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    [1.7.10] Pathfinder [Peaceful][HQM][Tech][Adventure][Listed]

    thanks for sharing. I love leveling up my tools and getting bonus modifiers. I love progression in packs and iguana's tinkers tweaks really give a nice progression to an already great tool system.
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    [1.7.10] Pathfinder [Peaceful][HQM][Tech][Adventure][Listed]

    From configs it looks that Lapis is between lvls 48 and 64 - not where you'd expect it.
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    [1.7.10] Pathfinder [Peaceful][HQM][Tech][Adventure][Listed]

    Funny, I've destroyed bases so many times by right-clicking with a bound pick that I avoid ever clicking things with a pick. I will probably never have this crash. Thanks @WayofTime
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    [1.7.10] Pathfinder [Peaceful][HQM][Tech][Adventure][Listed]

    There's a book you get early in the questline that explains a lot but it's really not that bad. It's a lot like mystcraft where you have modifiers like Netherack Material that you place right before features such as Tendrils, giving you netherack tendrils. Also you have biomes that you put...
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    [1.7.10] Pathfinder [Peaceful][HQM][Tech][Adventure][Listed]

    @Gideonseymour did you intend to remove Not Enough Resources from 1.03? It wasn't on the changelog. BTW, would you mind always putting the latest changelog on the front page? They can be hard to find in the thread. I'm seriously enjoying the pack, esp trying to get all 10s on each crop in...
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    [1.7.10][240+ Mods] SeriousPack - Magic, Tech and Adventure | Custom Ore Gen

    Sagmill blocks of clay and you get a ton of silicon that works with AE. Applied Energistics, by default, configures itself to use silicon from other mods such as Ender IO when it sees them in the same pack. This can be turned off in the AE configs. But, Ender IO gives huge amounts of silicon...
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    [1.7.10][240+ Mods] SeriousPack - Magic, Tech and Adventure | Custom Ore Gen

    Is this pack being maintained? My friends and I are playing it multiplayer but we're starting to move away from the pack, as it exists on the launcher, because mods are getting updates that solve server crashes. All of Reika's mods have moved beyond the versions in this pack.
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    [1.7.10] Technofirma - The Original Terrafirmacraft Modpack

    My mistake on intent. thanks for clearing that up. The pic really helps. Many thanks
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    [1.7.10] Technofirma - The Original Terrafirmacraft Modpack

    The smoke is represented by neutral grey, solid blocks that actually pop the crucible out of place and don't dissipate. So it really seems out of place and like a bug. And it seems like it didn't require your indignant jab about chimneys surpassing human ingenuity. When we're reporting things...
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    [1.7.10] Technofirma - The Original Terrafirmacraft Modpack

    it's not that we're lazy. it does seem broken, though, that smoke breaks a block. Should we be building chimneys?
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    [1.7.10] Technofirma - The Original Terrafirmacraft Modpack

    For anyone else having this issue, in your config folder, edit TFCOptions.cfg and change to the following: B:generateSmoke=false
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    [1.7.10] Technofirma - The Original Terrafirmacraft Modpack

    @kev12east I appreciate the pack. I'm running it on a server and had to disable Computronics. Anyone chatting on the server caused the server to crash. Crashlog. We're running v2.40 of your pack. I don't know if you left them out for a reason but your server download doesn't include FML...
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    That image freaked me out a bit. must...stop...watching....
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    I made a video on creating a multimc instance for crash landing betas. It applies here but I would not use the latest forge as I described in the video. I'd use the exact version for the archived version. v1240 for 1.1.5, for example.
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    You can fix for already generated chunks after the config issue is resolved. Simply edit the CoFHCore.cfg file located in config/cofh and change the following line to true. # This will retroactively generate ores in previously generated chunks. B:RetroactiveOreGeneration=false
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    I found my own answer because Yulife very nicely publishes changelogs! HEE and the End should be working fine in 1.1.5!
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    [1.7.10] Wanderlust Reloaded - Questing Adventure [Magic-Tech] [HQM - over 250 Quests] [Tabula Rasa]

    Is there a more stable version of Hardcore Ender Expansion in the 1.1.5 release? We're getting server crashes when someone generates chunks in the end. I disabled HEE on the server until there's some resolution. But, that seems to be messing with Extra Utils recipes.
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    [1.7.10]Running Red 2: Vampire Money[v1.2.0][Hardcore][Magic][RPG]

    Thanks, Gideon. Really, I wouldn't spend too much time worrying about it - in reality hardcore is not suited for smp. people are always wanting to be let back into the world, etc. I haven't gotten all that far into the game. Is there going to be some way to cheat death after I finish some...
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    [1.7.10]Running Red 2: Vampire Money[v1.2.0][Hardcore][Magic][RPG]

    Looks like SpecialMobs is not SMP-compatible. It's trying to load vanilla client-side classes and crashing the server on start. I guess I'll stick with single player.
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    [1.7.10]Running Red 2: Vampire Money[v1.2.0][Hardcore][Magic][RPG]

    @Gideonseymour I'm going to set this up as a server. any recommendations on config I should change to balance for multiplayer?