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FMP downloads it self right? That's how I'm getting it. UNLESS it's like Lib Sandstone with Reliquary, and you have to delete it once for it to be the one.
http://files.minecraftforge.net/ForgeMultipart/ grab the latest, and replace your old one. If you don't see it in the mods folder, it's in the 1.7.10. But I always put it in the mods folder for first time installation.


But don't forget to make sure you have the latest version of CodeChickenCore, NEI and any other mod that uses CCC http://chickenbones.net/Pages/links.html
 
Any ideas how I could build a Funky Locomotion frame quarry? Without Thermal Expansion Item Ducts (which I think aren't released for 1.7.x yet) I can't think of a way to get the items out of a wall of Block Breakers whilst still being able to attach frame covers to them. I can't think of anything that is a) a multipart, b) an inventory, and c) doesn't occupy the entire back face of the BB (so no Extra Utilities pipe thingies)

Check out DW20's Server series... He did this on an episode in the last week or so.

Caveat: The Forge server does have some experimental packs on it so your mileage may vary.
 
Got another one for you guys.This happened AS soon as I placed down a FMP Glowstone Slab.
Was the client OK when reloaded afterwards? Could you open the world? Have you tried placing any other multiparts/glowstone slabs/glowstone FMP parts since?

Anyway, just try updating all the things.

probably unrelated: Your java isn't the most updated it could be (Yours is 7,25 the latest recommended for minecraft is 7,71 I believe).
 
http://files.minecraftforge.net/ForgeMultipart/ grab the latest, and replace your old one. If you don't see it in the mods folder, it's in the 1.7.10. But I always put it in the mods folder for first time installation.


But don't forget to make sure you have the latest version of CodeChickenCore, NEI and any other mod that uses CCC http://chickenbones.net/Pages/links.html
thanks. Just downloaded the most recent ones. Going to see if it works. Also, is there a way to know if you have out-dated mods wo/ having to go to the page?
 
thanks. Just downloaded the most recent ones. Going to see if it works. Also, is there a way to know if you have out-dated mods wo/ having to go to the page?
For some mods no, unfortunately the ones that don't tell you are the "main" mods: NEI, CCC, FMP, Forge, WAILA... along with others
 
Any ideas how I could build a Funky Locomotion frame quarry? Without Thermal Expansion Item Ducts (which I think aren't released for 1.7.x yet) I can't think of a way to get the items out of a wall of Block Breakers whilst still being able to attach frame covers to them. I can't think of anything that is a) a multipart, b) an inventory, and c) doesn't occupy the entire back face of the BB (so no Extra Utilities pipe thingies)
ME Annihilation Planes are probably the simplest way to do it. While you can't put any covers in the same block as one, except on the opposite side, you can still put full-block frames behind a wall of annihilation planes, which works fine.

Protip: Don't use ME P2P tunnels to get channels to your annihilation planes- they take a few seconds to come back online after being moved. Use an ad hoc subnetwork for each set of six or seven planes, with a storage bus to dump items into an ME Interface in another network.
 
I'm using CustomNPCs to make more difficult mobs in my MC instance. I can't seem to figure some things out, though, and I was hoping someone here might.
  • Is there a way to make a generic "mob", like a skeleton with more health and different arrows, spawn naturally, and with more than one spawning at once (like with zombies and the like)? I've tried using the "spawn natural" setting, but that hasn't seemed to work.
  • It appears that Morph doesn't allow you to acquire a killed CustomNPC's morph form. I'd guess this would be intended... but maybe it's not?
  • If I don't want quests or even factions, is there a setting I have to disable?
  • Is this mod useful at all outside of custom maps? I'd like my world to be normally generated, not pre-sculpted and whatnot, so I'm really hoping there's a way to auto-generate custom mobs so that they spawn naturally, or, in some cases, in response to certain events (but that'll come later).
 
I'm getting crushed by these messages on my DW20 FTB server. Any way to track down to see what is causing this. I'm getting like 15-20 of the warn messages a second.

Code:
50177, skipping
[22:20:43] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@56ecbe0f (ic2.api.energy.prefab.BasicSink@56ecbe0f) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@16f98b17 (ic2.api.energy.prefab.BasicSink@16f98b17) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@41ed9b80 (ic2.api.energy.prefab.BasicSink@41ed9b80) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@632ce809 (ic2.api.energy.prefab.BasicSink@632ce809) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@2f1a2162 (ic2.api.energy.prefab.BasicSink@2f1a2162) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@1899ce82 (ic2.api.energy.prefab.BasicSink@1899ce82) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@747d84d4 (ic2.api.energy.prefab.BasicSink@747d84d4) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@631a635c (ic2.api.energy.prefab.BasicSink@631a635c) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
 
I'm getting crushed by these messages on my DW20 FTB server. Any way to track down to see what is causing this. I'm getting like 15-20 of the warn messages a second.

-snip-

That looks like it's either IC2 or an addon for IC2. Not much you can do other than yank the mod out or ignore it.
 
I'm getting crushed by these messages on my DW20 FTB server. Any way to track down to see what is causing this. I'm getting like 15-20 of the warn messages a second.

Code:
50177, skipping
[22:20:43] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@56ecbe0f (ic2.api.energy.prefab.BasicSink@56ecbe0f) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@16f98b17 (ic2.api.energy.prefab.BasicSink@16f98b17) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@41ed9b80 (ic2.api.energy.prefab.BasicSink@41ed9b80) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@632ce809 (ic2.api.energy.prefab.BasicSink@632ce809) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@2f1a2162 (ic2.api.energy.prefab.BasicSink@2f1a2162) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@1899ce82 (ic2.api.energy.prefab.BasicSink@1899ce82) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@747d84d4 (ic2.api.energy.prefab.BasicSink@747d84d4) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
[22:20:44] [Server thread/WARN] [IC2]: EnergyNet.removeTileEntity: ic2.api.energy.prefab.BasicSink@631a635c (ic2.api.energy.prefab.BasicSink@631a635c) doesn't match the registered te adaptors.RfBlockDelegate@30a50177, skipping
pretty sure it's EnetBridge, update to DW20 1.0.3 should fix the problem
 
What have I done wrong with making this bound blade? All the stones are there (24 of them).
2014-12-23_10.15.29.png 2014-12-23_10.15.33.png 2014-12-23_10.15.44.png