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  1. M

    [1.7.10] Amalgamate Technomancy - V2 New Idea, Same Pack [Gregtech, Hardmode] (95 Mods)

    Oh. In that case, use GT crowbar. Everything is destroyable with that in adventure mode. Even TC nodes.
  2. M

    [1.7.10] Amalgamate Technomancy - V2 New Idea, Same Pack [Gregtech, Hardmode] (95 Mods)

    @vrak ExUt pipes can be removed in the config. I also recommend disabling Ender Lily, Survival Generator and perhaps Angel Ring. As for TC shards - there is essence stone ore in GT ore list, but I couldn't find it in GT config, so I'm not sure. I'm currently experimenting with adding TiCo and...
  3. M

    [1.7.10] Amalgamate Technomancy - V2 New Idea, Same Pack [Gregtech, Hardmode] (95 Mods)

    I'm using modified version of your modpack and it's great so far, your scripts are awesome. I suggest following change though: Replace recipes.addShaped(<CarpentersBlocks:blockCarpentersTorch> * 2, [[<ore:gemCoal>, null, null], [<ore:stickWood>, null, null]])...
  4. M

    [1.7.10] Amalgamate Technomancy - V2 New Idea, Same Pack [Gregtech, Hardmode] (95 Mods)

    Not sure if it's a problem on my end but launching version 1.1.0 via FTB launcher launches Vanilla instead of Forge.
  5. M

    [1.7.10] Amalgamate Technomancy - V2 New Idea, Same Pack [Gregtech, Hardmode] (95 Mods)

    How is the 1.1.0 version going? So far I've really enjoyed your balance style and I'd love to see more!