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  1. Iskandar

    [1.7.10]Modular Mayhem

    BTW, Magneticraft has an infinite water thing that automatically files adjacent inventories. But good job, anyway.
  2. Iskandar

    [1.7.10]Modular Mayhem

    And there we go, updated the 1st post with all the people I know doing let's play with this pack. For those who want to know more about this pack before diving in, those should serve as a good place to start.
  3. Iskandar

    [1.7.10]Modular Mayhem

    Oh, and oops. I'm using beta builds of Matter Overdrive. To make isolinear circuits above level 1 you'll need to use the MO inscriber. the level below and gold, diamond, emerald for the 2,3,4 respectively.
  4. Iskandar

    [1.7.10]Modular Mayhem

    If you get into a bit of Matter Overdrive you can toss your waste into the Matter Decomposer and then use the Replicator to make clay easily enough.
  5. Iskandar

    [1.7.10]Modular Mayhem

    I'm uncertain about adding more ore generation into what is already a fairly full pack. Also it just entered beta as of yesterday and I'm a bit concerned over stability. It is a possibility, but I'd like to give it a few more releases to make sure the bugs are ironed out.
  6. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, that will be included in the next update. Thanks for the reminder.
  7. Iskandar

    [1.7.10]Modular Mayhem

    I've had an eye on that mod for a bit. Yeah, I might indeed. And yes, MO will be updated to 170 or later when this pack updates, probably this weekend.
  8. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, I've still to get into Aura Cascade myself.
  9. Iskandar

    [1.7.10]Modular Mayhem

    Hydraulicraft tends to get a tad spendy .Engineer's toolbox isa good choice, but it can be a bit underwhelming in terms of power gen and overall speed. Immersive Engineering isn't too hard to get started, but can take a while to get set up. From pure early game standpoint a Maagneticraft...
  10. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, the grinder is the second and third stage of Magneticraft's ore tripling process, adding it to there would not have made much sense. The crusher is the first step, and likely the first built, so logically it should go there.
  11. Iskandar

    [1.7.10]Modular Mayhem

    The charged and regular certus do share the same ID, but different meta. However, JABBA converts by ore dictionary so that is why that does not work. The ore blocks, however, are different IDs and name. The Minetweaker recipe is correct and works IF you use the correct machine. However, it...
  12. Iskandar

    [1.7.10]Modular Mayhem

    That recipe does not add via oreDict names, but rather by the name of the item itself. And that is straight from the item/block name itself and IS correct. The problem you have is you're trying to use the grinder. Notice the name of the machine to which I added the recipe. Hint, not the grinder
  13. Iskandar

    [1.7.10]Modular Mayhem

    Ah, as far as Magneticraft goes, the documentation is kind of poor. But there is this new spotlight:
  14. Iskandar

    [1.7.10]Modular Mayhem

    If you've watched my series you saw what I went through. Hemp is better and infinitely easier. You plant it once, and break the tops, no replanting necessary. As for portable pumpjack power, that depends. You could always juice up a battery or two, or set up the refinery nearby and bring a...
  15. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, it isn't. I included a dev build in the pack by mistake. I tend to run the latest in my LP and meant to revert back to latest stable for the updates and forgot. Doesn't hurt anything, but there are a few oddities like that.
  16. Iskandar

    [1.7.10]Modular Mayhem

    Ah, those tabs on the right aren't different pages. The first tab takes you to the unlocks you get by exploring, page two is where you can copy fragments to recover missing research, and page 3 is, I think, just not implemented yet.
  17. Iskandar

    [1.7.10]Modular Mayhem

    Yup, that is the exact reason I made this [ack. "Look at all the awesome, neat new things I get to play with!"
  18. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, that changed. The inscriber is what you need. 1 mark 1 plus gold will get you a 2, a 2 plus a diamond is a 3, and 4 is a 3 plus an emerald.
  19. Iskandar

    [1.7.10]Modular Mayhem

    I'm aware. If I remember to do so for the next version there are quite a few chisel variations that need to be stripped out.
  20. Iskandar

    [1.7.10]Modular Mayhem

    Odd. I'll look into it. Edit: A trivial fix now that I'm aware of it. I'll get that sorted in the next update.