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All the UE mods work fine in ultimate. Changing the IDs and makin sure you're using the latest versions from the UE site instead of the pack is a better idea.
If you're not familiar with changing IDs go to your ultimate pack folder and go into the config folder and most of the mods are in the...
I will publish the ID app when I add a few more features. I usually do C# development but im getting into java so I can do some modding of my own.
So far you can:
-Specify the config file to fix (this can be a config file or a file that you've simply copied and pasted the area of IDs you...
GO...
Do any of you use BOTH of these?
Do any of you prefer one over the other?
Have you found any caveats to either?
I currently have ExtraBiomes XL with underground biomes, but was thinking of removing them both and putting in biomes'o'plenty bc they look nicer....
Load the game (in a working state)
Hit E, click options, hit item id options, click dump item ids, go to your ftb pack folder and open the itemdump text file and look for a nice block of unused ids. Replace the ones that are conflicting in the mod config you're trying to load
Tips:
Try...
Don't ask, but the seed "baconfuck" gives you a pretty nice spawn. There should be a few villages in the nearby biomes. Just check it out on creative or something first.
It should work. Im currently making a smp private pack based off of ultimate, im currently up to 200 mods and it's stable (besides already known bugs from mods), and I have divine rpg working fine. I will post my configs once it's all finalized so that anyone can add any of those mods without...
in mindcrack, if you use the seed "baconfuck" you spawn next to oil, a TH3 dungeon, a ravine with lava and resources, in a huge flat plains field, next to water, with jungle and winter biomes near and lots of clay in the water.
I am thinking about switching to try it out. I currently have about 182 mods SMP enabled on my server and am running through debugging now. I'm not really sure what the differences are between those mods at this point.
Well, I ran into an issue so far with universal
Electricity...I tried adding the mods from the FTB pack of it to ultimate and railcraft gets mAd that basic components is now 1.2.6, so if you upgrade it then some
Universal electricity call errors out, if you try running without some of the ue...
I've been working on a huge list of cool mods to add to ultimate pack while maintaining some sort of balance...it's been a bit overwhelming at first since I'm not familiar with them all. I will pay my list and testing results and mod descriptions and what I had to do to get them to work here...
That archeology mod looks pretty neat and says compatible with a lot of mods. I like it so far, not gonna lie
Is it gregtech that has an issue with fluid mechanics
Has anyone found any issues with putting all of the universal electricity mods in? Seems to work ok, figured out my problem with fluid...but game wise I've never played it so I don't even know what to look for.
What mods will you be adding to or like to see added to the ultimate pack? I'm trying to get a good list of mods that are well supported and play well in SMP to add to our private server when ultimate pack comes out...I was thinking mods that add nifty machines, or things to fight. So far i've...