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  1. Iskandar

    [1.7.10]Modular Mayhem

    Ok, if you're using Java 8 (and you have to be with this pack) permgen no longer works. At any rate just add a space and put the new argument after it.
  2. Iskandar

    [1.7.10]Modular Mayhem

    https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/475 That, that is the problem. No idea why, Java 7 is fine, Java 8 causes a crash. Not his code, it appears to be an error within Java itself. He isn't sure what to do. Changing the argument is simply a kludge around the problem. It isn't...
  3. Iskandar

    [1.7.10]Modular Mayhem

    Might want to do some research before making accusations. He's got a bug that crashes the JVM. Not Minecraft, the JVM itself. That is supposed to be impossible, almost no one will help him, and he gets a lot of insults when he asks because of people with attitudes like yours and worse. It is...
  4. Iskandar

    [1.7.10]Modular Mayhem

    No.
  5. Iskandar

    [1.7.10]Modular Mayhem

    Version 1.15 has been released on Curse and is waiting for approval on FTB: Updated: Chromaticraft 10d ExtraCells 2.3.7b176 Hydraulicraft 2.1.245 Immersive Engineering 0.6.5.1 Immersive Integration 0.6.6 Iron Backpacks 1.2.10 Modular Powersuits 0.11.0.295 Open Blocks 1.5 Open Computers 1.5.21.41...
  6. Iskandar

    [1.7.10]Atonement: Sins of the Past Hardcore Survival Thaumcraft Focused

    Or not. Sigh, Dimensional Control is screwing with my ability to force hardcore mode.
  7. Iskandar

    [1.7.10]Modular Mayhem

    Well, there is the helmet thing.
  8. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, I use Magneticraft pipes for matter transport. And no method of inherent transport, but tesseract should be safe. Or build a gravitational stabilizer to reduce the pull.
  9. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, that update is pending. I'm currently waiting for Chromaticraft to settle down a bit before I update MM. There are a few problems I am keeping an eye on. Next week at some time.
  10. Iskandar

    [1.7.10]Modular Mayhem

    And a Merry Christmas to you, too. And huh, where did THAT turn up? If ore gen disabling has failed that is something I need to fix. Edit: Just tested it in Modular Mayhem. Copper and Lead smelt into pulverized iron. Hey look, another in a long line of Hydraulicraft issues. Sigh. Good idea for...
  11. Iskandar

    [1.7.10]Atonement: Sins of the Past Hardcore Survival Thaumcraft Focused

    Ok,I am now in love with Dimensional Control. And my eyes are also now crossed. I now have the ability to completely configure world gen beyond the simple method of restricting it to 1 biome. I do, however, have to wade through and figure out what everything does. Everything being configurable...
  12. Iskandar

    [1.7.10]Modular Mayhem

    I'm not sure. If you mean the ores themselves, they shouldn't generate. My "vanilla" configs have pretty much non mod specific ores only generating through Thermal Foundation (which is *why* TF was in the pack originally).
  13. Iskandar

    [1.7.10]Atonement: Sins of the Past Hardcore Survival Thaumcraft Focused

    Yup, complete rebuild. My scripts are trashed and I need to switch some mods around to account for changes and new tools I now have. This decidedly will NOT be compatible with old versions. Complete clean break. It's okay, the old version is stable without updating. THe only reason I am is...
  14. Iskandar

    [1.7.10]Modular Mayhem

    Dropping in another terrain gen mod should work. ExB was mostly a convienence, since I have gotten to the point I dislike BoP. Beware of incompatibilities, Highlands may not work and RWG and ATG have not been tested. As for Chromaticraft, you'll likely need a new world. Again, honestly, you...
  15. Iskandar

    [1.7.10]Atonement: Sins of the Past Hardcore Survival Thaumcraft Focused

    woo, this has sat unupdated for a while. I'm poking at it. This is likely to be a *complete* rebuild, and will break backward compatibility.
  16. Iskandar

    [1.7.10]Modular Mayhem

    Nope, and you'll need the Chromaticraft pylons. The range isn't that great and you get plenty of warning to get the hell out before they zap you. You'll need to get close to one once to get an unlock (stare at the glowy bit on top, you will have to pillar up a bit, probably) but they can be...
  17. Iskandar

    [1.7.10]Modular Mayhem

    I've linked most of the information and documentation for many of the mods in the first post.
  18. Iskandar

    [1.7.10]Modular Mayhem

    Recommended should be 1.14. Try again, that might be a traffic problem. If not, yeah, Curse should decidedly work.
  19. Iskandar

    [1.7.10]Modular Mayhem

    Annnnnnd Chromaticraft v10a is out. And Modular Mayhem will not be updating to it any time soon. Reika has decided to kludge a solution to a problem by forcing users to set a Java argument or force a crash otherwise. As a mod pack dev I'm not going to be dealing with the headache of pushing an...