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  1. Iskandar

    [1.7.10]Modular Mayhem

    Ok, oil is working more or less as it should in the new update. Finally. You have fairly rare above ground lakes from Magneticraft. You'll see what seems to be 1 or 2 every couple of hundred blocks. They are rare, but a pump jack can produce a hell of a lot of oil of of one set of oil sources...
  2. Iskandar

    [1.7.10]Modular Mayhem

    And 1.10 is live on FTB, too.
  3. Iskandar

    [1.7.10]Modular Mayhem

    I moved the gen height up to 14. If you mine around 11 or 12 you *should* find it. It can be a bit frustrating. Also, make sure you use the crushing table and a hammer ot double it from the get go if you don't have any other ore doubling set up.
  4. Iskandar

    [1.7.10]Modular Mayhem

    Ok, 1.10 incoming on Curse: 1.10 Updated: Immersive Engineering 0.6.2 Immersive Integration 0.6.1 Galacticraft 3.0.12.404 -WARNING! Potential breaking change! Magneticraft 0.6.0 beta2 Malisis Core 0.13.1 Malisis Doors 0.1.12.0 Matter Overdrive 4.0-164 Super Multi-Drills 1.2.0-19 Added: Zetta...
  5. Iskandar

    [1.7.10]Modular Mayhem

    Ok, I've made my decision, painful as it is. I am switching over to Magneticraft for oil generation and updating Galacticraft. This will break backward compatibility and might strip the current oil out of your world. Sorry. I've been needing to do this for a while, but I didn't want to break...
  6. Iskandar

    [1.7.10]Modular Mayhem

    Yeah. I didn't have a clear understanding of how oil worked in this pack until I played quite a bit and I've made quite a few mistakes. And Galacticraft didn't help with its shenanigans, either. I literally cannot update it at this point without potentially breaking people's worlds and stripping...
  7. Iskandar

    [1.7.10]Modular Mayhem

    Yeah. that was a goof. I'll be fixing that in the next version, my apologies. I didn't fully understand oil dynamics when I built this pack.
  8. Iskandar

    [1.7.10]Modular Mayhem

    Heh, I might. It's a small fun little mod.
  9. Iskandar

    [1.7.10]Modular Mayhem

    Over and above being the dev of this pack, I'm having a blast playing Minecraft, probably the most fun I've had in quite some time. While I do derp pretty hard sometimes (on video even, sigh), I am learning all the various mods and even teaching myself new tricks. While I may wish this pack was...
  10. Iskandar

    [1.7.10]Modular Mayhem

    Thre are a few bugs I am tracking, but it looks like the next update. And I will bringing in Zetta industries as it adds a multiblock RF storage. It does get a mite silly, though. I have a bank that is capable of storing 2.5 giga RF.
  11. Iskandar

    [1.7.10]Modular Mayhem

    It takes a bit for Magneticraft to "spool up" and thermopiles are pitiful power generators. A spotlight:
  12. Iskandar

    [1.7.10]Modular Mayhem

    I can fix that.
  13. Iskandar

    [1.7.10]Modular Mayhem

    I love how many of these mods are still in active development. 1.7.10 really is a great time to be playing modded Minecraft
  14. Iskandar

    [1.7.10]Modular Mayhem

    BTW, everyone who has become an android please see here: https://github.com/simeonradivoev/MatterOverdrive/issues/314 If you have this problem and have any clue wtf this is feel free to contribute.
  15. Iskandar

    [1.7.10]Modular Mayhem

    4 items for one coal. And yes and no on the super-charged pick thing. Regular gems do repair them, but only 300 points or so.
  16. Iskandar

    [1.7.10]Modular Mayhem

    Yeah tungsten is stupid, stupid rare. I bumped the height it appears at and it looks like I should have bumped up its generation a little beyond that. @aeleo Yeah, Hydraulicraft is a bit riddled with bugs. I wish I'd known. I've informed the dev about what I can find, but it is slow going.
  17. Iskandar

    [1.7.10]Modular Mayhem

    Yeah, the level 1 node moving thing you can't see the node at all. You can use WAILA to keep track of it to a degree, however. Edit: And it does look good, yeah.
  18. Iskandar

    [1.7.10]Modular Mayhem

    I like it because it doesn't bring an overwhelming amount of biomes (BOP) or have various mod compatibility issues (ATG, RWG and, unfortunately, Highlands) and it uses the vanilla world provider so I can't forget to turn it on. It is mostly unintrusive and more adds to the vanilla feel rather...
  19. Iskandar

    [1.7.10]Modular Mayhem

    Be careful with that extra drop amulet, it eats into your UBMRU regardless of the block you mine, and it can and will deplete your UBMRU quickly. I use it on diamonds and emeralds and other things like that, and stick with Fortune for the rest.
  20. Iskandar

    [1.7.10]Modular Mayhem

    I'm guessing, yeah. There are two relatively easy ways around this. If you've found enough elemental drops fro Essential Craft you can make weakened elemental tools with them. It takes blocks of them, though so you'll need 27. Slightly less durable than diamond, but can mine the same things...