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Drbretto

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Mar 5, 2016
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What is the easiest way to decide what items you can find in chests? If it makes a difference, it's for a server. Is it a mod, or is it a thing you would do from each individual mod?
 

Hambeau

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Jul 24, 2013
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Playing Revelations for the first time. I keep running into veins of clay deep underground.

Is this a vanilla thing or is this added by some mod or other?

I think that was added by Quark.

[Edit:] I guess it's coffee time... Once again I forgot to read the entire set of replies before opening my yap (or having morning coffee for that matter) :D
 

KingTriaxx

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Jul 27, 2013
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Yeah, definitely Quark. Not that I mind much, since Clay's a pain to find otherwise. And it's less annoying than gravel for the umpteenth time.
 

Hambeau

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I could wish that clay had replaced Gravel or Andesite... I usually run the Vanilla Custom worldgen to specifically prevent these two from spawning (Granite looks too much like dirt and Andesite looks too much like stone to me) but something in the 1.12 mods has broken that mechanic, or perhaps it's broken in Minecraft itself...

[Changed "Gravel looks too..." to "Granite". I REALLY need coffee before trying to make sense in the morning :D ]
 
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ICountFrom0

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What is the easiest way to decide what items you can find in chests? If it makes a difference, it's for a server. Is it a mod, or is it a thing you would do from each individual mod?

There's a mod called loot tweaker

https://minecraft.curseforge.com/projects/loottweaker

It can also be done with vanilla minecraft, but it's much harder. If you want advice from somebody who's done that for an entire server:

https://www.youtube.com/channel/UCOy5LOrYA5wVg5F_jAWtwfw

Check out his "super hostile online" content.
 
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Inaeo

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Jul 29, 2019
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What is the easiest way to decide what items you can find in chests? If it makes a difference, it's for a server. Is it a mod, or is it a thing you would do from each individual mod?

Agree that LootTweaker is a great option. I've seen ++Loot used before, but I'm not sure if it's 1.12 ready (nor have I used it myself). If you have Ruins or Recurrent Complex (which I know you do), they have their own loot tables you can adjust, which is per structure if I recall correctly. Unfortunately, I don't remember how to adjust that off-hand. I'm sure some Google-Fu can enlighten you.
 
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signupsucks

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Jul 29, 2019
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I'm having a bit of trouble with my mob farm. (PO2 Kappa)

I have a draconic spawner dropping into a draconic portal which ports mobs onto a 3x3 area of spikes. However, sometimes the kill chamber stops working and mobs build up, and I'm not entirely sure why. Although understandbly when there are a lot of mobs around, it's going to lag the client/server. What I don't understand is why it gets to that point in the first place.

It's like the spikes just stop killing mobs until I move back into range, at which point they start killing them again. This causes a huge lag spike as the mobs die, drops and xp orbs are created, then clears up as those items are picked up by the farm's hopper/collector. Then it runs smoothly for a while until I leave the area to do other things, only to come back to another backlog of mobs, and another lag spike as things clear up.

Does anyone know why this might be happening? The mob farm is generally within 128 blocks of my main base (in fact the mid point of the farm is about 100 blocks from the mid point of my main base), but then if it was anything further they'd be despawning instantly anyway. It's an SSP game, not running on a local or internet server. I've always had this problem since I started this pack: in the beginning, I had the the xp feeding into an ender tank which had another copy in my base, so I could watch the xp collect (or more accurately, stop collecting) when the spawn/kill chamber "stopped". It is just much more evident now while using the fully upgraded draconic spawners.

.

On a related note, I've been watching Hypno's Kappa playthrough. His game is on a local server that is always running, but what I don't understand is why or how his mob farm keeps running while he's offline. As far as I understood it, vanilla rules require a player within 128 blocks in order to spawn mobs, and if a player moves more than 128 blocks away it despawns instantly. Yet his farm seems to collect items even while he is offline. Are the spawning rules different on a local server SMP compared to SSP?
 
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Drbretto

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Mar 5, 2016
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Thanks for pointing me in the right direction on Lott tweaker, I will dig in from here!

Another question:

Playing around with an rftools quarry. It works, then it doesn't, then it does, and now it doesn't and I can't figure it out.

It looks like it's running. I can see the y level changing. But it's not outputting anything anymore. First, it worked and I set it up to eat a torus shape around my base. It ran for like a quarter of the dig and stopped. Not like it just ran out if no were, it had been randomly running out if power abs gargling back up the whole time.

Anyway, next, I did a smaller sphere shape and it cleared every block as requested. Now, I'm doing a larger sphere and it's just not outputting anything at all. Doesn't look like it's draining any power, either.

Edit: all of that was without moving it, btw. The only thing that moved was the quarry card to set the different shapes.

Edit 2: rebooted the server, remarjed the card, it's working again. Fingers crossed

Edit 3: stopped again, like it's just done. But it's not, lol. I hit the button to start it up, it looks like it's running again, but again, nothing outputting. I am not getting something.


Edit 4: Figured it out. It was minecolonies protection.
 
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Inaeo

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Jul 29, 2019
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My biggest issue with granite is reality. I happen to live in an area with an abundance of granite, and red is not even close to the right color.
 

malicious_bloke

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Jul 28, 2013
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Next dumb question on Revelations:

There's no AE2 meteorites spawned at all. I've checked the AE2 config and they seem to be enabled:

B:MeteoriteWorldGen=true

Is this controlled from somewhere else, CofHcore maybe?