FTB Monster meteors

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I read info on the wrong Meteor mod. The version I read had a a meteor shield item which wasn't too difficult to make.

I have the mod enabled on my current world and now I'm racing to find protection. The meteors fall way more often than the mod description would lead you to believe. I wonder - can they punch through anything? Would obsidian protect my base?
 
go to the configs, rekia, meteor, you can choose protected biomes. airburst level, and rarity, in ticks.
default is about an hour.
 
I'd urge anyone who cares about asthetics to remove this mod immediately.

At first I thought, "Great, this adds some danger to the game." After a few meteor strikes over the past week I was enjoying it... right until I went afk for 20 minutes in my base to put my son to sleep while my ores were processing.

Apparently a meteor hit the top of a Natura redwood tree thats planted on top of my base and shattered into a million pieces sending blocks all over the place in about a 100 block radius. It looks like a griefer came on my single player world in creative and just placed random blocks everywhere.

Keep in mind, it was MUCH worse than this, but I did clean up a bit... it's still terrible so you can imagine how much worse it was. From my base to the far island.. it wasn't fun to clean up. The entire landscape looks very messy now.
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Are those NETHER ores in there?

I have no qualms about mod/vanilla mechanics that grief worlds- as long as it remains within player control.
(put it this way- creeper griefing is awesome; damage is fully dependant on the player. Endermen griefing is annoying)
There really isn't any practical in-game solution to control this kind of damage; if theres a way to add pre-existing fallen meteors/creators as rare part of worldgen it'll be pretty neat...
 
Are those NETHER ores in there?

-snip-

Yes, nether ores and ender ores both "hit" with this mod. The meteor damage by itself is pretty cool and they're often packed with ore. I don't mind the occasional tidy-up of the normal ones that hit in the week prior, but this one was too much. I'm still trying to clean up the mess and it's proving rather difficult and annoying.
 
There is a config entry to make the meteors burst in the air, showering it's load all over the place without terrain destruction.

Sent from my GT-N8020 using Tapatalk

How do you do this, I don't see anything that stands out int he config that would enable this, so I would love to know how to do this.
 
config-rekia-meteorcraft.

# "allowable impact biomes"
per-biome changes.

# "control setup"

""control setup"" {
B:"Allow Meteor Showers"=true
B:"Always Skyburst in End"=false
B:"Always Skyburst in Nether"=false
B:"Always Skyburst in Other Dimensions"=false
B:"Always Skyburst in Overworld"=false
B:"Always Skyburst in Twilight Forest"=false
for dimension-wide changes.
B:"Global Airburst Override"=false
I:"Meteor Ore Density"=40
I:"Meteor Rarity"=288000
I:"Minimum Impactable Y"=-1
rarity- higher number is a longer duration between meteors.
-min impact- meteors will ALWAYS blow up at this level.
so if I set it for 70, meteors can impact mountains, but over most terrain will explode 6-10 blocks above ground.
the forcefield will stop meteors as well.
 
One nice thing they do add that I've noticed is mariculture rutile ore, that seems to be hard to find with normally if using ATG world gen - I had 2 metors hit my village this morning before setting ocean to false, both had rutile ore :)
 
One nice thing they do add that I've noticed is mariculture rutile ore, that seems to be hard to find with normally if using ATG world gen - I had 2 metors hit my village this morning before setting ocean to false, both had rutile ore :)

Actually, rutile ore isn't generating at all. It apparently only generates in conjunction with mariculture limestone, which I disabled in favor of one of the other limestones. I didn't know this till a day or two ago.
This will be changed in the next update.
 
Actually, rutile ore isn't generating at all. It apparently only generates in conjunction with mariculture limestone, which I disabled in favor of one of the other limestones. I didn't know this till a day or two ago.
This will be changed in the next update.

The MF2 configs include rutile ore gen in CoFH.
 
As much as I dislike it... It's best to use the COFH gen for it anyways, since the pack is using ATG. ATG doesn't generate river biomes(I've heard), so my limestone/rutile wouldn't generate anyways. (Unless added to other biomes, and even then would probably end up being rarer than intended)
 
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As much as I dislike it... It's best to use the COFH gen for it anyways, since the pack is using ATG. ATG doesn't generate river biomes(I've heard), so my limestone/rutile wouldn't generate anyways. (Unless added to other biomes, and even then would probably end up being rarer than intended)

I'll just do this then. Ty joshie.
 
As much as I dislike it... It's best to use the COFH gen for it anyways, since the pack is using ATG. ATG doesn't generate river biomes(I've heard), so my limestone/rutile wouldn't generate anyways. (Unless added to other biomes, and even then would probably end up being rarer than intended)

Don't worry I didn't make it an easy to find spawn...
 
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