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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Yep, I thought I had removed the second one. Let me try again :D
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Is that by any chance the meat that was in the pod safe? It might be because of some bad NBT data, I've noticed that when the pod spawns that meat is -6/7 days meaning that because I spawned it and put it in the safe on the 6th day of the world that I build the pod in, the NBT data has it's...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    There is no need to disable structure generation any more if your using 0.2.1 or above. It's actually important that you do not disable structure generation now.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    OK folks 0.2.1 is on the launcher now, that should fix the safe in the spawn structure being locked.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Sorry, this was my fault, when I saved the template for the Pod, I forgot to unlock the safe, so it will only open for a player named Landstryder. I'm uploading a fix for that right now, I hope it gets updated quickly. In the mean time you can fix this issue by finding the Pod.zip in the active...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    I think this is a minor bug with the carpenters safe, it happened to me once while I was testing but I was unable to get it to repeat. Simple make a new map and you should be able to open it, if that don't work then let me know and I'll change the safe to a different container for next update...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    I've basically finalized the mod list, but I'm always open to hearing what folks think would improve the pack.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Yes indeed that is the reason, the dimensional transceiver is much less OP, it uses some power to transmit things and is highly customizable. I did bump up the amount of RF that conduits can transmit by quite a bit to make them better than their TE counterparts. The highest tier conduit can...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Because teseracts have been disabled from the beginning and I didn't want anyone to waste there resources on making a frame only to discovering that they can't make a tesseract with it and there are no other recipes that use the frame.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Not sure what that is, can you post a screenshot?
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Yes, the mineshaft you found was one of the ones added by enviromine. I've taking steps to remove the wooden parts of those mine shafts but some times a few bits of wood and vines will slip past the custom ore gen, not enough to be concerned about IMO. I will be using RC to stop the spawning of...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    I've almost got the next update ready. This update will fix a number of minor issues, add a few recipes and make some minor adjustments to quests and mechanics. Mods I'm adding this update are: -Extra Cells - tech mod that extends Applied Energistics -Malisis Doors - infinite choices for doors...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Uranium is still there, but if your not having a lot of luck finding it you can always synthesize it by collecting some from the netherrack.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Thanks, I'll add a synthesizer recipe for them next update.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    It's a custom thing, it happens when you get close to a rocky hive. I'm going to change the potion effect next update, and maybe reduce the range slightly.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Some recipes fixes. Few quest changes. Add extra cells mod and Malisis doors mods. I'm looking a ruins mod maybe as well. I keep meaning to get the reward bag system in not sure if it will be in this update or next (the energy cell rewards are place holder for reward bags).
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Nice, that is even better, I don't think I will set it to full light but defently will change it so it will grow in level 10 or less Thanks +thephoenixlodge, I've actually learned quite a bit from your scripts, I only wish that the current version of mekanism would work with the current version...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    I believe the tool tip lies cuz my netherwart on Regrowth says it won't grow either but it grows just fine. I'll check for a config setting tho.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    OK I figured out the issues, they will be corrected in the next update. I had quartz knife disabled in AE2 configs, as well as ME P2P (which happens to be the base recipe)
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    -I'll fix that for next release -I'll look in to that not intentional if that is the case -That is as intended You can synthesize it with minechem. It's not so much darkness that it needs but it need to be in a cave with no view of the sky.