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Someone Else 37

Forum Addict
Feb 10, 2013
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It's a stupid question but how do I PM someone?
In the top bar, between your name and the Alerts thingy, there's a tab labeled Inbox. Hover over that, and you'll get a little pop-up thingy with the word "Conversations" in big print at the top. At the bottom is a link labeled "Start a New Conversation," which is most likely what you're looking for.

Alternatively, you can click the large-text "Conversations," and you'll be taken to a page showing all the PM threads you are in. At the top right somewhere, there's another "Start a New Conversation" button.
 
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Ashendale

New Member
Jul 29, 2019
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ME conduits and dense conduits from EnderIO still don't work with interfaces/buses in one block space, right?

Edit: also, can me cable be used to power machines from other mods?
 
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Psychicash

New Member
Jul 29, 2019
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I'm trying to move a nether star from a chest to the generator. I'm trying to find a way to do it when I potash a button. It's proving problematic. I'm in ftb infinity regular on a server. I'be tried a number of things but can't get the tweaking down to just 1. It's alwaya 2 or none.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
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I'm trying to move a nether star from a chest to the generator. I'm trying to find a way to do it when I potash a button. It's proving problematic. I'm in ftb infinity regular on a server. I'be tried a number of things but can't get the tweaking down to just 1. It's alwaya 2 or none.
A vanilla hopper + Not Gate should do the trick. Make sure to use the stone button, not a wooden button.

You could try use Item Translocators(if it is in the pack). Put an Diamond Nugget on the receiving translocator, click the center to make it receive, click the outer ring to filter it to 1 Nether star. The apply a Redstone to either of the Translocators and hit its center to the opposite of the working state(indicated by the particle stream). Now when you apply a redstone signal it will swap back and stock the receiving inventory while the redstone signal is still on.

ME Export bus(with a Redstone card) also have the option of "Once per pulse".
 

RavynousHunter

New Member
Jul 29, 2019
2,784
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ME conduits and dense conduits from EnderIO still don't work with interfaces/buses in one block space, right?

Edit: also, can me cable be used to power machines from other mods?
Not that I'm aware of, no. The glass fibre cable can be used to provide power, but not channels if you need that functionality, but I don't think you can go from, say, RoC->AE->RF, if for no other reason than it could well break other mods' power system progression, especially in the case of RotaryCraft.

[ETA]

Also, the one-item-per-button-press thing could be achieved thru BuildCraft gates and a wooden pipe, as I believe that functionality was added at some point in the 1.7 pipeline. Something like "Redstone Signal On -> Single Pulse," I think.
 
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Psychicash

New Member
Jul 29, 2019
700
0
1
A vanilla hopper + Not Gate should do the trick. Make sure to use the stone button, not a wooden button.

You could try use Item Translocators(if it is in the pack). Put an Diamond Nugget on the receiving translocator, click the center to make it receive, click the outer ring to filter it to 1 Nether star. The apply a Redstone to either of the Translocators and hit its center to the opposite of the working state(indicated by the particle stream). Now when you apply a redstone signal it will swap back and stock the receiving inventory while the redstone signal is still on.

ME Export bus(with a Redstone card) also have the option of "Once per pulse".

I will try those. I'm trying to avoid ae this time around
 

Carcass72

New Member
Jul 29, 2019
14
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I have problem disabling AE2 meteorites on Infinity. I'm trying to disable it with it's config, but the config recreate itself on restart and if I make it read-only it ended being renamed as "errored" and new default is created. And, of course, my world is destroyed with that disgusting eyesore anyway. Not to mention AE2 is often blocking a world erase because its "compass" data are in use even after world is closed.

Important portion of AppliedEnergistics2.cfg :

worldgen {
D:meteoriteClusterChance=0.0000
I:meteoriteDimensionWhitelist < >
D:meteoriteSpawnChance=0.0000
I:minMeteoriteDistance=707
I:quartzOresClusterAmount=15
I:quartzOresPerCluster=4
D:spawnChargedChance=0.07999998331069946
}

Only the 'I:meteoriteDimensionWhitelist < >' is actually changed after restart to 'I:meteoriteDimensionWhitelist < 0 >' but even with 'Chances' set to 0.0000 they spawn like they dont care about config.
I read that some people doing it for their servers. How, please?
 

RavynousHunter

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Jul 29, 2019
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Have you tried I:meteoriteDimensionWhitelist<null> or replacing the 0 with something way out there, like 255? The list might require that it have at least one entry, and the mod defaults to the overworld. Giving it a random entry might be enough to get it to do what you want.
 
V

Viperion

Guest
Have you tried I:meteoriteDimensionWhitelist<null> or replacing the 0 with something way out there, like 255? The list might require that it have at least one entry, and the mod defaults to the overworld. Giving it a random entry might be enough to get it to do what you want.
Alternatively set it to 1 and have meteorites in the Nether :D
 

Carcass72

New Member
Jul 29, 2019
14
0
0
Have you tried I:meteoriteDimensionWhitelist<null> or replacing the 0 with something way out there, like 255? The list might require that it have at least one entry, and the mod defaults to the overworld. Giving it a random entry might be enough to get it to do what you want.

Nope. With 255 set, the config is renamed as '.errored', new default is generated and overworld is back upon creation of new world. Even If it works it would mean the whitelist cannot be empty, which is plain stupid, pardon my French. It also doesn't explain how it spawn meteorites with zero chances...

Edit: The 'null' doesn't work either, config renamed as '.errored' and new default is created.

Alternatively set it to 1 and have meteorites in the Nether :D

Never. It could destroy my beloved beehives :D
 
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Inaeo

New Member
Jul 29, 2019
2,158
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Nope. With 255 set, the config is renamed as '.errored', new default is generated and overworld is back upon creation of new world. Even If it works it would mean the whitelist cannot be empty, which is plain stupid, pardon my French. It also doesn't explain how it spawn meteorites with zero chances...

Edit: The 'null' doesn't work either, config renamed as '.errored' and new default is created.



Never. It could destroy my beloved beehives :D

If you have Twilight Forest installed, allow them there. Then it would force TF progression in order to gain access to areas containing meteors, thus delaying AE and protecting the Overworld.
 

Carcass72

New Member
Jul 29, 2019
14
0
0
If you have Twilight Forest installed, allow them there. Then it would force TF progression in order to gain access to areas containing meteors, thus delaying AE and protecting the Overworld.

Nope. Meteorites are spawning in overworld regardless of any setting in the config. (insert any common rant about AE2)
Thank you but forget it. I'll try to contact people which are claiming they actually disabled it. Not so simle question, I guess.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
I have problem disabling AE2 meteorites on Infinity. I'm trying to disable it with it's config, but the config recreate itself on restart and if I make it read-only it ended being renamed as "errored" and new default is created. And, of course, my world is destroyed with that disgusting eyesore anyway. Not to mention AE2 is often blocking a world erase because its "compass" data are in use even after world is closed.

Important portion of AppliedEnergistics2.cfg :

worldgen {
D:meteoriteClusterChance=0.0000
I:meteoriteDimensionWhitelist < >
D:meteoriteSpawnChance=0.0000
I:minMeteoriteDistance=707
I:quartzOresClusterAmount=15
I:quartzOresPerCluster=4
D:spawnChargedChance=0.07999998331069946
}

Only the 'I:meteoriteDimensionWhitelist < >' is actually changed after restart to 'I:meteoriteDimensionWhitelist < 0 >' but even with 'Chances' set to 0.0000 they spawn like they dont care about config.
I read that some people doing it for their servers. How, please?
I am just guessing here, but you could perhaps try and ramp up: I:minMeteoriteDistance=707 to something ridiculous. That way you probably get one meteor(which you can easily remove with 5-10mins in creative), and then have to travel away from spawn for hours on end before ever finding another.
 

Carcass72

New Member
Jul 29, 2019
14
0
0
I am just guessing here, but you could perhaps try and ramp up: I:minMeteoriteDistance=707 to something ridiculous. That way you probably get one meteor(which you can easily remove with 5-10mins in creative), and then have to travel away from spawn for hours on end before ever finding another.

Thank you. I did it already. I'm searching for nice seed and creating lot of new worlds. The meteorites are definitely rare but even with 10000 distance between them, empty whitelist and zero spawn chances, I can see them clearly spawning and destroying the worlds. I can clear or hide them manually but why when there is (pretending to be) a config for it? It surely need some talents and imagination for landscaping and I don't think I'm capable or willing to do it right in 5-10 min. I don't want flat caps in my world :). It is also seems absurd for me to manually solve landscaping issues caused by mod which has nothing to do with actual worldgen. Not to mention the amount of destroyded villages, they cannot be easily repaired even in creative.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
Thank you. I did it already. I'm searching for nice seed and creating lot of new worlds. The meteorites are definitely rare but even with 10000 distance between them, empty whitelist and zero spawn chances, I can see them clearly spawning and destroying the worlds. I can clear or hide them manually but why when there is (pretending to be) a config for it? It surely need some talents and imagination for landscaping and I don't think I'm capable or willing to do it right in 5-10 min. I don't want flat caps in my world :). It is also seems absurd for me to manually solve landscaping issues caused by mod which has nothing to do with actual worldgen. Not to mention the amount of destroyded villages, they cannot be easily repaired even in creative.
How many are you actually getting? I have not modified the configs(not sure if the TPPI team did either, both chances are set to 0.1) but I am only getting the surface meteors at something like several thousand blocks distance.
Maybe setting them to 0 instead of something very low is having an adverse effect... Perhaps try and return them to a proper value instead of 0?
 

Carcass72

New Member
Jul 29, 2019
14
0
0
How many are you actually getting? I have not modified the configs(not sure if the TPPI team did either, both chances are set to 0.1) but I am only getting the surface meteors at something like several thousand blocks distance.
Maybe setting them to 0 instead of something very low is having an adverse effect... Perhaps try and return them to a proper value instead of 0?

It's the same here, I think the distance in the config may be actually accurate. But I don't want see any of them. Not even a single eyesore. Underground and underwater meteorites are not a problem.
My last world was a very nice small island in the middle of the deep ocean ( at origin [0,0 ], I like it that way), two trees, almost paradise. Twenty chunks of the island were destroyed on the edge and created very nice and realistic floating water wall, fifteen blocks high. Down in the middle of the meteor, beautiful and technically briliant cobblestone generator appeared. And in the middle of watching that beauty, around eight cobolds spawns out of nowhere...

Now I'm going to try your suggestion, thank you again.

Edit:

Changed both the chance values to 0.000000000000001, after spawn I gave myself meteorite compass and found one right on the place, although underground...

Edit 2:

Another found with 0.000000000000001 chance 397m away, despite the minimal distance in the config is 10000. It must be my lucky day...
 
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Ashendale

New Member
Jul 29, 2019
579
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0
I just ran through TiC changelogs for 1.8.9 and I got under the impression that you can replace parts without Iguana Tweaks? Will this awesomeness be a thing?

I mean, it's a bit frustrating that you build and upgrade a tool early to mid game and then have to have some trash can or similar block to get rid of unwanted/weak tools. Assuming Iguana Tweaks is not present.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
I just ran through TiC changelogs for 1.8.9 and I got under the impression that you can replace parts without Iguana Tweaks? Will this awesomeness be a thing?

I mean, it's a bit frustrating that you build and upgrade a tool early to mid game and then have to have some trash can or similar block to get rid of unwanted/weak tools. Assuming Iguana Tweaks is not present.
I didn't think you could even upgrade the TiC tools w/o Iguana tweaks. I'm assuming you mean with XP and not just modifiers.

That said, Kryllyk's latest skyblock video shows the tools acting like iguana tweaks tools apparently w/o iguana tweaks (with levels and such).
 
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