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How to xD Sorry. I want to build a Auto lvl Machine for Tinker hammer

So - you want a setup that will automatically place a 3x3 grid of blocks so you can smash them. What mods do you have available (or pack name)? I'm going to assume that the usual method of just taking the thing out mining isn't possible.
 
Easy option is to use Actually Addition's Phantom placers, which don't have to be directly against the block they're placing, so you can space them out to run redstone. Use Thermal Dynamics Item Ducts with Redstone Relays on them to transmit the signal to place and also feed in the items to be placed. The Extra Utilities Mechanical User should allow the hammer to level up properly. Use either an Absorption Hopper, or Hopperhock from Botania to collect the broken items and feed them back into the placers.
 
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Simple question,

Anyone got a nice seed for the Revelations pack that has a village near spawn? I've made 10 worlds and gone creative mode, flew in a 1k block circle around spawn to find no villages at all...
 
Simple question from me hopefully: does the Vorpal enchantment added by the Thermal Suite stack/work with Sharpness and/or Looting enchantments? It doesn't say either way on the Team CoFH site.

UPDATE: It cam be added on with an anvil! I've yet to have chance to try it out - that's my plan for next time :D
 
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Lighting up large areas is always a problem for me in just about every modpack I play. Torches have a smaller range, and every mod that tries to enlarge the range of lamps comes with hidden problems caused by their hidden light source tricks.

So I'm always looking for a solution. Recently, I loaded up the "FTB Skyblock Challenges" speedrun map, and discovered the entire area is lit up, but the only VISIBLE source of lighting in the entire map is Decocraft lamps which look really cool but unless I'm wrong, they can't light up large areas all by themselves.

So what trick is the FTB team using to light up the FTB Skyblock Challenge map? What lighting source are they using, and how did they do it? I'm hoping that someone knows the answer, and that the answer helps me in my own worlds. But... I bet they simply cheated in lights somehow. Right? They used Blood Magic blocks for the floor... could those blocks actually be emitting light?

The best solution to lighting is to have the floor blocks emit light. Why aren't there more lighted blocks for this reason? Making a floor out of glowstone looks so ugly (even with Chisel's variations). There should be a much larger selection of floor blocks that also provide a lighting attribute, so we don't have to try and back-engineer proper lighting into our chosen base designs. Just my opinion obv.
 
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Second question (since I'm here)... is there an estimated date we'll see the announced FTB Continuum modpack?

I have a strong suspicion (i.e. a total guess) that the reason the modpack was delayed in the first place is because at least one very important mod was still missing-in-action from the v1.12.2 mod lineup (that mod being Ender IO).

However, the strong rumors I'm hearing now is that Thaumcraft is also updating to v1.12.2 at long last. Obviously this is wonderful news because without these two all-important mods, v1.12.2 packs were not ready for prime time in my opinion (and I think probably also in the opinion of FTB which is why they delayed Continuum perhaps?)...

So when will we see Continuum? Why would they even bother with a release if the rumor of TC being updated are true?

I have a sneaking suspicion we won't see this modpack for a few months - perhaps June or July? That sucks, but clearly the pack MUST contain both EnderIO and Thaumcraft for it to be considered the best v1.12.2 modpack. And so... we wait, perhaps for quite a long time. sigh
 
I'm not sure what that first question is even after. Sneaky Torches was an awesome 1.10 mod for the task, and Immersive Engineering Floodlights seem to work just fine.

Definitely maybe probably possibly eventually sometime. Frankly by June we'll probably be seeing them dropping 1.12 packs entirely for 1.13, or just plain getting bored and wandering off to other projects.
 
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Second question (since I'm here)... is there an estimated date we'll see the announced FTB Continuum modpack?
When it's ready.

There's a chance they are waiting for EnderIO, Buildcraft, and maybe even Thaumcraft (no idea what state that's in these days), but if that were true, they would more than likely have to wait for them to release, then test them for stability, then begin to integrate them into the pack. Else, they would risk adding those mods in, only to possibly break worlds on future pack updates, which is always a bad practice.

The way I see it, they have two options. Option A is to take their time, be confident that their pack is aligned to the vision they set out with, and create a stable playground for long term play. Option B is to push out a half finished pack just to shut impatient people up, then possibly break worlds with updates. My guess is Option A sounds more appealing to them, and it should sound more appealing to you, too.
 
When it's ready.

There's a chance they are waiting for EnderIO, Buildcraft, and maybe even Thaumcraft (no idea what state that's in these days), but if that were true, they would more than likely have to wait for them to release, then test them for stability, then begin to integrate them into the pack. Else, they would risk adding those mods in, only to possibly break worlds on future pack updates, which is always a bad practice.

The way I see it, they have two options. Option A is to take their time, be confident that their pack is aligned to the vision they set out with, and create a stable playground for long term play. Option B is to push out a half finished pack just to shut impatient people up, then possibly break worlds with updates. My guess is Option A sounds more appealing to them, and it should sound more appealing to you, too.


Seems sensible. I would think the decision to drop Revelations instead suggests it'll be a while. It's wise to wait for those mods, IMO.

Edit: Assuming the answer to my previous question is "yes"
 
So, where do Oblivion hives spawn these days? Used to be you could get them at the top of the obsidian stalagtites under the End main island, but in Revelations the obsidian is just the foundations of the big obsidian pillars above.

No hives visible :(

EDIT: NVM, found a couple, they're just hidden in amongst the lower levels of endstone. It's going to take a bit of quarrying, but i'll get there...

EDIT EDIT: On the same note, is there a trick to finding Infernal Hives? I've been scouting the nether for an hour but all the exposed hives I can find are just Embittered bees all the way.

Additionally, it seems Extra Bees has registered most of its breeding recipes with JEI while forestry hasn't, for some reason. It makes it a bit annoying to look stuff up, when I need to go through the entire family tree multiple times from the end product to get all the steps.

For example, to get the breeding tree for Endearing bees, I needed to search ender pearls, then tab over to the bee produce tab and start from there as Endearing, Winsome, Platinum, Invar, Nickel, Oblivion, Infernal, Spiteful, Hateful, Stannum and Carbon bees have no individual listings in the menu.

*grumble over*
 
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