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    Tiles with no x,y,z coordinates.

    I tried to export some parts of my world into a schematic, but i got the error above. I'm still searching through the region files to find the block causing this, but i could use some help. I mostly would like to see asnwers from the makers of the mods in the txt. If i found the block causing...
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    [1.7.10] Remain In Motion - Block-moving mod

    I always forget that. Between this move and the last we updated ae2 and ender io. Also, i would note that it resetted some carpenter blocks, not all, and we did not updated the mod. it was at the end of the motion, since the movement was done, with deleted data. it would not be that bad, the...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    The node dynamo is an all right end game generator. I say, you will need a normal sized (not small ones coming from silverwood trees ) bright node to rely on it completly, but its free power! Expensive free power, but free power at all time (unlike solar panels). Anyays the goal sounds like...
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    [1.7.10] Remain In Motion - Block-moving mod

    With a recent move, every multipart (including the cabeling of my ae system) and ender io conduit dissapeared. The ender io conduits left behind invisible blocks, named conduit binder, and conduit connector. http://pastebin.com/JU3LapTV
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    The bugfix is the thing what this mod really needs before any new features. But there is enough things to it to use.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    That clears up a lot of things. The creative spawned purified ore crashes the game and corrupts the world, i would suggest removing it from the creative tab. itsn not a problem that nei shows it, but it should not be in the creative tab. I was drawing things from there, because its easier than...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Only ore double works at this time, thats an another thing to fix. But, i still say that it shouldn't eat that mutch until triple. Thats the point where you get more than the goold old process, so thats the point to put in the nerf. On higher levels. You can push it up to a number what you...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    In the last test i made with the official build , the generators resulted this way: -to get potency, or lp (i installed blood magic once in 1.6, then removed it. not my style) the minimum what i neededto start to get some really small amounts was a big reactor. -to fill a mana pool, i needed a...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    I didn't ment that way. From the number of updates (mostly neccesarry bugfixes) i already taught that he has no time, and I'm not blaming him (thats really really far from me). As you said its just a game. I already taught that he might not be able to "handle" this because of (more important)...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Well, I "feared" that it might happen.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Thats a really nice build. If it gets fixed, i might try it. If we're at it.I would change the values on the mana generator. A single steam dynamo whitout any upgrades filling a mana pool in couple minutes is too mutch. And its not even requies end game items. At least add a config option to...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    What that crystal is? If its a new block or something, than renaming it won't cause any issue. It didn't happened before. And you can still add one "bridge" version where the only and new version exist in the same time, and people can craft the old into the new one.
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Crash. http://pastebin.com/PEH8zPaY
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    [1.7.10] Remain In Motion - Block-moving mod

    You can ask a part about what is he (even if he's a multipart, not a microblock)?
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    [1.7.10] Remain In Motion - Block-moving mod

    Its possible to edit them?(fmp) For the golems (quote from github): "I'm hopeing to do a lot of api related stuff for golems in the eventual 1.8 version, but for now I will not be able to add anything like this." Possibly later.
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    [1.7.10] Remain In Motion - Block-moving mod

    For the rotator: -the ender io conduits are being rotated wrongly if rotated 90 degrees, they turn back to the right place at 180 degrees. - multiparts not being rotated every time
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    [1.7.10] Remain In Motion - Block-moving mod

    This is the first time i had issues. I tought that its intended behavior to take multiblocks with you, whitout any problems. One support carrige, and you have moved a big reactor. Well, its turns off for the time being moved, but turns back online immidietly after the move, like nothing...
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    [1.7.10] Remain In Motion - Block-moving mod

    I would note that the pressure chamber disassembling after being moved. Also, hardcore mode does not seem to work, with the latest version of the rf api installed (cohf core and lib, i don't know whitch one is that).
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    [1.7.10] Remain In Motion - Block-moving mod

    Clients do need to update.
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    [1.7.10] Remain In Motion - Block-moving mod

    The base was 1 maximum sizes laputa crystal+ 3-4 level 4-5. It had an ae system with a lot of things automated, an infusion altar, an energized node,, a few thermal expansion and ender io machines, a turbine, some spawners, ticon smeltery, conveyor belts (mfr). I will try to download the world...