Adding some FTB supported mods to Direwolf20 1.6.4 pack

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Dodge34

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Jul 29, 2019
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Somewhere over the rainbow.
Ok, I've decided to add some mods that already have a config file provided in the config folder, I'm mainly interested in Mekanism, Ender IO, Carpenters Block, Chisel Mod, Xeno's Reliquary and Extra Cells, now I know for sure I won't have the Osmium ore from Mekanism generated in my world and my plan for that is to use a Mystcraft age (I delete one of my age regularly for mining purpose and to avoid having a large save file) to get this resource, but I was looking at the config file for Mekanism and the Osmium generation is set to false in the config folder of the FTB pack, do I need to enable it or Thermal Expansion COFH world does take care of it somehow, I'm not familiar with this mod at all... I think the rest of the mods I want to add don't really have any kind of worldgen that I should take care off, but maybe I forgot something here, any help is appreciated...
 

Dodge34

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This as gone really bad, ID conflicts with Carpenters Block with Redstone Arsenal, I was sure that every mods that had a config in the FTB pack wouldn't have this kind of problems, if this is like that for every mod, I better stay away from adding mods myself, cause every time a new upgrade on the server will mean I have to manually remember each ID I changed, no way...

Also impossible to add Xeno's reliquary, not a ID conflict but something else happens, impossible to load with this one...
 

belgabor

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Ender IO, Reliquary and Extra Cells work fine for me. I use an older config for Extra Cells with (I think) ids different from the pack provided ones though, didn't want to hane to replace everything yet....
 

Dodge34

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Made it, was 1 ID conflict for Carpenters mod and one in Extra Cells that was overwriting something, but still not able to use Xeno's Reliquary yet, will try to find what is the problem...
 

kaovalin

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Made it, was 1 ID conflict for Carpenters mod and one in Extra Cells that was overwriting something, but still not able to use Xeno's Reliquary yet, will try to find what is the problem...

You should always have a diffs folder seperate from your main pack save. Then when you update it doesnt take as much effort. I add some of these mods myself. What few ID conflicts I do have, I change the mods I add so its no longer and issue as I update. I also heavily customise all the config files so its a must anyways. Changelogs are your friend my friend.
 

Dodge34

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Just started to try to find osmium for Mekanism, and so far, in a brand new Mystcraft age, I didn't find anything been 3 real hours of mining there exploring caves at different depth and something does tell me I have to enable the osmium generation in the mekanism config file that was provided by the FTB team, I compared it to the ATLauncher Resonant Rise config folder to make sure (it has all the mods of DW20 1.6.4 pack plus a load more, and they enable it there, so I'll try to do the same with the same number they use for the ore gen and try my luck with deleting the Mystcraft age and start again to see if something appear...
 

kaovalin

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Just started to try to find osmium for Mekanism, and so far, in a brand new Mystcraft age, I didn't find anything been 3 real hours of mining there exploring caves at different depth and something does tell me I have to enable the osmium generation in the mekanism config file that was provided by the FTB team, I compared it to the ATLauncher Resonant Rise config folder to make sure (it has all the mods of DW20 1.6.4 pack plus a load more, and they enable it there, so I'll try to do the same with the same number they use for the ore gen and try my luck with deleting the Mystcraft age and start again to see if something appear...

Good way to test is make a single player world with the same config in creative and spam quarries with creative energy cells. Then have that dump into an AE system so you can see the distribution of blocks. That's what I do to test rarity at least. I've also used the Mekanism digital miner when available. If you want to build some sort of moving frame structure thing using MFFS or RIM you can build a mobile BC miner array (much faster than quarry) as well.
 

Dodge34

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Success report, got my hands on some osmium in my mystcraft new mining age, looks like its spread at any level, I even found some at level 7 and some at level 58 so there's no specific range to search for mining it, good thing cause I think a lot of the stuff in Mekanism need that osmium ore, and I found out that I could triple it with my Thermal Expansion Induction Smelter if combined with Rich Slag that I get while converting redstone ore to redstone blocks in the induction smelter, quite a nice thing...
 

kaovalin

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Success report, got my hands on some osmium in my mystcraft new mining age, looks like its spread at any level, I even found some at level 7 and some at level 58 so there's no specific range to search for mining it, good thing cause I think a lot of the stuff in Mekanism need that osmium ore, and I found out that I could triple it with my Thermal Expansion Induction Smelter if combined with Rich Slag that I get while converting redstone ore to redstone blocks in the induction smelter, quite a nice thing...

Mekanism also has a machine that converts stuff into its ore form. You can use this process to create redstone ore that can be reprocessed by TE to create more rich slag (it's called cinnabar now in TE3 right?). This process will lose some redstone dust in the conversion, but its a small price to pay for ore tripling rare stuff. I always have too much redstone.
 

Dodge34

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Mekanism also has a machine that converts stuff into its ore form. You can use this process to create redstone ore that can be reprocessed by TE to create more rich slag (it's called cinnabar now in TE3 right?). This process will lose some redstone dust in the conversion, but its a small price to pay for ore tripling rare stuff. I always have too much redstone.

You can use either cinnabar or rich slag, I know I can get some cinnabar but I use rich slag since I'm getting it from redstone ore.

I'm just starting to explore the possibilities offered by Mekanism at the moment, I installed it mainly for the power generation it offers, I plan a really high building with a bunch of windmills and solar panels on top (I know they are a lot more efficient that way) I know nearly nothing else about that awesome mod except that the cable is awesome, it works with all the mods if I understood correctly, it will solve a lot of hassle, but I may also use some enderio cables since they can be combined in 1 cable for everything...
 

Jadedcat

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Are you sure you are using the same versions of the mods as the configs were made with? The universal configs here https://drive.google.com/folderview?id=0BxjG2kerwqJec0w2SldrRktpU1U&usp=sharing include a modlist with version numbers. Sometimes the configs for mods not included by default in the pack get updated there before a pack update adds the new universal config. Try the carpenter's blocks configs from that link with the version listed in the modlist and it should resolve your issue.
 
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Jadedcat

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TheMike

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Thanks but already solved the issue by changing the conflicting IDs for the Carpenters Mod, now if I could make Xeno's Reliquary work that would be a fantastic victory, but so far, it crash and I'm not a pro to decode why it does it, if you could take a look at the crash log, its right here I have no clue what this crash is about exactly, no conflicting IDs report or anything in that...

Hey, I develop Reliquary. Your trying to use the 1.5.x version on 1.6, I believe. The zip file you have follows Xeno's old version system, so if you still need help, I would just grab the new version from here...
https://github.com/TrainerGuy22/Reliquary/releases/tag/1.1.1
That's what is included in FTB Monster, and it appears to be pretty stable.
 

Dodge34

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Thanks, so that was the wrong version, its not really clear on the original Xeno's Reliquary thread that what is available is for 1.5.2, there's no indications about it, I take my links usually from Fuzzzie's Mod list but I always go to the website location to download the mods, I suspect that sometimes Fuzzzie's links aren't up to date and I prefer to make sure to download the latest versions by going to the official website of the mod dev, guess I should have followed his download link for Xeno's Reliquary after all...