FTB Master Configs

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GreenZombie

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Jul 29, 2019
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There is no mention of this in the config, but the universal config uses CoFH to mess with a bunch of things:
Bedrock is set to flat (this isnt a TE default)
mob heads for players, skeletons, zombies, and creepers are enabled and set to 5%. This might be a TE default but messes balance in mods like Thaumcraft where normally these items are hard to get.
Railcraft, Forestry, Tinkers Construct, Factorization have some world gen disabled, and replaced with generation via TE. This converts (for example) Railcrafts salpeter flats into ore deposits in entirely the wrong biomes. Which is odd. Also what happens if TE tries to generate aluminium deposits and TiC isn't installed?
It looks like universal config is broken unless Thermal Expansion is used for its worldgen.
 

shadydeath

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Jul 29, 2019
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I am running into a issue with the master configs, and the issue is that i get a ID conflict between ars magic 2 and blood magic. i checked multiples times and they are the exact same version as listed in the mod list of the master config. the exact issue:

#Blocks
4094: arsmagica2:keystoneTrapdoor from arsmagica2 - speedRune from AWWayofTime
4095: arsmagica2:keystoneDoor from arsmagica2 - bloodRune from AWWayofTime
Suggested Ranges: 422-749 (328 IDs), 3711-4038 (328 IDs), 2805-3049 (245 IDs)
 

GreenZombie

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Jul 29, 2019
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As soon as you see blocks starting from 4095 and down, you see evidence that forge has renumbered blocks because of a conflict. No mods validly use block id's in this range. So, basically, your universal config is older than the versions of the mods in question.
 

shadydeath

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Jul 29, 2019
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hhmm well good to know i think.... actually didnt want forge to solve them by itself but it seems it did anyways
 

GreenZombie

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Jul 29, 2019
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Forge hasn't solved it. Forge is entirely unaware of what id's its remapped in the past, so when mod updates add new items "out of order" it will happily assign new id's starting from 4095 again if the new items register first. There is no substitute for fixing id problems yourself - preferentially by getting a ftb master config update that covers your mod updates as and when you update. If you run ahead of the master config you are going to have world corruption issues when the master config IS updated and chooses different Ids to you, or forge.
 

Yusunoha

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Jul 29, 2019
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it's great to see Mekanism has been added to the universal configurations :D
only I've noticed 1 little problem, which is

Code:
    B:OsmiumGenerationEnabled=false

it needs to be set to true as osmium is needed in some of the Mekanism recipes...
 
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IMarvinTPA

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Jul 29, 2019
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Are there any plans for:
Power Converters?
ExtraBiomesXL?
Bibliocraft for EBXL?
Advanced Machines?
Advanced Solar Panel?
Gravisuite?
Galacticraft?

The first 6 are the deltas from Monster and Ultimate that are important. Galacticraft is something I am interested in.

I'm also trying to figure out if Infinitubes and tubestuff are important.

Thanks,
IMarv
 

Putzaroo

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Jul 29, 2019
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So probably a silly question to ask, but are these configs the ones that are pushed with each modpack and update? Are they updated more frequently than the actual packs? If so, should we just replace the older ones with these?

Cheers!
 

GreenZombie

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Jul 29, 2019
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Are there any plans for:
Power Converters?
ExtraBiomesXL?
Bibliocraft for EBXL?
...

With the extended biome id range taken by minecraft, ATG and twilight forest and the biomes taken by AM2 and TC4 - I think there might not be enough space available to have BoP AND EBXL AND Highlands in the same master config.

And I'd rather have highlands in the universal config as it is switchable with a world type and is otherwise lightweight and then BoP for the crazies with more RAM and texture memory than common sense.
Unless EBXL was included deliberately reusing (say) highlands biome ids under the caveat that you can never install highlands AND EBXL at the same time, "universal" config notwithstanding.
 

IMarvinTPA

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Jul 29, 2019
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With the extended biome id range taken by minecraft, ATG and twilight forest and the biomes taken by AM2 and TC4 - I think there might not be enough space available to have BoP AND EBXL AND Highlands in the same master config.

There is very little room left over, but it does fit. I tested using all of them at once. But I did not make any MIdasGold mappings to convert a world that had previously used BoP or Highlands. Also, I'm not seeing much activity on my thread so I'm not sure if I'm doing this for anybody more than myself.

IMarv
 

IMarvinTPA

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Jul 29, 2019
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Just an FYI, Calclavia Core requires Java 7. So users running Java 6 get an error when starting up a modpack using it.

IMarv
 

unknown zombie

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Jan 31, 2013
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There is very little room left over, but it does fit. I tested using all of them at once. But I did not make any MIdasGold mappings to convert a world that had previously used BoP or Highlands. Also, I'm not seeing much activity on my thread so I'm not sure if I'm doing this for anybody more than myself.

IMarv
Eh.. When I put together my personal modpack I was attempting to make an up-to-date version of the original Mindcrack Pack, so when I was initially setting up I wanted to use EBXL since that is what is in the original pack.

I think I would prefer EBXL simply because all of the biomes available seem to be more realistic overall and less "fantastical" (thinking of the BoP biome with trees made of ice blocks as one example). I did, however, want to use the universal configs to save myself a lot of headaches. Since EBXL wasn't in them I ended up going with BoP.

At this point I wouldn't nuke my world to start a new one just to get EBXL instead of BoP, but if it were there in the future I'd definitely switch over for subsequent world creations.
 

IMarvinTPA

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Jul 29, 2019
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Eh.. When I put together my personal modpack I was attempting to make an up-to-date version of the original Mindcrack Pack, so when I was initially setting up I wanted to use EBXL since that is what is in the original pack.
Find my "Ultimate" Monster thread. It should work on MindCrack too. You'll lose a couple mods though. Let me know if you fix any additional mappings.

Thanks,
IMarv
 

Physicist

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Jul 29, 2019
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The Highlands Biomes mod is also less whimsical than BoP. It also has biome specific ore gen, so the tall mountains will have iron above sea level.
 

PhilHibbs

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Jan 15, 2013
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I've added AM2 to Magic Farm 2, and I'm getting a weird recipe for Sigil of Life. It says I need Firm Tofu above and below. Any idea why this might be? An item ID conflict maybe? There doesn't appear to be any way of making Firm Tofu in the pack.
*Edit* I tried cheating in some Firm Tofu (Item 15497) and it doesn't work.
*Edit* I checked Direwolf20's server play video, and he put eggs on each side and golden apples above and below, and that works for me too. The compendium definitely has the apples on either side.
 
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Lathanael

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Jul 29, 2019
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Just an FYI, Calclavia Core requires Java 7. So users running Java 6 get an error when starting up a modpack using it.

IMarv
Not anymore. He ported it back to Java 6 and that update should be in our packs soon (if it isn't already, haven't checked)