Tech limits without Mek Generators
PiggyWhiskey opened this issue ยท 6 comments
I'm currently in a modpack that doesn't have Mekanism Generators.
This cuts off 4x and 5x production as there isn't a way to get Brine (No adv solars for the salination plant)
Unless this has come up before and my google-fu is lacking.
Idea: Detect if Mek Generators is installed, if not add receipe for another block to be added to the Salination plant to allow full functionality.
Edit:
3x is also incredibly difficult to sustain without MekGen.
Flint is the only way to get Oxygen without having bulk Hydrogen for no use (Massive power drain for Electrolytic Separator.)
Again, I may have missed something.
I believe the Pack author hasn't added it to have a challenge to power gen. (No Big Reactors or any other form of solar power except for Extra Utilities)
If a mod was split into 2 parts like Mek and MekGen it shouldn't handicap players with only the primary mod.
Edit: They've also removed most other "easy" mods. No JABBA for bulk storage, no Ender Chests for item teleportation.
Not exactly a bug, considering you can just install MekGen. Won't be necessary in Mekanism v9, however, with the new heat transfer system.
aiden, still playing this modpack with v8 Mek. Still without MekGen.
I can get the Solar Evaporation Tower to form in a desert, but its refusing to generate brine which means the new Induction Matrix and reactor is off limit (Can't get lithium)
The reactor is part of MekGen anyway, but the EIM being impossible is an issue...