Please NEW update log put in the FIRST post! The first post update SPOILER is 2.5.1 version change log! Please put in the NEW update log. Thanks!
Because update, and test the beta tester, before public! (sorry my bad english!) OR! put your modpack is manually this mod. (me put it 5-10 mod's and working)was just wondering, no electricraft? There are rotarycraft, reactorcraft ecc ecc...
Greetings! Back again, with a brief update with my "ongoing saga" with poersch's (leaves and grass, better signs) mods not working with latest installment of AMP+new PC.
Phedran's modpack, called Life in the woods (W92Baj has an LP on it!) also ships with these mods as well. On a whim, I tried that pack on Multi-MC! Surprise.. The pack loaded, and I was able to create a world and roam around with no problems. The trees seem to have that typical "fluffy leaves" look!. I also found out that technic launcher ships with that pack. So, downloaded the launcher and the pack, and gues what? leaves and grass mod works! way hay!
This brings me to the question, why does the mod seem to misbehave only in the AMP pack? Could it be a mod interaction that is interfering with this mod from loading itself?
I too am a little confused as to why the Better Leaves and Trees and Better Signs doesn't work for me "because I have a Mac". And yet these mods work fine for me in Monster, Tech World 2, and others. I even use them in some of the AT Launcher packs and have no problems with these.
Greetings! Back again, with a brief update with my "ongoing saga" with poersch's (leaves and grass, better signs) mods not working with latest installment of AMP+new PC.
Phedran's modpack, called Life in the woods (W92Baj has an LP on it!) also ships with these mods as well. On a whim, I tried that pack on Multi-MC! Surprise.. The pack loaded, and I was able to create a world and roam around with no problems. The trees seem to have that typical "fluffy leaves" look!. I also found out that technic launcher ships with that pack. So, downloaded the launcher and the pack, and gues what? leaves and grass mod works! way hay!
This brings me to the question, why does the mod seem to misbehave only in the AMP pack? Could it be a mod interaction that is interfering with this mod from loading itself?
Thanks for the heads up. We'll include Twilight Forest in the next update.You know you can put twilight forest in modpacks now, right?
Check it out on the main post: http://www.minecraftforum.net/topic/561673-172-the-twilight-forest-v203-updated-to-minecraft-17/
We used to have a weekly update cycle. I'd update the mod pack on Sunday and then we'd test it throughout Thursday. On Thursday I'd submit the pack to the FTB mod pack team and then they usually put the pack on the FTB client within a day or so.Any planned updates anytime soon?
Pneumaticcraft would be nice[DOUBLEPOST=1402292415][/DOUBLEPOST]Can myscraft be added or is it unsupported?You ought to add Pneumaticcraft too, that mod is awesome. There's also Hydraulicraft, which I don't know much about but it looks cool anyway, and has special compatibility with pneumaticcraft.
Edit, because my internet was lagging, if you're looking into 1.7, you ought to look at some of the new modjam mods, some of them are great. See the project guide here.
My favorite mods from the event:
Mine, which is eh but it's my mod so of course I love it. Diseasecraft looks cool, although it wouldn't fit with this pack. Rollercoaster is awesome. Azhdev's mod is cool, and Elevator is cool, although it doesn't add anything new to table. Electromagnetic Coherence looks crazy amazing. Redstone microcircuits looks sweet. Fancy clocks is great for deco. MineFracturing looks EPIC, although it could be dangerous. Base defense is good. Imibis's mod looks really interesting, but it doesn't do anything at the moment, and I don't know if he wants to do anything with it.
(this list has gotten too long)