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    [1.7.10] TolkienCraft II - Adventure Awaits! - v2.9.5[QUESTS][ADVENTURE][NORMAL MODE]

    I agree about a link. Both the curse client, the curse website, and your OWN website has the old version posted. How hard is it to update links?
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    1.7.10 - Nuclear Fallout - [Unlisted][Unguided Progression][Custom mods][Challenge][Survival]

    To start, I'm not bashing your modpack by any means with this post, but instead I'm pointing out where some of the communication confusion may be located. I'm not saying that your modpack is boring/fun, easy/hard, cheaty/well balanced, or slow/fast progression. This is strictly about the...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Love the sound of the new changes. Looking forward to checking it out.
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    1.7.10 - Nuclear Fallout - [Unlisted][Unguided Progression][Custom mods][Challenge][Survival]

    I take it that was on the server? I only tried the single player version, and I spawned in a mushroom biome. Not very post-apocalyptic. :P
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    [1.7.10] TolkienCraft II - Adventure Awaits! - v2.9.5[QUESTS][ADVENTURE][NORMAL MODE]

    Spelling correction: Troll quest turn in with the king, your response says "It is my pleasure to server." Should say "It is my pleasure to serve."
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    1.7.10 - Nuclear Fallout - [Unlisted][Unguided Progression][Custom mods][Challenge][Survival]

    I do tend to agree that this pack needs a unique worldgen that gives it a post apocalyptic feel to it, especially in SSP where you don't even have the bunker. I just assumed that stuff was coming later on.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    That sounds like a great way of doing it. I'll be sure to check it out then.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    That just proves my point even more. The mobs in this pack force you to be a hermit to survive. What fun is that? You have basically just negated any interaction with the mobs to begin with, so what's the point of even having them in your game? Edit: Yeah I'm done with this pack. I liked it...
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    I understand the purpose, but the problem isn't killing them, as I can kill them with the starter blaster. The problem is the spawn rate. The ammo required to deal with these things either by rifle or turret becomes such a huge resource drain.
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    [1.7.10] Post Finem (after the end) [Tech][HQM][Hardcore] version 1.1.0

    Love the pack, hate the ghasts... Any way to disable them? They pretty much ruin the pack for me.
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    1.7.10 - Nuclear Fallout - [Unlisted][Unguided Progression][Custom mods][Challenge][Survival]

    Perhaps I could reword what DoomSquirter has been saying, because I think I understand and agree with his feedback, but it seems to be misunderstood. If I understand correctly what he was saying, and perhaps worded a different way, most custom modpacks with drastic progression changes use HQM...
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    Listed - 1.7.10 - HQM/SURVIVAL - Galactic Science - something fresh!

    I agree with these two. I shelved this modpack after getting bored trying to start the naquadah quest tree. Posted about it earlier but got no response. Zero point energy didn't seem to provide much energy for me even at bedrock, especially for the cost to make them, so I didn't bother. As...
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    [1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

    There's only one bloomery, but if you add layers to the chimney it can process more at a time, from 8 to 16 and finally 24. This feature exists in the version of TFC in this pack, as I've been using the 24 ore version. It's just very touchy in the order it accepts items in. It seems to...
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    [1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

    Yeah, the only problems I've really encountered was some of the quests not registering correctly, like I think the vessels one. I'm familiar enough with HQM to mark them completed though. Since long distance travel is difficult, some of the stone types are harder to find, which tend to block...
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    [1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

    Glad to see you're back. I started playing this pack a few days ago and after reading the terra firma forum post on this pack I started to wonder if it was abandoned. Looking forward to seeing 2.0 when you release it.
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    Listed - 1.7.10 - HQM/SURVIVAL - Galactic Science - something fresh!

    What does it matter? Both say, "Mod (updates) isn't going to work right now, and possibly for the near future." You are arguing semantics that don't matter much. I think at the time the decision was made to start phasing out the mod, "continued development" wasn't as clear as you are making...
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    Listed - 1.7.10 - HQM/SURVIVAL - Galactic Science - something fresh!

    Finished most of the quests. The power line just has the solar panels (way too expensive to make) and the RF entangler (likewise, not worth the price compared to dimensional transceivers). The only quest line I have left is Stargate, and after trying to work on the first quest (64 naquadah)...
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    Listed - 1.7.10 - HQM/SURVIVAL - Galactic Science - something fresh!

    Well, a stack of obsidian can be converted to a stack of sand. Once you automate obsidian it's not bad. The trick is to use pure awesomeite blocks below a couple crucibles fed by a transfer node cobblegen.
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    Listed - 1.7.10 - HQM/SURVIVAL - Galactic Science - something fresh!

    Just set up a cobble gen/crucible/barrel obsidian, which can be converted to either gravel or sand. Then your gravel and sand is still unlimited.
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    Listed - 1.7.10 - HQM/SURVIVAL - Galactic Science - something fresh!

    Just started dabbling in nuclearcraft, and I can't seem to figure out how to make water cells. I've made empty cells, and tried all sorts of combinations to put water in them. I don't see any recipes to make them either. Is this recipe disabled? If so, it's impossible to make an...