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    [1.7.10] Mechanical Haven [Tech] [300+ Mods]

    All fixed, updated graphics driver. NO idea why I had to do that, though... Oh well. I am searching for even more tech mods to add in there, great thing so far! :)
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    [1.7.10] Mechanical Haven [Tech] [300+ Mods]

    Well that is extremely unusual. I used to play with 230+ mods, all these + all magic mods .... and never had an issue like that. Also I tried with 7 GB and with 10GB allocated to the launcher - still the same error? 10 GB not enough ? O.o
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    A modpack problem (+ added and updated many mods)

    Title: A modpack problem (+ added and updated many mods) Launcher Version: 1.4.3 Modpack: Mechanical Heaven Modpack Version: 1.5 Log Link: http://pastebin.com/3kdm4nbA Details of the issue: After adding and updating a bunch of mods I get this error when MC attempts to start.
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    [1.7.10] Mechanical Haven [Tech] [300+ Mods]

    continuation from last post:
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    [1.7.10] Mechanical Haven [Tech] [300+ Mods]

    I added lots of mods to your pack, removed Flan's folder (all the additions) and it worked past this point, but I get another error, will provide a file so you can MAYBE help me track which mod is causing the issue. So here is the file from the log
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    [1.7.10] Mechanical Haven [Tech] [300+ Mods]

    Problem is - there is no duplicate. The flans mod file is just 1. And see how it says file name" minecraft" ... Wtf?
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    [1.7.10] Mechanical Haven [Tech] [300+ Mods]

    Seems to have an issue when starting:
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    [1.7.10] Mechanical Haven [Tech] [300+ Mods]

    You need binnie mods and MEkanism for a truly factorial feeling? Maybe open blocks
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    [1.7.10]Hubris V1.6.1- HQM - 270+ Quests [Magic][Dungeons][Dimensions][Exploration] Ex-Listed!

    Very nice to see the addition of Witching Gadgets and THaumic exploration. Few other mods I've added on my own and I would suggest adding: Blood Arsenal, Blood utilities, Sanguimancy (all 3 are addons for Blood magic - really good additions such as some nice rituals and blocks, some more bound...
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    [1.7.10]Hubris V1.6.1- HQM - 270+ Quests [Magic][Dungeons][Dimensions][Exploration] Ex-Listed!

    Just wanted to ask, why not add Thaumic Exploration and Witching Gadgets to the pack? Even Advanced thaumaturgy maybe? Go all aboard the TC train! What u think?
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    I agree with the post above. It's insane. I am stuck with not a single witchery item and I get tons and tons of flowers that are completely useless. And mutandis is a pain to make....
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    How is that bad? Redwood trees are amazing ! :D
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    Just started playin 7.3 and I noticed a few things: When i started using garden soil and essence seeds - some weird frame-rate drop and lag appeared, any ideas why? Mutandis is ridiculous !!! How on Earth am i supposed to get an oak sappling or ANY witchery items? All I get are extrabiomesXL...
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    FTB Infinity Release

    Why was apatite generation from forestry disabled in the config? Are you not supposed to have forestry farms ? O.o
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    What's new in modded minecraft today?

    Where do you get pictures for thermal dynamics? I am so interested in the development of this mod ... but I can't find any information anywhere? Is there a place for that?
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    [1.7.10] Arch-Mage Craft - Masters of Magic

    Is there a server of this modpack ? Can I apply to join?
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    [1.7.10] Arch-Mage Craft - Masters of Magic

    Additions you should make are: Reliquary - definitely an interesting and useful magic mod. Soul Shards Reborn - truly useful and very magic-like. Magical Crops could be very nice also, why not? Edit: Deadly world. I am really surprised it's not in there. Amazing mod that gives a real feeling...
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    [0.12.0] 1.7.10: Technomancy Discussion Thread

    Anything new about this mod? For the new versions of TC? Do the TC machines and items work ?
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Hey, just wondering if you will be updating to 1.7.10 soon? I think all the mods are ready? I guess ? Just a question out of curiosity, no pressure or anything :D Pun not intended
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    Mod Feedback [By Request] RotaryCraft Suggestions

    Add some kind of alarms to rotary craft? Something that can make different sounds like a nuclear bunker alarm and a air-threat alarm?