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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Only time I really noticed a bat problem was when I was installing the spider-proofing. That overhang [I used micro-block posts] was enough room to allow bat spawning and [somehow] far enough away from the nooks lighting the top of the wall to be outside the safe zone. As soon as I threw down...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    The problem is the giant/mutant oaks? Only way I know is enclosing/encasing the growth area with opaque blocks. I don't think there's a config made to disable them.Is there an issue with Pam's crops and MFR Harvesters in this pack. Hand-planted 11x11 fields of Soy, Rice, Potatos, Onion, and...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Priest villager can be converted into a Witch via witch water. Built the auto spawner room. Completed the quest for a villager egg [can also cure zombie villagers via vanilla mechanics/MFR syringe]. Net'd said villager. Put down witch water along back wall of spawn room. Put down MFR...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I shall illustrate my build [as best I can]. SFM programming can be posted upon request. Edit: thanks for pointing out the stacking problem. I have no desire ATM to raid those structures so shouldn't be an issue.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Getting Potion Gennys setup with Splash Harming II. Had to change the bottle detection for Harming [NBT Independent :8204] as well as Awkward [:16] to get it working. Then find out my bottle refill system is unnecessary [Potion Gens return a water bottle instead of an empty bottle]. Edit: For...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Why not both? I'd like to see/hear Zombies getting run through a chipper, with both the Zombie noises and the 'brrrrep' of the chipper. Plus, Steve'd get a Hard Hat out of the deal.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    You'd need a new block and sound...Ex Nihilo 'Chipper'
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Careful with using a CA to refill camel packs. They can eat them on occasion during the refill. Edit: removed extra text
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Terraform a Biosphere and start repopulating the planet. Better yet, install Galacticraft and the Aliens mod. Build the rocket. Before you launch, build a very large, but also very unstable, ThermoNuclear device connected to a short clock that disabled the cooling system. Start the clock...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I don't think FTB supports offline play. I complained about this some time ago and IIRC that was the response. If you're trying to use another launcher with this modpack...I dunno where you should look for support?
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    And it seems you're required to relog to clear the Frostbite debuff...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Just self, not area...well maybe but how do you test for that? Mentioning it because I've stood in water and it didn't really do anything for me [may have been daytime or around heat sources]. However, very little time in flowing water netted me Hypothermia and Frostbite.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    click it only on the 1/4 or 3/4 hour and you should be okStill playing 1.1.2.1 but finally found a block to cool you off...running water. Dunno how useful it'll be?
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I was suggesting to look at this because I remembered discussion of upgrades [min/max stuff] in the comments...not for the design. Ran across this when playing AgS [and enabled XU nodes based on this so I wouldn't have to deal with a field of Extruders / resulting tick lag].
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Have a look at this setup I ran across some time ago: Sex twice an hour
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    If using SFM to move liquids into Stone/Wooden Barrels...best to use a conditional to check for fluid already there / limit the amount transferred per cycle. Without either I managed to fit 256 buckets of water in one stone barrel :confused:...which instantly converted into Witch Water...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Minecraft is how much? Show your support and purchase a copy [act now and we'll double your...]
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I think the 'manager bridging' might have been my issue. With most of my cabling buried, it'd been a nightmare to figure out what was causing my problem. Setting up Sludge production [nothing too complex] so just removed the extra manager and problem solved.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Is there a cable/connection limit in SFM? Or rules against having 2 managers connecting to the same cables?