Update status :2019-10-20 22:30:50

bol nastaveny autocrafting magical woodu pomocou autonomous activatorov, ktore generuju XP, tie su zachtavane vacuum hoprami odkial su vedene do bedrockium suda a odtial so Fluid transposeru do ktoreho je autocrafteny bookshelf.

Update status :2019-10-19 20:35:27
  • postaveny krafting na alverary
  • postavena skusobna alverary
  • rozsirenie Bee miestnosti o dalsiu miestnost
  • rozsirenie autocraftinogovej miestnosti
  • prekopanych zopar spojovacich chodieb kvoli moznemu rozsiorvaniu a lepsiemu spojeniu s jednotlivymi castami zakladne v nadzemi a aj podzemi
  • vykopanych zopar velkych miestnosti v podzemi pripravenych pre rozne ucely
  • zakladnu pomaly rozsirujem kvoli planom na masovu produkciu surovin cez vcely
  • upravena nether mob trapka - zvyseny strop
Bees
after many attempts i have decided to replace LP network with AE2 subnetwork. I have had troubles with requesting and i have lost all my patience and a lot of time to solve problems with. The network has been working more less fine but behaved sometimes very strange and I have found there in the version I have in modpack there couple of bugs that has been fixed for MC 1.12. But real reason is I don't want to spend all of my time with fine tuning and fixing numerous issues even I think LP is for my purposes definitely better solution than AE2. I definitely come back with LP once I have time and will play with LP just for fun
[Guide] A short introduction to Logistics Pipes for 1.12

https://www.reddit.com/r/feedthebeast/comments/c97545/guid

"short", haha yeah. As if I could not write a 30k character wall of text about my favorite mod. Sorry, not sorry.

So, Logistics Pipes for 1.12 is finally usable, but it's a bit late to the party (and still in beta) so it's not used in many modpacks yet - a notable exception being Omnifactory, which I'm currently having a blast in.

Quite a few things have changes since 1.7.10, and LP is still a mod that works very differently from other transport mods, so I thought I'd write up a compact guide on how to use Logistics Pipes, both for players who have never used the mod as well as for veterans who want to get accustomed to the changes that 1.12 introduced.

However, I will only write about the basics to get you started, in a bullet point format to condense it a bit and make it more easily readable. I'm not going to go deep into advanced functionality or fluids, so I'll only list the most important pipes, modules, and upgrades. But that's fine - Logistics Pipes is very different from other transport mods, but it's very logical and consistent, so once you can do the basics you can probably do everything else!

By the way, I am the original author of the 1.7.10 [Getting Started: Logistics Pipes](https://ftb.gamepedia.com/Getting_Started_(Logistics_Pipes)) guide, which you can still use as a reference; just be aware that some things have been changed. I will absolutely write an updated guide for 1.12 - most likely it will be a completely new page, so the old one can be kept for legacy purposes as many people are still playing 1.7.10 modpacks and might need some help with that version of LP. Writing the guide will take me a while though. Sadly I'll have a quite bad internet connection for a few weeks, just uploading images will take some time, and I can't easily download mods or even modpacks to do proper testing. Also, there's quite a lot of work involved with writing a good guide. I'll make preparations though.

Again, THIS WILL END UP ON THE FTB GAMEPEDIA WIKI EVENTUALLY. Just to pre-empt the inevitable posters who will nag me to put it on the wiki instead. The wiki has different standards than reddit though and I wanted to get this out quickly so people can already get started with LP.


Major changes
  • new icons

  • crafting recipes were changed quite a lot (no more BC circuits!)

  • upgraded versions of pipes have been replaced with upgrade modules (for the most part - some special pipes still have Mk2 versions)

  • you can finally apply upgrades to modules!

  • some cool new routed pipes/modules were added (including what will be a way of directly connecting two points on the network via frequency cards, which has been a highly requested feature - sadly, it doesn't seem to work yet)

  • new "Highspeed" tubes were added. They go fast. And they have curves.

  • the Soldering Station, which was used for advanced crafting recipes, has been removed

  • there is now a (very simple) research system that is used to unlock crafting recipes for routed pipes and modules. This is the new time-gating mechanic replacing the BC assembly table. I do think this system is a big improvement, and will not impede you very much


How am use??

First, a few words about how Logistics Pipes works. LP utilizes the pull principle everywhere, meaning that it always calculates the destination for an item before actually sending it off. This is different from mainly push-based pipes, like Thermal Dynamics itemducts or BC pipes, where items simply enter the network and an available path is calculated en route. With LP, you need to always make sure that items have a valid destination, or items will not go anywhere at all (i.e. they will pop out of the pipes).

LP is usable as soon as you have a bare minimum of power and can afford to craft its items, and it stays relevant for a long time. But as you will likely have guessed, items have travel time in this mod, so as you reach endgame you will probably want to upgrade to AE2/RS at some point to reduce crafting times. Especially in expert packs like Omnifactory. In other, non-expert packs you might be able to use LP all the way through endgame though. However, it won't be the best option.

Lastly, LP works as a transport network, similar to AE2 or RS. All pipes need to be connected to a single system. This means you can't simply use 1 pipe to connect two machines with each other. Just like you would have to resort to import/export buses or P2P tunnels in AE2, you will have to use pipes with similar functionality in LP. The main difference to AE2/RS is that the mod is based on pipes instead of teleporting stuff around in the form of energy, and that LP does not offer any storage. In return, its items are usually cheaper to craft, and the network uses less power than AE2/RS. Also, having items zip around in pipes looks neat. Some people won't care about that, some will.

I do think that LP is not for everyone and many will prefer AE2 or RS over it. I'm just writing this for those who are willing to at least try it.

(Also, as the mod is still in heavy development, it will likely contain some minor bugs, and some features may not be fully implemented yet. The current beta version, as it's used in Omnifactory, is very usable already.)

Preparations
  • You need a wrench to access the GUI of pipes. Any Buildcraft-compatible wrench, like the Crescent Hammer, works fine. LP now also adds the Pipe Manager item which can be used instead, but you don't need to craft it if you already have a wrench. This is rather unusual so it needs to be said. Blocks like the Logistics Request Table can be accessed without a wrench.

  • The network requires power. Have one Logistics Power Junction connected to your pipe network with a Basic Logistics Pipe. You can consider this the network controller. It takes RF, EU, and MJ, which it will convert into Logistics Power. It stores 2 million Logistics Power (equalling 4M RF, 1M EU, or 400k MJ) so make sure you have enough power stored to fill it up or it's going to suck your reserves dry. LP doesn't actually use a ton of power though, you can usually use it quite early. I used to power earlygame setups with just a single steam dynamo. Also, the large amount of power storage means that you can have a power outage of several minutes while your transport keeps working.

  • Make sure to get a stockpile of Basic Logistics Pipes and Unrouted Transport Pipes; they are the most basic pipes which you will use everywhere.

  • The crafting recipes of more advanced pipes than the Basic Logistics Pipe are unlocked via a simple research system. To utilize it, you will require the Logistics Program Compiler block (which also needs to be connected with a Basic Logistics Pipe, as it requires Logistics Power), a single Logistics Disk, and at least one Logistics Programmer.

  • I highly recommend making a Pipe Controller item. It will allow you to see which upgrades are installed on a pipe and remove them. It will also show some statistics. Additionally, if you rightclick the Pipe Controller while not aiming at a pipe (i.e. into air), you can set the render distance for high-quality pipe rendering and for items inside pipes on-the-fly. This will allow you to tweak your client performance a bit.

About Pipes, modules, and upgrades
  • LP has two types of pipes: the Unrouted Transport Pipe and routed pipes. (And highspeed tubes, but those are not important right now.)

  • Unrouted Transport Pipes serve ONLY as connections between routed pipes. As such, they cannot connect to inventories, and they cannot route items. (You may have noticed that they don't use the word "Logistics" in their name, unlike most other pipes.) This means that, to properly route items, you should place at least a Basic Logistics Pipe, or any other routed pipe, at every intersection/junction. Note that you don't necessarily have to do this everywhere since the LP network can handle unrouted intersections to a certain degree, but if you want your item transport to be fast and efficient, you really should use a routed pipe at every intersection.

  • This also means that items have to enter the network at a routed pipe, at least at a Basic Logistics Pipe.

  • Routed Pipes are also used to connect all blocks that the mod adds (except one).

  • Unrouted Transport Pipes do transport Logistics Power, which is used by most blocks and routed pipes.

  • If a pipe has an error, e.g. if you use an Unrouted Transport Pipe at an intersection or a routed pipe is not connected to the network, you will see that it has red corners to designate an error. If the LP network is out of power, suddenly ALL pipes will show red corners, which makes this very easy to notice.

  • Many routed pipes are also available as a module, which can be inserted into a Logistics Chassis. Better Chassis versions can hold multiple modules, up to 8. Some routed pipes do not have module equivalents, and some modules do not have pipe equivalents.

  • Upgrades are special items that can be applied to both pipes and modules. You can simply insert a module into a pipe by right-clicking the pipe with the upgrade item, but to apply an upgrade to a module, you will first need to install the Module Upgrade to a Chassis, which then unlocks two upgrade slots for each other module inside the Chassis. Pipes have 9 upgrade slots.

  • An important upgrade is the Item Speed Upgrade, which speeds up items that travel through the pipe. It can be applied to any routed pipe (but not modules - instead, it is applied to the Chassis that contains the module). Unrouted Transport Pipes don't have drag like Buildcraft pipes do, so items will not lose their speed.

  • Remember to use the Pipe Controller if you want to check or remove the upgrades on a pipe!

Using the research system
  • The different recipes for advanced pipes, modules, and upgrades are very similar. Some of them have exactly the same crafting recipes, and which pipe/module/upgrade you get is solely determined by the program that is flashed (loaded) onto the Logistics Programmer, which is used in the crafting recipe.

  • You will need a properly flashed Logistics Programmer for ALL advanced recipes. Every single recipe has its own program.

  • To use a program, you first have to unlock (research) the group of programs it is contained in, and then compile (research but faster) the program.

  • The Logistics Program Compiler's GUI consists of two item slots (one for a Logistics Disk and one for a Logistics Programmer), two lists (the program groups on the left-hand side, and the list of programs on the right-hand side), a highly useful search bar, and several buttons. You can scoll the lists with the arrow buttons, but you can also just use your mouse wheel.

  • First, insert a Logistics Disk into the top left slot of the Logistics Program Compiler. You will only need one disk, although you can certainly craft multiple disks if you want to have a smaller selection of unlocked recipes on them... that doesn't seem very useful though. It's easiest to just use one disk for everything. You have a search bar to look for programs so having a long list of them is not an issue.

  • At first, the list of programs will not contain anything. You first have to unlock a program group to make the programs inside that group available for further research.

  • To unlock a group, just select it in the list on the left-hand side and press the "Unlock" button. The Logistics Program Compiler then takes some time (1m 30s) and an amount of Logistics Power (20k LP / 40k RF / 10k EU / 4k MJ) to research the group of programs.

  • Sadly, you cannot see which programs a group contains, so your best bet is to simply unlock all groups and make all programs available for compiling. Then you can research programs as you require them. If you have unlocked all groups, the group list will disappear and the list of programs will be extended over the full width of the GUI, which makes it easier to read. (good UI design!)

  • After unlocking a program, you can research it in the program list. Select a program (e.g. the Provider Logistics Pipe, which you will likely need soon) and press the "Compile" Button. It will then take a shorter amount of time (20s) and a much smaller amount of Logistics Power (4k LP / 8k RF/ 2k EU / 800 MJ) to research the program.

  • To actually use the program to craft an advanced pipe, you need to flash (load) it onto a Logistics Programmer. Insert the item into the top-right slot in the Logistics Program Compiler. Then, select the program you want to use and press the "Flash" button. The Compiler will then take a very short amount of time (5s) and half a fart's worth of Logistics Power (1k LP / 2k RF / 500 EU / 200 MJ) to flash the program onto the Logistics Programmer. Now you can use it to craft the pipe that is associated with the flashed program.

  • It will be very beneficial to use multiple Logistics Programmers for your most-used pipes so you don't constantly need to flash programs just to craft a different pipe. Unless you're a masochist and want it to be that way, I guess.

All mentioned power/time values are default. Omnifactory only tweaks the recipes a bit.


Pipe and module types

For your LP item network to work properly, you need ItemSinks or destinations (I will call them "Destinations" from now on), which designate inventories that your network can sort items into, and "Sources", which designate inventories that your network can take items out of. These are often the same inventories, but don't have to be. Adding a Destination only means that your LP network knows where to send items. It does not make the Destination available as a Source. Likewise, your network may know to extract items from a Source, but will not send items there if it's not also a Destination.

  • The Basic Logistics Pipe, apart from providing basic routing and inventory connections, can also be used as a basic Destination, called the ItemSink. As such, its module equivalent is the ItemSink module. It includes a whitelist filter for up to 9 item types, but perhaps more importantly, it can be used to set a Default Route for items that have no other place to go to. Use this on an overflow chest, which you should check periodically so you can make new Destinations for items that don't have one yet.

  • The Polymorphic ItemSink Module has a complicated name but a simple function: it is used to provide a Destination for items that are already present in the connected inventory. It is mainly used for inventories that store large amounts of specific items, such as barrels, Deep Storage Units or drawers. You will make good use of this one.

  • Use the Provider Logistics Pipe or Provider Module to add a Source inventory to the network. It enables Supplier and Request Pipes, as well as the Logistics Request table, to remotely extract items from the connected inventory. Comparable to an ME Storage Bus (on extract only mode). In this pipe's GUI you can find a whitelist ("include" mode) or blacklist ("exclude" mode) filter for up to 9 items. Additionally, you can use the Switch button to set how many items should be kept in the connected inventory. Set it to "Leave 1 item per type" if combined with a Polymorphic ItemSink. It's often useful to apply Item Speed Upgrades to Provider Pipes (or the Chassis that contains a Provider module), to immediately speed up requested items.

  • The Supplier Logistics Pipe or Active Supplier Module automatically requests items from available Sources and inserts them into a connected inventory. Comparable to an ME Export Bus but with more options: mainly, it can be used to keep a specific amount of items in stock. In its GUI, you can set a whitelist filter. Increase the stack size of filtered items by right-clicking with the item still "on cursor". Remove items by left- or right-clicking with an empty cursor.
    And then there are the different request modes:

  • Bulk50, the default, will begin to order items once half of the specified amount is left in the inventory.

  • Bulk100 will start to order items when the connected inventory is empty.

  • Partial will begin to order items as soon as any items are missing.

  • Full is similar to Partial, but will not request items until there are enough items in storage to restore the full specified amount of items at once..

  • Infinite will ignore the specified amounts and fill up the inventory completely as much as possible.

  • (The Bulk100 option appears to be bugged right now, as it acts like the Partial mode.)

  • The Passive Supplier Module is similar to the Active Supplier, but will not actively request items. Instead, it acts more like a high priority ItemSink with additional options.

  • The Extractor Module simply extracts items from an inventory and sends them to valid destinations, including your set default route. Comparable to an ME Import Bus. Can be sped up with various upgrades: the Action Speed Upgrade will boost how often the Extractor attempts to pull items out of the inventory, the Item Extraction Upgrade will increase the amount of items extracted, and the ItemStack Extraction Upgrade will increase the extracted amount to a full stack. (My personal recommendation would be to combine Action Speed and ItemStack.)

  • The QuickSort Module will extract items from an inventory and sort them in, but it ignores your default route, so this is useful on an input chest as it will not extract items that don't have a specific valid destination.

  • The Logistics Request Pipe (and its Mk2 version, which is faster) can request items from a Source. It's rather cumbersome to use since it requires a wrench to be accessed, so if you just want to take an item out of storage and into your inventory, it's better to use the Logistics Request Table instead (more on that thing below). Obviously, since LP is based on pipes, you can't immediately take an item out of your connected storage like you can in an ME network - you have to request things and wait for them to travel to the pipe/table. The Request Pipe is still useful to manually request items into a machine, by the way.

  • The Logistics Request Table combines the functionality of a Request pipe, a chest, and a crafting table. It's comparable to an ME Crafting Grid and an extremely useful block which I do recommend you put in key locations in your base. In addition to being able to order items from Sources or starting autocrafting jobs, you can also order necessary ingredients for crafting recipes with it. You can paste JEI recipes as ghost items into the crafting grid. Then you can use the various plus buttons to order the necessary ingredients once, 10 times, or 64 times, respectively. The ingredients will end up in the Table's internal storage below the crafting grid. From there, the ingredients are available for the crafting recipe. However, the plus buttons do NOT take into account items which are already present in the Table's inventory. This functionality is instead offered by the tilde (~) button above the plus buttons: it will order all missing ingredients that are necessary to craft the item once. The X button removes the crafting grid recipe. Last but not least, the Table also has a "Sort" slot marked with an X in the background, which can be used to send items to your storage Destinations. As all other blocks, the Table has to be connected with a Basic or other functional Logistics Pipe.

  • The Remote Orderer Logistics Pipe lets you remotely order items to a connected inventory via the Remote Orderer item, which has to be synchronized to the pipe. If you want to remotely order items to yourself, you need to connect the pipe to an Ender Chest and take ordered items out of an Ender Pouch. This is a somewhat convoluted but flexible system, since you can also use it to remotely send items into a machine without having to add a crafting recipe.

  • The Crafting Logistics Pipe and Crafting Module are used to add crafting recipes to the network. Each pipe/module adds one recipe. It acts as a Source which makes the crafting recipe's result available. When the crafting result is requested from elsewhere, it will request all items specified in the Input slots from Sources and sends them into the connected inventory. Then it will try to extract the single item specified in the output slot. The autocrafted result will be sent to the place where the output item was requested. The pipe/module GUI has an "Open" button that allows you to open the GUI of the connected machine, which is very useful as you don't necessarily need access to the machine itself.

  • Connect a Logistics Crafting Table to your Crafting pipe/module to add a crafting grid recipe. You can use JEI pasting to insert a recipe as ghost items.

  • The Logistics Crafting Table only stores one recipe. This means that, after dozens of added recipes, you will have a huge wall of these. To make your system more compact, you can also use other mods' automatic crafting tables if they can store multiple recipes, and use a larger Logistics Chassis with multiple Crafting Modules. However, the Logistics Crafting Table uses very little power (1k LP/2k RF/500 EU/200 MJ per crafted item) compared to other options, it crafts items instantly (or rather, as quickly as the Crafting pipe can pull items out - speed can be increased with upgrades), and it is powered from the LP network instead of external power. Furthermore, a Crafting Pipe has more upgrade slots (9) than a Crafting Module (2), which allows for more upgrade options, therefore increasing the potential value of using only a single recipe. Ultimately, you will likely find the Logistics Crafting Table to be the superior option.

  • LP does not differentiate between crafting grid and machine recipes. You only set input and output items in the crafting pipe/module GUI, not more, not less. The Logistics Crafting Table is just another machine that can process a recipe. This means that machine autocrafting is used exactly the same way.

  • To utilize machines with multiple inputs, you can use the Satellite Logistics Pipe (no module available). In the Crafting pipe/module GUI, you will see a highlighted Satellite section, in which you can specify up to 3 items in that crafting recipe which will be sent to a Satellite pipe instead of the Crafting pipe/module. To use this, you need to connect the Satellite pipe/module to the machine's secondary input, then use your wrench to open its GUI and give the Satellite a name. Then you can choose that specific satellite from a list in the Crafting pipe/module GUI. (This also means that you can use a satellite that's in a completely different location, as long as it's on the same network. You can get pretty creative with this - for example, you can use the Satellite to insert items into a machine which is the beginning of an entire processing chain, in which case you would connect the Crafting pipe to the processing chain's final machine/output chest.)

  • If a crafting recipe leaves a residual item, like an empty bucket, in the machine or crafting table, install a Crafting Cleanup Upgrade to the Crafting pipe/module.

  • Use a Crafting Sign Creator to apply a wooden sign to a Crafting Pipe which shows the contained recipe (with an icon!). You will need it, trust me. If you ever need to find a specific recipe in your wall of 200 crafters, you'll be thankful for this.

Important notes about machine autocrafting
  • The Crafting pipe/module needs to pull the specified output item(s) out of the connected machine. If the output item enters the LP network in another location, the network will not realize that the crafting job has been completed, and forever wait for it to finish. Because of this, the Crafting pipe/module always needs to be connected to the output side of a machine, and the machine's auto-output must be disabled! If possible, set your machine to accept both input and output on the connected side. For TE machines, use the black square icon with 4 dots on the corners, which allows external input/output handling, on the connected side. For Ender IO machines, make the connected side have no icon.

  • If machine input and output need to happen on different sides (e.g. IC2 or Gregtech machines), you will need to use a Satellite to input items. If you can't disable the machine's auto-output, have the machine output items into a chest and connect the Crafting pipe/module to that instead while using a Satellite for input.

  • If you would need more than 3 satellite inputs, install the Advanced Satellite Upgrade to the Crafting pipe/module. It allows you to choose a different Satellite for every single item slot. Which means that you could totally program a crafting recipe that sends items to 9 different machines, as long as there's a single item output that the crafting pipe can extract at the end. The possibilities with that...

  • It is generally recommended to use Satellite pipes for machines that you might send more than a stack of items into. The Crafting pipe/module will always try to send ALL items required by an autocrafting job to the machine. So, if there's not enough space in the machine, items sent to it will bounce to another available Destination instead (hopefully, it is also the item's Source). As most insertion, routing, and extraction actions use a bit of Logistics Power, this is quite inefficient. Thus, you should set up an input chest for the machine, connect the input chest via Satellite pipe, and use a hopper or other item transport (or the machine's auto-input functionality, if it has it) to fill the machine.

  • If a machine has multiple outputs, your handling of those will depend on how much you care about the secondary outputs. If you don't care about them and you just want them to go into storage, have the machine auto-output the stuff into a Basic Logistics Pipe. If you do care that the network knows about the possible secondary output, or if your machine cannot automatically output byproducts, apply a Crafting Byproduct Extraction Upgrade to your Crafting pipe/module.


Tips, Tricks and Other Stuff
  • Have I mentioned drawers? Use drawers! Storage Drawers are absolutely the best cheap way of storing large amounts of items when using LP, as you can make a huge inventory available with just one single Destination and Source. To connect your Storage Drawers Controller, use a Logistics Chassis Mk2 or better, with a Polymorphic ItemSink Module and a Provider Module. You can also add a standard ItemSink module to set it up as your default route, if you want everything that doesn't have any other valid destinations to go into your drawers as well. My personal preference is to use an overflow chest though, and manually add items to the drawer multiblock by keeping all drawers locked, even the empty ones. For best results, set the Provider to "Leave 1 item per type". Sadly, this means that one item of each type will always stay in your drawers, but unlike in 1.7.10, the Polymorphic ItemSink will not recognize the ghost item that is left in an empty locked drawer anymore. As far as I understand it, this is because of a change that Storage Drawers implemented. So now it's a better idea to use separate inventories with filtering via standard ItemSinks for rare but critical materials or expensive crafting components where you don't just want to leave one item in your storage forever.

  • You can also use AE2 item storage with your LP network. Simply connect a Logistics Chassis Mk2 with an ME Interface, put a Provider Module and an ItemSink Module in, set the ItemSink to be the default route, and you're done. The ME Interface will make the entire ME storage visible to the LP network. This may or may not work in a similar manner with Refined Storage.

  • You don't have to use Unrouted Transport Pipes - other mods' pipes work too! This is a remnant of the days when Logistics Pipes was still just an addon to Buildcraft pipes. Thermal Dynamics Itemducts are confirmed to still work.

  • Remember that LP can do fluid transport as well.

  • with proper filtering, you can use an ender chest/pouch as both an item dump that sorts inserted items into your Destinations, and as a way to keep things like food or charged batteries stocked.

Highspeed Tubes

To cover large horizontal distances, you can use the new Highspeed Tubes. They greatly speed up items traveling through them, but are limited in their functionality. For now, I recommend using them sparingly, as they are still somewhat finicky to work with and have a few associated bugs. Still gonna explain them though.

  • Highspeed Tubes cannot have 90° corners or intersections/junctions. As such, you can only use them to connect exactly two points in the network.

  • They can also not be placed vertically, since they are intended for covering very long distances.

  • To start or end a new Highspeed line, connect a Highspeed Speedup Tube to any routed pipe.

  • All other straight tubes should be Highspeed Line Tubes.

  • To take a corner, use a Highspeed Curve Tube.

  • If you need to make slight positional adjustments but keep the travel direction, you can use Highspeed S-Curve Tubes and Highspeed Gain Tubes. S-Curve allows you to shift the line to the left or right by one block, while Gain allows you to shift the line up or down by one block.

If the distance you need to cover is not that big, it might be better to use normal pipes and Item Speed Upgrades instead.

https://www.reddit.com/r/feedthebeast/comments/c97545/guide_a_short_introduction_to_logistics_pipes_for/

genetic inprinter

Update status :2019-10-15 21:49:36
  • mam k dispozicii lapisovu kralovnu
Update status :2019-10-15 18:21:29
  • postavene dalsie apiaries vratane tych na RF
  • pokracuje vyskum ako zmutovat na vcely, ktore budu produkovat suroviny
Update status :2019-10-15 14:08:11

vytvoril som vsetky masiny pre Gendustry

prepojil som Big Reactor s ComputerCraftom

Update status :2019-10-13 23:01:08

Zakladna rozsierena o:

  • lobby / recepciu
  • zburanu cast byvalej vodnej elektrarne
  • novu miestnos so vcelami
  • nove rozsierenie Botania sektoru smerom az k rieke