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Its not curse. That is minecraft/mojang forcing the use of Java _25. All curse did was use Mojang's launcher.

And yeah, I realize that's all Curse did, which is why I'd love to be rid of the Curse(d) middleman. LOL I guess that's the price we players pay for a service that can "distribute modpacks" so easily to the gaming public.
 
I could be if someone was malicious enough to write a mod that was a virus. But since it is dedicated to just running minecraft I don't think it is major security flaw.
 
I thank you for your suggestion, but I would like her to have the ability to follow and learn mods via hqm when I'm not around too :)

I could guide her through the steps, but she likes to have the feeling of "oh, I get it now" on her own :)

Any other suggestions?

There are a couple of HQM packs that don't have the 'hardcore' aspect enabled. It depends a bit on what she's into. BeeHappy isn't bad (it does have a Wither quest late-game). You can set up reasonably secure bases in both Space Astronomy and Regrowth (although there are some kill-quests in Space Astronomy, and some 'advanced mobs' in Regrowth). Still, with all three, there is plenty to do and learn in 'safety', and you could team up to do the bits that are more 'dangerous'.
 
I thank you for your suggestion, but I would like her to have the ability to follow and learn mods via hqm when I'm not around too :)

I could guide her through the steps, but she likes to have the feeling of "oh, I get it now" on her own :)

Any other suggestions?
You are already looking at the one I would have chosen, the only other one I can suggest is Tolkiencraft 2. It is a huge pack with a map built in. Though you have to download the map separately as it is quite huge.
 
oops I hit reply instead of editing my post. LOL Oh well.

Edit: Perhaps its because newer java versions can't run older modpacks, so Curse needs to have a version that can run them? I dunno, I'm just trying to guess at reasons.

I think you answered it Henry, thanks. So Mojang is forcing use of Java8update25? Never heard that before, isn't that a security risk as we get farther away in time from when update 25 was released?

No, it's not a security risk and besides it's the version that Mojang has decided is safe to use for all of their current development. I go with it because Mojang actually installs the runtime from their own server and I don't have to install any version of Java on my system. If (probably when) Mojang changes to the next major version of Java (1.9_x Perhaps?) I won't have to do a thing to remain up-to-date.
 
So as a question, is it possible to automatically repair Steve's Carts tools? I can make the diamonds/reinforced metal to do so, just not sure how to insert them into the slot. I know about galgador, I just don't want to use it.
 
So as a question, is it possible to automatically repair Steve's Carts tools? I can make the diamonds/reinforced metal to do so, just not sure how to insert them into the slot. I know about galgador, I just don't want to use it.
Does the Cart Manager have an option to insert into the tool repair slot? I'm not certain offhand if it does, but that would be my first guess.
 
I thank you for your suggestion, but I would like her to have the ability to follow and learn mods via hqm when I'm not around too :)

I could guide her through the steps, but she likes to have the feeling of "oh, I get it now" on her own :)

Any other suggestions?
I noticed that Project Ozone would fit the bill--just adjust the mob spawns and turn off hardcore mode.

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Probably an obvious question: Did you charge it first?
I have a Swiftwolf Ring now so the jetpack is redundant.

New question: Why did my pipes go boom? This is the FTB Retro Insanity map, with BC 3.1.5.

5 x Steam Engine: 5 MJ/t
4 x Biogas Engine, Biomass: 20 MJ/t
9 x Electrical Engine: 18 MJ/t

Total: 43 MJ/t

Powering: 1 x Squeezer, 4 x Fermenters, 9 x Lasers.1 x Assembly Table.

I had no loops, and Golden Conductive Pipes. These pipes should handle 256 MJ/t! 4 of my lasers blew up, taking a load of pipes, and the Assembly Table with them. I had just made a bunch of new lasers, inending to ramp up my power production to supply them.

Where were a couple of places where a wooden pipe connected to two different golden pipes, and one where a golden pipe connected to the side of a Biogas Engine. I don't think it was that, though, I suspect it was the lasers as the Assembly Table also blew up. I never played this old a version of BuildCraft before, I started playing with mods in 1.4.7.

I had the Electrical Engiens on one side of the lasers, and the rest on the other side, so the golden pipes formed a line with the lasers in the middle.

What could possibly have happened?

*Edit* Hmmm, how much MJ/t did Electrical Engines produce in this old version, before the circuit board upgrade system? 6 engines seem to be able to make 2 lasers go blue, so are they generating a lot more MJ than I am thinking?
 
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I have a Swiftwolf Ring now so the jetpack is redundant.

New question: Why did my pipes go boom? This is the FTB Retro Insanity map, with BC 3.1.5.

5 x Steam Engine: 5 MJ/t
4 x Biogas Engine, Biomass: 20 MJ/t
9 x Electrical Engine: 18 MJ/t

Total: 43 MJ/t

Powering: 1 x Squeezer, 4 x Fermenters, 9 x Lasers.1 x Assembly Table.

I had no loops, and Golden Conductive Pipes. These pipes should handle 256 MJ/t! 4 of my lasers blew up, taking a load of pipes, and the Assembly Table with them. I had just made a bunch of new lasers, inending to ramp up my power production to supply them.

Where were a couple of places where a wooden pipe connected to two different golden pipes, and one where a golden pipe connected to the side of a Biogas Engine. I don't think it was that, though, I suspect it was the lasers as the Assembly Table also blew up. I never played this old a version of BuildCraft before, I started playing with mods in 1.4.7.

I had the Electrical Engiens on one side of the lasers, and the rest on the other side, so the golden pipes formed a line with the lasers in the middle.

What could possibly have happened?
BC pipes of that era blew up if power build up inside them(aka no where for it to go). You want to use BC gates + Pipe wires to toggle on the power production when the machines need it.
 
BC pipes of that era blew up if power build up inside them(aka no where for it to go). You want to use BC gates + Pipe wires to toggle on the power production when the machines need it.
The 9 lasers were busy making a ton of diamond chipsets, I lost over 32 diamonds in the explosion.

*Edit* Also, gates don't seem to have a "Power requested" or "Machine has work" setting in this version.
 
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Does the Cart Manager have an option to insert into the tool repair slot? I'm not certain offhand if it does, but that would be my first guess.
The cargo manager? No. Specifies most slots, but it looks like not repairing.

However, I've been playing around, and just facing one problem. Does anyone know how to make the cart modifier automatically disassemble carts? It seems to be able to based off the cart crane, which says in tooltip it's for automatically picking up and modifying carts, and I could do that. I got it working, the cart crane picks up a cart and puts it into the machine for modification, and I can manually specify which parts to remove, and use redstone to start it. I cannot see how to just tell it to disassemble the cart or remove a specific part or anything though, which is what I'd need. I've even figured out how to automatically build new carts, but pulling them apart is stumping me still.
 
What effects do alcoholic drinks have in DW20? I watched a mod spotlight on the machines added by Extra Trees, which include the Woodworker, Panel Worker, etc, and also a set of machines to press fruit, ferment and distill alcohol products. Are these useful in-game, or just an exercise in process building?
 
What effects do alcoholic drinks have in DW20? I watched a mod spotlight on the machines added by Extra Trees, which include the Woodworker, Panel Worker, etc, and also a set of machines to press fruit, ferment and distill alcohol products. Are these useful in-game, or just an exercise in process building?

Until they add a "Critical Miss" * chance in MC, why even bother with consumable booze in the game, unless you're not of an age where you can imbibe in real life(tm) and have to pretend?

* I used to play a D&D variant that used a D100 system before all this D20 BS started... Not only was it "hit or miss", but you could miss so badly that you hurt or killed another player or worse, hurt or kill yourself! Add in that 20% intoxication bonus and it was possible :D
 
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Until they add a "Critical Miss" * chance in MC, why even bother with consumable booze in the game, unless you're not of an age where you can imbibe in real life(tm) and have to pretend?

* I used to play a D&D variant that used a D100 system before all this D20 BS started... Not only was it "hit or miss", but you could miss so badly that you hurt or killed another player or worse, hurt or kill yourself! Add in that 20% intoxication bonus and it was possible :D

I recall an episode of TerraFirmaCraft where GenerikB actually died of alcohol poisoning in-game. Forestry Fermenters are usually used to make biofuel of some sort, aren't they?
 
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Until they add a "Critical Miss" * chance in MC, why even bother with consumable booze in the game, unless you're not of an age where you can imbibe in real life(tm) and have to pretend?

I thought it might have different effects, like the AppleMilkTea mod has for liquors, teas, juices, and cocktails. Like drinking a flask of brandy would give you nausea, or poison for 10 seconds. Or vodka would give you Slowness, but also Regeneration. Something to make it worthwhile to craft all the machines and consume all the resources to create bottles of alcohol.

If the Extra Trees vodka, brandy, etc. are just for show, I'm not going to waste time on them. Rather set up some more Apiaries and automate bees to make wee little bits of alcohol. The Woodworker, on the other hand, is totally worth making, even though the technology tree to make Wood Polish is a bit of a pain. Would be nice if it had more support for Natura wood, but still a pretty neat machine. Gave me a lot of design ideas for a major new base building.
 
I thought it might have different effects, like the AppleMilkTea mod has for liquors, teas, juices, and cocktails. Like drinking a flask of brandy would give you nausea, or poison for 10 seconds. Or vodka would give you Slowness, but also Regeneration. Something to make it worthwhile to craft all the machines and consume all the resources to create bottles of alcohol.

If the Extra Trees vodka, brandy, etc. are just for show, I'm not going to waste time on them. Rather set up some more Apiaries and automate bees to make wee little bits of alcohol. The Woodworker, on the other hand, is totally worth making, even though the technology tree to make Wood Polish is a bit of a pain. Would be nice if it had more support for Natura wood, but still a pretty neat machine. Gave me a lot of design ideas for a major new base building.

About the only helpful use I could see for internal-use alcohol would be as a base for potions or medications of some type. Some kind of fumes produced by alcohol-fuelled machines you could accidentally be exposed to for the adverse effects you mentioned might be fun. I'm just thinking that there should be worse consequences in making booze for player consumption, like your "still" being hit by lightning or some such. :D