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    1.3.0: Collusus from Factorization Glitch

    Version: 1.3.0 What is the bug: NOTE: the version listed above is not correct - the correct version is 1.5, but the web form has not been updated to allow that as a selection. I can break the initial fractured block, but once the collosus starts to move the rest are unmineable. Most of the...
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    1.3.0: Thaumcraft mobs preventing other mobs from spawning

    Version: 1.3.0 What is the bug: I'm running the latest version of the modpack, 1.4.1, wich isn't listed above. No hostile mobs were spawning, so I did a /cofh killall, which killed 84 mobs, all Thaumcraft, 39 of which were those damn swarms. Mod & Version: Paste.feed-the-beast.com log...
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    DW20 1.7, mobs not spawning, mostly

    Good call, that killed 84 mobs, all thaumcraft. I wonder if it's a bug?
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    DW20 1.7, mobs not spawning, mostly

    Thanks, mate - I'll try that later.
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    DW20 1.7, mobs not spawning, mostly

    Unfortunately, I didn't notice the issue until I got a little established. I realized I needed ender pearls, that I didn't have any, then that I hadn't seen any endermen. The strange thing is mob spawners seem to work fine.
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    DW20 1.7, mobs not spawning, mostly

    For some reason, most mobs won't spawn. I'm set on hard, and mobs do spawn in a nearby tainted region. I've searched around and didn't find much of relevance. The GameRule command, something like DoSpawnMobs (I forget the exact command) shows true. I'm not sure what to look at. Any ideas? Thanks
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    Liquid transfer nodes not working

    Yeah, ditto. I just put the turbine housing right next to it, and that did the same thing. Thanks.
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    Liquid transfer nodes not working

    I was wrong - it is in NEI, and you're right. Thanks. Burned out from work and I'm a bit hazy :)
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    Liquid transfer nodes not working

    For some reason, I can't get my liquid transfer node to suck up from the infinite water source below it. I tried putting the source blocks under and around it, but it didn't matter. The reactor is still operational, so I don't think that's it, and the the node won't pump into a drum, either...
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    DD1.7 - Pumping Options?

    Okay, it works - sort of :/ It does pump, and fast, but only the source blocks straight down. The rest of the chamber is still full of oil, with a column of stone up through the middle of it.
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    DD1.7 - Pumping Options?

    Ah, come to think of it, I did pump lava out of the Twilight Forest. I'll try oil in the overworld (after Gotham) and report back.
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    DD1.7 - Pumping Options?

    I'll just go with the lousy BC pump. Thanks (thumbs up)
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    DD1.7 - Pumping Options?

    Yep, that's what I thought, too...
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    DD1.7 - Pumping Options?

    The ender thermic pump works??
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    DD1.7 - Pumping Options?

    I'm playing on DW 1.7. What are my pumping options for oil, other than the BC pump? Cheers!
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    Nightmare w/ Blood Magic, L draining too fast

    I was thinking of adding an mfr spawner - but do the witches do?
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    Nightmare w/ Blood Magic, L draining too fast

    I have been monkeying all day trying to get the Magicians blood orb. I have crafted 40 runes of sacrifice, replacing the regular runes in my tier 3 altar. Oddly, I expect to get 2500 lp for each sacrifice, but it capped out at 1900. I have a tank pumping lp in, but it's dreadful slow at...
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    Inverted Lamp (ProjRed) / Sticky Piston

    Basically, it's a solvable problem. My question is about the inverted lamp. I didn't think blocks could have a hitbox larger than the block it's in.
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    Inverted Lamp (ProjRed) / Sticky Piston

    That's one option. EnderIO has unpowered lights also, and I'm heavily invested in that mod already.
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    Inverted Lamp (ProjRed) / Sticky Piston

    I get tired of spamming torches around in a cave I want to keep dark, so I thought I'd use inverted white lamps. I'm not positive, but it seems they emit a little light when off - the evidence is that oreberry bushes won't grow near them. To deal with it, I thought I would use pistons to move...