Heeey everyone.
Developing a Private Server Modpack at the moment, and I have added a few extra mods which have features that effectively destroy the delicate architecture and ladder-mechanics of FTB. There are cool building materials (the reason I added the mods), but the machines included in the mods can easily destroy the need for any kind of end-game FTB/GregTech system.
What I need or hope to find is a way to remove the recipes from the client, as well as remove the ability to craft them from the server. I have tried removing the block ID lines from the config files for the specific mods, but they are replaced when the modpack is next initialized.
Setting the block ID to 'null' also causes them to be returned to normal when the game starts.
Setting them to '0' causes a crash (blocks double-set to the same ID).
Would a recipe Remover on the server work as a last resort? Ideally I want the recipes gone from the client-side modpack too. This will keep the single-player experience running the same as the server-side, and as it is primarily a server-modpack, that is the experience I aim to maintain.
If anyone has done this in the past, please respond. If for some reason you can't / you don't want to type it in the forums, send me a PM if you can. Any help is appreciated, I'm at my wit's end.
Developing a Private Server Modpack at the moment, and I have added a few extra mods which have features that effectively destroy the delicate architecture and ladder-mechanics of FTB. There are cool building materials (the reason I added the mods), but the machines included in the mods can easily destroy the need for any kind of end-game FTB/GregTech system.
What I need or hope to find is a way to remove the recipes from the client, as well as remove the ability to craft them from the server. I have tried removing the block ID lines from the config files for the specific mods, but they are replaced when the modpack is next initialized.
Setting the block ID to 'null' also causes them to be returned to normal when the game starts.
Setting them to '0' causes a crash (blocks double-set to the same ID).
Would a recipe Remover on the server work as a last resort? Ideally I want the recipes gone from the client-side modpack too. This will keep the single-player experience running the same as the server-side, and as it is primarily a server-modpack, that is the experience I aim to maintain.
If anyone has done this in the past, please respond. If for some reason you can't / you don't want to type it in the forums, send me a PM if you can. Any help is appreciated, I'm at my wit's end.