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i agree with shneeky in regards to resource use with ic2. that is why i have been moving away from ic2 and towards something like mekanism. ic2 has become an exercise in busy work.
i would suggest resonant rise on the atlauncher as it is for 1.6.4. the current version of the pack has thermal expansion in it so you can play around with it. it is not necessary to create an account for the launcher as you only need your minecraft account.
I am at a loss here. ive got the research notes for thaumium wand caps. but i cant complete it. ive got six runes to connect four dots. sounds easy but its not. ive got the right aspects picked out but only got two runes for each aspect. connecting the first three runes requires four of the six...
i would agree that the white sea is a little much and should be toned down a little and darken the grey in the gamevox logo a little so you can see it. other than that its not that bad.
(stupid edit not working)...scratch what i said about nitor. just had to relog my resonant rise client. by the way should i have relog to actually get the research to register in the thauminomicon?
i am having serious trouble getting nitor. i researched both aspects listed here but havent got the nitor notes yet. lux gets me nothing but gaseous illuminea and ignis has gotten me the infernal furnace among other things. but no nitor though. what am i doing wrong? consequently i have...
have you thought of Project Red? it essentially is RedPower as it has everything in it that RedPower had: Logic Gates, Timers, Bundled Cabling, Marble, Basalt etc. i dont know if it is considered "legal" to use though.
Forgecraft 3 is being played in "hard mode". the intention being coming up with different ways to automate things. they removed the mods that they rely on to automate things to create a challenge for themselves. it is safe to assume that mods used in Forgecraft 2 will be in the mod packs. oh and...
i dont know if you would want to do this but you could always disable instability in the config file. then you could set up a dense ore age without having to worry any nasty side-effects. the decision is yours of course.
i am using the dw20 modpack i think i have stumbled on to a solution. i reversed the order of the pages relating to the sun and that seems to have done the trick.
sadly the sun tip did not help as it just settled into another eternal night. do i need more than one copy of the symbol? do i need the clear modifiers page? this is really irritating as it should not be that hard to make an eternal day age. on a brighter note the first tip regarding the biome...
i really need some help. i am trying to make a simple eternal day flat plains age. so far ive met with varying degrees of success. of the last 5 ages ive made 4 have come close to what i want. the biggest problem being no eternal day. the last age i made just now went completely wrong. i somehow...
netherwart was a no go but i got it figured out. ive moved the ardite and cobalt bees to the desert on a patch of dirt with a rose. though it doesnt make a lot of sense for this combination to work as you normally dont see anything but cactus and dead shrubs in the desert.
Okay this has me really puzzled. i got the ardite and cobalt bees bred after figuring out i needed a block of the corresponding ore under the apiary. what i dont know is what kind of flowers i need for them to do their voodoo. i have them in the nether currently with some cactus nearby but they...
all this ETA crap is getting really annoying. for the love of all that is holy, stop asking that question and let them work. an ETA is NOT, i repeat NOT, required in this situation.