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    [1.7.10]Modular Mayhem

    I finally got off my back and made one: https://forum.feed-the-beast.com/threads/electrical-age-discussion-thread.192174/ — — — If you want to keep it regardless, you can always modify it yourself. Bit of work, but... That's why I automated it, I guess. And while I'm in here... — — — Folks...
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    Electrical Age Discussion Thread

    And of course, the thing that triggered this decision: We just released version 1.12.0.
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    Electrical Age Discussion Thread

    As people have informed me that MCF is not the best possible place for discussion, I thought it best if I avoid forcing people to use it. LINKS ________________ Website https://electrical-age.net Git repository https://github.com/Electrical-Age/ElectricalAge Download page...
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    Mod Dev Title Request

    Electrical Age: https://github.com/Electrical-Age/ElectricalAge I can put a token in the repository if you'd like?
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    [1.7.10]Modular Mayhem

    I've got a server started, and so far it's working pretty well. This is probably the most modifications I've made to a pack in some time, though, so I can't quite say it's Modular Mayhem anymore. :) But as part of that, I updated every mod in the pack to the newest version released. Or, rather...
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    [1.7.10]Modular Mayhem

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104648-electrical-age-physics-electric-circuits-more
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    [1.7.10]Modular Mayhem

    Electrical Age doesn't have multiblocks, in the usual sense of "Place these blocks in this exact position". It's *very* modular, to the point that you can't do anything at all with a single block of any kind, but that's as much a consequence of what it does than deliberate design. It's a full...
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    [1.7.10]Modular Mayhem

    A couple of questions before I start a server running this... - I see you don't have RotaryCraft, although you're not avoiding Reika's mods entirely. Given the way it works, I would have thought it fit well with the pack's style... any reason you're avoiding it? - I've had some very bad...
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    [1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

    I found that HQM has severe performance issues with more than 1-2 players on a server, to the point that lag makes the game nearly unplayable. This happens without TPS going down, but can be readily spotted as block lag. So I removed it from my server, but will be looking into the code to see if...
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    [1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

    You should remove all of them. We had a TPS issue post-launch, which I profiled to be caused by the remaining Steamcraft blocks. They don't cope well with being unloaded.
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    [1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

    I can't do anything about that, but if you make a PSA that looking for & breaking weird-looking Steampower blocks in the ruins is likely to help...
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    [1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

    It would be really great if you did open a github account, even if just for bug-tracking. If you have... then sorry, but you should put a link in the first post! Anyway, bug report time. I've had a rendering problem, which in short can be described as "Cow on my head"... Yeah. This most...
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    [1.7.10] TerraFirmaPunk 2.0 - TerraFirmaCraft & SteamPunk Adventures

    So like many others, I'm trying to set up a server using the client files. Unlike many others, I'm doing it in a repeatable manner, using my own Nix-based server-building scripts... which look like this, for the curious. It's a total hack, but it's been a massive time saving for me...