Search results

  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord
  1. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Welp I just found a glitch for infinite steam... not sure how it could be exploited, but will post to the offical CL forums
  2. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Yes. I'd suggest, from the base of the drop, 2-3 layers of vines (assuming you have a 1x1 or 2x2 drop
  3. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    If you got jungle trees/exotic seeds, you can bone meal them and sheer the vines. Depending on the usage, ender-mobs caught in cobwebs /may/ teleport out to un-stick themselves from the cobwebs
  4. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    If its a long drop, you can use water held up by signs 3 blocks above the 'collection' area. They'll fall right through it (unless your drop allows 3+ block tall mobs) with fall damage reset. Pros: Easy setup, can 'float' blocks above the landing Cons: ender-type mobs may teleport out while...
  5. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    ComputerCraft wouldn't work as the author feels giving users access to block id's(or similar for MC 1.8+) breaks the fourth wall. SFM pretty much revolves around the idea of users being able to manage inventories through the use of such identification. Edit: To add to this, the CC Peripheral...
  6. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Typo'ed, meant 16, not 13. Awkward potions ARE 373:16 -- Personally I'd set a hopper above the brewstand, use a interval trigger set to 20seconds*<number of ingrediants>+1. From the trigger, I'd remove the 3 potions from the brewstand, add 3 water bottles to the brewstand, and then add all the...
  7. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    No. Awkward potions are 373:16 (input it into the NEI search box if you don't believe me)
  8. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I use them ALL the time. Its just never seen because... well they're nested. With that said, depending on how large your program is, nesting can raise issues as there's a limit of 512(?) nodes per manager. Generally, each group costs 3 nodes(group node, node-input, node-output), which can add up...
  9. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Weird. I've never had an emitter cause the crash. I know every now and then I can force a crash by right-clicking the manager with a TiCo item.
  10. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Did you right click the manager with a TiCo item in hand?
  11. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    No problem. I know the For Loop can be confusing for those that aren't programmers. I've spent hours trying to explain how it works to my GF and she still looks at it like its black magic... Though that may be partly because I'm not the best teacher >.> -- Which brings up something I'd like to...
  12. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Does he use a forloop? If so, the loop fills in the 2nd variable(orange) with the 'current' inventory. To explain the for-each loop preforms a set of actions/commands for each inventory(variable orange) contained in a list of inventories(variable white). Before the set of actions/commands is...
  13. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I thought about this but figured since cobble is EASY to get, and my treefarm makes a surplus of wood, I might as well use the resources. I mean, I still have both the fort3 hamemrs you get from questing... neither used Q: Why 9 when there's 11 ore-types.
  14. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Its not that the structures are slow to load, its that the mod that generates the cities is slow to generate them.
  15. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Mine run at 100% efficiency (80/80). Efficiency drops when you are putting in more steam than the turbine is using. Which is weird because the turbine is designed to use 2000mB/t (The max the turbine can handle) ---- Anybody else make hammers via SFM?
  16. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    @SmokeLuvr1971 This is generally the biggest issue when it comes to games with large modding communities. There's a whole lot of finger pointing from various authors claiming that an opposing mod is 'doing it wrong' and that said mod should conform to 'our standard'. This is the case with TE3...
  17. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    The biggest reason is this is going on the back of a pre-made SFM sieve. As such it would be cleaner to tap into the manager and add new parts to program. It also eliminates the need to transport metals from one system into another, just to have the resulting items be pumped into yet another...
  18. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    It is a reward bag, after playing AS when I came across the bag I thought "Dis gonna be good" ...then got the seeds
  19. S

    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Self Sustaining. There is a setting within the TURBINE CONTROLLER labeled "Vent: Closed". Click it, and just don't overfill the system(reactor+turbine) with water. There's 3 settings related to how water(after being converted from steam) in the turbine is handled: "Vent: All Exhaust" - Void all...