Question about the Unleashed Pack.

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SatanicSanta

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Jul 29, 2019
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You've got to be bloody kidding me! I'm abandoning my Ultimate (1.4.7) world in order the update to Unleashed (1.5.2) and you're telling me I might have to abandon my world again to go to 1.6.X/1.7?
welcome to the world of modded minecraft. And no one stopped you from still playing 1.4


Sent from a rich kids phone that I stole. (I'll regift it soon)
Edit: Also, it's not might, it's will. The entire mod system was completely altered between 1.5/1.6.
 

Gerald Huppertz

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Jul 29, 2019
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http://forum.feed-the-beast.com/threads/unleashed-with-gregtech-id-conflict.27060/

That's the thread I was referring to. Seems like sometimes there is an issue with MC adding 256 to IDs, forcing them to conflict. From reading the thread, seems like it affects some people and doesn't affect others at times.

Of course, that issue could be a result of the people having problems overriding the ftb gregtech configs. So as long as you don't do that it shouldn't be a problem

This is no longer an issue with 1.1.3. FTB has added the gregtech config folder to the pack and has aligned all ID's across the packs. The pack does NOT include the gregtech mod itself. That still needs to be added. I recommend downloading the Unhinged server install and grabbing the gregtech mod from there as it is the one the configs are aligned to. NOT the latest Gregtech off the official site.

That is where some people may be encountering ID conflicts.
 
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Staxed

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Jul 29, 2019
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You've got to be bloody kidding me! I'm abandoning my Ultimate (1.4.7) world in order the update to Unleashed (1.5.2) and you're telling me I might have to abandon my world again to go to 1.6.X/1.7?


Moving from major versions of minecraft will most likely always require a world reset when you are running a modded game, there is just so much that changes between mods. Shoving 100+ mods into a mod pack makes that problem even worse.
 

Furious1964

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Nov 10, 2012
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What I don't understand, and please don't get me wrong as I love play modded Minecraft, but why can't the FTB Team stick to updating the pack they support. If a mod doesn't get updated, the team should contact the modder and ask permission JUST to update it themselves...NOT to make a complete overhaul as in the case of MFFS.
 

SatanicSanta

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Jul 29, 2019
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What I don't understand, and please don't get me wrong as I love play modded Minecraft, but why can't the FTB Team stick to updating the pack they support. If a mod doesn't get updated, the team should contact the modder and ask permission JUST to update it themselves...NOT to make a complete overhaul as in the case of MFFS.
mffs is a bad example because there are versions by a bunch of different modders. I don't think the ftb team would want or know how to update some mods. And in the case of eloraam they eouldnt even get a response.


Sent from a rich kids phone that I stole. (I'll regift it soon)
 

Deftscythe

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Jul 29, 2019
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You're sort of confusing roles here. The FTB team just maintain the various packs, in that they ensure all the mods included in said packs will play nice with each other and create stable, playable worlds. They do NOT develop the mods or have anything to do with updates to those mods; that is done by various mod authors who are each concerned only with their own mod. The FTB team has neither the time nor the skill(I think) to take on mod development in addition to maintaining the packs and whatever they do irl to pay the bills.

Edit: The above is in reply to Furious.
 

Furious1964

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Nov 10, 2012
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OK, thanks for letting me know. It's just a pain in the arse to have to rebuild my base over again from scratch when a pack is discontinued.
 

SatanicSanta

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Jul 29, 2019
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OK, thanks for letting me know. It's just a pain in the arse to have to rebuild my base over again from scratch when a pack is discontinued.
that's something you are going to need to live with. In the case of 1.5/1.6 transition the way to add mods was changed a bit, so you will have to restart worlds


Sent from a rich kids phone that I stole. (I'll regift it soon)
 

Furious1964

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Nov 10, 2012
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Question: what is the mod Hats? I activated it an a have a villager wearing an activated piston...with a hat on it.

And I'm testing out axes ...can anyone tell me wht it's taking forever to chop a wood log with a diamond axe?
 

SatanicSanta

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Jul 29, 2019
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Question: what is the mod Hats? I activated it an a have a villager wearing an activated piston...with a hat on it.

And I'm testing out axes ...can anyone tell me wht it's taking forever to chop a wood log with a diamond axe?
It's a mod that adds obtainable hats. You can get the hats by killing the mobs.

About the axes, I'm unsure.
 

Furious1964

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Nov 10, 2012
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OK, just to let you know, miscperipherals-3.3e is now miscperipherals-3.3f for 1.5.2.

And the slow chopping is caused by Treecapatator, not the packs fault.
 

SatanicSanta

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Jul 29, 2019
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OK, just to let you know, miscperipherals-3.3e is now miscperipherals-3.3f for 1.5.2.

And the slow chopping is caused by Treecapatator, not the packs fault.
I don't use MP much, and yes, Treecap does slow down tools to "balance" it. I still don't think it's balanced or worth having in a pack with Thaumcraft.
 

Furious1964

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Nov 10, 2012
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I just like the fact that I can fell an entire tree instead of chopping it block by block. Took me 30 minutes with an Iron Axe to cut down a Giant Redwood.

Are there any Giant Redwoods like from Biomes XL in Unleashed? Can I have Biomes XL along with Biomes-o-Plenty?
 

SatanicSanta

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Jul 29, 2019
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Are there any Giant Redwoods like from Biomes XL in Unleashed? Can I have Biomes XL along with Biomes-o-Plenty?
I've never tried adding multiple biome mods, but I doubt it would work. And there are giant redwoods in Unleashed, both from BoP and from Natura.
 

Vauthil

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Jul 29, 2019
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The Tinkers' Construct Lumber Axe is another option for chopping down massive amounts of wood at once, by the way. There's also a module in MPS. Both require some investment to create, but they're closer to the "use the tool on a block and get all of them breaking" from TreeCap (minus the leaf breaks, though, I think it's fair to note; those'll decay as normal).

Also the Force Axe from Dartcraft with a Lumberjack upgrade, with some hilarious results depending on the mods you put on it.
 

SatanicSanta

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Jul 29, 2019
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The Tinkers' Construct Lumber Axe is another option for chopping down massive amounts of wood at once, by the way. There's also a module in MPS. Both require some investment to create, but they're closer to the "use the tool on a block and get all of them breaking" from TreeCap (minus the leaf breaks, though, I think it's fair to note; those'll decay as normal).

Also the Force Axe from Dartcraft with a Lumberjack upgrade, with some hilarious results depending on the mods you put on it.
Doesn't the scythe clear out leaves too? I know the force mitts do like a champ.
 

Furious1964

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Nov 10, 2012
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I also found that the version for Logistics Pipes is outdated as well. The version used in Unleashed is dev631 then the latest version for 1.5.2 is dev666.

Is this because of conflicts with the newest version and other mods?