Recent content by Moleculor

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  1. M

    [1.6.4] Material Energy^3 [JamPacked] [HQM] [CTM] [Beta]

    Okay. I'm stumped. The "Golem Factory" quest suggests I use "common elements" to synthesize netherrack. That part is easy: Dump a metric ton of cobble in to the decomposer, get a little silicon, iron, and oxygen out. Use that to synthesize Netherrack. That part's simple. What I don't...
  2. M

    [1.6.4] Material Energy^3 [JamPacked] [HQM] [CTM] [Beta]

    Excellent. Hopefully this quest won't prevent me from getting those other areas. I'll need at least two to breed... and to find carrots somehow. I doubt there are enough left for me to just kill them off. EDIT: Duh. Yeah, easy to find more. Easy to have lost the ones I found, too, but I got...
  3. M

    [1.6.4] Material Energy^3 [JamPacked] [HQM] [CTM] [Beta]

    Here's a dumb question, and I'm hoping to avoid too many spoilers: I loaded the Biosphere area, tried to light it up a bit before really exploring it. Did a quest or three tied to the area, then came across a quest that said I needed to kill pigs. I don't see any pigs any more. I remember...
  4. M

    The future of FTB Modpacks pt 2

    I am disappointed that FTB is taking the easy way out, and doubly disappointed that they are giving tacit approval to anti-user code by supporting mod authors who include such code in their packs. I am also disappointed that the FTB team has decided to reward Greg's multiple instances of bad...
  5. M

    The Future of FTB Modpacks.

    That might be how it is now, but so far as I can tell it was the source of our server crashing a few months ago when the code was first introduced. I think he may have cleaned it up a bit since then and made it behave better, but it certainly wasn't "nice" code when he first introduced it.
  6. M

    The Future of FTB Modpacks.

    I disagree that we should be excusing mod authors who close off their work and refuse to interoperate with each other "just because". Closed off mods just result in situations such as RedPower 2, where a single author can lose interest resulting in thousands of worlds being stagnant or lost...
  7. M

    The Future of FTB Modpacks.

    Which is doubly sinister. Here we have multiple mods with code ready to be triggered the moment they detect .jar files who's signatures do not match. The code is inactive because the .jar files are not signed, which means that the code can be added unannounced and mostly unnoticed by people...
  8. M

    The Future of FTB Modpacks.

    I still scoff at this idea. Also, you don't see the author of "Pure Waters" throwing a screaming hissy fit over being included in 1497+ different mod packs over in the Skyrim modding scene. It just seems like Minecraft's modding scene is a little toxic. In fact, this whole debate about whether...
  9. M

    The Future of FTB Modpacks.

    Lawyers would also most likely take a look at his attempt to sue and ask "Are you serious?" Which is a nice, healthy attitude I think everyone should have about the idea that mod authors should be applauded for including malware in their code (for whatever reason). Oh, don't apologize...
  10. M

    The Future of FTB Modpacks.

    You are one highly informative and helpful person. Thank you.
  11. M

    The Future of FTB Modpacks.

    Lawyers would be the legal method of preventing a group from distributing your work. Malware would be the illegal method of destroying the work of players who happen to have unwittingly downloaded content from someone who lacked permission to be distributing it, and thus had no actual...
  12. M

    The Future of FTB Modpacks.

    I'm not discussing specific mods, I'm asking about the policy as stated in the first post. A few mods may represent a few useful examples for situations the new policy may or may not apply to, and asking about them is easier than inventing a hypothetical situation to describe something that...
  13. M

    The Future of FTB Modpacks.

    This is a place to indirectly explain what it is, however, as we're asking questions about it with reference to this policy. i.e.: Does this policy apply to CovertJaguar's in-crowd DRM? Does this policy apply to GregTech's code against players converting from Tekkit? We need to explain...
  14. M

    The Future of FTB Modpacks.

    What about Greg's code that prevents his mod from loading if any part of the directory structure references Tekkit, Technic, or (possibly?) Voltz? A server I used to play on apparently was someone's version of FTB running inside his old Tekkit directory structure as that meant he didn't have to...
  15. M

    The Future of FTB Modpacks.

    Does this policy in any way apply to mods who's code prevents the mod from loading if anything is present the mod author does not like?