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Nezraddin

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Jul 29, 2019
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Heya *waves*

One question that is very long on my mind - finding alot of tutorials but mostly they're very old (like 2011) and alot has changed since then, especially with the curse'launcher and all.

- For making an own, private modpack, is it as simple as creating your own forge'using'profile in curse and then just throw all the mods you want into the mod-folder of this instance?
(I know there is a bit about "you can use the configs to not have x types of the same ore to spawn" and so, I just mean the very basic, if that would work or if you need to be at least a bit technical knowing - which I am not really x.x - to actually make a lil modpack work)

So hard to find modpacks for some mods or many modpacks which are quiet to heavy for my pc (or are not updated for a very long time).
So now I'm at the point of finally asking this question (after google-fu leaves me with very outdated informations x.x)
 
Last edited:

Henry Link

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Dec 23, 2012
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It can be that simple. And using Curse it will automatically add dependent core mods. But, I would only add one or two mods at time and launch the pack to make sure there are no crashes as you add everything. You may need to tweak biome IDs if multiple mods are added that generate biomes. As for ores that can be a little more complicated to get rid of duplicate ores and customize the ore gen to match the pack better.
 

Nezraddin

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Jul 29, 2019
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Well, I try to use as little biome-mods as possible (as much all the biome-mods look nice, I still prefer vanilla ^^", besides a lil magical forest from Thaumcraft or so).
For ore-duplicates: It should be enough to put the "Ore generated in the world" of the configs on false for all but one mod?
 

OniyaMCD

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Mar 30, 2015
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Well, I try to use as little biome-mods as possible (as much all the biome-mods look nice, I still prefer vanilla ^^", besides a lil magical forest from Thaumcraft or so).
For ore-duplicates: It should be enough to put the "Ore generated in the world" of the configs on false for all but one mod?
Depends on whether there are recipes specific to that mod and ore. For example, Galacticraft uses something called 'Raw Silicon'. If another mod generates silicon, there's an option in the Galacticraft config that you have to set to make the other silicon usable in the Circuit Fabricator et al.
 

Nezraddin

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Jul 29, 2019
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Alright. Thanks alot for the fast help and hints :]
Guess now I just have to see if I can set this modpack up, hehe.
 

OniyaMCD

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Mar 30, 2015
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Does anyone know why sound would completely cut out shortly after starting a session? It only happens with one particular modpack - the menu-screen music will play, and I might get a minute tops of gameplay sound once I start, but after that, silence. My settings are at 100% (I generally adjust with my headphone control), and I've tried the hack of dropping all levels to 0 and then bringing them back up.
 

Hambeau

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Jul 24, 2013
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Which modpack? If we knew that maybe a few of us could load it to see if we have the same problem...
 

Bickers

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Jul 29, 2019
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anyone got a good safe IC2 nuke setup for good power output? im in infinity evolved skyblock so resources aint a issue
 

OniyaMCD

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Mar 30, 2015
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Which modpack? If we knew that maybe a few of us could load it to see if we have the same problem...
Space Astronomy. I've been through the github and the thread on-forum and haven't seen any similar reports.
 

Nezraddin

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Jul 29, 2019
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One more lil question about modpack-making:

- When you start disabling ore-generation of some mods (to not have x mods spawn the same ore into the world), is it best to get as many different ore from the same mod or can you just choose however you want without getting the trouble, that the ore-spawn get into each other's way?
(like instead of copper+tin from mod A you choose copper from mod A and Tin from mod B)


(I tried to look into this COFH-worldgen for it, but that's already a bit too much coding for me to not mess up the whole stuff ^^")
 

rhn

Too Much Free Time
Nov 11, 2013
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Recently(last couple days) my FPS has started dropping to 10-20FPS after a bit of time online. It doesn't matter where in the world I am, it stays fixed. I used to(still get the first few minutes after logging in) 150+ in untouched parts of the world and varying FPS around my bases(30-90). RAM usage is fine, CPU load is low on all cores, GPU load is not even enough to start the fan.

Anyone got any idea what can be causing this FPS drop? Never experienced anything like it.

(Playing a 1.7.10 server instance of a slightly modified Nuts and Bolts pack)
 

Pyure

Not Totally Useless
Aug 14, 2013
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Recently(last couple days) my FPS has started dropping to 10-20FPS after a bit of time online. It doesn't matter where in the world I am, it stays fixed. I used to(still get the first few minutes after logging in) 150+ in untouched parts of the world and varying FPS around my bases(30-90). RAM usage is fine, CPU load is low on all cores, GPU load is not even enough to start the fan.

Anyone got any idea what can be causing this FPS drop? Never experienced anything like it.

(Playing a 1.7.10 server instance of a slightly modified Nuts and Bolts pack)
Any chance you accidentally created a redstone logic feedback loop somewhere?
 

fimbrethil

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Jul 29, 2019
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anyone got a good safe IC2 nuke setup for good power output? im in infinity evolved skyblock so resources aint a issue
DrRagehard has a surviving with IC2 youtube series that goes over a few options for safe nuclear power, you may want to check that one out.
 

Nezraddin

New Member
Jul 29, 2019
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Playing with Steve's Carts and I can't seem to get the wheat from the farmers cart into the cargo manager. Any ideas on what to do?
First guess, the manager might not be set up right.

You need to:
- Target the right side/color for the process
- The arrow need to point 'towards' the manager
- You have the set the target of "where" the wheat is (so the storage where the wheat is in the cart) up. Usually that should be the lil "chest"-icon.
- You need one of these special steve's carts rails next to the manager (so the cart stops)

If you already know all this: This was the thing which confused me the most when playing first time with steve's carts, so without further screenshot from the manager or information I guess it's just the setup which has a lil problem.
 

Xavion

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Jul 29, 2019
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Specialties will only work if the apiary is in a biome that the bee natively supports, disregarding changes to the species' default temperature/humidity tolerance and any heating/cooling elements in the apiaries or alvearies.

If your bees are in the Nether, you'll only get specialties from Nether bees and bees with very good temperature tolerance. Genetic modification and fancy air-conditioned apiaries are irrelevant.
This is wrong, it's just that the bee requires exact match for specialties, so in the nether you'd only get hellish/arid specialties, temperature and humidity tolerance is irrelevant. The alveary upgrades are the standard solution, allowing you to get anything but hellish as that temperature is unobtainable with alvearies. Gendustry can do any though via industrial apiaries and their upgrades.

Mezz described it a bit here.

@malicious_bloke you'd probably be interested in this too.
 

malicious_bloke

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Jul 28, 2013
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This is wrong, it's just that the bee requires exact match for specialties, so in the nether you'd only get hellish/arid specialties, temperature and humidity tolerance is irrelevant. The alveary upgrades are the standard solution, allowing you to get anything but hellish as that temperature is unobtainable with alvearies. Gendustry can do any though via industrial apiaries and their upgrades.

Mezz described it a bit here.

@malicious_bloke you'd probably be interested in this too.
That explains a lot! Good to know I can manage it with biome overrides in my apiaries. If it was strictly based off the native conditions it would be impossible to get all my bees producing in one location...
 

Nezraddin

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Jul 29, 2019
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A probably quiet weird question (which only shows my technical knowledge *cough, cough*):

-When you plan to get a server for a modpack to play on, does the server need less RAM than when you play it on your own pc?
(e.g. most modpacks tells you to have at least 4GB RAM for minecraft, but I'm wondering if that only necessary cause you run the modpack - so everything which happens there - and your own client at the same time and a server might need only 2GB RAM then or so)
 

rhn

Too Much Free Time
Nov 11, 2013
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Any chance you accidentally created a redstone logic feedback loop somewhere?
I don't believe so.
I tested it out some more and I seem to be able to trigger it by teleporting to the nether(and back possible) with RFtools. And possible just after long enough time online. Pretty used to performance degradation(and eventually needing to reboot client) after several dimension jumps. But this seem different. I am really clueless what is going on all of a sudden.
 

OniyaMCD

Well-Known Member
Mar 30, 2015
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A probably quiet weird question (which only shows my technical knowledge *cough, cough*):

-When you plan to get a server for a modpack to play on, does the server need less RAM than when you play it on your own pc?
(e.g. most modpacks tells you to have at least 4GB RAM for minecraft, but I'm wondering if that only necessary cause you run the modpack - so everything which happens there - and your own client at the same time and a server might need only 2GB RAM then or so)
In my experience (which includes playing on servers as well as 'family LAN time' with my little crafter), the server handles more of the load than the client. Remember that the server has to keep track of what's happening with all players and their loaded chunks.