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Not sure if this is intended or not (I'm on ATLauncher's DNS Techpach) but MFR Fertilizer is not recognizing Agricraft crops. Is this intended, or...?

Bonemeal effects on crops is configurable. Might want to check the config and see if it's possible. I've noticed some methods of acceleration don't properly recognize crops, but that compatibility has come along pretty quick once noted to the dev..
 
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I was thinking of testing having my SP world hosted in my machine, since I've been seeing mentions that it runs better.

I have also been seeing talkings of Cauldron, Spigot, Bukkit. I'm confused. Are any of these names relevant for a local server? What should I look for?
 
I was thinking of testing having my SP world hosted in my machine, since I've been seeing mentions that it runs better.

I have also been seeing talkings of Cauldron, Spigot, Bukkit. I'm confused. Are any of these names relevant for a local server? What should I look for?
Unless you want to run server plugins, then they are not relevant AFAIK.

And running a SP map on your own PC for performance is a tradeoff of a lot of RAM(the extra environment takes up a lot), versus possibly allowing jobs spreading out over more cores(AFAIK). Make sure you have enough RAM(more than 8GB IMO) or it is a waste of time.
 
I got 16GB and an AMD with 6 cores. I think (hope) this'll help.

Edit: should I throw 4GB at the server? I run the pack well with 2GB.
 
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I got 16GB and an AMD with 6 cores. I think (hope) this'll help.

Edit: should I throw 4GB at the server? I run the pack well with 2GB.
Well, the least you can run it with the better. I run my "singleplayer" worlds(on a dedicated server on my LAN though) through the McMyAdmin which gives excellent and easy overview of RAM and CPU usage though a web app. This is probably overkill since its on your own PC, but perhaps there is something similar that will let you audit how much it is actually using, and then adjust it accordingly.
 
So does this seem like a good idea?

Harvesting trees yields 2 logs per block, but logs give 2 plank slabs. And you can increase the outcome, and slabs could be combined in a 2x2 and you can make a simple machine that makes just 2 slabs into a block.
 
So does this seem like a good idea?

Harvesting trees yields 2 logs per block, but logs give 2 plank slabs. And you can increase the outcome, and slabs could be combined in a 2x2 and you can make a simple machine that makes just 2 slabs into a block.
It's good if you like things stupidly complicated.

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I'm having problems activating the Superman Ability on Mariculture Jewellery.

I managed to enchant a pearl with Superman I, and I then put that on a ring which kept the enchantment. However, I can't fly despite wearing it. I checked my key bindings, and from memory (not in front of that computer atm), there are two options keys for Mariculture. Neither of them seem to give me the ability to fly.

The enchantments do work, as I got a fairly high feather falling on another item as well as Sonic the HedgeHog and when wearing those, the items take damage and I can fall safely and run faster. But flying is still out of my reach.
 
I'm having problems activating the Superman Ability on Mariculture Jewellery.

I managed to enchant a pearl with Superman I, and I then put that on a ring which kept the enchantment. However, I can't fly despite wearing it. I checked my key bindings, and from memory (not in front of that computer atm), there are two options keys for Mariculture. Neither of them seem to give me the ability to fly.

The enchantments do work, as I got a fairly high feather falling on another item as well as Sonic the HedgeHog and when wearing those, the items take damage and I can fall safely and run faster. But flying is still out of my reach.
I had the same issue. Never able to find a solution. Except it worked once for me randomly and never worked again.
 
Is there any downside to running any pack on Linux? I'm thinking of converting, and having Windows for games that don't run on Linux...
 
Is there any downside to running any pack on Linux? I'm thinking of converting, and having Windows for games that don't run on Linux...

I've only ever played MC and FTB on Linux. ATLauncher works on Linux as well, but there is currently no Curse client.

No issues that I'm aware of.
 
I suppose I'll spend this evening installing and getting the hand on basics. Every now and then I read about the current point on Microsoft/Windows 10 and today I was so nauseated that I decided to start moving.

Thanks

Edit:
I've only ever played MC and FTB on Linux. ATLauncher works on Linux as well, but there is currently no Curse client.

No issues that I'm aware of.
BTW, do you install Java or use the JRE installed by Minecraft?
 
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So I wanna add Botania to my pack, and want to know what to do about constant updates. I mean it's a great mod but updates always come out and fix stuff or add really cool features that I want, but this causes problems in my modpack which has super customized game play that requires me to cut out a lot of loopholes. And it seems like everytime botania updates I would need to write another bunch of scripts for this new flower/function/item/block etc.

And it's quite the dilemma because on the one hand I really like the mod and the new features and updates. On the other hand constant changes would require me to constantly figure out how the update effects progress.
 
So I wanna add Botania to my pack, and want to know what to do about constant updates. I mean it's a great mod but updates always come out and fix stuff or add really cool features that I want, but this causes problems in my modpack which has super customized game play that requires me to cut out a lot of loopholes. And it seems like everytime botania updates I would need to write another bunch of scripts for this new flower/function/item/block etc.

And it's quite the dilemma because on the one hand I really like the mod and the new features and updates. On the other hand constant changes would require me to constantly figure out how the update effects progress.


Sometimes you just have to pick a version and stick with it for a while... Wait an update or 2 (or three) then write new scripts and update.
 
Sometimes you just have to pick a version and stick with it for a while... Wait an update or 2 (or three) then write new scripts and update.

Agreed. Also while I'm not sure what the current maintainer of the 1.8 version of botania is doing in terms of speed of updates but the 1.7.10 version is done updating basically.

R1.8 249
  • The "LEAVE ME THE #%!& ALONE" update! Powered by the community's Pull Requests and TheWhiteWolves' help. Also the last "official" update. Unless it breaks awfully. In that case there'll be another to fix this one. Hopefully not.
 
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So I wanna add Botania to my pack, and want to know what to do about constant updates. I mean it's a great mod but updates always come out and fix stuff or add really cool features that I want, but this causes problems in my modpack which has super customized game play that requires me to cut out a lot of loopholes. And it seems like everytime botania updates I would need to write another bunch of scripts for this new flower/function/item/block etc.

And it's quite the dilemma because on the one hand I really like the mod and the new features and updates. On the other hand constant changes would require me to constantly figure out how the update effects progress.

@Cptqrk is right. Pick a version that has good features and most importantly is stable, then just chill on that until either your pack doesn't work and an update can fix it, or you have the time to write a new batch of scripts.

Unfortunately, I feel like this is the reason you don't see a lot of major packs with Rotarycraft and company. Reika has had a history of updating regularly, and has long had a policy of not dealing with anyone not using the current versions of his mods. I can't imagine how many bug reports he still gets from people playing Monster (which hadn't had a current update of RoC since the pack launched). The sheer mass of bugs being reported that had already been fixed, but not pushed as a pack update was staggering. At some point, it's almost easier as a developer to not update unless something is Earth shatteringly broken. As a pack maker, adding a mod that updates regularly/quickly is a double edged sword.
 
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Playing on a slightly modified FTBLite2 (1.6.4), and I'm trying to make a magic mirror from Thaumcraft. The first one I made was perfectly fine, however after 5 retries I still can't make the second one. It just destroys one of the items and wont finish even if I replace it. I'm a noob to Thaumcraft so I have no idea how to combat high instability. What do I do?
 
Playing on a slightly modified FTBLite2 (1.6.4), and I'm trying to make a magic mirror from Thaumcraft. The first one I made was perfectly fine, however after 5 retries I still can't make the second one. It just destroys one of the items and wont finish even if I replace it. I'm a noob to Thaumcraft so I have no idea how to combat high instability. What do I do?
Place skulls under the altar. I believe this still applies to that version.