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  1. 4

    Bug Modpack crashes when adding Mekanism (1.11.2)

    Crash log can be found in the spoiler at the bottom of the page. A 100~ mods large modpack with a relative variety of magic and technology. It is based on Minecraft 1.11.2 and revolves around progression, HQM and survival in a cold enviroment. Works great so far, no CTD's in-game nor when...
  2. 4

    Request Stopping players from punching trees?

    Is there a mod or some sort of mod configuration one can set to raise the harvest level of all trees so that the player MUST use an axe in order to harvest trees instead of doing the samey old punching trees? I'm currently creating my own modpack, and I am looking to make it somewhat unique and...
  3. 4

    Custom modpack crashes when trying to open a new world. Launches fine.

    Title: Custom modpack crashes when trying to open a new world. Launches fine. Launcher Version: Using regular Minecraft Launcher, 1.6.61. Modpack: My own custom. Modpack Version: - Log Link: http://pastebin.com/33pxwg49 Details of the issue: Title says it all. Please help!
  4. 4

    Request Prevent players from breaking blocks within a certain area (HELP)

    I am currently creating a fallout-themed modpack. It is, as I see it, a mix between a typical stranded/skyblock type of modpack but with a vast custom world with buildings, cities and towns to explore and loot. Also, none of that damn ex nihilio. The start and mid-game revolves a lot around...
  5. 4

    Request Looking for a mod that prevents the player from breaking/placing blocks

    I'm making an HQM modpack and it's going great, however my pack focuses a lot on exploration and dungeons/ruins, that sort of thing. However, I don't want players to be going around building bridges and destroying walls and things like that in my dungeons, but at the same time, I don't want to...
  6. 4

    Having an issue with custom HQM sounds

    Currently setting up for developing a modpack. I have a fully updated and working mod list, configed a bit, some edited textures and an idea of how I want my modpack to be. Oh, and, it's HQM. I do have an issue however. I can easily add and edit textures from the mod, both by just editing the...
  7. 4

    Looking for small, fun mods :)

    Hey! I am currently developing my own private (may be released) modpack with a bunch of mods. I already have over 70 mods, but I am not satisfied. I am looking for small little mods that don't need to offer too much but are still fun to use. To be more specific, I don't mean mods like TiC, MFR...
  8. 4

    Bug Not Enough Items broken

    So, after I found out what was making Ex Nihilo crash my game and fixed that, I jumped straight in to begin finalizing my modpack (a private one, which I'm thinking about making into an HQM at some point). I do however have an issue, and this issue is on every single world I make. NEI shows 0/0...
  9. 4

    Bug Ex Nihilio crashes my modpack-in-progress

    ---- Minecraft Crash Report ---- // Uh... Did I do that? Time: 6/29/15 11:18 AM Description: There was a severe problem during mod loading that has caused the game to fail cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: kr/loveholy/exastrisrebirth/item/ItemHammerRF at...
  10. 4

    Bug Creative Mode "quickswitch" broken?

    Damn, I've made alot of threads about my modpack already... Anyways, I'm creating my own HQM preset map modpack. It's going great. But theres an annoying bug with Creative Mode where as when you want to quickswitch to a block on the map that you don't have in your inventory (middle mouse...
  11. 4

    Difficulty mods?

    I'm currently developing my own HQM modpack. So far it's really nice. I've made the base of my map, disabled passive mobs and added a few quests. Now, before I start delving deep into making the modpack and the map, I want alot of difficulty increasing mods. So far I have: *Hunger Overhaul...
  12. 4

    Disabling neutral mob spawns

    I am currently developing my own third party HQM modpack. It's going great. My pack runs of a preset map. Don't want to spoil too much, but the modpack is completely based around exploration. However, I do not want neutral mobs to spawn. At all. No neutral mobs in the entire map. The only way...