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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Probably a stupid, nagging question, but I will ask it anyway as I am curious: Why were some of the more popular Thaumcraft addons for 1.7.10 excluded from this pack? I am talking Thaumic Horizons, Tainted Magic and Forbidden Magic. I would hazard a guess it would be an effort and a half to...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I do not know if this other problem has been addressed, again older version, but steelleaf rings are uncraftable. This makes the kinetic/corporal attractor uncraftable.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I do not know if this has been mentioned, it probably has, but because tungsten clusters are removed the research should be removed from the kami unlock requirements, it will not allow me to research ichor. Granted the server I am on is a little behind on updates, I do not know if this has been...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    FYI, Gregtech updated yesterday (fairly late) saying it fixed the materials system, not sure if it did so completely but the post looked like it was addressing the issue. Linkity Link Link...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I believe I have fixed my issue, I think it was an odd interaction between the Curse overlay and java, not the mod pack. It was really obfuscated though and I only managed to find it though another crash. Sorry again for posting here about it but it was really confusing.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Yes, I do realize this may not be the most appropriate place to ask this question, but I really didn't know where to do so and as such defaulted here. And I do realize I can off as a little mad, but honestly I am really, really seething at updates breaking my method of relaxation, particularly...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    That god damn java error is back, after a windows update. Has anyone else been having a memory access violation with java while playing this pack? I solved it last time by uninstalling java and reinstalling it, but that does not appear to be working now (at least, not with the java executable I...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Ok, I am at the end of my rope here. My computer just updated (without my permission I might add, I HATE this "feature") and when I run this mod pack everything goes fine, until about 3 minutes in, regardless if I have joined a server or not, then boom, Java crashes. There is nothing out of the...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Ok, I found a work around for my issue, the magic apiaries have a direction dependence on insertion and extraction, and the queen/drone slot can be extracted from, ergo two ender io conduits are needed to automate rather then one. A fair tradeoff given the power of these apiaries compared to the...
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    Sure, https://github.com/MagicBees/MagicBees/issues/151 I don't know if the dev is very active on new versions, the change log and releases look a bit dated.
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    [1.7.10][LISTED] InfiTech 2 Modpack v3.2.21 [HQM][GregTech balanced hard-mode modpack]

    I just wanted to pop in and say that the Magic Apiary from Magic bees is busted, apparently the ISides is broken and no side will accept inputs. The issue has been brought to the attention of the mod maker 6 days ago, and I do hope that it is fixed sometime as I really wanted to use them.
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    [1.10.2] Simply Magic 2 [Magic][Quest Tutorials][Light]

    FYI, the author of Automagy is porting over to TC 5. It has some of the more basic elements included in its work in progress release, including red crystals for easy redstone placement. I personally loved this addon as it added alot of automation options that integrate nicely with other mods...
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    [Listed] 1.7.10 - Simply Magic [HQM][Magic][Light][Tutorial-Themed]

    You could use the arcane abacus to find out, but from my experience cobblestone (and a few other blocks with that tool tip) doesn't do anything to the infusion stability number given by the abacus. If it were the case, the abacus would even tell you if there were any stabilizers that were...
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    [Listed] 1.7.10 - Simply Magic [HQM][Magic][Light][Tutorial-Themed]

    I just stumbled on this pack a moment ago after looking into any news on Hubris (one of my favorite modpacks of all time). I love these purely magic modpacks given that they have a massive variety of mods and mechanics. However given I have seen other modpacks by DrasticDemise I was a bit...
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    [1.7.10] Arch-Mage Craft - Masters of Magic

    With our mod pack I crashed immediately upon attempting to use the blood infusion table thingy (I can't remember the name, it sounded Latin-y) for making the syringes. It could be because of the messed up potion effect configs we have, as the syringes could have attempted to call an undefined...
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    [1.7.10] Arch-Mage Craft - Masters of Magic

    Hmmmm, I have not seen this mod before. Thanks for bringing it to my attention. Edit: Ok, after looking at the researches available in this mod, I have concluded that (if they work) this mod author is a coding wizard. Interesting themes abound in this mod, focusing mostly on manipulating souls...
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    [1.7.10] Arch-Mage Craft - Masters of Magic

    Actually, the Automagy and Tinkerer updates happened before he updated the mod pack, I was a bit surprised he didn't catch them. That was the main reason I posted about it, as I am not one to post news on this thread the moment that something updates, only after a reasonable amount of time has...
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    [1.7.10] Arch-Mage Craft - Masters of Magic

    Just an FYI, the latest Thaumic Tinkerer patch finally fixed the shadow beam particle glitch (they were invisible) and an update to Automagy is out with new stuff. Would be cool if those could get updated.
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    [1.7.10] Arch-Mage Craft - Masters of Magic

    Server seems to have crashed, I don't think I did it as I was not doing anything at the time.
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    [1.7.10] Arch-Mage Craft - Masters of Magic

    Doesn't Magical Crops require worldgen (the essence ore)? If so, it would have to have the option of retrogenning in the ore or otherwise we would have to reset the world to have the full functionality of the mod (or make mining ages).