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

    If you get the idea of running 4 of em, lemme know, I have a reactor that is quite efficant at suppling them all :p Geez, I wish SFM had a way of saying "If inventory is empty" without having to specify every item that might enter said inventory
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Mkay: 9x9x14 (7x7x12 hollow) 3 power ports 12 long rotor shaft, centered within frame 80 Rotor Blades - 7 'sets' of blades, 12 blades per shaft-section except the last which only has 8 blades. 37 Enderium blocks wrapping the shaft as the coil (4 layers of 8 blocks + another layer with only 5)...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Gimme a few. Working on changing my setup a bit so turbines/reactors are down. Whatcha need to see?
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Unless I've mistaken, you don't use 'Title Names'. Instead, you define aliases within /config/minetweaker/dictionary.cfg:#AliasName = <ID:DamageValue>; SomeItem = <123>; AnotherItem = <456:7>;Then in other minetweaker configs, you can refer back to said alias:minetweaker.remove(SomeItem);
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Using v1.1.2.1 I have a portal frame built but can't get it to light
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Auto-spawners require power and mob essence, spawner doesn't. I know the benefit is that autospawners don't require the player to be close but still. Nilla spawners are easy You can't light nether portals and as such they don't spawn pigmen. Its not the obsidian that spawns the pigmen but the...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    The diamond dolly used to be enabled. But iirc the portaspawner from MFR still works
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I said where, not how :p Right now Im using a mob system + autospawner with captured enderman... but it takes up quite a bit of space
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    @ttech where did you get the enderman spawner at?
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    So I've been in my creative world tinkering; trying to maximize the efficancy(more power output, blocks required to make, etc) of the turbine design I've been using from theminecrafters. So farm my improvements are: The rotor shaft can be shortened by 2 blocks (and as such, so can the housing)...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I know, but you can't do it vertically
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    No problem, isn't that what open forums are for?! :p Sorry about the mistake and thanks for pointing it out. The description is fixed for other's looking for the build. A little update: You can remove the two horizontal slices that contain the empty rotor shafts for an increase in efficiency(19...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    between level 46 and 62, and no, dig a 7x7 hole from 62 down to 46. cover hole leaving a 1 block tall edge around it. add water bucket to center, let it flow, remove covering. The above is vanilla mechanics. Im not sure if there'd be an issue with this modpack as all placed water appears to be...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    First, I'll note that the dusts that come out of pulverizers are different than those that come from hammering/sieving, and most from the pulverizer can't be used to make block versions. With that said, using SFM you'd have to add a crafter for all 11 'basic' ores and their 'block version'...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I have never ran through as much redstone as I just did making ME drives >.> Finally getting around to moving away from JABBA barrels to AE... Mainly b/c my base is turning out to be nothing but walls of barrels and chests ---- Ok, sort of a balancing question, would it better/same/worse to...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Im not sure. Looked over the nodes and they looked correct. As far as external water source. Its not needed with the turbine controller setting "Vent: Closed" so long as you dont over-fill the system with water
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    @ttech Everything looked fine, so I'm not sure what the problem was but I fixed it: https://www.dropbox.com/s/603k0ugbrllx58y/ttech's World.zip?dl=0 What I did: Checked of SFM, saw no problem Replaced turbine fluid ports(there's a glitch with them)* Replaced Reactor coolant ports* Redid all of...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    The SFM looks fine unless the ports you are using in SFM for steam are actually those that are handling water and vice-versa. Also, did you activate the turbine? If so, can I get a world download? (Stand infront of reactor, exit minecraft. locate your crashlanding folder, navigate to...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    @ttech Small checks: Did you right click one of the reactor coolant ports so its red, and that it is aligned directly below a turbine fluid port(also red). Did you right click one of the turbine coolant ports so its blue, and that it is aligned directly above a reactor coolant port(also...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Oops, I was wrong. I thought manyullyn had the the 11 mining speed and cobalt had the 9. My mistake, and thanks for the feed back. (Checked the book just to be sure)