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  1. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Hmmm... If you're able to find out the current day #, then you can divide it by the configured year length (to get the # of completed years), then subtract (year length * # of completed years) to find out the current day in this year. Sent from my SM-T217S using Tapatalk
  2. R

    [1.7.10] Survival industry [rotarycraft based tech]

    As a side note, you can gain standing with the villagers by killing hostile mobs at night within their village. This can be used offset the negative standing you get for breaking blocks in the village. I'm not exactly sure how it works however, so I don't know if you get more standing for...
  3. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I suppose I can let the hobbyist engine slide... It's not like it's going to be very useful, early-game, and when it becomes useful, you'll have access to much better sources of power. And just be careful about collecting too many "trophies..." villagers will eventually start attacking you if...
  4. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I've disabled seasons for now; but in any event, one year is 128 minecraft days; each season is 32 days long.
  5. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Ah, good catch. I had thought I had disabled them in railcraft's blocks config, but apparently not. This oversight will be fixed by the next version of the modpack, which should be coming out soon. Actually, BC is there for the construction machines; no other mod really duplicates the complex...
  6. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I'm not sure what you're looking at, but the current version of Survival Industry has all Railcraft generators disabled. The only "engines" still enabled are the locomotives. I also left the boilers, in order to fuel up the steam locomotive. The only steam engine that should be available is...
  7. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I've noticed the spike a few times myself. Hmmm.. Perhaps I need some quality time with OPIS... provided I can make it work on Linux... Sent from my SM-T217S using Tapatalk
  8. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Fair enough; I'm not an OO programmer, so I'm a poor source of advice for specifics. I'll probably report this as a mod interaction issue with Reika, and see what he thinks about it. He might even have a way of adding season detection to DragonAPI (where he seems to keep all the major physics...
  9. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Well, you made crops context-specifit to indoor environments, right? I mean, that's why greenhouses work. Or am I mistaken? If not, why can't there be an API call to determine if a block is "indoors," and let the mod author handle the logic? Sent from my SM-T217S using Tapatalk
  10. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Actually, I like the mod. I've disabled the seasons in the next version for now; I was going to see who to approach regarding this issues when I had time... I figured the solution would involve communication between you and the other mod authors (and Reika is a sure thing where cross...
  11. R

    [1.7.10] Survival industry [rotarycraft based tech]

    What I am probably going to do: I will not be removing harder wildlife. However, I will disable seasons for now, seeing as how they do mess with the mechanics of RotaryCraft. I will make the trees live much longer (so they don't die off so fast), but I would like to keep the autoplanting...
  12. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I see... Okay, I'll look into re-enabling the factory.
  13. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Those forestry changes were actually intentional; remember that this pack's primary tech progression is through RotaryCraft, and I didn't want to allow things like multifarms from distracting from the RoC fan farms. I did want to allow bee products, but from what I understand, RoC machines like...
  14. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I'll look into Forestry to see what's up. As for "Harder Wildlife," what kind of changes do you feel would need to be made to make it fit better? Sent from my SM-T217S using Tapatalk
  15. R

    [1.7.10] Survival industry [rotarycraft based tech]

    In any event, the progression pickaxe problem has been solved, and yes, there will be mechanics for right-click placement and 3x3 mining. TiC and all its addons (as well as TF and TD) can be safely removed. There's just the matter of testing to avoid another broken release. Also, Ztones and...
  16. R

    Request Suggest mods for creation here

    Yes, SquidUtils was the solution to that problem, and then some (it's not just vanilla). Thank you for that; nobody made that suggestion over the course of the last three weeks of me looking for a solution to that problem. Now, to hope someone makes the conduct mod. ;) Sent from my SM-T217S...
  17. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Meh. If I have polymorph, I tend to use it for polypiling. Sent from my SM-T217S using Tapatalk
  18. R

    [1.7.10] Survival industry [rotarycraft based tech]

    I don't think I've ever tried that. I just tend to enjoy those wonderful moments during hallucination when two other creatures (usually my pet and some monster) fight, only to see something like: "The microscopic space fleet hits the Ravenous Bugblatter Beast of Traal. The grue is killed!"
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    Request Suggest mods for creation here

    I posted this in my own modpack thread, but here looks like a good place, too. One suggestion (or, more accurately, what I need) is a (1.7.10) mod that can allow one to configure existing materials' properties, such as mining speed, enchantability, and harvest level. Specifically, one that...
  20. R

    [1.7.10] Survival industry [rotarycraft based tech]

    Exactly. You are a pacifist (never killed anything). You are peaceful (never killed peaceful animals or villagers). You respect property (never broke village blocks). You are a vegan (never ate meat or animal products). You died (x) times (which can be avoided using the Sync mod). You are...