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Thread: [FHC Minecraft] NEW 2018 PACK!! - NEW FHC SERVER IS A GO

  1. #161
    Smuggo
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    So you use a paedophile to teleport?

    idgi

  2. #162
    Super Chillerator Global Moderator teds :D's Avatar
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    Rip my fucking sides

  3. #163
    Dregek's Avatar
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    [FHC Minecraft] FtB Beyond pack - FHC SERVER IS A GO

    I'll be semi around today, I'm moving my pc into a new case and be doing a general system clean. I do have some changes to sort with the box and I need to edit some McMyAdmin configs, most of it will be done without any downtime.

    I'm also waiting on detailed patch notes for the new version of beyond. Not entirely sure what's up with their versioning we have leaped from 1.3 to 1.5.1 in two weeks without any major changes


    Sent from my iPhone using Tapatalk

  4. #164
    Dregek's Avatar
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    Also Lallante the building I'm making over to the north west is a purpose built community hub, I'll be moving spawn inside it once completed, you can move the community stuff onto the secondary levels, I'll have it finished in a day or two


    Sent from my iPhone using Tapatalk

  5. #165
    FatFreddy's Avatar
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    So I said to my roommate on this pleasant day; he himself frolicking forth toward the courts of tennis
    "the sun shines in minecraft, too"
    And lo, the words were true
    Quote Originally Posted by QuackBot
    Pastry.. That the best you can do?
    Quote Originally Posted by NotXenosis View Post

    M8, i have discussions that spam multiple accounts, you aren't even on my level

  6. #166
    FatFreddy's Avatar
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    Quote Originally Posted by Lallante View Post
    Lol the pedophile jokes on TS were the best.

    Community Projects

    Yesterday we set up Dimensional Transceivers (modern version of Tesseracts) at my base (the ugly duck thing in the sky - it has a huge reactor for power as a hat), the community hub (all the equipment on top of Freddy's shack next to ted fort).
    It's not a shack, it is an agricultural growing and testing station. I would ask you to respect the noble efforts which are undertaken by friend cotton seed as well as friend melon plant there for the workers' cause.
    Quote Originally Posted by QuackBot
    Pastry.. That the best you can do?
    Quote Originally Posted by NotXenosis View Post

    M8, i have discussions that spam multiple accounts, you aren't even on my level

  7. #167
    Smuggo
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    u got any bees yet freddy?

  8. #168
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Quote Originally Posted by Dregek View Post
    Also Lallante the building I'm making over to the north west is a purpose built community hub, I'll be moving spawn inside it once completed, you can move the community stuff onto the secondary levels, I'll have it finished in a day or two


    Sent from my iPhone using Tapatalk
    Sure eventually I'll get around to that, unless you can just admin-move the whole thing inside? :P

  9. #169
    Zavior's Avatar
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    Well it seems like the game crashed either on connect or after like 20 seconds on the server for me. Are there any options that should be changed?

  10. #170

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    I had a weird crash earlier, I slept but then didn't wake up. Clicking "leave bed" just made me jump while lying down. A quick restart cured it, though.
    I am getting a little rubber-banding, though that's mainly when I travel quickly using a glider (not that I'll be doing that again, the cost to repair that thing just keeps going up).

  11. #171
    Dregek's Avatar
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    We are updating, massive update to ender io and a new mod added to help with the bed bug that net mentioned

      Spoiler:
    FTB Beyond-1.10.2-1.5.1

    Added Bed Bugs after finishing testing with it, and made some minor config & recipe tweaks!
    Mod(s) Added

    Bed Bugs by gr8pefish (1.1.6)
    A simple mod that adds some tools (such as a button to the sleeping GUI and a command), allowing a player to kick themselves from the server (and therefore their bed). This fixes the annoying issue of being stuck in a bed, a vanilla Minecraft bug, without having to completely restart the game.
    Also adds persistent chat, allowing you to continue typing, uninterrupted, after waking up from a bed (another vanilla "bug").

    Configuration Changes

    Environmental Tech
    On the Void Ore Miner:
    Removed blocks:
    Dimensional Shard Ore
    Mithril Ore
    Firestone Ore
    Black Quartz Ore
    Made these blocks rarer:
    Platinum
    Cobalt
    Draconium
    Ruby
    Peridot
    Topaz
    Tanzanite
    Garnet
    Moonstone
    Iridium
    Tingsten
    One the Void Resource Miner:
    Removed blocks:
    All "Slime Dirt" variants from Tinkers Construct.
    All "Slime Grass" variants from Tinkers Construct.
    Added blocks:
    "Abyssal Stone" and "Quarried Stone" from Railcraft.

    Recipe Changes

    Re-enabled the iChisel, since the crash related to it was fixed.
    Removed some already commented out tweaks, that shouldn't be activated again.
    Fixed some recipes requiring Iridium Plates so they work again.
    Fixed the Data Control Circuit recipe from TechReborn.
    Added the ability to exchange trapdoors from Malisis Doors and Quark.

    FTB Beyond-1.10.2-1.5.0

    A huge update on Ender IO, bringing many months of changes made on its alpha branch! Also, many updates with fixes for other mods
    Mod(s) Updated

    Brandon's Core by brandon3055 (2.1.5.97 > 2.1.6.98)
    Added a helper that convers relative block positions to integers.
    Chest Transporter by CubeX2 (2.5.12 > 2.5.13)
    Added support for Refined Relocation's "Sorting Chests".
    Added support for Charset's "Barrels".
    Added support for Forestry's "Apiarist's Chest".
    Added support for Extra Storage Drawers.
    DecoCraft2 by RazzleberryFox (2.4 > 2.4.1)
    Localization error hotfix.
    Draconic Evolution by brandon3055 (2.0.9.192 > 2.0.10.193)
    Added config to disable large reactor explosion.
    Added config option to disable loot cores.
    Reduced max reactor explosion from 350 to 300 block radius to avoid melting lower end systems or systems that are already overloaded by massive mod packs.
    Reduced reactor explosion ram usage.
    Fixed energy crystals not working with forge energy.
    Fixed fusion crafting appearing to stop when you leave the area and return.
    Fixed broken inventory sidedness on Fusion Crafting Core.
    Fixed shader setting not disabling shaders for energy crystal inventory rendering.
    Fixed a minor rendering bug in fusion crafter gui.
    ElecCore | Rendering Library by Elec332 (1.7.414 > 1.7.415)
    Fixed UnsupportedOperationException.
    Added option for model Jsons without state Json's.
    Added possibility to load dynamic JSON's based on unlisted properties.
    Fixed method being called too early.
    Some small changes in the HUD base.
    Fixed version in mcmod.info.
    Fixed small issue related to mod loading order.
    Ender IO by CrazyPants_MC (3.1.156 > 3.1.180)
    Added missing names for Ardite and Cobalt powders.
    Added some SAG Mill recipes for ExU2 stuff.
    "Compressed Cobblestone" + 24.000 RF =
    70% chance of 1 "Compressed Gravel".
    30% chance of 1 "Compressed Gravel".
    10% chance of 1 "Compressed Sand".
    95% chance of 1 "Flint".
    "Double Compressed Cobblestone" + 240.000 RF =
    70% chance of 1 "Double Compressed Gravel".
    30% chance of 1 "Double Compressed Gravel".
    10% chance of 1 "Compressed Sand".
    95% chance of nine "Flint".
    5% chance of 1 "Compressed Cobblestone".
    "Compressed Gravel" + 24.000 RF =
    70% chance of 1 "Compressed Sand".
    30% chance of 1 "Compressed Sand".
    30% chance of nine "Flint".
    5% chance of 1 "Gravel".
    "Double Compressed Gravel" + 240.000 RF =
    70% chance of 1 "Double Compressed Sand".
    30% chance of 1 "Double Compressed Sand".
    30% chance of 20 "Flint".
    30% chance of 20 "Flint".
    30% chance of 20 "Flint".
    30% chance of 21 "Flint".
    5% chance of 1 "Compressed Gravel".
    "Compressed Sand" + 7.200 RF =
    50% chance of 3 "Silicon".
    50% chance of 3 "Silicon".
    50% chance of 3 "Silicon".
    5% chance of 1 "Sand".
    "Double Compressed Sand" + 72.000 RF =
    50% chance of 27 "Silicon".
    50% chance of 27 "Silicon".
    50% chance of 27 "Silicon".
    5% chance of 1 "Comrpessed Sand".
    "Compressed Netherrack" + 24.000 RF =
    15% of 3 "Sulfur".
    15% of 3 "Sulfur".
    15% of 3 "Sulfur".
    5% chance of 1 "Netherrack".
    "Double Compressed Netherrack" + 240.000 RF =
    15% of 10 "Sulfur".
    15% of 10 "Sulfur".
    15% of 10 "Sulfur".
    15% of 10 "Sulfur".
    15% of 10 "Sulfur".
    15% of 10 "Sulfur".
    15% of 10 "Sulfur".
    15% of 10 "Sulfur".
    15% of 10 "Sulfur".
    5% chance of 1 "Compressed Netherrack".
    Tried to avoid dupes with conduits in networks.
    Updated SAG Mill recipes for new mods.
    Any "[Material] Ore Chunk" from Ex Nihilo Adscensio + 2.500 RF =
    2 "[Material] Ore Dust".
    "Draconium Ore" + 4.000 RF =
    2 "Draconium Dust".
    15% chance of 1 "Cobblestone".
    Cleaned up Captured Mob even more.
    Removed having no RF API being an error condition.
    Made Reservoir cheaper to craft. (Recipe now gives 4 instead of only 2).
    Made bones cheaper to sagmill. (Energy cost reduced in half, from 2.400 to 1.200 RF)
    Fixed colored glass recipes.
    Added better diagnostics for invalid conduits.
    Made Powered Spawner ignore dead mobs.
    Made all Redstone level checks block-loaded-aware.
    Prevented squids from being drunk.
    Made redstone control mode effect not only NONE sides of Capacitor Banks.
    Removed unused Facade block.
    Optimized redstone conduit network forming.
    Added recipe for combining loot capacitors in an anvil.
    Made conduit cleanup code final and reduced log output to debug.
    Added Chisel&Bits integration as far as it works.
    Added integration for Tinkers weapons in the Killer Joe.
    Mod now allows right clicking alloy smelter mode button.
    Mod now allows right clicking capacitors directly into machines.
    Implemented caching for conduit redstone levels.
    Re-implemented facaded conduit sounds.
    Added UUID do NBT saving for conduits, along with documentation.
    Removed unused part of CapBank GUI texture.
    Removed extremely expensive Thermal Expansion compatibility code.
    Removed unused imports.
    Modified the teleportation for molten ender to trigger an event as if an ender pearl has been thrown for the teleportation of a mob/player. Did this mainly to work with the Dark Utils Ender Tether as it adjusts the teleport destination based on the EnderTeleportEvent. Teleport still behaves as normal and random if there is nothing that intercepts the event.
    Mod now checks ToolUtil for equipped tool rather than just YetaWrench Item.
    Made Ender Fluid teleporting more like Ender Pearl teleporting; this should fix problems with mounted entities. Adds Endermites as well.
    Made the capacitor recipe like it was on 1.10: it now uses 4 gold nuggets and 2 redstone dusts, instead of 2 gold nuggets and 4 redstone dusts.
    Cleaned up redstone signal handling (Note: Default mode for conduits has been changed to "always off").
    Cleaned up light opacity code of conduits a bit.
    Changed paint storage to use blockstate names instead of id+meta.
    Restored 1.7 break animation on conduits, only animates targeted conduit.
    Cleaned up item conduit info text grammar and layout.
    Avoided unnecessary model caching during conduit breaking animation.
    1.11-ified the capacitor insertion code.
    Loosened Conduit coupling.
    Lowered copying quality of facade paint recipe. (Fixes a dupe bug)
    Fixed VAT texture being misaligned.
    Fixed: Added a special workaround for IC2.
    Fixed Wireless Charger not telling anyone about its work.
    Fixed conduit opacity not being seen by the game.
    Fixed conduit sorting.
    Fixed a NPE related to interacting with ME conduits.
    Fixed textureless conduits rendering "fine" but crashing on breaking.
    Removed an unused import.
    Added icon source to repo.
    Added a check for duplicate recipe IDs.
    Added special output for legacy item handling. Should allow to extract buckets from the Stirling Generator, and items from the Killer Joe.
    Added breaking animations for all Ender IO machines.
    Removed silent upgrade specific recipe, and fixed generic upgrade recipe (including silent ones).
    Replaced fuzzy mode with damage mode.
    Tagged stuff that was ported to endercore-1.11
    Made some cleanup.
    Changed item power caps to be internally attached. (Should really rewrite all item cap providers...)
    Optimized snow generation.
    Enabled travelling on a Dark Pick with a Travel upgrade if block placing is disabled.
    Applied generous shaving to some CPU cycles.
    Mod will stop asking blocks if they can render their breaking animation, they don't like that.
    Fixed spoon upgrade on Dark Pick when used in snow.
    Fixed recipes requiring ThermalFoundation items (for 1.10.2).
    Changed from ModID to ore dictionary in recipes requiring Pyrotheum Dust.
    Fixed shift-clicking moving to multiple targets.
    Added missing permission checks for fake player based blocks.
    Added some profiling.
    Removed double check on hoovered XP orbs.
    Unified Vacuum Chest item finding.
    Limited number of items considered by the vacuum chest.
    Removed server update on GUI init for Capacitor Banks.
    Added detailed Capacitor Bank IO tracing.
    Optimized PlantableFarmer by a tiny amount.
    Added input data dump for people who are unable to open files.
    Adapted to Thermal Foundation ID changes.
    Updated CoFH API.
    Re-Added TE wrench integration.
    Item Filter will now ignore meta and nbt on oreDict matches.
    Worked on compatibility with older Java versions.
    Made the Tree Farmer aware that saplings should not be planted into trunks.
    Changed CoFH API path to https.
    Worked around a weird Gradle classpath.
    Fixed ME conduit crafting amounts (commit: be0d329) Henry Loenwind / githubweb
    Added beacon-coloring to the mod's glasses.
    Added some missing markDirty()s to the capBank.
    Fixed invalid accesses to owner.
    Moved the Attraction Obelisk's configuration to config file.
    Ender Storage 1.8.+ by covers1624 (2.2.1.103 > 2.2.1.106)
    Fixed an occasional crash on player log off.
    Flux Networks by Ollie_Lansdell (1.2.1 > 1.2.2)
    Fixed a crash when right clicking a Flux Block.
    FoamFix by asiekierka (0.6.2-beta3 > 0.6.2-beta4)
    Added a minor patch to replace Class.getSimpleName with Class.getName in World.updateEntities.
    Forestry by SirSengir (5.2.17.369 > 5.2.17.373)
    Added a way to change how much sand a tree multifarm gives when a tree grows.
    Fixed Ender Lily Seeds not being accepted for farming.
    Fixed: Electric Engine is now tier 4 on the IC2 scale, so it can now be powered through an MFSU.
    Updated dependency versions of IC2 and JEI versions. Also fixed IC2 integration.
    Fixed Immersive engineering Ethanol not working with the Bio Generator.
    Forge MultiPart CBE by covers1624 (2.0.0.29 > 2.0.0.31)
    No changelog was provided by the mod author.
    MultiStorage by ShetiPhian (1.2.16 > 1.2.17)
    Registered vault blocks to EnderIO's teleportation blacklist.
    EnderIO insulated conduits will now connect to the Vault Redstone Pass block.
    Item and Fluid Pass blocks will now prioritize the storage block on the opposite side over its internal inventory. This fixes EnderIO's inventory panel being unable to see the inventories on the other side.
    Not Enough Items 1.8.+ by covers1624 (2.1.3.206 > 2.1.3.207)
    Snuffed recipe handler registration: now will only show recipes through JEI, won't even attempt with NEI's handlers anymore.
    Storage Drawers by jaquadro (3.6.2 > 3.7.1)
    Removed legacy inventory support. Will no longer function with mods that haven't implemented IItemHandler, introduced in 1.8.x.
    Fixed a stack overflow crash from 3.6.3.
    Fixed compacting drawers not rendering status upgrade background.
    Fixed labels sometimes rendering strange when vanilla skull blocks are nearby.
    TechReborn by modmuss50 (2.1.10.207 > 2.1.11.209)
    Added: Industrial Sawmill support for JEI.
    Increased the speed of the mod's Iron Furnace.
    (Changelog note: This is disabled due to deduplication with IC2, so it doesn't affect Beyond)
    Mod will now load saw mill recipes later in order to make sure other mods have added their recipes before TR.
    Fixed: Mod's axes not being properly registered as an axe tool.
    Fixed: not being able to automatically input scrap to the Matter Fabricator. Can also use IC2 scrap now, and TR's scrap can now be crafted.
    Fixed compile errors due to backporting from 1.11's build.
    The One Probe by McJty (1.4.5 > 1.4.6)
    Typing /topcfg will now open the config gui again. (The command was broken)
    New /topneed command to open the gui you get from the note where you can control when the probe should display
    TorchMaster by xalcon (1.2.0.18 > 1.2.1.23)
    Fixed Resturbed Mob Spawner (Extra Utilities 2) not working when inside the working volume of a mega torch.
    Might need to replace Mega Torch for the effect to work.
    Translocators 1.8.+ by covers1624 (2.1.4.54 > 2.1.4.55)
    Fixed issues with Fluid Translocators poping off when used.
    Wireless Crafting Terminal by TheRealp455w0rd (0.1.25 > 0.1.26)
    Fixed Items disappearing in crafting grid.
    Fixed bug when clicking clear grid button.
    XNet by MCJty (1.1.4 > 1.1.5)
    Fixed a crash bug on 1.10.2 that could happen when you have a specific number of items in the output.

  12. #172
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    Quote Originally Posted by Netjerenbau View Post
    I had a weird crash earlier, I slept but then didn't wake up. Clicking "leave bed" just made me jump while lying down. A quick restart cured it, though.
    I am getting a little rubber-banding, though that's mainly when I travel quickly using a glider (not that I'll be doing that again, the cost to repair that thing just keeps going up).
    This is an old vanilla bug...that is fixed in the new FtB pack 1.5 which Dregek is doing

    In the meantime restarting is the workaround

  13. #173
    Keeves's Avatar
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    Got a forestry thing going? I don't know why, but I want to dabble in getting trees to fuck.


    Quote Originally Posted by QuackBot View Post
    What the fucking fuck in the fuck fuck is going fucking on here?

  14. #174
    Shaikar's Avatar
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    Not seen one, mostly people spodding about with lumber axes when wood is needed.
    It's been a long time since I saw a proper Forestry build, do it!

  15. #175
    Keeves's Avatar
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    Quote Originally Posted by Shaikar View Post
    Not seen one, mostly people spodding about with lumber axes when wood is needed.
    It's been a long time since I saw a proper Forestry build, do it!
    Still waiting on my new computer rig amazon is taking it's dear sweet time to ship out my parts.


    Quote Originally Posted by QuackBot View Post
    What the fucking fuck in the fuck fuck is going fucking on here?

  16. #176
    Shaikar's Avatar
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    Discovered a likely reason you couldn't get agricraft working, Tailn: https://github.com/AgriCraft/AgriCraft/issues/889

    TL;DR, it's in early alpha for 1.10/1.11 and there is are warnings on startup saying so. However the FTB people, being spanners, decided to include the mod anyway and strip out the warnings in a spectacularly dodgy way - by text colour.

  17. #177
    Dregek's Avatar
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    Well i did say ftb wasn't what it used to be,


    Sent from my iPhone using Tapatalk

  18. #178
    Movember '12 Best Facial Hair Movember 2012Donor Lallante's Avatar
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    This may be hard to believe, but Yuri managed to accidentally release 4-6 withers into the middle of the bases.

    He says he is very sorry if your base took any damage.

    Dregek thankfully came on to kill them for us.

  19. #179
    Super Chillerator Global Moderator teds :D's Avatar
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    ...

  20. #180
    Shaikar's Avatar
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    Quote Originally Posted by teds :D View Post
    ...

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