[1.6.4] HappyDiggers AMP - Updated - Now with 98% more Awesome!

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ĐevE@gŁ3

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Jul 29, 2019
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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!
 

LoGaL

Well-Known Member
Aug 4, 2013
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was just wondering, no electricraft? There are rotarycraft, reactorcraft ecc ecc...
 

AlCapella

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Jul 29, 2019
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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?
 

ĐevE@gŁ3

New Member
Jul 29, 2019
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was just wondering, no electricraft? There are rotarycraft, reactorcraft ecc ecc...
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)
 

Menoch

New Member
Jul 29, 2019
14
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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.
 
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AlCapella

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Jul 29, 2019
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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.

Thanks for pitching in with your support. :) As they say, misery loves company, and the more, the merrier. ;)

I wanted to paste the crash log to the MCF thread of the modder. and explain that it works on some, but not all packs. But the modder seems to have interest in the mod and the thread, based on recent posts there. Unless @InsaneJ decides this is worth his time and effort to look into and make it compatible for the odd guys for whom the mod fails, I'm afraid that we are stuck with playing the pack on SSP, and with those mods removed.
 

TrollmenX

New Member
Jul 29, 2019
35
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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?

Mod interaction. It's REALLY hard to add new mods to amp, that wouldn't conflict with base 191 mods ;)
 

InsaneJ

New Member
Jul 29, 2019
147
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I'm still scratching my head why Better Grass & Leaves is causing these problems for you guys. Unfortunately the mod author is MIA so I'm not expecting any updates for it soon. However if you are able to use the mod in other mod packs, then that would suggest it's either a combination of mods that's causing the problem or a configuration setting.

Could you try diffing the the config files from AMP and other mod packs? It should only take a minute if you use a tool like: http://www.sourcegear.com/diffmerge/ or http://meldmerge.org/
If that doesn't show any meaningful differences, try removing mods from the pack and see when you can start AMP. This can be quite time consuming. Normally I'd do it myself, but I don't have an Apple computer so I can't reproduce the problem myself. I'd start with these mods :
  • Tropicraft and it's sub mods:
  • ConfigMod
  • CoroUtil
  • ExtendedRenderer
  • ModBuild
  • Weather
Followed by:
  • Galacticraft
  • Galacticraft-Planets
  • MicDoodleCore
 

InsaneJ

New Member
Jul 29, 2019
147
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AMP has been updated to v2.6.2 with the following changelog:

v2.6.2
-Restored options.txt file.
-Removed Lycanites mobs.
-Replaced Minefactory Reloaded with a non drama-queen version. It saves about 1 minute of load time during startup.
-Server only: Updated mcpc-plus to R2.1-forge965-B268 (Prism shouldn't spam the log anymore)

v2.6.1
-Removed Thaumcraft mob aspects, it does not work with Thaumcraft 4.1.
-Disabled Lycanites Custom Potion Effects
-Disabled RotaryCraft tools clearing chat.
-Server only: Updated mcpc-plus to R2.1-forge965-B266
-Updated MapWriter config S:teleportCommand to tppos to make teleport to nearest waypoint work again (period key)
-Updated DragonAPI to 1.6 v23b
-Updated EnderForest to 1.6 V23
-Updated EnderIO to 1.0.6.376
-Updated ExtraCells to 1.6.9c
-Updated Galacticraft to 2.0.12.1056
-Updated Galacticraft-Planets to 2.0.12.1056
-Updated Hardcore Ender Expansion to 1.6
-Updated Hats to 2.1.8
-Updated LogisticsPipes to 0.7.4.dev.216
-Updated LycanitesMobs to 1.5.1c
-Updated MicdoodleCore to 2.0.12.1056
-Updated NEI addons to 1.10.5.70
-Updated OpenBlocks to 1.2.8-snapshot-402
-Updated OpenModsLib to 0.5-snapshot-204
-Updated OpenPeripheralAddons to 0.1.4-snapshot-109
-Updated OpenPeripheralCore to 0.4-snapshot-135
-Updated ReactorCraft to 1.6 v23c
-Updated Roguelike Dungeons to 1.3.1
-Updated RotaryCraft to 1.6 v23b
 

DimmerWorld

New Member
Jul 29, 2019
21
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I recommend Steves factory manager which i have added and is stable good way to automate early game...

Also i don't know if it just me but chicken chunks was causing server crashes whenever please their chunkloader down or other machines resolved by removing mod.
 

InsaneJ

New Member
Jul 29, 2019
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Thanks for the suggestion, I'll look into it.

We haven't encountered any server problems in regard to chunk loaders. Telling me there's a problem doesn't help me help you. If you'd like me to take a look at your problem then please post client and/or server crash-reports and forge mod loader logs. Also describe what you or other players were doing as accurately as you can.
 

InsaneJ

New Member
Jul 29, 2019
147
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You know you can put twilight forest in modpacks now, right? :p

Check it out on the main post: http://www.minecraftforum.net/topic/561673-172-the-twilight-forest-v203-updated-to-minecraft-17/
Thanks for the heads up. We'll include Twilight Forest in the next update.

Any planned updates anytime soon? :)
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.

The past month or so we've reduced the update cycle somewhat. Mainly because the amount of updated mods has decreased and the fixes that have been put out were less severe. And also because we've been really busy with other things.

I'm working on AMP 2.7.0 right now. The next update for AMP should arrive this week.
 

xbony2

WikiWorker
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FTB Mod Dev
Jul 3, 2013
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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)
 
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DimmerWorld

New Member
Jul 29, 2019
21
0
0
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)
Pneumaticcraft would be nice[DOUBLEPOST=1402292415][/DOUBLEPOST]Can myscraft be added or is it unsupported?
 

AlCapella

New Member
Jul 29, 2019
709
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It's a large enough pack as it is, and just adding more mods to it is because it looks cool is just going to make the pack a pain to maintain. I would say it might be a good idea to have a "out list" along with the "in list" and pull out mods that might not directly influence gameplay when adding utility mods that enhance gameplay.


@DimmerWorld mystcraft is very laggy for servers and as a consequence most packs that come with it installed end up disabling it anyway. Look at Dimensional doors and enhanced portals combination for your needs. As such there is aroma's mining world to make mining a better activity.