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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    Seems to have been a typo in one of the text files. Fixed now.
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    Gold wire motors are fixed for the next version. For integrating the mod into a pack, those sound like great ideas! I think my only suggestion would be to avoid doing what MSB3 did, where it gated a ton of stuff behind Factory Tech but then only required you to make a bunch of machines to...
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    As a bit of an update, right now I'm working on more forms of automation, as well as rewriting conveyors to store items internally instead of transporting item entities, to help reduce lag.
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    Mod Feedback ChromatiCraft questions and suggestions

    If I remember correctly, it does need to be open to the sky. You may also need to fully fill in the floor with crystalline stone, since right now you have big gaps.
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    Mod Feedback ChromatiCraft questions and suggestions

    I seem to be getting a lot of console spam using the fluid link anchors: It should be noted that they have not been deleted; they still exist and are functional. EDIT: Also, getting a crash (ArrayIndexOutOfBounds exception) whenever I try to click the + button in the Location Warp GUI...
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    A Pointless Rant + FTB Continuum Currently Known Mods

    If they're trying to make a pack that appeals to the widest range of people, it would make sense for Thermal to be the main tech mod since it doesn't warp the modpack around itself in the way of forcing a certain playstyle. Same with Extreme Reactors. Compare that to NuclearCraft and Factory...
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    rhn's continued adventures: a build journal, guide collection etc.

    rhn, you are amazing! How do you stay inspired for your builds?
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    Mod Feedback ChromatiCraft questions and suggestions

    Related to this, is it possible to have pylons generate after other structures (or at least take priority over them) so that if a pylon generates next to, say, a village, its structure isn't overwritten?
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    It's been far too long, but I'm pleased to announce that Factory Tech 1.4 is released! Changelog is on the main page, as usual. A lot of things have changed behind the scenes, so please report any problems you find!
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    Mod Feedback ChromatiCraft questions and suggestions

    Reika, how would you feel about adding an item or ability that lets you leave the Dimension at will, but is gated behind it? This way, the first time you go, you would still have to leave the normal way, but on future visits you wouldn't have to spend time looking around. (Phrased that to be as...
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    Mod Feedback ChromatiCraft questions and suggestions

    As far as I can tell from it not requiring any energy to run, it's unfinished, though Reika is of course free to prove me wrong.
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    Mod Feedback ChromatiCraft questions and suggestions

    Actually, I've also got a more relevant question. I'm trying to feed my pebble bed reactor core using the Item Distribution Node, but when I place pellets into the input chest, they're disappearing, but instead of being sent to the reactor, it seems like more than half of them are just vanishing...
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    Mod Feedback ChromatiCraft questions and suggestions

    To be fair, I remember having to look at the code to figure this out.
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    Nevertheless, 1.3.8 is now released, which does not have the entities mentioned above but does have a few nice tweaks!
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    Hoping someone will be able to help me out here. What needs to be done so that custom entities respond to the player right-clicking them? I've narrowed the problem down to them not showing up in raytraces, probably because I've forgotten to register them somewhere.
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    Vanilla Repeater chain + T Flip-flop or Piston tape :P
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    In the meantime, at least, I've pushed 1.3.7, which should fix a pretty severe memory leak with Autocrafters.
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    Here's something I'd like to get everyone's ideas and input on. Right now, Factory Tech has a lot of machines, but most of them are purely for progression. Of those that aren't, such as the Potion Mixer, pretty much none really feel like ones that you would go out of your way to try to...
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    [1.12.2] Factory Tech: A challenging automation-focused tech mod (October 29: 1.6)

    Just released 1.3.6 which fixes some multiplayer issues.