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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Well, I'm sorry to hear that you guys are done with the pack, but it does make sense. I wish you luck in whatever you do next. It's been fun. --- Let's hope that someone/some people is/a willing to remake it for 1.7.10.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Yes, I am aware of the ID# -> names change in MC. Above are the recipes for the PRC cards, as of 1.6.4 The relevant dictionary entries are PRC100 = <12277:0>; PRC300 = <12277:1>; PRC500 = <12277:2>; PCB = <5366>; I did some testing; the "oreDict.___" style recipes do seem to still work. So, in...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    First off, I had never experienced any bugginess (except for one thing with city generation which I think was FTB not updating properly). Secondly, no, the recipes wouldn't really have to be redone that much. The pack uses the minetweaker dictionary functionality-- meaning that most of the item...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    If I may ask, what difficulties are there, really, in directly porting the pack up to 1.7.10 without changing any functionality, other than using lots of time? (Obviously, redoing the pack completely for an updated 1.7.10 experience would take much more work) Pretty much all of the mods which...
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    Idea for modpack... Thoughts?

    So... A seablock? Edit: definitely a no on mo' creatures. Its modpack policy is incredibly sketchy... "There is a new exciting goal in patreon: Open to ModPacks $500 per month By reaching this goal, there will be universal permission to add the MoCreatures mod into modpacks. The modpacks...
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    Idea for modpack... Thoughts?

    That's an interesting idea, a kind of minimalist pack. Let's see... -Jabba -Storage Drawers -Minetweaker -Steve's factory manager (For a bit of labor-intensive automation, with some blocks disabled, for stone gen or wood gen) -Some backpack mod -HQM I definitely like the idea.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    That is an amazing idea. Blow up the Mekanism TNT stuff in the nose, use some block placers to set off some of those gases (nether plasma, anyone?)... Yeessssssss. (Of course, getting to the rocket in time would allow them to shut off the countdown.) --- Does anyone have ideas for what I could...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    I added a roof over the missile ( which also has the side effect of making it dark inside!). At first glance one may think it is made of iron blocks (because iron blocks look good as the roof); if you try to mine them out, however, you will discover that they're just painted conduit facades :)...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Ok, the dungeon thing that I'm putting together is coming along pretty well. I'm typically not a great builder, but right now I'm happy with what I've made. It's nowhere close to being complete, but here's some in-progress screenhots. The compound as a whole, so far. The entry area into the...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Hey, the silverfish aren't terrible. Just carry a bucket of lava, a decent sword, and some blocks, and you'll be fine :) Besides: There really isn't a ton of need to do tons of mining (the netherrack clumps don't even have silverfish, anyways), whereas the ghasts are always ready for whenever...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Green? Do you mean the yellow or red Xs on blocks which mean that mobs can spawn there? If so, use one of the function keys (I'm tempted to say F7, but don't quote me on that)
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    If it hasn't been changed, there's uranium there... Or at least it's there in my world (made a couple updates ago, though...). Try making a test world w/ creative mode, and put down a digital miner set to mine uranium in a 20 block radius, and height 0-60.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    There's also minechem uranium... Unless that was changed?
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Yeah, that's probably for the best. Questing definitely slows down near the end ( as would be expected; I'm not sure if there's any way to have plentiful late-game quests ). I've been taking a break--I got a bit annoyed with how tedious it is to make the AE2 cables--but will probably come back...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Doesn't fishing give lily pads as a rare drop?
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    About range... If you change the effect to something like weakness (technically a debuff, but not terribly hazardous), I'd say to keep the range as is, and add the second level (Weakness 2, for example) when you are within 1-2 blocks.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    It means you're near a rock beehive. Dig around and harvest the hive, to get rid of it
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    Idea for modpack... Thoughts?

    With school getting out soon (yay!), I've been thinking it would be fun to make a HQM modpack. Before I actually start making it, I figured I should first see if anyone would actually be interested in playing it. The concept is essentially: You are on a vanilla-style superflat, with a dirt...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Right. That vat-based power system which I skipped over, and thus don't really understand.