r It\u0027ll§r send available items first, then create crafting jobs for the rest. \n\n§aSecond Mode:§f§r It will only send crafted items.\n\n§6Acceleration Card:§f\n\n§rThe Acceleration Card makes the device/fixture work faster. \n\n§r[note]You\u0027ll probably want a lot of these.[/note]\n\n§6Inverter Card:§f\n\n§rThe Inverter Card allows you to invert the item filter of certain fixtures.\n\n§6Fuzzy Card:§f\n\n§rThe Fuzzy Card allows you to apply fuzzy logic to filtering to allow items with different NBT or damage data to be counted as the same. This is different from metadata. \n\n§rIf you just want it to be fuzzy for NBT, set to §9Match Any.§f§f \n\n§rIf it is set to §c99%§r, it will work on anything that is damaged. You can use the Inverter Card to reverse this.",
"desc:8": "These cards add additional functionality to certain devices or fixtures. They specify what devices they work on in the tooltip.\n\n§6Redstone Card: §r\n\nThe Redstone Card adds redstone interactivity to the devices it can be used on, with the following options: \n\n§cAlways active\nActive with redstone signal\nActive without redstone signal\nActivate once per pulse§r\n\n§6Capacity Card: §r\n\nThe Capacity Card adds more slots for items that use them. \n\nIf you add this to an Export Bus, an icon is added to select item priority.\n\n§6Crafting Card: §r\n\nThe Crafting Card allows you to automatically request autocrafting of items.\n\n§9In an ME Interface: §r\n\nIf you put in items to be stocked, if there aren\u0027t enough, it\u0027ll craft them until it reaches the selected amount. \n\nThese crafts are being stocked for recipes that the ME Interface has.\n\n[note]If you want them to be seen by the network, you\u0027ll need to put a storage bus on the ME Interface.[/note]\n\n§9In an ME Level Emitter: §r\n\n§aFirst Mode: §rIt\u0027ll emit a redstone signal while the specific item is being crafted.\n\n§aSecond Mode: §rIt will emit a redstone signal once a crafting job for the item has been requested, [warn]but it won\u0027t send the items to be crafted.[/warn] \n\nThis is useful if you\u0027re using a dummy pattern, and are using the level emitter to tell something else to happen. \n\nYou still need to get the item(s) requested back into the system so it doesn\u0027t tie up a crafting CPU though.\n\n§9In an ME Export Bus: §r\n\nIt\u0027ll attempt to send whatever item(s) are selected in the export bus\u0027 GUI.\n\n§aFirst Mode: §rIt\u0027ll send available items first, then create crafting jobs for the rest. \n\n§aSecond Mode: §rIt will only send crafted items.\n\n§6Acceleration Card: §r\n\nThe Acceleration Card makes the device/fixture work faster. \n\n[note]You\u0027ll probably want a lot of these.[/note]\n\n§6Inverter Card: §r\n\nThe Inverter Card allows you to invert the item filter of certain fixtures.\n\n§6Fuzzy Card: §r\n\nThe Fuzzy Card allows you to apply fuzzy logic to filtering to allow items with different NBT or damage data to be counted as the same. This is different from metadata. \n\nIf you just want it to be fuzzy for NBT, set to §9Match Any.§r \n\nIf it is set to §c99%§r, it will work on anything that is damaged. You can use the Inverter Card to reverse this.",
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"desc:8": "[quest]ME Throughput Monitor[/quest]\n\nThe ME Throughput Monitor will show the speed of items entering your network.\n\nClicking with an item will add it to the monitor.\n\nUse a §aWrench§r to lock the monitor\n\nWhen the monitor is locked, use §cShift+Right Click§r to change the measured time frame. \n\nModes: \n\n§6Per Tick\nPer Second\nPer Minute\nPer Hour",
"desc:8": "[quest]ME Throughput Monitor[/quest]\n\nThe ME Throughput Monitor will show the speed of items entering your network.\n\nClicking with an item will add it to the monitor.\n\nUse a §aWrench§r to lock the monitor\n\nWhen the monitor is locked, use §cShift+Right Click§r to change the measured time frame. \n\nModes: \n\n§6Per Tick\nPer Second\nPer Minute\nPer Hour",
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"desc:8": "§nApplied Energistics 2 is an integral part of GTNH gameplay. \n§r\nAE2 is the primary networking and logistics management mod in GTNH for Items, Fluids, and Crafting. You will use it starting from EV and onward for most automations you perform. Given the sheer density of this modpack there are a variety of unique tools and features added specifically to aid in your adventure. Most of these tools are covered in this quest tab.\n\nThere is a lot to learn, but don\u0027t feel overburdened! Your abilities will continue to grow the more time you spend with it. There are a wide variety of helpful resources to take advantage of in addition to this book when it comes to learning:\n\n§2§2§1§b§r§21. The Wiki:§r§r§o§o §o§o§r[url]§o§o§rhttps://wiki.gtnewhorizons.com/wiki/Applied_Energistics_2[/url]\n\n§r- The Wiki has a lot of great starter information on what various systems do. They also have a lot of machine specific automation tutorials so be sure to check the Wiki if you\u0027re struggling or want a point of reference.\n\n\n§b§r§22. The Discord: §o§r[url]https://discord.gg/gtnh[/url]\n\n§r- The Discord is full of experienced AE2ers\u0027, check out #ae2-help to find plenty of people who will take time to help you figure something out.\n\n\n§b§r§23. Video Tutorials: §r[url]§o§rhttps://www.youtube.com/watch?v\u003dLUYVmIAEC-I[/url]\n\n§r- There are a lot of great GTNH content creators who make high quality video tutorials for this. Here is a link to AE2 Fundamentals by IX. There\u0027s an advanced version as well.",
"desc:8": "§nApplied Energistics 2 is an integral part of GTNH gameplay. \n§r\nAE2 is the primary networking and logistics management mod in GTNH for Items, Fluids, and Crafting. You will use it starting from EV and onward for most automations you perform. Given the sheer density of this modpack there are a variety of unique tools and features added specifically to aid in your adventure. Most of these tools are covered in this quest tab.\n\nThere is a lot to learn, but don\u0027t feel overburdened! Your abilities will continue to grow the more time you spend with it. There are a wide variety of helpful resources to take advantage of in addition to this book when it comes to learning:\n\n§21. The Wiki: §r[url]https://wiki.gtnewhorizons.com/wiki/Applied_Energistics_2[/url]\n\n- The Wiki has a lot of great starter information on what various systems do. They also have a lot of machine specific automation tutorials so be sure to check the Wiki if you\u0027re struggling or want a point of reference.\n\n§22. The Discord: §r[url]https://discord.gg/gtnh[/url]\n\n- The Discord is full of experienced AE2ers\u0027, check out #ae2-help to find plenty of people who will take time to help you figure something out.\n\n§23. Video Tutorials: §r[url]https://www.youtube.com/watch?v\u003dLUYVmIAEC-I[/url]\n\n- There are a lot of great GTNH content creators who make high quality video tutorials for this. Here is a link to AE2 Fundamentals by IX. There\u0027s an advanced version as well.",
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"desc:8": "The ME Storage Monitor allows you to visualize how much of an item you have. For example you can tell if you\u0027re running low on circuits and should make more, or how a long crafting process is proceeding. There are a couple of ways to use them.\n\nRight-click with item: Will display the current level of that item if not locked.\nRight-click with empty hand: Will reset the display if not locked.\nRight-click with AE2 wrench or network tool: Will toggle the lock.\n\n\nThe ME Conversion Monitor is the upgraded version of the ME Storage Monitor. It adds the ability to directly withdraw from or store items into the ME Network. It has the normal interactions, plus more.\n\nShift-right-clicking with item: Attempts to insert the item stack into the network. This works even if it\u0027s not the displayed item!\nShift-double-right-clicking: Attempts to insert all item stacks of the type displayed into the network.\nRight-clicking (while locked): Attempts to pull out a stack of the item displayed.",
"desc:8": "The ME Storage Monitor allows you to visualize how much of an item you have. For example you can tell if you\u0027re running low on circuits and should make more, or how a long crafting process is proceeding. There are a couple of ways to use them.\n\nRight-click with item: Will display the current level of that item if not locked.\nRight-click with empty hand: Will reset the display if not locked.\nRight-click with AE2 wrench or network tool: Will toggle the lock.\n\nThe ME Conversion Monitor is the upgraded version of the ME Storage Monitor. It adds the ability to directly withdraw from or store items into the ME Network. It has the normal interactions, plus more.\n\nShift-right-clicking with item: Attempts to insert the item stack into the network. This works even if it\u0027s not the displayed item!\nShift-double-right-clicking: Attempts to insert all item stacks of the type displayed into the network.\nRight-clicking (while locked): Attempts to pull out a stack of the item displayed.",
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"desc:8": "Allows you to configure which users, and what permissions the users have with the ME System. By existing it enforces permissions on the usage of the system.\n\nThe security system does not prevent destructive tampering, removing cables / machines or breaking of drives. If you need to protect your system from physical vandalism you will need another form of physical security. This block provides network level security.\n\nThe player who places the ME security terminal has full control over the network and cannot exclude themselves any rights. By adding a blank biometric card you define a default behavior for every player who has no biometric card registered.\n\nIn addition to security on the software layer, you can link up your wireless terminal with the network and access it wirelessly.\n\nIf you have one on your main network, your subnets may also need one to have access to your main network, but this is not always the case depending on how you set it up.\n\n\nThe ME Wireless Access Point wireless access via a wireless terminal. Range and power usage is determined based on the number of wireless boosters installed into the ME wireless access point. A network can have any number of ME wireless access points with any number of wireless boosters in each one, allowing you to optimize power usage and range by altering your setup.",
"desc:8": "Allows you to configure which users, and what permissions the users have with the ME System. By existing it enforces permissions on the usage of the system.\n\nThe security system does not prevent destructive tampering, removing cables / machines or breaking of drives. If you need to protect your system from physical vandalism you will need another form of physical security. This block provides network level security.\n\nThe player who places the ME security terminal has full control over the network and cannot exclude themselves any rights. By adding a blank biometric card you define a default behavior for every player who has no biometric card registered.\n\nIn addition to security on the software layer, you can link up your wireless terminal with the network and access it wirelessly.\n\nIf you have one on your main network, your subnets may also need one to have access to your main network, but this is not always the case depending on how you set it up.\n\nThe ME Wireless Access Point wireless access via a wireless terminal. Range and power usage is determined based on the number of wireless boosters installed into the ME wireless access point. A network can have any number of ME wireless access points with any number of wireless boosters in each one, allowing you to optimize power usage and range by altering your setup.",
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"desc:8": "Ever wanted to order 10 million billion billion chests and noticed that your crafting storage was just not big enough?\n\nWell, here is your solution, provided to you by the good folks over at GTNHCorp (Name Pending).\n\n§c§rThe §cSingularity Crafting Storage§r has a storage of 9,223,372,036,854,775,807 Bytes, which, if you can\u0027t read numbers, is a lot.\n\nEnjoy crafting one :) You\u0027ll need to kill some Chaos Guardians for it.",
"desc:8": "Ever wanted to order 10 million billion billion chests and noticed that your crafting storage was just not big enough?\n\nWell, here is your solution, provided to you by the good folks over at GTNHCorp (Name Pending).\n\nThe §cSingularity Crafting Storage§r has a storage of 9,223,372,036,854,775,807 Bytes, which, if you can\u0027t read numbers, is a lot.\n\nEnjoy crafting one :) You\u0027ll need to kill some Chaos Guardians for it.",
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"desc:8": "The crafting chip does exactly what it says. It\u0027s not just for default crafting. You can use it with GT machines. Just put in the matrix that it should insert and the output is what it should extract. A great use for them is in combination with fluid canners or super tanks for filling cells.\n\n\n[note]While these chips are really powerful for your PRT system they become a lag hazard relatively quickly, so be careful.[/note]",
"desc:8": "The crafting chip does exactly what it says. It\u0027s not just for default crafting. You can use it with GT machines. Just put in the matrix that it should insert and the output is what it should extract. A great use for them is in combination with fluid canners or super tanks for filling cells.\n\n[note]While these chips are really powerful for your PRT system they become a lag hazard relatively quickly, so be careful.[/note]",
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"desc:8": "The portable equivalent of the Copper Barrel.\n\nHas §n45§n§n§n§n§n§n§n§r slots.\n\n[note]Can be Dyed![/note]",
"desc:8": "The portable equivalent of the Copper Barrel.\n\nHas §n45§r slots.\n\n[note]Can be Dyed![/note]",
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View File

@@ -1,14 +1,23 @@
{
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"questIDLow:4": -8177551156102963581
"questIDHigh:4": 1169604861435527549,
"questIDLow:4": -7429140403958989457
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"type:1": 1
}
},
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"desc:8": "An enhanced version of the Diamond Shulker that allows you to see the contents within.\n\nHas §n108§n§n§n§n§n§n§n§r slots.\n\n[note]Can be Dyed![/note]",
"desc:8": "An enhanced version of the Diamond Shulker that allows you to see the contents within.\n\nHas §n108§r slots.\n\n[note]Can be Dyed![/note]",
"globalShare:1": 0,
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"Count:3": 1,
@@ -23,7 +32,7 @@
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"name:8": 6§lCrystal Shulker Box",
"name:8": "§6§lCrystal Shulker Box",
"questLogic:8": "AND",
"repeatTime:3": -1,
"repeat_relative:1": 1,
@@ -95,7 +104,7 @@
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View File

@@ -23,7 +23,7 @@
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"name:8": 6§lDark Steel Barrel",
"name:8": "§6§lDark Steel Barrel",
"questLogic:8": "AND",
"repeatTime:3": -1,
"repeat_relative:1": 1,

View File

@@ -17,7 +17,7 @@
"properties:10": {
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"desc:8": "The portable equivalent of the Diamond Barrel, you\u0027ll need to either upgrade your wand or take advantage of the Gold -) Diamond shulker box upgrade.\n\nHas §n108§n§n§n§n§n§n§n§r slots.\n\n[note]Can be Dyed![/note]",
"desc:8": "The portable equivalent of the Diamond Barrel, you\u0027ll need to either upgrade your wand or take advantage of the Gold -) Diamond shulker box upgrade.\n\nHas §n108§r slots.\n\n[note]Can be Dyed![/note]",
"globalShare:1": 0,
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@@ -104,7 +104,7 @@
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View File

@@ -19,7 +19,7 @@
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"name:8": 6§lDraconic Chest",
"name:8": "§6§lDraconic Chest",
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View File

@@ -17,7 +17,7 @@
"properties:10": {
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"desc:8": "The portable equivalent of the Gold Barrel.\n\nHas §n81§n§n§n§n§n§n§n§r slots.\n\n[note]Can be Dyed![/note]",
"desc:8": "The portable equivalent of the Gold Barrel.\n\nHas §n81§r slots.\n\n[note]Can be Dyed![/note]",
"globalShare:1": 0,
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"Count:3": 1,
@@ -96,7 +96,7 @@
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View File

@@ -17,7 +17,7 @@
"properties:10": {
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"desc:8": "The portable equivalent of the Iron Barrel.\n\nHas §n54§n§n§n§n§n§n§n§r slots.\n\n[note]Can be Dyed![/note]",
"desc:8": "The portable equivalent of the Iron Barrel.\n\nHas §n54§r slots.\n\n[note]Can be Dyed![/note]",
"globalShare:1": 0,
"icon:10": {
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@@ -96,7 +96,7 @@
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View File

@@ -23,7 +23,7 @@
"isMain:1": 0,
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"name:8": 6§lObsidian Barrel",
"name:8": "§6§lObsidian Barrel",
"questLogic:8": "AND",
"repeatTime:3": -1,
"repeat_relative:1": 1,

View File

@@ -1,19 +1,23 @@
{
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"questIDHigh:4": 1169604861435527549,
"questIDLow:4": -7429140403958989457
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"questIDLow:4": -8876130790529141535,
"type:1": 1
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"2:10": {
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"questIDLow:4": 1148
}
},
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"desc:8": "The portable equivalent of the Obsidian Barrel that retains it\u0027s explosion-proof qualities.\n\nHas §n108§n§n§n§n§n§n§n§r slots.\n\n[note]Can be Dyed![/note]",
"desc:8": "The portable equivalent of the Obsidian Barrel that retains it\u0027s explosion-proof qualities.\n\nHas §n108§r slots.\n\n[note]Can be Dyed![/note]",
"globalShare:1": 0,
"icon:10": {
"Count:3": 1,
@@ -28,8 +32,8 @@
"isMain:1": 0,
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"name:8": 6§lObsidian Shulker Box",
"questLogic:8": "OR",
"name:8": "§6§lObsidian Shulker Box",
"questLogic:8": "AND",
"repeatTime:3": -1,
"repeat_relative:1": 1,
"simultaneous:1": 0,
@@ -100,7 +104,7 @@
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View File

@@ -12,7 +12,7 @@
"properties:10": {
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"desc:8": "Shulker boxes in need of an upgrade? Now that you\u0027re in MV and have access to §dCrystalline Pink Slime§r dust they can be! No need to gather all new shells, there are 9 upgrade items available. They will preserve the inventory of your shulker so there is no need to empty it beforehand. \n\n§n§A§r§lAvailable Upgrades:§r\nVanilla -) Copper\nVanilla -) Iron\nCopper -) Iron\nCopper -) Silver\nIron -) Gold\nSilver -) Gold\nGold -) Diamond\nDiamond -) Crystal\nDiamond -) Obsidian\n\n[note]Hint: You can also use these upgrades to avoid the 50 vis wand requirement of the higher tier shulkers.[/note]\n",
"desc:8": "Shulker boxes in need of an upgrade? Now that you\u0027re in MV and have access to §dCrystalline Pink Slime§r dust they can be! No need to gather all new shells, there are 9 upgrade items available. They will preserve the inventory of your shulker so there is no need to empty it beforehand.\n\n§lAvailable Upgrades:§r\nVanilla -\u003e Copper\nVanilla -\u003e Iron\nCopper -\u003e Iron\nCopper -\u003e Silver\nIron -\u003e Gold\nSilver -\u003e Gold\nGold -\u003e Diamond\nDiamond -\u003e Crystal\nDiamond -\u003e Obsidian\n\n[note]Hint: You can also use these upgrades to avoid the 50 vis wand requirement of the higher tier shulkers.[/note]\n",
"globalShare:1": 0,
"icon:10": {
"Count:3": 1,

View File

@@ -17,7 +17,7 @@
"properties:10": {
"betterquesting:10": {
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"desc:8": "The portable equivalent of the Silver Barrel.\n\nHas §n72§n§n§n§n§n§n§n§r slots.\n\n[note]Can be Dyed![/note]",
"desc:8": "The portable equivalent of the Silver Barrel.\n\nHas §n72§r slots.\n\n[note]Can be Dyed![/note]",
"globalShare:1": 0,
"icon:10": {
"Count:3": 1,
@@ -96,7 +96,7 @@
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View File

@@ -12,7 +12,7 @@
"properties:10": {
"betterquesting:10": {
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"desc:8": "Welcome to the final tier of NH (for now).\n\nWe hope you enjoy your stay, though be prepared for a lot of waiting.\n\nNow that you have a reliable way to make MHDCSM, it would be wise to upgrade your EOHs to T9 for the Universium boost.\n\nHave fun crafting 2 Stargates!\n\n[warn]This tier is far from complete. Expect changes.[/warn]",
"desc:8": "Welcome to the final tier of NH (for now).\n\nWe hope you enjoy your stay, though be prepared for a lot of waiting.\n\nNow that you have a reliable way to make MHDCSM, it would be wise to upgrade your EOHs to T9 for the Universium boost.\n\nHave fun crafting the Stargate!\n\n[warn]This tier is far from complete. Expect changes.[/warn]",
"globalShare:1": 0,
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View File

@@ -13,7 +13,7 @@
"properties:10": {
"betterquesting:10": {
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"desc:8": "The jaded amaranthus causes mystical flowers to grow all around it. Their vibrant petals can be used for magic, so you no longer have to go foraging for mushrooms.\n\nThere §ois§o§o§r another way of getting these, but you\u0027ll have to figure that one out for yourself.",
"desc:8": "The jaded amaranthus causes mystical flowers to grow all around it. Their vibrant petals can be used for magic, so you no longer have to go foraging for mushrooms.\n\nThere §ois§r another way of getting these, but you\u0027ll have to figure that one out for yourself.",
"globalShare:1": 0,
"icon:10": {
"Count:3": 1,

View File

@@ -8,7 +8,7 @@
"properties:10": {
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"desc:8": "Tired of jetpacks? Want normal flight with no strings attached? Look no further!\n\nUsing your brand new MV Assembler and a Chicken Trophy, you can craft a basic Potion of Flight from Blood Magic, giving you 7 minutes of Creative flight with 8 uses before you have to make a new one.\n\n[note]Chicken Trophies are a rare drop from killing chickens.[/note]\n\n[note]Once you unlock Blood Magic, you can craft your own Flight Potion Flasks with a duration of up to 19 minutes, and refill them with any Filling Agent and Blood Orb in an Alchemic Chemistry set.[/note]\n",
"desc:8": "Tired of jetpacks? Want normal flight with no strings attached? Look no further!\n\nUsing your brand new MV Assembler and a Chicken Trophy, you can craft a basic Potion of Flight from Blood Magic, giving you 7 minutes of Creative flight with 8 uses before you have to make a new one.\n\n[note]Chicken Trophies are a rare drop from killing chickens.[/note]\n\n[note]Once you unlock Blood Magic, you can craft your own Flight Potion Flasks with a duration of up to 19 minutes, and refill them with any Filling Agent in an Alchemic Chemistry set.[/note]\n",
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View File

@@ -0,0 +1,153 @@
{
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},
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"desc:8": "The Electric Jetpack may be useful for flight, but it doesn\u0027t seem to last very long. \n\nIf only there was an integrated upgradable battery pack you could keep on your player to extend it\u0027s range...\n\nOh wait, there is!\n\nThe §5§lCharge Pack§r can be used as a battery pack for charging items both in your hotbar and armor equip to your person. Simply place it in the belt bauble slot and it should be fully functional! The HV one should serve you nicely for now.\n\n[note]You can upgrade the Charge Pack as you unlock items that require higher voltages for charging. The Charge Pack will charge anything of-tier or lower- but not higher.[/note]",
"globalShare:1": 0,
"icon:10": {
"Count:3": 1,
"Damage:2": 1,
"OreDict:8": "",
"id:8": "miscutils:GTPP.BattPack.03.name",
"tag:10": {
"charge:6": 3072000.0
}
},
"isMain:1": 0,
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"name:8": "Spare Battery",
"questLogic:8": "AND",
"repeatTime:3": -1,
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"simultaneous:1": 0,
"snd_complete:8": "random.levelup",
"snd_update:8": "random.levelup",
"taskLogic:8": "AND",
"visibility:8": "NORMAL"
}
},
"questIDHigh:4": -4684379226321303222,
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"id:8": "IC2:itemPartCircuitAdv"
},
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"id:8": "gregtech:gt.metaitem.01"
},
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"OreDict:8": "",
"id:8": "enhancedlootbags:lootbag"
}
},
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"rewardID:8": "bq_standard:choice"
},
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"id:8": "dreamcraft:item.CoinTechnicianI"
}
}
}
},
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"id:8": "miscutils:itemPlateTantalumCarbide"
},
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"id:8": "gregtech:gt.metaitem.01"
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"id:8": "gregtech:gt.blockmachines"
},
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"OreDict:8": "circuitAdvanced",
"id:8": "IC2:itemPartCircuitAdv"
},
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"id:8": "gregtech:gt.metaitem.01"
},
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"id:8": "miscutils:itemCellTantalumCarbide"
}
},
"taskID:8": "bq_standard:optional_retrieval"
},
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"id:8": "miscutils:GTPP.BattPack.03.name",
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"charge:6": 3072000.0
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}

View File

@@ -8,7 +8,7 @@
"properties:10": {
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"desc:8": "Using a normal sword, the chance of it dropping Blood per Silverfish is 1 in 56.\nGolden swords increase the chance to 1 in 14.\n\n\nIt is used to brew Infestation Remedy.",
"desc:8": "Using a normal sword, the chance of it dropping Blood per Silverfish is 1 in 56.\nGolden swords increase the chance to 1 in 14.\n\nIt is used to brew Infestation Remedy.",
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View File

@@ -8,7 +8,7 @@
"properties:10": {
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"desc:8": "They say breakfast is the most important meal of the day. This machine turns raw meat into liquid protein, which is used to create bees from scratch. Which has §oabsolutely§ nothing§r to do with breakfast.",
"desc:8": "They say breakfast is the most important meal of the day. This machine turns raw meat into liquid protein, which is used to create bees from scratch. Which has §oabsolutely nothing§r to do with breakfast.",
"globalShare:1": 1,
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View File

@@ -14,7 +14,7 @@
"Count:3": 1,
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"OreDict:8": "",
"id:8": "ExtraBees:hiveFrame.cocoa"
"id:8": "MagicBees:frameTemporal"
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View File

@@ -8,7 +8,7 @@
"properties:10": {
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"desc:8": "You already transcended dimensions, but as your power demands spike to absurd levels, maybe it\u0027s time to transcend matter!\n\nUsing the unbreakable stability of Proto-Halkonite, harnessing the power of [warn]Chaos[/warn] becomes a reality. The Semi-Stable Antimatter Stabilization Sequencer introduces the concept of Semi-Stable Antimatter, created from Protomatter.\n\nBut it\u0027s a cruel mistress... fail to manage it, and antimatter could void itself into nothingness.\n\nThe Semi-Stable Antimatter is produced in 1 second cycles, the amount generated is based on the total of antimatter currently stocked in it\u0027s 16 Antimatter Hatches and consumes equal amounts of Proto Matter.\n\nEach cycle, the base production of antimatter per hatch is:\n(1/16)*§((§3Antimatter§§§r)^(0.5 + §6§nC§r).\nThen each hatch will pull a random number from a normal distribution of 0.2 + §b§nA §rand a variance of 1, multiplying the base production with it, meaning the total antimatter change may be negative.\n\nThis causes an imbalance between the hatches. To properly automate the antimatter production, it\u0027s vital to always re-balance the amount of antimatter in the hatches. At the end of each cycle, the lowest amount of antimatter present in hatches is recorded, and any hatch that contains more than the lowest amount loses half the difference!\n\nProper use of stabilization fluids can significantly reduce energy usage and boost production:\n\nIt consumes 10,000,000 + (§3Antimatter§r * 1000)^§ (1.5 - §2§nM§r§)) EU/t passively\nMagnetic Stabilization Fluids can mitigate the passive instability and have its §2exponent§r reduced:\nMolten Purified Tengam Exponent \u003d §2§n0.1§r\nTachyon-Rich Fluid Exponent \u003d §2§n0.2§r\nMolten MagMatter \u003d §2§n0.3§r\n\nFor each cycle, the SSASS uses (§3Antimatter§r * 10000)^(1.5 - §5§nG§r) EU\nBy regulating the gravity containment of the forge, this §5exponent§r can also be reduced:\nMolten Spacetime Exponent \u003d §5§n0.05§r\nSpatially Enlarged Fluid Exponent \u003d §5§n0.10§r\nMolten Eternity Exponent \u003d §5§n0.15§r\n\nBy containing the antimatter more compactly, it is possible to generate larger gains per cycle. Containment Stabilization fluids alter the §6exponent§r in the production formula:\nMolten Shirabon Exponent \u003d §6§n0,05§r\nMolten MHDSCM Exponent \u003d §6§n0,10§r\n\nBy inserting fluids with high energy potential, it\u0027s possible to alter antimatter\u0027s flow in chaos, making their randomness more favorable. Activation Stabilization Fluids alter the §baverage§r of the gaussian distribution, lowering the risks of negative changes in antimatter and favoring better gains.\nDepleted Naquadah Fuel Mk V average \u003d §c§\n§b§n0.05§r\nDepleted Naquadah Fuel Mk VI average \u003d §c§n§b§n0.10§r",
"desc:8": "You already transcended dimensions, but as your power demands spike to absurd levels, maybe it\u0027s time to transcend matter!\n\nUsing the unbreakable stability of Proto-Halkonite, harnessing the power of [warn]Chaos[/warn] becomes a reality. The Semi-Stable Antimatter Stabilization Sequencer introduces the concept of Semi-Stable Antimatter, created from Protomatter.\n\nBut it\u0027s a cruel mistress... fail to manage it, and antimatter could void itself into nothingness.\n\nThe Semi-Stable Antimatter is produced in 1 second cycles, the amount generated is based on the total of antimatter currently stocked in it\u0027s 16 Antimatter Hatches and consumes equal amounts of Proto Matter.\n\nEach cycle, the base production of antimatter per hatch is:\n(1/16)*(§3Antimatter§r)^(0.5 + §6§nC§r).\nThen each hatch will pull a random number from a normal distribution of 0.2 + §b§nA§r and a variance of 1, multiplying the base production with it, meaning the total antimatter change may be negative.\n\nThis causes an imbalance between the hatches. To properly automate the antimatter production, it\u0027s vital to always re-balance the amount of antimatter in the hatches. At the end of each cycle, the lowest amount of antimatter present in hatches is recorded, and any hatch that contains more than the lowest amount loses half the difference!\n\nProper use of stabilization fluids can significantly reduce energy usage and boost production:\n\nIt consumes 10,000,000 + (§3Antimatter§r * 1000)^(1.5 - §2§nM§r) EU/t passively\nMagnetic Stabilization Fluids can mitigate the passive instability and have its §2exponent§r reduced:\nMolten Purified Tengam Exponent \u003d §2§n0.1§r\nTachyon-Rich Fluid Exponent \u003d §2§n0.2§r\nMolten MagMatter \u003d §2§n0.3§r\n\nFor each cycle, the SSASS uses (§3Antimatter§r * 10000)^(1.5 - §5§nG§r) EU\nBy regulating the gravity containment of the forge, this §5exponent§r can also be reduced:\nMolten Spacetime Exponent \u003d §5§n0.05§r\nSpatially Enlarged Fluid Exponent \u003d §5§n0.10§r\nMolten Eternity Exponent \u003d §5§n0.15§r\n\nBy containing the antimatter more compactly, it is possible to generate larger gains per cycle. Containment Stabilization fluids alter the §6exponent§r in the production formula:\nMolten Shirabon Exponent \u003d §6§n0,05§r\nMolten MHDSCM Exponent \u003d §6§n0,10§r\n\nBy inserting fluids with high energy potential, it\u0027s possible to alter antimatter\u0027s flow in chaos, making their randomness more favorable. Activation Stabilization Fluids alter the §baverage§r of the gaussian distribution, lowering the risks of negative changes in antimatter and favoring better gains.\nDepleted Naquadah Fuel Mk V average \u003d §c\n§b§n0.05§r\nDepleted Naquadah Fuel Mk VI average \u003d §b§n0.10§r",
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View File

@@ -8,7 +8,7 @@
"properties:10": {
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"desc:8": "In HV, you unlock yet another generator, but also Cetane-Boosted Diesel. After a bunch of reactions, you can get a superpowered combustion fuel that is worth §a1M EU per bucket§r and run it for quite a while on these improved generators. You will also unlock the Distillation Tower here, so you might get even more fuel that you can burn in these generators.\n\nUnfortunately, the next fuel, unlocked in EV, doesn\u0027t come from Diesel. It\u0027s a completely different processing line, should you wish to tackle it later.",
"desc:8": "In HV, you unlock yet another generator, but also Cetane-Boosted Diesel. After a bunch of reactions, you can get a superpowered combustion fuel that is worth §a1M EU per bucket§r and run it for quite a while on these improved generators. You will also unlock the Distillation Tower here, so you might get even more fuel that you can burn in these generators.\n\nUnfortunately, the next fuel, unlocked in EV, doesn\u0027t come from Diesel. It\u0027s a completely different processing line, should you wish to tackle it later.",
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"desc:8": "The Extreme Combustion Engine is an upgrade to the Large Combustion Engine, the IV version that needs Tungstensteel instead of Titanium. The structure is essentially the same, and it\u0027s almost a 1:1 ratio between the two materials, so this is a good generator when you\u0027ve accumulated several stacks of Tungstensteel.\n\nThe caveat is that it only accepts High Octane Gasoline. This is the last and most powerful type of combustion fluid made from Oil, and it has the longest processing line of them all. As a reward, it has an excellent §e§b§a2.5M EU per bucket§r, and you can burn it here alongside some Liquid Oxygen for almost §a4 IV amps per tick.\n\n§cThe Liquid Oxygen is very important, because it greatly boosts the speed of the multi and the fuel efficiency as well. §f§rIt needs 40 L/s, so you will need more than one Vacuum Freezer to supply it continuously: for an ECE that is always running, you will need a double Vacuum Freezer, 1 EV and 1 HV. You can run fewer freezers if you overclock them, if the ECE isn\u0027t working all the time or if you upgrade to a Cryogenic Freezer,",
"desc:8": "The Extreme Combustion Engine is an upgrade to the Large Combustion Engine, the IV version that needs Tungstensteel instead of Titanium. The structure is essentially the same, and it\u0027s almost a 1:1 ratio between the two materials, so this is a good generator when you\u0027ve accumulated several stacks of Tungstensteel.\n\nThe caveat is that it only accepts High Octane Gasoline. This is the last and most powerful type of combustion fluid made from Oil, and it has the longest processing line of them all. As a reward, it has an excellent §a2.5M EU per bucket§r, and you can burn it here alongside some Liquid Oxygen for almost §a4 IV amps per tick.\n\n§cThe Liquid Oxygen is very important, because it greatly boosts the speed of the multi and the fuel efficiency as well.§r It needs 40 L/s, so you will need more than one Vacuum Freezer to supply it continuously: for an ECE that is always running, you will need a double Vacuum Freezer, 1 EV and 1 HV. You can run fewer freezers if you overclock them, if the ECE isn\u0027t working all the time or if you upgrade to a Cryogenic Freezer,",
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"desc:8": "After acquiring your new pickaxe and clearing away a mountain or two, you wonder if maybe you should go...§odeeper§r. After trying it out on some Bedrock, you see a way down into the very depths of the planet. After exploring this new realm you make a note that it is:\n\nA) Seemingly empty of life\nB) Full of Bedrock you need to clear away with your new pickaxe\nC) Full of ore veins going up and down\nD) Some of these ores are strange and §odifferent§ §r from the ones you are used to\nE) Since Miners cannot break Bedrock, if you wish to use one, you\u0027ll have to do it for it first.\nF) After leaving you wake up on the surface somewhere nearby, your lack of memories of such is probably due to Oxygen deprivation. §oProbably§r. (After leaving the Bedrock Dim, you\u0027ll be thrown out somewhere nearby on what is hopefully the surface, and not inside a block, but no guarantees!)\n\nAmong the ore samples you seem to have brought back with you, you find a number of \"basic\" and \"intermediate\" ores and gems, as well as a few you don\u0027t recognize! Perhaps a return trip is in order?\n\nAlso, you seem to smell like cheese for some reason?",
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"desc:8": "The Shulker doesn\u0027t spawn naturally so you will need to obtain it\u0027s spawn egg to complete this quest. You can do so in the coins tab or through crafting.",
"desc:8": "The Shulker can spawn in the Lich or Ghast Queen Tower in the Twilight Forest. You can also optionally obtain it\u0027s spawn egg either with the crafting recipe or through the repeatable quest.",
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"desc:8": "For all your offering needs. And of course, it looks fancy!\n\nAn altar is created by placing six altar blocks in a 2x3 pattern or by placing nine altar blocks in a 3x3 pattern.; you will know it\u0027s correct when a red cloth appears over the top of the altar.\n\nRight-clicking on it will bring up a screen showing how much power the altar has collected, how much it can collect and its current recharge rate. It is important to check that there is sufficient available power to perform a given rite or use a distillery, or certain kettle or cauldron recipes.\n\nThe maximum amount of power available is determined by how many natural items are in the vicinity of the altar: dirt, grass, trees, plants, etc. all contribute; stone and sand do not. The important thing is to have a diverse mix of different plants, trees and crops (plants from other mods are supported to an extent as well).\n\nCertain objects (or foci) placed on the altar boost its focusing capabilities. This can increase the rate at which the altar replenishes focus, the focus capacity, and the focus range. Only one of each type of item (skull, chalice, etc.) has an effect. There may also be other less savory foci that dark magic practitioners could make use of. \n\n [note]P.S. The 3x3 Altar doesn\u0027t provide any practical benefits over its 3x2 counterpart, however enjoy the increased ability to center it within your builds.[/note]",
"desc:8": "For all your offering needs. And of course, it looks fancy!\n\nAn altar is created by placing six altar blocks in a 2x3 pattern or by placing nine altar blocks in a 3x3 pattern. You will know it\u0027s correct when a red cloth appears over the top of the altar.\n\nRight-clicking on it will bring up a screen showing how much power the altar has collected, how much it can collect and its current recharge rate. It is important to check that there is sufficient available power to perform a given rite or use a distillery, or certain kettle or cauldron recipes.\n\nThe maximum amount of power available is determined by how many natural items are in the vicinity of the altar: dirt, grass, trees, plants, etc. all contribute; stone and sand do not. The important thing is to have a diverse mix of different plants, trees and crops (plants from other mods are supported to an extent as well).\n\nCertain objects (or foci) placed on the altar boost its focusing capabilities. This can increase the rate at which the altar replenishes focus, the focus capacity, and the focus range. Only one of each type of item (skull, chalice, etc.) has an effect. There may also be other less savory foci that dark magic practitioners could make use of. \n\n [note]P.S. The 3x3 Altar doesn\u0027t provide any practical benefits over its 3x2 counterpart, however enjoy the increased ability to center it within your builds.[/note]",
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"desc:8": "Sick of having to swap out lenses or make tens of laser engravers for your cleanroom? The Hyper-Intensity Laser Engraver is here for you. This multiblock can handle all of your engraving needs.\n\nBy using more powerful §lLaser Source Hatches§l §rin the structure, you can gain more parallels and run higher tier recipes.\n\n[note]Laser source hatches are usually used for power transmission, but not here! No matter what laser hatch you use, it will NOT change the power input of HILE - it is determined by the standard energy hatch as usual.[/note]",
"desc:8": "Sick of having to swap out lenses or make tens of laser engravers for your cleanroom? The Hyper-Intensity Laser Engraver is here for you. This multiblock can handle all of your engraving needs.\n\nBy using more powerful §lLaser Source Hatches§r in the structure, you can gain more parallels and run higher tier recipes.\n\n[note]Laser source hatches are usually used for power transmission, but not here! No matter what laser hatch you use, it will NOT change the power input of HILE - it is determined by the standard energy hatch as usual.[/note]",
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"desc:8": "Time to scale up production! In HV, a handful of new powerful multiblocks are available to you. In particular, take a look at the §lLarge Chemical Reactor§r, which always perfectly overclocks, as well as the §lDistillation Tower§r, which will allow you to get all byproducts from distillation instead of targeting just one.",
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"desc:8": "You should have quite the collection of single block Steam machines by now. While these may have gotten you through processing small amounts of materials, there will be a time when you will have to process a multitude of items. This is where Multiblocks come in.\n\nWhile these Multiblocks have a material cost that is way higher than their single block counterparts, they have certain bonuses: they use less Steam, and they can process recipes in parallel, which means that a single recipe cycle can craft multiple items at once, if the Steam provided is enough to sustain it.\n\n§TThey do however have some quirks that need to be taken care of:\n\n-These Multiblocks require §4§lvery specific§r I/O blocks, use only those that are part of the quest\n-They process up to 8 items, where the Basic Tier is made of Bronze and High Pressure Tier is made of Steel (checkout the Multiblock Preview in NEI which will show you different levels of tiers)\n-The Tier and amount of parallel processing can be seen via WAILA if you are looking at the Controller Block\n\n§W[note]With this quest, you have started your journey with Mass Processing. However, don\u0027t get too excited quite yet. While there are some Multiblocks accessible in the Steam Age, most of them only unlock in EV or later, including better versions of these Multiblocks.[/note]",
"desc:8": "You should have quite the collection of single block Steam machines by now. While these may have gotten you through processing small amounts of materials, there will be a time when you will have to process a multitude of items. This is where Multiblocks come in.\n\nWhile these Multiblocks have a material cost that is way higher than their single block counterparts, they have certain bonuses: they use less Steam, and they can process recipes in parallel, which means that a single recipe cycle can craft multiple items at once, if the Steam provided is enough to sustain it.\n\nThey do however have some quirks that need to be taken care of:\n\n-These Multiblocks require §4§lvery specific§r I/O blocks, use only those that are part of the quest\n-They process up to 8 items, where the Basic Tier is made of Bronze and High Pressure Tier is made of Steel (checkout the Multiblock Preview in NEI which will show you different levels of tiers)\n-The Tier and amount of parallel processing can be seen via WAILA if you are looking at the Controller Block\n\n[note]With this quest, you have started your journey with Mass Processing. However, don\u0027t get too excited quite yet. While there are some Multiblocks accessible in the Steam Age, most of them only unlock in EV or later, including better versions of these Multiblocks.[/note]",
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"desc:8": "Just in time for the huge number of crystal rods you\u0027ll need to get your Applied Energistics system up and running, the Industrial Precision Lathe!\n\nThe number of recipes that can be processed in parallel by the IPL depends on the item pipe casing.§l\n§§§r§6§9(Parallel \u003d Item Pipe Casing Tier * 8)§r\n\nAdditionally, it has a 300% speed boost on all recipes compared to the singleblock of that voltage and only consumes 80% of the EU/t normally required",
"desc:8": "Just in time for the huge number of crystal rods you\u0027ll need to get your Applied Energistics system up and running, the Industrial Precision Lathe!\n\nThe number of recipes that can be processed in parallel by the IPL depends on the item pipe casing.\n§9(Parallel \u003d Item Pipe Casing Tier * 8)§r\n\nAdditionally, it has a 300% speed boost on all recipes compared to the singleblock of that voltage and only consumes 80% of the EU/t normally required",
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@@ -109,23 +126,6 @@
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"desc:8": "If you\u0027ve built the Source Chamber already, you may have noticed that particles aren\u0027t produced as items, like GT++ ones are.\n\nInstead they\u0027re transmitted through Beamline Pipes from multi to multi, similar to real life.\n\nEach stream of particles transmitted, or \"beam\", has four properties:\n- §\n§\n§6Particle§r: the type of particle carried by the beam\n- §4Energy§r: the amount of energy the particles have\n§r- §9Focus§r: out of 100, how focused the beam is\n§r- §dAmount§r: a measure of the number of particles in the beam\n\nNote that you can see info about a multi\u0027s input and output beams by using a Tricorder on the controller.\n\nFor the recipes you\u0027ll be interested in, i.e. the ones that actually produce items, there\u0027ll be a threshold for allowed input beam energy, a minimum focus value, and an amount value which determines recipe time (more on that in the Target Chamber quest).\nTake a look some TC recipes for an example of this.\n\n\nHave a photon. To hang on your wall.",
"desc:8": "If you\u0027ve built the Source Chamber already, you may have noticed that particles aren\u0027t produced as items, like GT++ ones are.\n\nInstead they\u0027re transmitted through Beamline Pipes from multi to multi, similar to real life.\n\nEach stream of particles transmitted, or \"beam\", has four properties:\n- §6Particle§r: the type of particle carried by the beam\n- §4Energy§r: the amount of energy the particles have\n- §9Focus§r: out of 100, how focused the beam is\n- §dAmount§r: a measure of the number of particles in the beam\n\nNote that you can see info about a multi\u0027s input and output beams by using a Tricorder on the controller.\n\nFor the recipes you\u0027ll be interested in, i.e. the ones that actually produce items, there\u0027ll be a threshold for allowed input beam energy, a minimum focus value, and an amount value which determines recipe time (more on that in the Target Chamber quest).\nTake a look some TC recipes for an example of this.\n\nHave a photon. To hang on your wall.",
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"desc:8": "...but a very useful meter.\n\nGT EU Meter will give you basic information about electricity in your cables and machines.\n\n\n[note]A more advanced version is available in MV and will allow you to gather much more data, so come back to this tab later to find it.[/note]",
"desc:8": "...but a very useful meter.\n\nGT EU Meter will give you basic information about electricity in your cables and machines.\n\n[note]A more advanced version is available in MV and will allow you to gather much more data, so come back to this tab later to find it.[/note]",
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"desc:8": "Electric Air Filter\n\nThis wonderful multiblock comes in 3 versions:§9 §rT1 for LV, T2 for late HV and T3 for IV.\n\n§r§9§rIt has 2 modes:\n\n§9§r- 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§r\nTo cycle between the modes, right-click on the controller with a screwdriver.\n\n§9§rThe 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\n§r§9§rThe 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\n§rThe 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\n§9§rA 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.",
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"name:8": "§6§6§6§l§r§6§l§5§l§o§l§r§6§A§l§A§6§lAir-Filter",
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"name:8": 6§lAn Unexpected Bonus",
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"desc:8": "The Bacterial Vat is a unique multiblock machine with its own recipes. But it also has advanced versions of many brewery recipes.\n\nThe Vat isn\u0027t mandatory in this tier, but there are many useful recipes and you\u0027ll need it later on, so let\u0027s build one!\n\nAll recipes require a §cculture§r, some recipes require a specific §cGlass-Tier.\n\n§rThe culture is made in a BioLab and §lput in the controller.\n\n§l§rThe Glass-Tier is calculated as LV \u003d Tier 1, so this quest requires you to make tier 3 glass.",
"desc:8": "The Bacterial Vat is a unique multiblock machine with its own recipes. But it also has advanced versions of many brewery recipes.\n\nThe Vat isn\u0027t mandatory in this tier, but there are many useful recipes and you\u0027ll need it later on, so let\u0027s build one!\n\nAll recipes require a §cculture§r, some recipes require a specific §cGlass-Tier.§r\n\nThe culture is made in a BioLab and §lput in the controller.§r\n\nThe Glass-Tier is calculated as LV \u003d Tier 1, so this quest requires you to make tier 3 glass.",
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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\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, 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]",
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"name:8": "§6§l§6§lComponent Assembly Line",
"name:8": "§6§lComponent Assembly Line",
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"desc:8": "The Decay Warehouse stores a single type of radioactive isotope and allows it to decay over time. \n\nThe decay speed of the isotope is §adependent§r on its half-life.\n\nIsotopes will decay §9regardless§r of whether the warehouse is on or powered. \n\nThe Warehouse\u0027s capacity equals the chest\u0027s capacity divided by §c400§r.\n\nCapacity of the multiblock for each chest:\n\n§6Super Chest I:§f §c10,000\n§6Super Chest II:§f §c20,000\n§6Super Chest III:§f §c40,000\n§6Super Chest IV:§f §c80,000\n§6Super Chest V:§f §c160,000\n§6Quantum Chest I:§f §c320,000\n§6Quantum Chest II:§f §c640,000\n§6Quantum Chest III:§f §c1,280,000\n§6Quantum Chest IV:§f §c2,560,000\n§6Quantum Chest V:§f §c5,368,000§r\n\n[note]Right click the controller with a §aScrewdriver§r to dump stored isotopes into an output bus.\n\nRight click the controller with a §aPlunger§r to empty it. [/note]\n\n[warn]The Warehouse\u0027s contents are §nvoided§r when the controller is broken[/warn]",
"desc:8": "The Decay Warehouse stores a single type of radioactive isotope and allows it to decay over time. \n\nThe decay speed of the isotope is §adependent§r on its half-life.\n\nIsotopes will decay §9regardless§r of whether the warehouse is on or powered. \n\nThe Warehouse\u0027s capacity equals the chest\u0027s capacity divided by §c400§r.\n\nCapacity of the multiblock for each chest:\n\n§6Super Chest I:§r §c10,000\n§6Super Chest II:§r §c20,000\n§6Super Chest III:§r §c40,000\n§6Super Chest IV:§r §c80,000\n§6Super Chest V:§r §c160,000\n§6Quantum Chest I:§r §c320,000\n§6Quantum Chest II:§r §c640,000\n§6Quantum Chest III:§r §c1,280,000\n§6Quantum Chest IV:§r §c2,560,000\n§6Quantum Chest V:§r §c5,368,000§r\n\n[note]Right click the controller with a §aScrewdriver§r to dump stored isotopes into an output bus.\n\nRight click the controller with a §aPlunger§r to empty it. [/note]\n\n[warn]The Warehouse\u0027s contents are §nvoided§r when the controller is broken[/warn]",
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"desc:8": "Is the Water Tank not cutting it anymore? Have you set up in a dry biome and are in desperate need of more water? Fear not, for the Steam Water Pump can solve your issues! This Multiblock is able to produce large amounts of Water if fed with Steam (1500L/s).\n\nLike other Steam Multiblocks, it can be upgraded by using Steel Frame Boxes instead of Bronze ones, which doubles the Water output at no additional Steam cost.\n\n§4It is, however, still dependent on how humid the Biome you are in is, so keep that in mind.§r\n\n[note]P.S. The optional quest item count includes the cost for the controller. [/note]",
"desc:8": "Is the Water Tank not cutting it anymore? Have you set up in a dry biome and are in desperate need of more water? Fear not, for the Steam Water Pump can solve your issues! This Multiblock is able to produce large amounts of Water if fed with Steam (1500L/s).\n\nLike other Steam Multiblocks, it can be upgraded by using Steel Frame Boxes instead of Bronze ones, which doubles the Water output at no additional Steam cost.\n\n§4It is, however, still dependent on how humid the Biome you are in is, so keep that in mind.§r\n\n[note]P.S. The optional quest item count includes the cost for the controller. [/note]",
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"name:8": "§6§6§6§l§r§6§l§5§l§o§l§r§6§A§l§A§6§lDrone are not Drones!",
"name:8": "§6§lDrone are not Drones!",
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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\n§rA 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\nMoron always says - Make Muffler Moint Mup. Or point up, anyways. Before 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.\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.",
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"desc:8": "Technically this coil tier can be skipped. But you need LuV to get the next one, so you should really get these coils for now.\n\n\nTo process more advanced materials like LuV Superconductor Base you need more than 5400K. Time to upgrade your EBF to 6300K.",
"desc:8": "Technically this coil tier can be skipped. But you need LuV to get the next one, so you should really get these coils for now.\n\nTo process more advanced materials like LuV Superconductor Base you need more than 5400K. Time to upgrade your EBF to 6300K.",
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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 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.",
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"desc:8": "You will need machine to process the naquadah in the future.\n\nThis machine is different from most multis. It needs to use [warn]Neutron Accelerator[/warn] this special hatch instead of energy hatch to keep it running.\n\nThe accelerator will increase its Neutron Kinetic Energy (NKE) and when the NKE is between the requested number which you can see in NEI, the machine will work and output the right products. However, if you turn on the Neutron Activator when NKE doesn\u0027t meet the requirement, it will still consume your input material but output trash. So be careful with the NKE when you run this machine.\n\nWhen all Neutron Accelerators aren\u0027t running, NKE will decrease 72keV/s.\n\nNeutron Activator will explode when NKE is over 1200MeV.\n\n§dYou can enable batch mode with wire cutters.§r\n\n[note]The more height/speed casings you have, the more inefficient the EU-\u003eeV conversion becomes, so you then need more power. The math is as follows: Multiply recipe time by 0.9 for each height above 4 and multiply eV you get from your input power by 0.95 for each height above 4.[/note]",
"desc:8": "The Neutron Activator is a unique machine that you will use for processing Naquadah, and eventually Naquadah Fuel should you choose to do so.\n\nUnlike traditional multis, instead of using a regular energy hatch, this machine relies on a Neutron Accelerator that will need to be regulated by a Sensor Hatch. §3(The Neutron Accelerator needs to be provided power just like an energy hatch)§r\n\nThe accelerator will increase its Neutron Kinetic Energy (NKE) and when the NKE is between the requested number which you can see in NEI, the machine will work and output the right products. However, if you turn on the Neutron Activator when NKE doesn\u0027t meet the requirement, it will still consume your input material but output trash. So be careful with the NKE when you run this machine.\n\nWhen all Neutron Accelerators aren\u0027t running, NKE will decrease 72keV/s.\n\nNeutron Activator will explode when NKE is over 1200MeV.\n\n§dYou can enable batch mode with wire cutters.§r\n\n[note]The more height/speed casings you have, the more inefficient the EU-\u003eeV conversion becomes, so you then need more power. The math is as follows: Multiply recipe time by 0.9 for each height above 4 and multiply eV you get from your input power by 0.95 for each height above 4.[/note]",
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"desc:8": "[quest]The Solar Factory![/quest]\n\nThe structure has §c3§r tiers, each of which allow greater production than the previous tier. \n\nRecipes in NEI display the minimum wafer tier required. \nWafer Tiers: \n\n§6Monocrystalline\nPhosphorous\nNaquadah\nEuropium\nAmericium\nPhotonically Prepared\nPhotonically Enhanced§r\n\nMachine parallels are based on Precise Casing Tier:\n\n§6MK-I: §c8x§r\n§6MK-II: §f§c16x§r\n§6MK-III: §c32x§r\n§6MK-IV: §c64x§r\n\n§lTier §b2:§r\n\n§aSupports Multi-Amp energy hatches§r\n§c25%§r more outputs for every Wafer tier §oabove§r the minimum required.\n§r§r§rThe bonus to outputs occurs after parallels, but §9cannot be greater§r than §c100%§r\nLV-LuV Solar Panels can be made without the previous panel, but at a higher cost.\n\n§lTier §b3:§r\n\n§aSupports Laser Energy hatches§r\nBonus per increased wafer tier is increased to §c50%§f\n§rZPM-UV Solar Panels can be made without the previous panel, but at a higher cost. \n\n\n\n",
"desc:8": "[quest]The Solar Factory![/quest]\n\nThe structure has tiers, each of which allow greater production than the previous tier. \n\nRecipes in NEI display the minimum wafer tier required. \nWafer Tiers: \n\n§6Monocrystalline\nPhosphorous\nNaquadah\nEuropium\nAmericium\nPhotonically Prepared\nPhotonically Enhanced§r\n\nMachine parallels are based on Precise Casing Tier:\n\n§6MK-I: §c8x§r\n§6MK-II: §c16x§r\n§6MK-III: §c32x§r\n§6MK-IV: §c64x§r\n\n§lTier §b2:§r\n\n§aSupports Multi-Amp energy hatches§r\n§c25%§r more outputs for every Wafer tier §oabove§r the minimum required.\nThe bonus to outputs occurs after parallels, but §9cannot be greater§r than §c100%§r\nLV-LuV Solar Panels can be made without the previous panel, but at a higher cost.\n\n§lTier §b3:§r\n\n§aSupports Laser Energy hatches§r\nBonus per increased wafer tier is increased to §c50%§r\nZPM-UV Solar Panels can be made without the previous panel, but at a higher cost.",
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"desc:8": "After significant progression, you\u0027ll be able to upgrade the QFT to tier 2 by replacing the §3Neutron Pulse Manipulator§f §rcasings § with §3Cosmic Fabric Manipulator§f §rcasings. Once installed, the QFT can perform the §6§6monaline skip§f,§r § the §6§6first two naqline skips§r, and the §6netherite line skip§r.\n\n§rThese casings require more advanced materials, including §3Hyper-Stable Self-Healing Adhesive§r, which can only be crafted in a tier 1 QFT. This adhesive isnt just excellent at sticking things together - its also built to withstand the intense energy flow of a tier 2, 3, or even tier 4 QFT! §o\n\nWho knows what kinds of materials youll need after this?!",
"desc:8": "After significant progression, you\u0027ll be able to upgrade the QFT to tier 2 by replacing the §3Neutron Pulse Manipulator§r casings with §3Cosmic Fabric Manipulator§r casings. Once installed, the QFT can perform the §6monaline skip§r, the §6first two naqline skips§r, and the §6netherite line skip§r.\n\nThese casings require more advanced materials, including §3Hyper-Stable Self-Healing Adhesive§r, which can only be crafted in a tier 1 QFT. This adhesive isnt just excellent at sticking things together - its also built to withstand the intense energy flow of a tier 2, 3, or even tier 4 QFT! §o\n\nWho knows what kinds of materials youll need after this?!",
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"desc:8": "Consider improving your QFT\u0027s focusing capabilities by replacing your §3Neutron Shielding Core§f §r§rcasings with §3Cosmic Fabric Shielding Core§f §rcasings. Like the tier 2 manipulators, these also require §3Hyper-Stable Self-Healing Adhesive§§§r.",
"desc:8": "Consider improving your QFT\u0027s focusing capabilities by replacing your §3Neutron Shielding Core§r casings with §3Cosmic Fabric Shielding Core§r casings. Like the tier 2 manipulators, these also require §3Hyper-Stable Self-Healing Adhesive§r.",
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"desc:8": "With access to even more advanced materials, you can upgrade your QFT to tier 3 by replacing the §3Cosmic Fabric Manipulator§f §rcasings with §b§3§b§3Infinity Infused Manipulator§§§f §rcasings. This tier unlocks two powerful new skips: the §6final naqline skip§f §rand the §6§6stem cell skip§r.\n\nThis new casing requires even more advanced materials still, including the §3Superconductor Rare-Earth Composite§r, which can only be crafted in a tier 2 QFT. Unlike §3Hyper-Stable Self-Healing Adhesive§r, which focused on structural integrity, this composite is designed purely for energy transmission. With automatic self-repair now fully handled, we can shift our focus to increasing the energy flow between components and into the multi itself.\n\nStandard superconductors break down under quantum stress - but this composite eliminates all resistance across the outer shell. Its precisely layered rare-earth elements create such gradual transitions that quantum flow moves effortlessly, with no losses or destabilizing effects.\n\n§oWhat will you discover next?!",
"desc:8": "With access to even more advanced materials, you can upgrade your QFT to tier 3 by replacing the §3Cosmic Fabric Manipulator§r casings with §3Infinity Infused Manipulator§r casings. This tier unlocks two powerful new skips: the §6final naqline skip§r and the §6stem cell skip§r.\n\nThis new casing requires even more advanced materials still, including the §3Superconductor Rare-Earth Composite§r, which can only be crafted in a tier 2 QFT. Unlike §3Hyper-Stable Self-Healing Adhesive§r, which focused on structural integrity, this composite is designed purely for energy transmission. With automatic self-repair now fully handled, we can shift our focus to increasing the energy flow between components and into the multi itself.\n\nStandard superconductors break down under quantum stress - but this composite eliminates all resistance across the outer shell. Its precisely layered rare-earth elements create such gradual transitions that quantum flow moves effortlessly, with no losses or destabilizing effects.\n\n§oWhat will you discover next?!",
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"desc:8": "Consider improving your QFT\u0027s focusing capabilities even further by replacing your §§§3Cosmic Fabric Shielding Core§f §rcasings with §b§3Infinity Infused Shielding Core§f §rcasings. Like the tier 3 manipulators, these also require §3Superconductor Rare-Earth Composite§r.",
"desc:8": "Consider improving your QFT\u0027s focusing capabilities even further by replacing your §3Cosmic Fabric Shielding Core§r casings with §3Infinity Infused Shielding Core§r casings. Like the tier 3 manipulators, these also require §3Superconductor Rare-Earth Composite§r.",
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"desc:8": "§lFinally, you have done it§r! You can now upgrade your QFT to the ultimate tier by replacing your §3Infinity Infused Manipulator§f §rcasings with §b§3SpaceTime Continuum Ripper§f §rcasings. This final upgrade unlocks all skips, including the §6bio cell§f §rskip, the §6§6kevlar skip§f §rand the §6§6radox + xenoxene skip§r.\n\nEven with all previous upgrades, the final leap remained out of reach. Chemical skips for foundational components used in the earlier stages of the QFT, such as bioware circuits, were still impossible - §ountil now§r. Reaching the theoretical limit of the QFT demands a material far beyond anything seen before, hidden deep within the second half of the Naquadah line.\n\nThe material you require will be your magnum opus - the §3Black Body Naquadria Supersolid§r. This extraordinary substance acts as a perfect black body - absorbing all radiation without reflection - and behaves as a supersolid, flowing like a fluid with zero viscosity. Combining these properties in a single material ensures stable, effortless quantum energy flow at any voltage level, even at the MAX tier!\n\nWith this breakthrough, your QFT is fully unlocked, capable of creating components up to the UHV tier.",
"desc:8": "§lFinally, you have done it§r! You can now upgrade your QFT to the ultimate tier by replacing your §3Infinity Infused Manipulator§r casings with §3SpaceTime Continuum Ripper§r casings. This final upgrade unlocks all skips, including the §6bio cell skip, the kevlar skip and the radox + xenoxene skip§r.\n\nEven with all previous upgrades, the final leap remained out of reach. Chemical skips for foundational components used in the earlier stages of the QFT, such as bioware circuits, were still impossible - §ountil now§r. Reaching the theoretical limit of the QFT demands a material far beyond anything seen before, hidden deep within the second half of the Naquadah line.\n\nThe material you require will be your magnum opus - the §3Black Body Naquadria Supersolid§r. This extraordinary substance acts as a perfect black body - absorbing all radiation without reflection - and behaves as a supersolid, flowing like a fluid with zero viscosity. Combining these properties in a single material ensures stable, effortless quantum energy flow at any voltage level, even at the MAX tier!\n\nWith this breakthrough, your QFT is fully unlocked, capable of creating components up to the UHV tier.",
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"desc:8": "Consider pushing your QFT\u0027s focusing capability to its final form by replacing your §3Infinity Infused Shielding Core§f §rcasings with §b§3SpaceTime Bending Core§f §rcasings. Like the tier 4 manipulators, these also require §3Black Body Naquadria Supersolid§r.",
"desc:8": "Consider pushing your QFT\u0027s focusing capability to its final form by replacing your §3Infinity Infused Shielding Core§r casings with §3SpaceTime Bending Core§r casings. Like the tier 4 manipulators, these also require §3Black Body Naquadria Supersolid§r.",
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"desc:8": "Some machines have a very, very large number of recipes. To avoid conflicts, many recipes have programmed circuits to ensure that the correct recipe is used. These programmed circuits are not consumed.\n\nIn this modpack, all singleblock GT machines now come with an icon in the GUI on the bottom-right that represents a ghost circuit. Click it or scroll to choose the number you need. If you do that, you don\u0027t have to insert a physical circuit. This is going to be your main option for all single block machines. This option is now also available for input buses of multiblocks, which you will use much later.\n\nThere are a few places throughout the modpack where you still need the physical circuits. You can turn an LV circuit into a programmed circuit in the crafting grid and then program it in various ways:\n\n1) Find a correct crafting recipe with a screwdriver in NEI and use that.\n\n2) Right-click while holding the programmed circuit to open an easy menu. You still need to at least have the screwdriver in your inventory though or it won\u0027t work. Eventually you can also make an electric screwdriver.\n\n3) Use the BartWorks Circuit Programmer. It\u0027s only available in MV, but it does not use any durability and runs on EU.\n\n4) Use the GT++ Circuit Programmer block. It isn\u0027t portable and only available in MV, but it allows for automation.\n\n\nThe tasks in this quest are just the showcase of what programming circuits there are. You can just click the checkmark once you understand how the programmed circuits work.",
"desc:8": "Some machines have a very, very large number of recipes. To avoid conflicts, many recipes have programmed circuits to ensure that the correct recipe is used. These programmed circuits are not consumed.\n\nIn this modpack, all singleblock GT machines now come with an icon in the GUI on the bottom-right that represents a ghost circuit. Click it or scroll to choose the number you need. If you do that, you don\u0027t have to insert a physical circuit. This is going to be your main option for all single block machines. This option is now also available for input buses of multiblocks, which you will use much later.\n\nThere are a few places throughout the modpack where you still need the physical circuits. You can turn an LV circuit into a programmed circuit in the crafting grid and then program it in various ways:\n\n1) Find a correct crafting recipe with a screwdriver in NEI and use that.\n\n2) Right-click while holding the programmed circuit to open an easy menu. You still need to at least have the screwdriver in your inventory though or it won\u0027t work. Eventually you can also make an electric screwdriver.\n\n3) Use the BartWorks Circuit Programmer. It\u0027s only available in MV, but it does not use any durability and runs on EU.\n\n4) Use the GT++ Circuit Programmer block. It isn\u0027t portable and only available in MV, but it allows for automation.\n\nThe tasks in this quest are just the showcase of what programming circuits there are. You can just click the checkmark once you understand how the programmed circuits work.",
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"desc:8": "ERROR: Too many keys to fit a 104 key keyboard.\n\nThere are many keybinds in this modpack. To avoid conflicts, most of them are unbound by default. Only the ones available from the start are bound. Note that NEI keybinds are found in the NEI menu and not with the rest of the keybinds.\n\nHere is the list of what some of them do :\n\n\nBetterQuesting\nGRAVE - Open Questbook\n\nDraconic Evolution\nV - Place the item you are holding on the block you are looking at\n\nJourneymap\nB - Create a Waypoint\nCtrl+B - Open the Waypoint Manager\nJ - Open Fullscreen Map\n\u003d - Zoom In (works on minimap too)\n- - Zoom out\n\nInventory Tweaks\nR - Sort Inventory\n\nShare Where I am\nINSERT - Places a temporary beam where you are looking at that will be seen by you and other players\nSHIFT + INSERT - Places a temporary beam where §oyou§r are that will be seen by you and other players\nCTRL + INSERT - Shares the position you are looking at with other players\nCTRL + SHIFT + INSERT - Shares your position with other players\n\nWaila - Shows information about what you are looking at\nNUMPAD1 - show/hide the Waila HUD\nNUMPAD3 - shows how to craft what you are looking at\nNUMPAD4 - shows the crafting usages of the thing you are looking at\n\n\n[note]If you have a non-standard keyboard layout, using the java 17-21 version of GTNH §omight§r help you in being able to use certain keys for keybinds.\n[/note]",
"desc:8": "ERROR: Too many keys to fit a 104 key keyboard.\n\nThere are many keybinds in this modpack. To avoid conflicts, most of them are unbound by default. Only the ones available from the start are bound. Note that NEI keybinds are found in the NEI menu and not with the rest of the keybinds.\n\nHere is the list of what some of them do :\n\nBetterQuesting\nGRAVE - Open Questbook\n\nDraconic Evolution\nV - Place the item you are holding on the block you are looking at\n\nJourneymap\nB - Create a Waypoint\nCtrl+B - Open the Waypoint Manager\nJ - Open Fullscreen Map\n\u003d - Zoom In (works on minimap too)\n- - Zoom out\n\nInventory Tweaks\nR - Sort Inventory\n\nShare Where I am\nINSERT - Places a temporary beam where you are looking at that will be seen by you and other players\nSHIFT + INSERT - Places a temporary beam where §oyou§r are that will be seen by you and other players\nCTRL + INSERT - Shares the position you are looking at with other players\nCTRL + SHIFT + INSERT - Shares your position with other players\n\nWaila - Shows information about what you are looking at\nNUMPAD1 - show/hide the Waila HUD\nNUMPAD3 - shows how to craft what you are looking at\nNUMPAD4 - shows the crafting usages of the thing you are looking at\n\n[note]If you have a non-standard keyboard layout, using the Java 17-25 version of GTNH §omight§r help you in being able to use certain keys for keybinds.\n[/note]",
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"desc:8": "Welcome to my ted talk, today we talk about the §6§lExtreme Industrial Greenhouse.\n§rIt is the most advanced and §l§nLAG FREE§r crop farm that will allow you to supply the amount of tea you need.\nThe machine starts at §5EV§r, but to farm IC2 crops you will need at least §dLuV§r power.\nTo see the structure, place the controller on ground and use a structure hologram to build.\nThe glass tier limits the energy tier until [note]UV[/note]. With [note]UV[/note] glass you can have an energy tier as high as you want.\nShift-click with screwdriver to change crop type (IC2/normal), sadly you can\u0027t farm both in one machine.\nThere are 3 modes to manage your crops (change with screwdriver):\n\n§lSetup mode (input):\n§rIn this mode you can plant your crops in the machine.\nJust put them in the input bus and enable the machine with a soft mallet.\nAdditionally, you need to insert block that is required for IC2 crop to grow (if any)\nWhen the bus is empty, just disable it and change the mode.\nKeep in mind that there is limited space of slots for your crops depending on the voltage.\nWith normal crops you start with 1 slot and that multiplies by 2 every tier past §5EV§r, every slot can take 64 crops of the same type.\nWith IC2 crops you start with 4 slots and that multiplies by 4 every tier past §dLuV§r, every slot can take only 1 crop.\n\n§lSetup mode (output):\n§rThis mode allows you to move your Greenhouse or upgrade your crops.\nWhen the machine is running in this mode it will output all planted crops in the output bus.\n\n§lNormal operation:\n§rWith normal crops it is a straightforward process. Base processing time is 5 seconds, at the end of operation all crops are grown and the outputs are added to the output bus. Additionally the time is lower every tier past §5EV§r §o(The time is divided by the number of tiers past §6HV§r§o, minimum 1 second. WOW)§r\n\nIC2 crops on the other hand, are not that easy. They are normally simulated, but accelerated 32 times. Process time is 5 seconds. You can check the progress of the growing process with a tricorder.\n\nIf you want to grow your crops even faster, then you can use a fertilizer (up to §l400% more drops§r !). Machine will take fertilizer from the input buses on start of the operation and will be applied to that operation only. Each fertilizer gives +200% per crop in normal mode or +10% in IC2 mode. The bonus is applied evenly on crops. Examples:\nNormal mode, 3 wheat seeds, 1 tea seeds, you insert 1 fertilizer, you will get +150% wheat drops and +50% tea drops.\nIC2 mode, 16 melon seed bags, you insert 64 fertilizer, you will get +40% drops.\n\nAdditionally, all your crops need water to grow. Every single crop drinks 1000L per operation. So for example if you have planted 576 tea seeds at [note]UV[/note] voltage you will need 576000 L per second.\n\n§lLast notes:\n§rThe animation can\u0027t be disabled.\nThe lamps can be inverted.\nThe dirt must be tilled.\nIf you encounter any issue or have any suggestion please open an issue on GitHub and ping §l@kuba6000§r.\nThis MB was created to farm tea because I wanted to.",
"desc:8": "Welcome to my ted talk, today we talk about the §6§lExtreme Industrial Greenhouse.§r\nIt is the most advanced and §l§nLAG FREE§r crop farm that will allow you to supply the amount of tea you need.\nThe machine starts at §5EV§r, but to farm IC2 crops you will need at least §dLuV§r power.\nTo see the structure, place the controller on ground and use a structure hologram to build.\nThe glass tier limits the energy tier until [note]UV[/note]. With [note]UV[/note] glass you can have an energy tier as high as you want.\nShift-click with screwdriver to change crop type (IC2/normal), sadly you can\u0027t farm both in one machine.\nThere are 3 modes to manage your crops (change with screwdriver):\n\n§lSetup mode (input):§r\nIn this mode you can plant your crops in the machine.\nJust put them in the input bus and enable the machine with a soft mallet.\nAdditionally, you need to insert block that is required for IC2 crop to grow (if any)\nWhen the bus is empty, just disable it and change the mode.\nKeep in mind that there is limited space of slots for your crops depending on the voltage.\nWith normal crops you start with 1 slot and that multiplies by 2 every tier past §5EV§r, every slot can take 64 crops of the same type.\nWith IC2 crops you start with 4 slots and that multiplies by 4 every tier past §dLuV§r, every slot can take only 1 crop.\n\n§lSetup mode (output):§r\nThis mode allows you to move your Greenhouse or upgrade your crops.\nWhen the machine is running in this mode it will output all planted crops in the output bus.\n\n§lNormal operation:§r\nWith normal crops it is a straightforward process. Base processing time is 5 seconds, at the end of operation all crops are grown and the outputs are added to the output bus. Additionally the time is lower every tier past §5EV§r §o(The time is divided by the number of tiers past §6HV§r§o, minimum 1 second. WOW)§r\n\nIC2 crops on the other hand, are not that easy. They are normally simulated, but accelerated 32 times. Process time is 5 seconds. You can check the progress of the growing process with a tricorder.\n\nIf you want to grow your crops even faster, then you can use a fertilizer (up to §l400% more drops§r!). Machine will take fertilizer from the input buses on start of the operation and will be applied to that operation only. Each fertilizer gives +200% per crop in normal mode or +10% in IC2 mode. The bonus is applied evenly on crops. Examples:\nNormal mode, 3 wheat seeds, 1 tea seeds, you insert 1 fertilizer, you will get +150% wheat drops and +50% tea drops.\nIC2 mode, 16 melon seed bags, you insert 64 fertilizer, you will get +40% drops.\n\nAdditionally, all your crops need water to grow. Every single crop drinks 1000L per operation. So for example if you have planted 576 tea seeds at [note]UV[/note] voltage you will need 576000 L per second.\n\n§lLast notes:§r\nThe animation can\u0027t be disabled.\nThe lamps can be inverted.\nThe dirt must be tilled.\nIf you encounter any issue or have any suggestion please open an issue on GitHub and ping §l@kuba6000§r.\nThis MB was created to farm tea because I wanted to.",
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View File

@@ -19,7 +19,7 @@
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"name:8": "§6§6§6§lHigh Temperature Super Breeder",
"name:8": "§6§lHigh Temperature Super Breeder",
"questLogic:8": "AND",
"repeatTime:3": -1,
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View File

@@ -12,7 +12,7 @@
"properties:10": {
"betterquesting:10": {
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"desc:8": "Forged from the blood of an ageless dragon, and melded together by the power of fusion beyond what you thought was the reality. No natural element, or combination of elements, could match up to this glowing orange material, not even the Awakened Draconium you got your hands on before.\n\nWhat truly happened inside that Mk4 Fusion Reactor? What §ois§r this material? Its dust pulsates visibly, at different rates depending on the size of the dust itself. Hypogen approaches a state of complete balance as it approaches the block size, and it is obvious to you what needs to be done with it.\n\nIt absorbs and radiates energy without any effort, but it would be stupid to attempt making coils out of this without assistance. Wetware wasn\u0027t good enough anymore, and only the most advanced living circuit could withstand the erratic behavior Hypogen demonstrates.\n\nProvides 12601K heat. Almost certainly, this will end up on your DTPF.",
"desc:8": "Forged from the blood of an ageless dragon, and melded together by the power of fusion beyond what you thought was the reality. No natural element, or combination of elements, could match up to this glowing orange material, not even the Awakened Draconium you got your hands on before.\n\nWhat truly happened inside that Mk4 Fusion Reactor? What §ois§r this material? Its dust pulsates visibly, at different rates depending on the size of the dust itself. Hypogen approaches a state of complete balance as it approaches the block size, and it is obvious to you what needs to be done with it.\n\nIt absorbs and radiates energy without any effort, but it would be stupid to attempt making coils out of this without assistance. Wetware wasn\u0027t good enough anymore, and only the most advanced living circuit could withstand the erratic behavior Hypogen demonstrates.\n\nProvides 12601K heat. Almost certainly, this will end up on your DTPF.",
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View File

@@ -23,7 +23,7 @@
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"name:8": "§6§6§6§lIntegrated Ore Factory - All in One!",
"name:8": "§6§lIntegrated Ore Factory - All in One!",
"questLogic:8": "AND",
"repeatTime:3": -1,
"repeat_relative:1": 1,

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