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    Mushroom Spores, how to grow?

    Mushrooms have to be in darkness, mycelium underneath, and have an open air block above them to grow by defaul. My guess is that you don't have the air block above them.
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    1.8: what is holding you back?

    Do you know how hard it is to make a pack without TiC after using it for so long? I was looking for a way to force players to use various tools, but without TiC, it seemed to just go stone pick, iron, then either diamond or rf pick, followed by best rf pick. Add in the fact that hammers...
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    1.8: what is holding you back?

    Pretty much every you are waiting for Shneekey. Only other thing I "need" is Mekanism, and that's only because it's been, and remains to be, my favorite tech mod.
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    MineTweaker/ModTweaker - A help and suggestions thread.

    @Aidan is pretty good about community requests. I believe the digital miner actually came from a thread on here a while ago. Glad to see he fixed this as well. @Golrith I tried your code and it "should" work, but it looks like theres a bug between IE's code for the press and NEI or something...
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    What cool little thing have you discovered today?

    According to whoever did the Minecraft Wiki page, speed 5 is 2.55 seconds, haste 1 + speed 5 is 2.14, and haste 2 + speed 5 is 1.875 seconds.
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    Would you rather play a 1.8.9 modpack or a 1.7.10 modpack?

    I practicably guarantee they have a Forge working for the current snapshot, and the release won't change very much. People say that there was a lot of push back on 1.8, but y'all are shoving back 1.9. It's ok for 1.8 to be short lived. It really is.
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    Recent Events Discussion (RED) Thread

    The 1.8 update was an anomaly. Even the 1.2 -> 1.3 didn't take as long, and that was a HUGE rewrite(1.3.1 was released August 1st, 2012, and there were a bunch of mods updated as of the 4th). You can't base your opinion around it. 1.5 I literally remember nothing about, and 1.4.7 was "relevant"...
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    Would you rather play a 1.8.9 modpack or a 1.7.10 modpack?

    The ecosystem of mods changes every version, there's no need to force it. A lot of people have no interest in updating to 1.8, and the few new mods just aren't worth it for those like me. However, unless the 1.9 update gets as much resistance as the 1.8 update, 1.8.9 is going to be short lived...
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    MineTweaker/ModTweaker - A help and suggestions thread.

    Rename your Mekanism jars so they load after Minetweaker, and then recipes.remove(<Mekanism:BasicBlock>) (or whatever). EDIT Or what @epidemia78 said.
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    If you was forced to play vanilla and only 1 other mod...

    Probably Mekanism. Or @McJty wand mod that I can't remember the name of, for the builders wand, free torch wand, and the equal trade wand.
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    What cool little thing have you discovered today?

    Which is why I don't start my players with the Equal Trade tech item (whose name eludes me at the moment), even though I think it would be great for early building. (Build cobble stone structure, equal trade into nice looking place)
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    COFH World Generation User's Manual

    Has anyone had any success with the Geode generator type? I keep getting crashes on world gen with it. Using the documentation here , I'm fairly certain I'm using all the correct arguments. "Ruby":{ "template":{ "type":"uniform", "generator":"geode"...
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    MineTweaker/ModTweaker - A help and suggestions thread.

    Well, from the quick glance I saw of your modlist, Mekanism should be loading after MT once you rename it to something that's alphabetically after MT. (I use "zMekanism") As for your recipes, I'll be loading up Minecraft shortly, so I can test your script. EDIT: Try using "recipes.remove"...
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    Would you rather play a 1.8.9 modpack or a 1.7.10 modpack?

    The only thing I actually like about Intangible is the deity system. I don't think it's worth installing just for that however. And you can't name them, because apparently people might make the names childish or inappropriate, but come on. In a game that you can build giant anatomical replicas...
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    MineTweaker/ModTweaker - A help and suggestions thread.

    Works fine for me. You'll have to list your versions of the mods, your modlist, and the part of the script. I was playing around with it before hand, otherwise I wouldn't have, to be honest.
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    Mekanism chemical mass storage

    ExtraCells2 doesn't add any other ores, and Regrowth already has AE2.
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    MineTweaker/ModTweaker - A help and suggestions thread.

    It only showed up from within the Arc Furnace's GUI for me. I just checked my setup, and it didn't appear in NEI either. Must be something on IE's end.
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    NuclearCraft - A Modern Physics Mod

    Your base doesn't like boom boom? Waaaat? Pretty cool to see what you're doing with it though!
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    MineTweaker/ModTweaker - A help and suggestions thread.

    It looks like EnderIO doesn't support MT, and Modtweaker doesn't add support because they provide config files. I agree it would be easier to use MT though.
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    MineTweaker/ModTweaker - A help and suggestions thread.

    Alright, so I tested this, and they definitely are not optional, as I get the same error as you. I added the recipe from the wiki, and it didn't give me the error. As for the "optional" arguments, the RecipeTypeString is just a name that you want to show the recipes under. If you view the Arc...