[1.7.10] Material Energy^4

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This would be REALLY great news. You release such high quality, finished packs, instead of a WIP pack like a lot of other authors do. However, your releases have always been in need of some post-release TLC to tidy things up. This would put your packs on a quality level that literally no other modpack is at (IMO). Nothing but love and respect for your work!
"more finished" I make modpacks when I have breaks from classes, like over the summer and then over the winter. I've barely touched ME^4 in months because I just don't have time for it. I do make sure my packs are at least 90% stable and have hours of enjoyment and playtime before releasing.
 
Just those two?

I doubt you will be able to update just those 2 mods. IIRC, the latest version of TiCon requires a newer Forge (which is slightly more painful than just updating a jar), and I think that will force you to update half a dozen other mods. I had a post a few dozen pages back with some useful tips on what mods to update and how to update Forge to fix nearly all the mod-related bugs.
 
I don't know how to fix this but here it goes: I'm playing single player and whenever I load up my world again, I'm in creative mode with my entire inventory lost. The world is still the same- just not my inventory.
 
Note the number of neutrons that noisium has (the value in parenthesis). Use the fusion reactor to combine two different elements whose neutrons will combine to the same value. Job done. Make sure you don't create any elements that don't exist like anything between 115 and 125 or anything above 125 other than 250, 500, 1000, 2000 etc. Basically if it isn't in NEI don't try to make it.
Just watched a video that explains this further. I get it now, not that hard at all :P Thanks!
 
If someone can remove the flux crystal mod and get hqm to work, let me know. It won't let me do it on my instance.
 
Wouldn't it be nice if HQM could export quests in a human-readable format. Then at least you'd know where to look to find references to fluxed crystals!
 
If someone can remove the flux crystal mod and get hqm to work, let me know. It won't let me do it on my instance.

I really liked fluxed crystals in this pack, lots of legendary reward bags :D and besides the crappy gui and the machines sometimes stopped working it is somewhat stable IMO.
 
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I didn't like it the fluxed crystals got mismatched ids, but once I updated it to .5g it worked like a charm with a config refresh. Though the quest ids became screwy like instead of reward bag seeds I'd need electrical seeds or vibrant seeds.
 
I didn't like it the fluxed crystals got mismatched ids, but once I updated it to .5g it worked like a charm with a config refresh. Though the quest ids became screwy like instead of reward bag seeds I'd need electrical seeds or vibrant seeds.

I started playing in version 1.0.3 and finished the map in v1.0.4 and always got the right seeds out of the infuser.
 
Hmm it might have just been a config not updating right cause I did the 1.0.3-1.0.4 and when infused my seeds were mixed in the infusing.
 
Without fluxed crystals I would not have been able to complete the COOOOKKKKKIIIIEEEEZZZZZZ quest in a few days like I did. Is then intention to...

...build 300 wheat farms or just let things run for 13 years?
 
well, you can do some multidecker farms, also you can automate the coccoa beans pretty simple (as dire has shown) the only thing is, to build one octuple commressed cookie with AE2 you need to build a GIANGANt of a crafting cpu - or someone should get extracell to let you use the components also in crafting storage!