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    [1.7.10][Public] MechanicalTitan Pack

    try renaming minecraft_server.jar to something else, and then rename the forgeXXXXX.jar to minecraft_server.jar as an example I just had my minecraft_server file named "minecraft_server.1.7.10.jar" and forge renamed to "minecraft_server.jar", and it started booting no problem.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    or just add a flow from a 'while high signal' trigger from a lever. it could screw up a pulse every second or however long the 'on high signal' trigger is set to, but i doubt it'll cause a big problem. so: current triggers New on-high-signal trigger \ /...
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    [1.7.10][Public] MechanicalTitan Pack

    are you launching forge-1.7.10-10.13.0.1208-universal.jar or minecraft_server.jar ? you need to be launching the forge jar
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    Ask a simple question, get a simple answer

    Does anyone know of a thread or post which explains ars magica 2's spell creation in 1.7.10. Either it's just me, or the compendium is downright cryptic... and confusing... My searches thus far have unveiled nothing (by the way, MCF's thread search just... doesn't work... so if there's any info...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    I think I know the one you're talking about, with blue squares? and yeah, like i said - slooow. I always took a big FPS hit when using that thing. That was a long time ago though, Things may have changed.
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    Recent Events Discussion (RED) Thread

    I would've thought going closed source and removing the mod from the internet would be one of the worst things to do to keep the mod from microsoft's hands. Not that I think you'd go open source - as you're attidute seems to directly oppose it, but it's much harder to steal and close down...
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    [1.7.10][Public] MechanicalTitan Pack

    yup, my mechTitan server, which is somewhat stripped down even, takes at least 5 minutes to boot up
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    [1.7.10][Public] MechanicalTitan Pack

    If you just downloaded the "server download" from the FTB launcher, it's likely that the mods are in minecraft/mods and configs are in minecraft/config. You'll need to transfer those out of the minecraft folder and up one level to the actual server folder. This happened to me too.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    yeah it is. I suspect that to save calculation time NEI detects light levels rather than seeing if an actual mob can spawn. Integrating the magnum torch specifically may not be a huge challenge for chickenbones, but it would have to be special code for that specific block most likely, which I...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Depends on what you mean by a hexagon layout this layout: where the torches are laid in a honeycomb pattern, isn't very good. but this layout: where they're laid out in a sort of squashed diamond pattern (look at each group of four), works better than the diagonal approach. But as you said...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Oh wait, looks like it's 16 blocks radius up/down. well, you can use this graph: https://www.google.com.au/webhp?sourceid=chrome-instant&ion=1&espv=2&es_th=1&ie=UTF-8#q=plot y = cos(arcsin(x/64))*16 to figure out the height/radius edge stuff if you hover over the line it gives you and x and y...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    yeah, the height is spherical too, it's sorta shaped like a mentos or (insert other candy here) ;)
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    yep, perfect. If you imagine circles around each of the black squares that have a radius of half the green line, that's the non-spawnable areas. Edit: Pretty picture
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    According to the wiki's and the ExU mod post, the magnum torch has a circular radius of 64 blocks. Which means if you want to lay out a grid of magnum torches that prevents mob spawning, there's going to be some overlap. With a 64-block radius, you'll want a magnum torch every (diagonally) 64...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Extra utilities dark glass
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    huh... that doesn't work for me... perhaps it's because my craft items and ingredients are in different chests... I feel a need to investigate this further now... Edit: just tested this in different ways, SFM was always only crafting one item at a time, unless there's multiple 'utility' items...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    As a side note, this doesn't really work with pams food and similar crafts (stuff that needs buckets and things), since there's only ever one utility item available to craft with each time. SFM won't craft, say, 10 flour if you have 1 mortar and pestle + 10 potatoes. It might work if you have...
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    [1.7.10][Public] MechanicalTitan Pack

    Did a few searches and I can't find this: Is anyone else having trouble crafting modular powersuits items, NEI lists no recipes, and trying the recipes manually doesn't work. Tried on a fresh install too.
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    Here's a thought, if you want a 'remote' style wireless redstone signal Use SFM and an aerial interface + the golden bag Have a 'key' item that activates the signal when SFM detects it in your inventory through the aerial interface. so to activate the signal, just take the 'key' out of the...
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    [1.6.4]Crash Landing [Hardcore, HQM] version 1.1.x BETA STABLE

    does anybody 'search'....