A handful of general questions

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sab0t

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Jul 29, 2019
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Hello fellow FTBers! We run a hybrid modpack that uses the majority of TechWorld 2 mods, and a small handful of hand-picked Horizons mods, and as the server Admin, I'm generally the go-to guy for various questions about mod functionality, interoperability or otherwise...for the most part, I can find answers to stuff I don't know through wikis or this forum, but over time I've accrued a list of things I (and our players) would really love having answered that I haven't found great info on elsewhere. I hope mods don't mind that throw them all in one thread, I am guessing this is preferred over me creating a dozen threads with tiny questions (but if the latter is indeed the preference please just let me know).
We all really appreciate any answers anyone can give us! :)

1. [Metallurgy3 3.3.3.1] "Precious ores" not generating in the world?
I was only recently made aware of this, nobody's found any yet and enough time has passed / enough has explored that I'm sure it hasn't generated. I can't say what version may have caused this, but after poring over the /Metallurgy3/MetallurgyPrecious.cfg, I did see that for Zinc, "Vein Chance"=0.
- Can anyone explain how specifically this field works? Ideally, how any of the "worldgen" config fields work for Platinum/Silver/Zinc. I have attempted to adjust these values and test, but have not had any success in seeing the ores (including seeing them in dungeon chests, which config options also exist for).
- Is it possible other mods are "hijacking" the spawn of these ores? It's really the only thing I can think of that explains why we aren't seeing these generated.

2. [Metallurgy3 3.3.3.1] How to handle ores in the world that have been corrupted (after updating from v3.3.1.8 to v3.3.3.1)?
This issue actually appears to have affected every Metallurgy item/block/otherwise since updating, all inv items disappeared, and as the bold text suggests, any ore that had existed in the world has since been corrupted (purple/black, Waila has no info on it, and hitting it instantly breaks the blocks and nothing drops). I am happy to report that any new ore generated is totally fine, and new items and such are also fine, but I am curious if:
- anyone else has experienced this when updating Metallurgy?
- did we update it incorrectly, or is there some procedure we didn't follow or need to be aware of?
- is this, to anyone's knowledge, a fairly common occurrence?

3. [Metallurgy3 3.3.3.1][Emasher Resource 1.2.3.4] Is there some way / tool for regenerating ore in the world?
Even though oregen seems to work fine for Metallurgy ores not mentioned in question 1 (and even if I did fix it given someone's advice/tips), players will have to travel a very long distance to hit new chunks to generate and wouldn't actually know when they are in new chunks. I also just learned that there is apparently another new ore (Emery Ore from Emasher's Resource), so a tool to regenerate the ores would be even MORE helpful
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4. [Thermal Expansion 3.0.0.7] Sound effects? I'm guessing 'no' unfortunately due to my fruitless config search, but I've recently starting using (and loving, i might add) Thermal Expansion machines/power/etc for the first time, and my only minor gripe is that it's all eerily silent.

5. [Archimedes Ships 1.4.5] Players falling through / out of airships.
- When a player uses a ship's "helm" block to begin piloting it, any other players standing on the airship (haven't tested this with sea ships yet) will fall through. The obvious and quick solution to this is to have players board the ship in a specific order / method, but I am curious if this is known to anyone else (to see if I need to report this or not!), if there's something I can do, or some way players can build their ships such that this won't happen?
- Players sitting in Passenger Seats of ships will, when the ship has gained enough speed, glitch and "pop" out, although for the pilot the player appears to still be in the ship (though this is not the case, they have actually fallen out). Is this known to anyone else, and again, on the off chance, is there any known work arounds or builds that can prevent this?

6. [Forestry 2.3.1.1] Mod Compatibility / Integration
- Is there any way to put non-forestry trees through the multi-farm?
- Is there any hidden Biomes o' Plenty and Forestry compatibility options hidden inside either one's config files?

General Questions
- Are there any other compatibility options between mods not turned on by default?
- This may be a dumb question and if so I apologize, but what is the most popular and complete FTB Wiki? I ask this because only today have I noticed that feed-the-beast.com actually has a Wiki - We've all been using ftbwiki.org. Upon realizing this I had assumed the wiki on this site would be the most popular and complete one, but it seems to be missing significantly more pages than the other. I am planning to contribute on a number of pages missing info or lacking an in-depth description, but would rather contribute (and use) the most popular one.


If we need to provide more info or context for questions, config settings or log files, please do not hesitate to ask, I'm happy to provide additonal info. Thanks to everyone in advance! And thanks for being helpful to others in the past, you've all answered many of our questions already that google has brought us here when looking for answers or support!
 

MacAisling

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Apr 25, 2013
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Hey! I know one!
#5 Archimedes Ships has a passenger seat you should install in the build so other players can be compiled into the entity.

That's what I get for skimming, I see you have the seats but they are glitchy. I can't help after all. :(
 

sab0t

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Jul 29, 2019
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Hey! I know one!
#5 Archimedes Ships has a passenger seat you should install in the build so other players can be compiled into the entity.

That's what I get for skimming, I see you have the seats but they are glitchy. I can't help after all. :(

hey no worries. The speeds they do function properly at aren't appalling and I don't think anybody's adverse to just going a bit slower, but since the speed isn't done as a throttle, occasionally we will hit that "too fast" point and send someone flying. I'm mostly curious if anyone else experiences this or knows of a work-around
 

Padfoote

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@Padfoote too many finals. You take this one?

Sure. Thanks for the ping.

Mobile post attempt here, and I don't know a lot of these answers, so here's my best shot:

Retrogen for any ore should be able to be handled by CoFH Core without any issues, so long as you modify the world gen config file correctly. Follow the setup of the ones already entered, it'll make it easier.

TE3 has no sounds, at all. Reduces the performance impact, which KL is big on.

The problems with airships is a standard MC thing. Nothing can be done AFAIK.

ftbwiki.org is the unofficial wiki, and yes, it has more pages, but also more people working on it. As of right now, it would appear to be the most popular due to a lot of people not even knowing they aren't the official wiki. I have a lot of respect for the people over there, they've done a great job. However, the official wiki (wiki.feed-the-beast.com) is constantly being filled with information, and we need help documenting everything. If you want to contribute to the most popular, the unofficial is where you should contribute. If you want to help us document the official wiki, it would be greatly appreciated and I would be glad to help you with it, as would @SatanicSanta, who has taught me since before I joined the team.
 
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SatanicSanta

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4. [Thermal Expansion 3.0.0.7] Sound effects? I'm guessing 'no' unfortunately due to my fruitless config search, but I've recently starting using (and loving, i might add) Thermal Expansion machines/power/etc for the first time, and my only minor gripe is that it's all eerily silent.

5. [Archimedes Ships 1.4.5] Players falling through / out of airships.
- When a player uses a ship's "helm" block to begin piloting it, any other players standing on the airship (haven't tested this with sea ships yet) will fall through. The obvious and quick solution to this is to have players board the ship in a specific order / method, but I am curious if this is known to anyone else (to see if I need to report this or not!), if there's something I can do, or some way players can build their ships such that this won't happen?
- Players sitting in Passenger Seats of ships will, when the ship has gained enough speed, glitch and "pop" out, although for the pilot the player appears to still be in the ship (though this is not the case, they have actually fallen out). Is this known to anyone else, and again, on the off chance, is there any known work arounds or builds that can prevent this?

6. [Forestry 2.3.1.1] Mod Compatibility / Integration
- Is there any way to put non-forestry trees through the multi-farm?
- Is there any hidden Biomes o' Plenty and Forestry compatibility options hidden inside either one's config files?

General Questions
- Are there any other compatibility options between mods not turned on by default?
- This may be a dumb question and if so I apologize, but what is the most popular and complete FTB Wiki? I ask this because only today have I noticed that feed-the-beast.com actually has a Wiki - We've all been using ftbwiki.org. Upon realizing this I had assumed the wiki on this site would be the most popular and complete one, but it seems to be missing significantly more pages than the other. I am planning to contribute on a number of pages missing info or lacking an in-depth description, but would rather contribute (and use) the most popular one.


If we need to provide more info or context for questions, config settings or log files, please do not hesitate to ask, I'm happy to provide additonal info. Thanks to everyone in advance! And thanks for being helpful to others in the past, you've all answered many of our questions already that google has brought us here when looking for answers or support!
4. Nope, no sounds, too laggy.

6. Forestry trees should work, at least the one time I tried it back in 1.4 it did.

General questions
- Shouldn't be
- The most popular/"complete" wiki is ftbwiki.org. The official wiki is wiki.feed-the-beast.com. FTBwiki.org is not affiliated in any way with the Feed The Beast entity. The official one is. The reason the official wiki is not popular is because when it started, for some reason, it was not community-based; only staff could edit. This spawned the unofficial wiki, which has since strived. We tend to have more accurate information, in most parts (we have pretty awful parts too), but they have more information. Though, they have larger portions that are completely incorrect/stubs/etc. I would recommend you contribute to the official wiki because 1) It's official, meaning affiliated with the FTB team, and the FTB team is made up of awesome people, and 2) Well, I want more people to be editing. We currently only have about 5 frequent editors, 2 of these are staff.

Should you decide to contribute to the official one, I can help you out with anything at pretty much any time apart from weekends. I can even make you an account and send you a random password, that you would then change, if QuestyCAPTCHA is bugging out.
 
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Padfoote

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Should you decide to contribute to the official one, I can help you out with anything at pretty much any time apart from weekends.

Even though Santa isn't on during the weekends, I'm on and will most likely be on IRC at that time.

Edit: No idea why I quoted you there Santa. Sorry about that. :p
 
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sab0t

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Jul 29, 2019
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Should you decide to contribute to the official one, I can help you out with anything at pretty much any time apart from weekends. I can even make you an account and send you a random password, that you would then change, if QuestyCAPTCHA is bugging out.

Thank you for the offer, I'd be happy to contribute. Given the amount of mods that exist within the FTB Umbrella, I do feel like my knowledge base is rather small (though I also think perhaps I'll always have this feeling due to the sheer amount of content :p ), but you can trust I will only put confirmed, true and versioned descriptions / information (I am no stranger to maintaining wikis :) ). I'll PM you my e-mail!

While on the topic of the official Wiki, I can think of a number of helpful suggestions that would potentially help increase its visibility/traffic (just things like meta description and adding "Official" to the page title, even meta keywords even though those aren't much help these days. right now you really can't tell it's the official wiki when doing a google search for "ftb wiki"). hopefully there's somewhere internal we could discuss this?
 

SatanicSanta

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Thank you for the offer, I'd be happy to contribute. Given the amount of mods that exist within the FTB Umbrella, I do feel like my knowledge base is rather small (though I also think perhaps I'll always have this feeling due to the sheer amount of content :p ), but you can trust I will only put confirmed, true and versioned descriptions / information (I am no stranger to maintaining wikis :) ).
It's also a wiki for general mods, so non-FTB mods are allowed as well (my announcement on reddit is -here-; I should probably post this somewhere on the forums...)

I'll PM you my e-mail!
I'm not sure I'd use that information. I have two email accounts. I use one to have all of my spammy stuff like notifications, as well as all of my Minecraft related stuff on Google Drive. I do not check this one's inbox. The other one is personal, and I mostly use for school. I rarely check this one's inbox. I'd prefer discussion via #FTB-Wiki on irc.esper.net, these forums, or my user talk page (you would need a wiki account to do this).

While on the topic of the official Wiki, I can think of a number of helpful suggestions that would potentially help increase its visibility/traffic (just things like meta description and adding "Official" to the page title, even meta keywords even though those aren't much help these days. right now you really can't tell it's the official wiki when doing a google search for "ftb wiki"). hopefully there's somewhere internal we could discuss this?
Any of the places listed above ;)
 

sab0t

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Jul 29, 2019
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Cool, thanks SatanicSanta! I'll get setup and such tomorrow for the wiki :)

and thanks to everyone for the answers so far! Our last real concern at this point is the Metallurgy3 Precious Ores not spawning. I tried modifying a bunch of config stuff and testing by going to new areas/chunks to see if they generate (that works, right?) but I'm still not seeing anything. While the ore regeneration will certainly help, this is obv something we'd love to have working properly on our server.
if nobody has any advice or info though, I'll perhaps try to find an official forum or individual for Metallurgy and ask them, so I'm not totally out of options :p
 

Padfoote

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Cool, thanks SatanicSanta! I'll get setup and such tomorrow for the wiki :)

and thanks to everyone for the answers so far! Our last real concern at this point is the Metallurgy3 Precious Ores not spawning. I tried modifying a bunch of config stuff and testing by going to new areas/chunks to see if they generate (that works, right?) but I'm still not seeing anything. While the ore regeneration will certainly help, this is obv something we'd love to have working properly on our server.
if nobody has any advice or info though, I'll perhaps try to find an official forum or individual for Metallurgy and ask them, so I'm not totally out of options :p

Try grabbing a new config file and comparing that to what you currently have to see if anything isn't correct. If it's the same, you'll have to dig around in CoFH core to get it to work.
 

sab0t

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configs def look the same so I'll go with the second suggestion. By "dig around in CoFH" do you mean playing with the ore regeneration stuff, or is there something else I should look at?

thanks again for your help btw
 

Democretes

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As far as #1 goes, do you have Twilight Forest installed? I believe all precious ore gen is moved there and is rather plentiful.
 

sab0t

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As far as #1 goes, do you have Twilight Forest installed? I believe all precious ore gen is moved there and is rather plentiful.

We do not have Twilight Forest...BUT, it looks like there IS a Twilight Forest config still present - I'm guessing a relic from when we were first setting up the server.

Do mod configs still affect the server when the mod itself is not present? I was under the assumption they do not
 

Democretes

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We do not have Twilight Forest...BUT, it looks like there IS a Twilight Forest config still present - I'm guessing a relic from when we were first setting up the server.

Do mod configs still affect the server when the mod itself is not present? I was under the assumption they do not
Depends on the mod and what it's trying to do. I have no idea how Metallurgy works or what the configs do.
 

Padfoote

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Do mod configs still affect the server when the mod itself is not present? I was under the assumption they do not

They shouldn't.
By "dig around in CoFH" do you mean playing with the ore regeneration stuff, or is there something else I should look at?

thanks again for your help btw

Look into the world gen config provided by CoFH Core, since they cover both generation and retro-gen of ores.
 

VapourDrive

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We do not have Twilight Forest...BUT, it looks like there IS a Twilight Forest config still present - I'm guessing a relic from when we were first setting up the server.

Do mod configs still affect the server when the mod itself is not present? I was under the assumption they do not
If the metallurgy configs were generated when Twilight Forest was installed, there is a chance that the config file had the precious metals generating only in dimension 6 (or whatever the twilight forest is), unless team metallurgy went to crazy lengths for checks and such the config option would not change when loading a world without twilight forest installed.
 
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Mevansuto

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Why would they set these configs to be default in the Twilight Forest when they have hollow hills?
 

sab0t

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If the metallurgy configs were generated when Twilight Forest was installed, there is a chance that the config file had the precious metals generating only in dimension 6 (or whatever the twilight forest is), unless team metallurgy went to crazy lengths for checks and such the config option would not change when loading a world without twilight forest installed.

this is kind of what i was thinking may have happened. that some configuration occurred when the server was being set-up that other mods that may no longer be active affected.

It generally seems that using CoFH's worldgen stuff is the way to go. I'm about to go and check all that out, wish me luck :)