i don't think anything is public yet unfortunately unless you build it yourself? I am happy to be wrong thoughDoes anyone know if Reliquary has an update beyond 1.2 for 1.7.10 MC?
I'm seeing lots of things that are tagged for the mod in streams but... Not when I DL the mod.
You could try this: https://drone.io/github.com/TrainerGuy22/Reliquary/filesDoes anyone know if Reliquary has an update beyond 1.2 for 1.7.10 MC?
I'm seeing lots of things that are tagged for the mod in streams but... Not when I DL the mod.
Anyone know a good storage method in FTB infinity? AE seems to have become a long grindy thing... So, I'ma need a different storage method until I can like grow fluix seeds or w,e.... Why did they even change it AE...
Anyone know a good storage method in FTB infinity? AE seems to have become a long grindy thing... So, I'ma need a different storage method until I can like grow fluix seeds or w,e.... Why did they even change it AE...
SImply put? Balance. While it's a fiddly word, it's generally agreed that these two mods throw off the balance in many other popular/big/more intricate mods. Mods like Fluxed Crystals and Minechem are rough substitutes with a great deal more configurability.I've looked through the new FTB mod packs and noticed that 2 mods we like to use are no longer included in most / any of the new 1.7.10 packs and I was wondering why?
Advanced Genetics
Magic Crops
Both are in the previous Monster pack, and the new Infinity pack seems like the perfect place to have them.
Is there a reason they are not included?
It should be fine as long as you (needless to say) add the propper versions. Forge in 1.7 made IDs obsolete in a way, by assingning each item an ID and broadcasting it to the client upon joining the world.And as a secondary question to this, is adding them manually as simple as using 'Edit Mod Pack' and adding them (Does the new Forge system work out all the ID's better than previous versions) or would it be best to do an ID dump and manually set new ID's for new additions?
It is probably just a balance issue/popularity of mods/maybe not updated to 1.7. Modpacks cannot contain every single mod from the old version and then have new mods added at the same time.I've looked through the new FTB mod packs and noticed that 2 mods we like to use are no longer included in most / any of the new 1.7.10 packs and I was wondering why?
Advanced Genetics
Magic Crops
Both are in the previous Monster pack, and the new Infinity pack seems like the perfect place to have them.
Is there a reason they are not included?
And as a secondary question to this, is adding them manually as simple as using 'Edit Mod Pack' and adding them (Does the new Forge system work out all the ID's better than previous versions) or would it be best to do an ID dump and manually set new ID's for new additions?
Could you explain a bit further what we are supposed to see? Different recipes lists for items containing Oak Planks?Does anyone know why this is a thing? View attachment 14754 View attachment 14757 same mods, same configs. Only fixes it self with a full restart.
yes that is exactly what is happening. that time I realized when I couldn't make sticks out of Oak.Could you explain a bit further what we are supposed to see? Different recipes lists for items containing Oak Planks?
After you've gotten to a certain "point", you can right-click on them and they'll give you a quest to do for them. Upon completion of this quest, they'll join your coven.What do you need to do in Witchery to "recruit" Coven Witches?
Do you know what that "point" is by chance?After you've gotten to a certain "point", you can right-click on them and they'll give you a quest to do for them. Upon completion of this quest, they'll join your coven.
You have to have >=1 familiar, IIRC.Do you know what that "point" is by chance?