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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    FYI - The server host team have solved it. Apparently it's a combination of me renaming the 'minecraft_server_1.7.10.jar' to 'minecraft_server.jar' instead of renaming the 'forge*.jar' file; as well as needing to including a java fix that they have access to. I'm finally playing it properly on...
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    I try to help where I can :) The server provider (Nitrous Networks) are looking into it, but they have a 'reset the server' option, which installs a default Minecraft installation. I then used FTP to remove all files from that installation and uploaded the BeeHappy server files. Since other...
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    Just done a direct copy of the working (locally) server instance to the commercial server, started it up and had the same errors, all blocks have changed as per my original notes. This *must* be something to do with their hosting, but I don't know what - I'll see what the ticket comes back with.
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    Well, here's the server start-up log... A directory comparison of the server installation I've done (based on the 2.0.8 download from the FTB launcher) versus the client side installation I have running at the moment shows some differences, but they all look to be expected to me...
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    Okay, ignore that idiot up above. It doesn't crash when I copy a brand new single player world into the server area. I do, however, get exactly the same messages about missing tile entities, and the map looks identical to the single player screenshot I posted earlier; that is to say, Granite...
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    How weird. According to the FTP client I was using, the old GalaticCraft installation had been completely removed. But you're right, now I look at the log file, it's obvious that's at least a contributing factor. I'll reset the whole server and try again. Thank you both.
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    Just tried that (a couple of times to be sure), and it crashes on server start with a java.lang.ArrayIndexOutOfBoundsException: 21.
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    No such problem when starting a new single-player game from 2.0.8 (just tested), everything looks correct there. If it makes any difference, when I start it on a server, I don't start on the platform either, but at about Y level 20, and have to '/tp' myself up to the platform in the previous...
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    Agreed - and I thought that would work, but when I start the server, I get a load of warnings about missing tile entities (TileNode, TileEntityCarpentersBlock, TileEntityCarpentersSafe etc), and then I'm presented with this... Using v2.0.8 from the FTB launcher by the way.
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    [1.7.10][205 Quests][Listed] BeeHappy - A quest based map about Bees

    Trying to set up a private server of this one, using Nitrous Networks, but when I expand the zip file and upload it to the server, it just spawns me in a 'normal' world rather than the default map. What am I missing? Thanks!
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    Hold a piece of Osmium ore in your hand - worked for me.
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    Anyone having problems with the induction quest in the Mekanism line? I can craft the basic casings just fine, but as soon as I try to craft the induction ports I get an immediate crash to desktop as soon as I add a casing to the crafting window. Happens whether I use AE2 crafting terminal or a...
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    Ah, wasn't aware of the tripwire (not hugely experience on vanilla, for shame). I ended up doing the comparator suggestion you've made, feeding a signal to a magical hourglass to turn on the CGAs for 3 minutes (about right for my server). This is inspired - I might have to steal this idea...
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    Agreed - I got that far, but that still needs a manual override for when I take the pure crystals out of the chest to use for crafting. In a 'traditional' modpack, the use of Steve's Factory Manager allows for the detection of items sitting in the water, but I can't see an analogy here. I'm...
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    How are people detecting AE2 seeds in a water pool to turn on crystal growth accelerators? I assume there's something I'm missing...
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    Yep - I don't normally have the foresight to upgrade the barrels sufficiently as I'm rushing to cobblegen, but you are, of course, correct - this would be the most appropriate long-term solution for a cobble gen. Thanks for the idea, I'll implement it on my current playthrough.
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    I usually make a powered stripes pipe (so you need gold) - there might be quicker ways, but this always works for me - pipe it into a barrel, just remember to turn it off before it spews cobble around once the barrel is full.
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    One more multi-farm question... has anyone used it with pomelos? I've tried it in both orchard and the default harvest mode, and despite leaving it for over 24 hours in each case, have never gained a single fruit. Pomelos appear to come from mature leaf blocks, but are not harvested by...
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    Just as an aside - reported this strange behaviour via GitHub on Forestry https://github.com/ForestryMC/ForestryMC/issues/916 and Mezz came back to say that this 'bug' isn't fixed in the stable version of forestry of v3 (v3.6.12), but may be fixed in v4.0. As this would be a significant change...
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    [1.7.10] Regrowth - A WIP HQM pack - Now Listed!

    So this turns out to have been the problem. I've built these before, but must have never done it without a full ring of blocks around the farm. It didn't need a circuit board just to grow basic trees (and harvest for wood - orchard is needed to pick fruit from trees, I believe). Oh well...