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    [1.7.10] Technofirma - The Original Terrafirmacraft Modpack

    Ok so using Technofirmacraft 2.20.3 I am getting some script errors dealing with the removal of enchanted books from tc loot bags. Also I am unable to complete the carpenters blocks quest cause there is no way to obtain the needed Creosote Oil. When looking for the oil recipe through NEI it...
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    [1.7.10] MageTech Gate v1.7 Blending Magic and tech!

    Version 1.7 is now live on both FTB and Curse. There is a chance due to mod updates that the new version will not be compatible with old worlds. So please back up your saves. Removed Mods More Planets Big Reactors Craft Acrcanum Added Mods Arcane Engineering Climate Control Aura Cascade...
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    [1.7.10]Is there a way to make each new save start with some specified files?

    you are looking for this mod http://minecraft.curseforge.com/projects/copy-folders-in-new-worlds?gameCategorySlug=mc-mods&projectID=244020 it was designed to do just what you are looking for
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    How is worldgen modified in FTB modpacks?

    The way that FTB handles it is by using Cofh core. Cofh core will let you set what ore you want to spawn, at what y level you want it to spawn out, and how much per chunk. To get a understanding of hows its done look into something like the direwolf20 configs. You will see that mot of the ore...
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    [1.7.10] The Ferret Business [WIP][BQ + HQM, 500+ Quests][v 0.2.6]

    Ya. But like @Mlukvai said the config options are really easy to tweak. But the did forget to mention the option for the max number of levels the tool will gain as well. # [range: 1 ~ 99, default: 6] I:maxToolLevel=
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    [1.7.10] The Ferret Business [WIP][BQ + HQM, 500+ Quests][v 0.2.6]

    No you will still be using the old configs. TO get the default configs you will need to delete the Iguana Tweaks config folder. but if you do that there is a chance that it will break something in the pack balance wise.
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    [1.7.10] MageTech Gate v1.7 Blending Magic and tech!

    With the release of version 1.7 Galaxy Space is being added, and Big Reactors is being removed.
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    MageTech Gate pack team

    here is a link to the modlist. My goal with the pack is to merge the magic and tech mods in the pack together in such a way that all the mods rely on each. The first part was just getting the pack released with some mod intergration. So tech depends on other tech and magic depends on other...
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    Request Spawning control

    So My pack has a several mods that more then a few mobs to the game. I am looking for a way to control the spawning a little better, cause as it stands right now one mod is taking up almost all of he enemy mob count by its self so it is keep other mods from being able to spawn their mobs.
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    MageTech Gate pack team

    Hello I am looking for people to help with maintaining and building my mod pack MageTech Gate. Currently I am looking for people to help with testing, quest creation, some mineTweaker scripting, and spawning tweaking. The first part of the pack is almost complete but the second part will require...
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    [1.7.10] MageTech Gate v1.7 Blending Magic and tech!

    Version 1.6 is now released
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    [1.7.10] MageTech Gate v1.7 Blending Magic and tech!

    Advanced warning to all MTG players. version 1.6 will be the last version to use the mod MorePlanets. This is due to a something that Mod author admitted, and my stance on it. I am taking suggestions on a mod to replace it.
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    MineTweaker/ModTweaker - A help and suggestions thread.

    Good new for people who use Meanism. I just got a response from Aidan on a post to the github about native MT support vagaprime commented 26 days ago I am a pack builder, and am currently working on a modpack. I am attempting to integrate the tech mods in my pack into each other. To do so I am...
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    Request Prevent players from breaking blocks within a certain area (HELP)

    If you are running a custom world by using lockdown so that the same map is used each time a world is created then you can place command blocks the are triggered when the players enter the dungeon the runs the gamemode command for nearby players switching them over to adventure mode then having...
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    [1.7.10] MageTech Gate v1.7 Blending Magic and tech!

    Right now as it stands I am still in the process of getting my server to run correctly so that I am able compile a working server download. I am hopping to have the server download ready by the end of the month if not next month. The good news is that once the server I am working on is up and...
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    Request Biome conflicts

    I think I got it sorted out. Looks like one of MP reset its config file when I updated, which in turn reset it to the default Biome id's. I switched the IDs back to what I was using last time. Now to load up the game and recreate the world and see if the problem is still there.
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    Request Biome conflicts

    Well right now I have several biomes that are wanting to use the exact same biome id.
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    Request Biome conflicts

    Running into an issue with Biome conflicts, and I am still trying to wrap my head around how the biomes work. I was hoping I could get some help sorting the issue out. NEI Dump BoP ID's MorePlanets ID's Twlight Forest ID's Right now I am having the problem on MorePlanets biomes showing up...
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    [1.7.10] MageTech Gate v1.7 Blending Magic and tech!

    On a side note. Due to how the script files and handled it is best to do a fresh install of MageTech gate when up dating to 1.5.1.
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    MineTweaker/ModTweaker - A help and suggestions thread.

    @RenzosNips thanks for the help. Changing it form recipe.removeShaped to recipe.remove did work. Also @Golrith I am not sure if it has been fixed but I know at one point Blu said that the modtweaker page on IE was not really correct in its wording. I would suggest talking to Blu on IRC about it...