Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2013/10/16 19:21:40
Subject: Feed The Beast Unleashed Server (Minecraft)
Well I look forward to the reset , having played with some 1.6 mods it should be good . I think i will take a a ore liberal approach , rather than powergaiming it . Haven't played unleashed since my me system crapped its items out somewhere so yeh ...
2013/12/20 14:31:30
Subject: Re:Feed The Beast Unleashed Server (Minecraft)
mondo80 wrote: Any new info on the reset, I know they just put out a new launcher.
The new launcher came out the other week, along with the first new 1.6 pack - Horizons. There's been minor updates to the launcher since, to fix bugs they've found.
There's been no more new written news of the FTB:Monster pack (that I've seen). However, Slowpoke has been streaming "testing" of the Monster pack and may have revealed more info in his streams, but I've not had time to sit and watch a livestream for hours hoping he may or may not mention any news. Last time I tuned into one of his streams, his "testing" of the pack involved him spawning two Enderdragons into the overworld and just running around with no armor or weapons repeatedly being killed by them.
If anyone else has links to any new info that I've missed, feel free to post it, but at the moment I'm just patiently waiting for official announcements. :-P
I believe I heard on one of his streams this week that "monster " wast going into public Netanyahu hopefully this weekend
However don't quote me on that
Automatically Appended Next Post: Beta not Netanyahu how does that even autocorrect
This message was edited 1 time. Last update was at 2013/12/20 14:32:42
2013/12/24 15:13:54
Subject: Feed The Beast Unleashed Server (Minecraft)
darkinnit wrote: The Tinkers smeltery might be like the Railcraft tanks where they have to be an odd size, like 3x3 or 5x5, not 4x4. I haven't tried this though. I definitely saw it in one of DIrewolf's server play series videos, but that is a testing server so it might not have made it into the released version of the mod.
they can't be different sizes , only the default 5x5 outer 3x3 inner as the anysized ones were causing many crashes
2014/02/24 21:57:48
Subject: Feed The Beast Monster Server (Minecraft)
Quantum can combat things like wither and poision, however for what its worth a fully powershieleded powesuit is far better, pair it with extra health and creative flight from a bat plus a talisman of redmidium from thaumic tinker and your good to go.
2014/04/04 16:08:22
Subject: Feed The Beast Monster Server (Minecraft)
Ok so i may have broke myself, logging in crashes me with an exception in world tick, i'm for once not entirely sure how i've done it, other than it has something to do with my mffs mining machine in the mining age.
2014/04/19 19:52:54
Subject: Feed The Beast Monster Server (Minecraft)
Well after testing I found out what is crashing me, it turns out mffs' force manipulator doesn't like rendering a 82 by 16 by 10 cuboid of moving blocks,(I set it to red stone block mode) and thus minecraft is dying on me logging in, this will also crash anyone who goes near it .
2014/04/21 11:08:35
Subject: Feed The Beast Monster Server (Minecraft)
In which case it probably is my fault, however I don't know what part of the tunnel borer will have broke things,as it was working earlier on, however removing the ender chest from on top of the turtle would fix it, if I could get to it .
2014/04/28 17:22:13
Subject: Re:Feed The Beast Monster Server (Minecraft)
4oursword wrote: So the FTB team are against the idea of multiple energy systems in most modpacks.
Linky
Spoiler:
Jadedcat, post: 623024, member: 1388 wrote:As Eyamaz and I have started looking towards official 1.7 modpack builds we have noticed many changes in MC mods. We are not comfortable with continuing to attempt to balance multiple energy systems against each other in every pack. Packs always end up feeling like they have one main energy system and every other system is just on the side. There are also less mods with native support for only IC2 or BC at this point. Most mods have swapped to or are at least compatible with RF. Going forward to 1.7 modpacks our main energy system will be RF. We may make packs that focus on other energy systems as well depending on how viable it is to find enough addons for other energy systems. With the ID change in 1.7 it will not be nearly as difficult for players to drop mods into the packs after creation or even to combine many of the packs into 1 large pack. This is nothing against IC2 or BC. Most of the modding community has adopted or added support for RF and for the first time in quite a while modded minecraft has a nearly universally accepted energy system.More and more it feels off to place a few mods that don't support RF in packs that are mainly powered by RF.
What this means:
Mods we will be looking at most closely for inclusion in most 1.7 official packs will be mods with native RF support.
Mods without native RF support but with native MJ support will be considered based on what they add that isn't present in the other mods.
EU mods will probably be in their own pack assuming there are enough of them to fill out a pack that is significantly different from the main packs
Our goal going forwards is to keep a consistent modpack feel in the main packs. 1 energy system per pack not 3 or 4 or 5.
This means our Flagship pack and Tech 3 will be RF based with only mods that can be powered by or provide power for RF. Magic 3 of course won't have an energy system unless someone adds a magic energy system. The plan is to make a magic themed pack that isn't just a collection of every magic mod we can find. Lite3 will probably closely resemble Lite2. A new to be named pack or packs may be created to showcase the other energy system mods. More quest books and more maps will be making an appearance in 1.7 since we won't need to spend so much time dealing with ID conflicts. As we get closer to having official 1.7 packs we will be providing you with more information and lore. Right now Eyamaz and I are making our modlists and planning the themes for 1.7.
We realize this decision may upset some die hard traditionalists. However the modpack team has decided to move forwards with the rest of the MC community. For those that absolutely have to have every mod in a single pack 1.7 will make it possible for you to do so on your own. Again this does not mean that non-RF mods will not be in any packs, just that the main packs will be focused on a single energy system.
Edit to Add: The only mods not natively supporting RF one way or another are IC2, BC, RailCraft and Forestry. And the last 3 can be powered by RF through conversion.
Pahimar, developer of EE3, is not a fan. Nor am I.
I'm just now getting to read @FTB_Team's stance on mod packs in MC 1.7. Respectfully, I very much disagree with their plans.