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Peewee

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Jul 29, 2019
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Cool! Thanks for all the great help man![DOUBLEPOST=1402005925][/DOUBLEPOST]Does anyone have any cool, glass type base ideas?
 

ProfessorMudkip

New Member
Jul 29, 2019
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Cool! Thanks for all the great help man![DOUBLEPOST=1402005925][/DOUBLEPOST]Does anyone have any cool, glass type base ideas?
You're welcome. You can edit your initial post to add additional information instead of posting twice and having it automatically merged.

Also, the config change I mentioned earlier only works if you are either playing singleplayer or change the server config.

This is not specifically glass but may help you get ideas for your base.
 
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Peewee

New Member
Jul 29, 2019
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Ok, so in Nei i switch to recipe mode but it stays in cheat mode, and i cant take it off? Anyone have a solution?

I got it! Dont worry!
 
Last edited:

pc_assassin

New Member
Jul 29, 2019
1,809
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Cool! Thanks for all the great help man![DOUBLEPOST=1402005925][/DOUBLEPOST]Does anyone have any cool, glass type base ideas?

I made a sphere in the air out of glass once then I hid a beacon under ground so it looked like the beam was holding it up. I'm sure you could make a big enough sphere to make a base in with the building guide from extra utilities

Sent From My HTC EVO SUPERSONIC Using Tapatalk 2
 
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malicious_bloke

Over-Achiever
Jul 28, 2013
2,961
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Thaumcraft 4.1, what determines which objects you can use the thaumometer on?

As in at the start you can only get research points from certain things and you "lack the understanding" to do the rest but you open up more as you progress through. So what's the determining factor? Aspects unlocked? Specific things researched? A percentage of stuff researched?
 

stentninja

New Member
Jul 29, 2019
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mind me asking but how many items can the itemducts for TE hold?

i found out i had to much charcaol running through them in my AS world lagging me badly
Thanks for the help
 

Padfoote

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Forum Moderator
Dec 11, 2013
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Thaumcraft 4.1, what determines which objects you can use the thaumometer on?

As in at the start you can only get research points from certain things and you "lack the understanding" to do the rest but you open up more as you progress through. So what's the determining factor? Aspects unlocked? Specific things researched? A percentage of stuff researched?

Aspects unlocked.
mind me asking but how many items can the itemducts for TE hold?

i found out i had to much charcaol running through them in my AS world lagging me badly
Thanks for the help

I think it's either a few hundred / thousand or until you lag out from it.
 

ProfessorMudkip

New Member
Jul 29, 2019
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Is it ok to talk about the modpack on the at launcher here?
You should probably go to the ATLauncher forum for ATLauncher related information.

Thaumcraft 4.1, what determines which objects you can use the thaumometer on?

As in at the start you can only get research points from certain things and you "lack the understanding" to do the rest but you open up more as you progress through. So what's the determining factor? Aspects unlocked? Specific things researched? A percentage of stuff researched?
You have to know the aspects that make it. For example, a torch only has Lux. Lux is Aer and Ignis. So, to scan a torch for its Lux, you need to understand Aer and Ignis first.
 

Peewee

New Member
Jul 29, 2019
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Made my own personal pack, and i have both chisel and forge multipart but i cant microblock the chisel blocks? What do i need to add or change in configs? Can anyone help?
 

ThatOneSlowking

New Member
Jul 29, 2019
3,520
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Thaumcraft 4.1, what determines which objects you can use the thaumometer on?

As in at the start you can only get research points from certain things and you "lack the understanding" to do the rest but you open up more as you progress through. So what's the determining factor? Aspects unlocked? Specific things researched? A percentage of stuff researched?
Unlocled aspects, all unlocked aspects or aspects that can be gained from combining those aspects can be scanned.
 

Eruantien

New Member
Jul 29, 2019
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Here's a couple concerning BM again... D=
1. Is it possible to have an autonomous activator/turtle/other kill mobs with the sacrificial dagger and supply the altar with LP? It only wounds them.
2. How close to the altar does the master ritual stone of the well of suffering ritual have to be?
3. Why is my sanguine helmet taking damage?
4. My sigil of elemental affinity will not enter a filled socket. Intentional?
5. The sigil of the dome removes plants that were on top of the fluid (lily pads, reeds...). Buggy?
6. Sometimes I seem to be losing a very small amount of LP per few ticks, and I can't figure out why; everything is deactivated. It stops soon enough, but it's just annoying.
 

ele360

New Member
Jul 29, 2019
17
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0
This has probably been asked before but I figured I'd just double check. I have been away from the FTB scene for awhile so I am not really updated on a lot of the recent changes. The last time I played I remembered that one needed to add a peripheral to mining turtles to get them to chunk load themselves. Is this still true/possible? The main thing that I want to do is have a turtle make strip mines for me so that I can easily head down to my mine and have neat strip mines ready to be explored.
 

Wagon153

New Member
Jul 29, 2019
3,148
-3
1
Here's a couple concerning BM again... D=
1. Is it possible to have an autonomous activator/turtle/other kill mobs with the sacrificial dagger and supply the altar with LP? It only wounds them.
2. How close to the altar does the master ritual stone of the well of suffering ritual have to be?
3. Why is my sanguine helmet taking damage?
4. My sigil of elemental affinity will not enter a filled socket. Intentional?
5. The sigil of the dome removes plants that were on top of the fluid (lily pads, reeds...). Buggy?
6. Sometimes I seem to be losing a very small amount of LP per few ticks, and I can't figure out why; everything is deactivated. It stops soon enough, but it's just annoying.
3. Intentional. It is not meant to be infinite durability like Bound Armor.
4. Yes, it is intentional.
1,2,6. Sounds like questions for @Padfoote
5. Sounds like a question for Way.[DOUBLEPOST=1402055465][/DOUBLEPOST]
This has probably been asked before but I figured I'd just double check. I have been away from the FTB scene for awhile so I am not really updated on a lot of the recent changes. The last time I played I remembered that one needed to add a peripheral to mining turtles to get them to chunk load themselves. Is this still true/possible? The main thing that I want to do is have a turtle make strip mines for me so that I can easily head down to my mine and have neat strip mines ready to be explored.
I think it's still possible.
 
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RealSketch

New Member
Jul 29, 2019
2,016
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You should probably go to the ATLauncher forum for ATLauncher related information.
He asked if it as "ok" to talk about the AT Launcher modpacks on here, he didn't ask for more information about it. You told him to go to the AT Launcher forum instead of answering his question?

Is it ok to talk about the modpack on the at launcher here?
Yes, it is perfectly fine to talk about other launchers on here, this place has really become a forum to talk about mods in general! :p
As long as you don't compare launchers, it's completely permitted.
 
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Padfoote

Brick Thrower
Forum Moderator
Dec 11, 2013
5,140
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ahem* Anyway... how would one contribute to the wiki, and in what way?

You'll need an account; once you have one on our site, feel free to edit whatever you feel like is missing, so long as you follow the manual of style. If you want detailed links, to be pointed at a specific mod, etc, then PM me.
Here's a couple concerning BM again... D=
1. Is it possible to have an autonomous activator/turtle/other kill mobs with the sacrificial dagger and supply the altar with LP? It only wounds them.
2. How close to the altar does the master ritual stone of the well of suffering ritual have to be?
3. Why is my sanguine helmet taking damage?
4. My sigil of elemental affinity will not enter a filled socket. Intentional?
5. The sigil of the dome removes plants that were on top of the fluid (lily pads, reeds...). Buggy?
6. Sometimes I seem to be losing a very small amount of LP per few ticks, and I can't figure out why; everything is deactivated. It stops soon enough, but it's just annoying.

1) I haven't tried, but I think someone reported in my thread that it isn't possible.
2) About 6 blocks IIRC.
3) The Sanguine Helmet isn't Bound Armor, it'll take damage.
4) Intentional.
5) Probably a side effect of removing the water.
6) Do you have any active bound tools laying around somewhere?
Yes, it is perfectly fine to talk about other launchers on here, this place has really become a forum to talk about mods in general! :p
As long as you don't compare launchers, it's completely permitted.

This. Talking about other packs and launchers is permitted so long as it's a civil conversation, and there's no launcher / pack bashing occurring.

Edit: Thanks for the ping Wagon.
 

unspunreality

New Member
Jul 29, 2019
378
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0
Question. I made a 1.7.2 mod pack just cause. But I just noticed a big problem. The ore generation SUCKS. As in, so many mods have conflicting ores that I end up with a bazillion of the same ores and dont see hide nor hair of anything else.

Yes, I use a lot of mods. But I find them fun. but I wanted an opinon on how I could fix this. I figure this current world will be dead if I make changes so I want to do this before I get invested in a world. As it is now I have

Tinkers
Buildcraft
IC2
Metallurgy(I like this mod for some reason)
AE2

1 day in, Ive yet to see any AE2 ores but I have enough copper to make a lifesize copper dragon statue. I know fixing configs will be my problem. But could someone point me in the direction of what I need to do to fix this problem? I havent checked out all their configs but should I do something like disable copper for all the mods except 1. Maybe boost AE2 quartz gen by some small bit? I dont want anything unbalanced but I have about 7 iron and 5-6 stacks of copper. So I figure this current world is a wash as the ore gen is atm.
 

RealSketch

New Member
Jul 29, 2019
2,016
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0
Question. I made a 1.7.2 mod pack just cause. But I just noticed a big problem. The ore generation SUCKS. As in, so many mods have conflicting ores that I end up with a bazillion of the same ores and dont see hide nor hair of anything else.

Yes, I use a lot of mods. But I find them fun. but I wanted an opinon on how I could fix this. I figure this current world will be dead if I make changes so I want to do this before I get invested in a world. As it is now I have

Tinkers
Buildcraft
IC2
Metallurgy(I like this mod for some reason)
AE2

1 day in, Ive yet to see any AE2 ores but I have enough copper to make a lifesize copper dragon statue. I know fixing configs will be my problem. But could someone point me in the direction of what I need to do to fix this problem? I havent checked out all their configs but should I do something like disable copper for all the mods except 1. Maybe boost AE2 quartz gen by some small bit? I dont want anything unbalanced but I have about 7 iron and 5-6 stacks of copper. So I figure this current world is a wash as the ore gen is atm.
I recommend selecting one mod that is compatible with every other mod to keep generating the ores, Thermal Expansion is really the best for this.
Then disable all same ores in every other mod that adds world generation, obviously leave the unique and mods that add different ores that aren't repeat n other mods.
You can disable all ores in the mod configs, they should have a "world generation" text file in them, it will pretty much tell you how to change it in there. :)
You won't really unbalance things, since most mods are compatible with each other.
 
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unspunreality

New Member
Jul 29, 2019
378
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I recommend selecting one mod that is compatible with every other mod to keep generating the ores, Thermal Expansion is really the best for this.
Then disable all same ores in every other mod that adds world generation, obviously leave the unique and mods that add different ores that aren't repeat n other mods.
You can disable all ores in the mod configs, they should have a "world generation" text file in them, it will pretty much tell you how to change it in there. :)
You won't really unbalance things, since most mods are compatible with each other.

Since there is no 1.7 TE, which would be best as the base mod to go off of then for ore gen concerning mods with the same ore? Namely stuff like copper and tin? Im unsure of all the mods that add ore gen but Ill relist

Metallurgy
Tinkers Construct
Buildcraft
IC2
AE2
Railcraft(Unsure of this adds world gen)
Thaumcraft(Dont believe this adds normal ore gen, just their own stuff)

And I guess Ill need to read really well to see if I can make ore gen normal. Question ontop of question though, since Ill be cutting extra ore gen, does that mean other ores will now spawn more? I would always find veins of copper into copper. Will losing one copper ore gen mean now something like iron or whatever could properly spawn in a certain chunk will now spawn? Cause if I could finally find iron or quartz then starting a new world will be well worth it after messing with configs.