Jump to content

Search the Community

Showing results for tags 'ftb'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Articles


  • News and Announcements
    • Minecraft News
    • Community News
    • Rules and Guidelines
  • Minecraft Servers
    • Network Servers [Java Edition]
    • Modded Servers [Java Edition]
    • Community Server
  • Community
    • General Discussions
    • Tutorials
    • Minecraft Help
    • Gaming
    • Entertainment
    • Pictures
    • Videos
    • Movies/TV Series
    • Music
    • Art
    • Present Yourself
  • Become a staff member
    • Applications
  • Sky Factory Gods's Richest players!
  • Meme Club's Memes
  • [Network]'s Topics
  • Henkekalmar's Stream Squad's Twitch Streaming announcements
  • 1st Craftersland group - Reserved's Reserved
  • Sky Factory Gods's Best Islands


  • Community Calendar
  • Henkekalmar's Stream Squad's Twitch Streaming Calender
  • Henkekalmar's Stream Squad's -

Found 25 results

  1. Our first Modded server on Minecraft 1.12 on Sponge platform is open! This needed some extra work to port some plugins from Sponge API 5 to API 7 but it's all done, thanks to all staff that helped testing issues! Server address: dw.craftersland.net The server features as on all our modded servers are: daily and crate rewards, clans, pvp, grief prevention claim system, players market and server shops. You can join the server with the latest recommended Direwolf20 1.12.2 modpack version. Have fun! If you spot any issues please report them on forum, note that the server is just released and some stuff need to be further tested. Restricted items list. Modded Madness! dw.craftersland.net
  2. Hi guys, Server full WIPE is complete! This was requested by some players as there were lag issues allot of times. The map had a bit over 6 month and some massive bases were causing performance issues. Now as most voted for WIPE there were players against it, and I know they spent a lot of hours playing and now it's all gone, i'm really sorry for this, you can download the server main map and deploy it on a different server or play in single player mode. The download is available here: As for players that donated for kits, ranks, we reactivated all purchased stuff this week, for older purchases please post a reactivation request here: https://forum.craftersland.net/forum/212-general/ We generated a new map seeds for all worlds, and the server should run smoother for the next months now. It's a nice time to start fresh as everybody starts from the same point. Modded for the Experts! inf.craftersland.net
  3. Hello, WIPE was just completed as it was requested and voted. This is a full WIPE except ranks, all worlds have new map seeds and we also fixed few reported dupe issues. The current map was about 7 months old and was a bit full and laggy, download link of the old map is available HERE Changes: Fixed some dupes. Full server reset/WIPE. Generated new map seeds on all worlds. Old Map Download Enjoy a fresh world to explore and build! Join and get a nice spot for your base! Modded madness! ftb.craftersland.net
  4. Hi, a small server update was done. The modpack got updated to version 3.0.2, there is no official change log provided but there are no mods added, removed or updated server side, maybe it was something on the client side, but the server is fully 3.0.2 compatible. Also we did some more testing and seems that the data save time out lag was coming from HardcoreQuesting mod, we did a small patch on the mod to fix the save data lag and also fixed the mod as it stopped working on 3.0.1 update but had to reset all data the mod had. So the save data lag is fixed and Quests are working again now. inf.craftersland.net
  5. Our Infinity Evolved server was updated to latest recommended modpack version 3.0.1. The main change is the addition of quests. Modpack official changelog: Mod(s) Added Aroma1997Core by Aroma1997 "This is a mod required by most of my other mods, so you should install it, if you want to run any other of my mods." Required for Dimensional World. Aroma1997s Dimensional World by Aroma1997 One world for mining. Adds a mining dimension for people to gather resources, without breaking the overworld apart. CreeperHost by Creeperhost (1.1.0) Designed for modpacks - allows users to buy CreeperHost servers preloaded with the pack's server project! Hardcore Questing Mode by lorddusk (4.4.4) HQM introduces a possibility to play a life based hardcore mode, but with more than only 1 life before your world gets deleted or you get banned from a server. Furthermore, you can complete quests to gain rewards, the rewards might be cool items or even extra lives. Included a long questline meant to aid players playing the expert mode of the pack. Credits to aaronhowser1 for making the original quests add-on! Mod(s) Updated Buildcraft by CovertJaguar (7.1.22 -> 7.1.22) Same version, but with a couple localization fixes. Configuration Changes Made some changes in aroma's mining dimension: Enabled the day/light cycle. Enabled mob spawning. Changed the dimension's ID to a negative number, as for avoiding problems with older worlds. Changed the mining biome's ID since the original one was already taken Made iChunUtil check for updates less oftenly (every 22 days instead of 2). Expert Mode Recipe Changes Changed the recipe for the Mining Multitool from Aroma1997's Dimensional World. inf.craftersland.net
  6. Our first Modded server on Minecraft 1.10 on Sponge platform is almost done! The server is open for players to play on. This server took a lot of time to open because we had to code allot of plugins for sponge and test allot of stuff. Some staff members spent very much time to help me get it done, I want to thank them for helping out so much. Server address: dw20.craftersland.net The server features daily and crate rewards, clans, pvp, grief prevention claim system. Some plugins still need to be codded like players market and some utility plugins and until we get them done creative mode is not accessible on the server. You can join the server with the latest recommended Direwolf20 1.10.2 modpack version. Have fun! Restricted items list.
  7. Our Infinity Evolved server was updated to latest recommended modpack version 2.7.0. Modpack official changelog: FTB Infinity Evolved-1.7.10-2.7.0 Bugfixes updates, plus a couple new bees! Mod(s) Updated BiblioCraft by Nuchaz (1.11.5 > 1.11.7) Mod will now run the version checker asychronously in a seperate thread so game loading wont hang if bibliocraftmod.com is down. Fixed the recipe book enableCrafting option so it checks the config value on the server, that way book crafting can be disabled on the server. Fixed a bug that made it so waypoint 0 couldn't be deleted on the atlas. Fixed a bug allowing exploiting the enchanted chase. Fixed a big book default text size not showing up on the first page. Fixed a dupe bug with the fancy workbench. Fixed a dupe with the slotted book. Fixed a packet exploit with the slotted book. Buildcraft by CovertJaguar (7.1.16 > 7.1.22) Removed wasted space in packets. Made some BuildCraft machines report the FakePlayer location as the acting tile entity. Fixed a slightly incorrect usage of extractEnergy in PipePowerWood. Fixed a crashed related to using the filler in the Nether. Fixed Engine Blocks being craftable, even if they were disabled in the config. Fixed Builders and Fillers not working above y=128 in The End. Potentially fixed Planter Robot item filter handling. Fixed a dupe bug in the Builder. Fixed a crash related to the Zone Planner in fullscreen mode. Fixed robots sinking through bedrock if the docking station is broken. Fixed the Builder not handling flowing liquid correctly in survival mode. Fixed a dupe bug related to the Auto Workbench. Fixed a rare "division by zero" error on world load. Fixed Refinery deleting insufficient input fluids for non-standard refinery recipes. Fixed a rendering crashed related to the "Crafting Table IV" mod. Fixed the Auto Workbench not reacting to item insertion correctly in all cases. Fixed a crash when a machine clicked on a gate. Fixed a concurrent exception thrown when wiring or updating MapWorld. CoFH Core by TeamCoFH (3.1.3-327 > 3.1.4-329) Improved mod compatibility for mods which didn't understand flat bedrock. Minor backend adjustments. Includes new CoFHLib. CoFH Lib by TeamCoFH (1.1.2-182 > 1.2.1-185) No changelog was provided by the mod author. DecoCraft2 by RazzleberryFox (2.3.3 > 2.4.2) Added new (non specified) models. Added (non specified) Holiday items. Added working Jukeboxes. Added (non specified) baked goods models. Added 61 new models. You can check them all on the mod's changelog. Made it so flat planes don't have outlines. Fixed transparency. Fixed critical Rendering Outline bug with ATI graphics cards. Localization error hotfix. Fixed doors crashing. Ender IO by CrazyPants_MC ( > Backported a fix: Prevented generators from stalling if they are configured to produce more RF/t than normal. EnderCore by CrazyPants_MC ( > Fixed an issue where button tooltips would be displayed for the wrong area. Fixed bettermodlist transformer messing with other mod GUIs. Forestry by SirSengir (4.2.15 > 4.2.16) Fixed Bee Housings so they can detect biome changes. iChunUtil by iChun (4.2.2 > 4.2.3) Removed "The Infection" from the mod. It will be rewritten and readded properly in the future. (or not) Industrial Craft by Player (2.2.823 > 2.2.827) Bug fixes. JourneyMap by techbrew (5.1.4p1 > 5.1.4p2) Bugfix: Web Map needed updated API key to continue functioning. Minor bugfixes. Logistics Pipes by RS485 ( > Added missing crafting recipes for crafting cleanup upgrade. Removed an unnecessary check Prevented packets from being sent to a fakeplayer. Fixed Fuzzy Upgrade in Basic Logistics Pipe. Fixed IndexOutOfBoundsException of CC QuickSort. Fixed ConcurrentModificationException when trying to write a Compressed packet. Fixed crafting progress viewing disappearing. Fixed missing exceptions. MineTweaker3 by StanH (3.0.10B > 3.0.13) Strings should be able to be compared, no promises. Changed /mt hand output. Fixed a crash when there is only 1 script file present. Updated "No Method Available" message. Fixed a crash when JEI isn't present. ModTweaker by jaredlll08 (0.9.5 > 0.9.6) Implemented Botanical Addons (Botania) support. Removed FSP integration. Fixed: Not being able to specify low byproduct chance for Forestry squeezer. Fixed: Failing to import some ModTweaker classes in ZenScript. Fixed: Missing name parameter in line 182 of modtweaker2.mods.exnihilo.mods.handler.Hammer resulting in script failure when no recipe found. MystCraft by XCompWiz ( > Improved first-time profiling gui text. Added a text field to the link modifier, which allows setting the age seed to be used with unused age books. Renamed Flat and Void to TerrainFlat and TerrainVoid. "Lacking" features now will not generate alongside other features. Fixed: Symbols which happen to share names with biomes won't be changed to those biomes anymore. Fixed some issues with showing GUIs. Fixed a crash when interacting with "non-main" blocks of the desk. Nuclear Control 2 by Xbony2 (2.4.1a > 2.4.2a) Removed the Hong Kong Chinese (zh_HK) language file, as it is not supported by Minecraft. Fixed Swedish (sv_SE) language file. Fixed an accidental dependency on Thermal Expansion 4. OpenBlocks by OpenMods (1.5.1 > 1.6) Improved the rendering performance of the bulding guide. Added new behaviour of hang-gliders, based on real world. Added a variometer (acoustic indication of vertical speed) for hang-glider (activated with V by default). Added an optional mode that places grave only when grave item is present in inventory. Made the "Last Stand" XP cost fully configurable. Made the trophy drop rate fully configurable, now allows for drops without looting sword. Limited grave spawn height (excludes bedrock layer by default). Added an option for minimal tank balance threshold (for performance tuning). Last Stand now properly uses value of damage after armor reductions. Cursor now requires sneaking to select a new block. Changed height map projector model to include cone when map is present. Mod now shows page numbers on the "Table of Contents" page of infobook. Rotated builder guide dome template to allow more orientations. Fixed: Blocks placed with the placer are now facing the same direction as the placer itself. Fixed: Resized the vacuum hopper's hitbox. Fixed: Limited the range of the cursor to 64 blocks. Fixed: Sprinkler item duplication. Fixed: A rare crash during tank rendering. Fixed: Luggage taking damage from weird sources. Fixed: "XP Shower" ignoring redstone state after game load. Fixed: Glitches when trying to sleep with deployed hang-glider. Fixed: "/dev/null" item duplication. OpenModsLib by OpenMods (0.9.1 > 0.10) Implemented a massive expansion of calculator (I think it's Turing-complete right now... whoops). Implemented logging of fields and methods accessed via reflections. Added shaders helper functions. Added PlayerDamageEvent for damage after armor reductions. Added a TE hook for neighbour TE change. Improved the RGB::distance function Automatically added repositories to all including projects. Fixed: Possible item duplication with ItemInventory. Fixed: Tank side filtering. Fixed: Configs not saved after modification with GUI. Fixed: Possible state leak in network pipeline. Fixed: Forced chunk load in tanks. Fixed: Misnamed enums in GeometryUtils. OpenPeripheralAddons by OpenMods (0.5.1 > 0.6) Added a sensor function to scan single location. Added information about block color to sensor scan result. Fixed: Mod now filters garbage character when glasses keyboard is used on Macs. Fixed: A rare crash when attaching glasses to terminal. Fixed: Peripheral proxy ignoring TE changes without block change (should now fix vanilla furnace bug). OpenPeripheralCore by OpenMods (1.3 > 1.4) Implemented "Feature Groups": fine-control of integration available for architectures. @ExcludeArchitecture now works for properties. Added an option to fully disable architectures. OpenPeripheralIntegration by OpenMods (0.5 > 0.6) Mod will now use Feature Groups to control integration per architecture (may be used to disable inventory adapters for OC). Implemented better listing of bee species. Aligned to new versions of integrated mods (mostly Forestry). Storage Drawers by jaquadro (1.10.1 > 1.10.8) Added NEI handler for upgrade template recipe. Sealed drawers can no longer be used to craft upgrade templates. Fixed redstone not updating when items moved through controller. Fixed empty slot not being started when existing slot for a given item is full. Fixed controller slaves not finding same slots as controllers. Fixed compacting drawers sometimes not finding smaller-fraction items. Fixed compacting drawers render desync when first populating with items. Fixed a possible crash when inserting/extracting from a controller slave attached to an AE2 storage bus. Fixed a dupe bug with buildcraft robots. Fixed compacting drawers sometimes creating invalid material transformations. Fixed compacting drawers mishandling certain items like snowballs. Fixed controller range config setting not syncing correctly. Fixed a possible crash in controller if it's asked to find a null item. Thermal Dynamics by TeamCoFH (1.2.0-171 > 1.2.1-172) Fixed a minor dupe case with the retriever. Thermal Expansion by TeamCoFH (4.1.3-246 > 4.1.5-248) Fixed a couple of dupe bugs with various blocks. Thermal Foundation by TeamCoFH (1.2.5-115 > 1.2.6-118) Final 1.7.10 release. Configuration Changes Added Draconium and Electrotine bees/combs to Gendustry. Quantum + Diamond = Draconium Lapis + Excited = Electrotine inf.craftersland.net
  8. I haven't received the review money for FTB infinity server, and was told to post it on the forums. not sure where to put it, so i put it here.
  9. New Server ideer

    i think it would be great if the server community gets one of dose 1.10 mod packs like FTB Beyond to play one let my know what you think LG Ancient_Wyvern
  10. Here is the download link of the old Map before the WIPE. The spawn area was removed. The download link will work for 30 days starting now. Download
  11. As requested, the server full WIPE is now complete! We got a new map seed and a fresh start for everyone! Changes: Full data reset except for ranks and permissions. New Map Seeds for all worlds. Fixed some dupe bugs. Fresh start for all with less lag. Enjoy a fresh world to explore and build! Join and get a nice spot for your base! Modded madness! ftb.craftersland.net
  12. Hey guys, I need some help. I wanted to launch the modpack, but doesn't do anything. :/ http://pastebin.com/AdzKKKL3 here's the crash log. Already tried reinstalling the modpack and java.
  13. Our updates to FTB Direwolf20 get close to an end for now. Server had a full wipe and a lot of new stuff added and as well fixes and tweaks. Changes: Server WIPE and new Map Seed. Added Clans Added rewards Added Crates Re-viewed all donation packages and added few new ones. Added Vote Party Re-tested all items on protection and updated the restricted items list New custom login system that will no longer conflict with fake players Various mods patches to fix some server crashes Better java instructions for a more stable TPS Increased RAM memory allocation And other small optimizations. Few small improvements will take place the next days but the server update is mainly complete! Thank you to all staff members that helped out testing and fixing. Modded madness! ftb.craftersland.net This post has been promoted to an article
  14. Steam Game Keys For Rank

    I'd really love to donate to the server, but I have no PayPal, or credit card to send the money to you, so I propose giving Steam Game Keys, which you can use for giveaways or a donation raffle, where people donate certain amounts of money to get raffle tickets to win the game. Either way, I hope you accept it because Steam Credits and Games are the only things that are readily available to me. I can also send Beta keys for games that aren't released yet, as I am a Beta Tester.
  15. Overview: Greetings, fellow players & staff members. After hearing the tragic news that due to W.A's failure Post Blast is out, I had an idea. I came here with a specific solution to this and for the greater good of Modded CL. The decline across the Modded Servers is real and quite easily noticeable by anyone. The exception being the Tekkit server which is fairly popular and probably will be. However there is a easy, unbiased solution that can will be highlighted in this topic. General Issue: The Issue that we are facing is regarding server population across Modded MC Servers. DW20, SF2, W.A are all suffering from heavy losses in player population and donations. As a result, the community is losing funding and Modded Players are declining faster. This issue is mainly caused by the fact that many almost 40% of features are disabled. Although many are destructive or abusive, they can be used for other purposes as well. Many items, blocks and features are disabled/banned, and many players do not like that. A ModPack has a theme, and by disabling it's features you are also disabling it's theme. Popularity does not come from Youtube, it comes from the content provided by the pack. With only 60% of the content, and 40% disabled, the ModPack will slowly die/decline. Theme Issue: The issue of a proper theme is one that is probably dragging World Automation down. The theme is what makes a pack unique from the other 50,000 ModPacks that exist. We hear of many packs that are town based and are not meant for any sort of PvP. Thus i'm afraid to say all the Modded Servers are near identical to other's present. No one cares about the fancy spawn, everyone cares about the theme/content. Protection System Issue: The protection system issue is a result of the mod MyTown2 used on Tekkit/FTB/W.A. It is responsible for disabling the use of many features within a Town Claim and/or plot. As a result, player's cannot do what they want to do in another player's town or plot. It is agreed that this protects us from grief, but with 90% of the world claimed it's bad. Since you cannot use those features except in the 10% of the server that is not claimed. Thus the current Protection System only favors the weak, who cannot defend themselves. It takes the risk away from the game, and you login daily knowing your items are there. Thus players know that if they take a one week break they won't lose any items at all. In Factions for example, the risk is present while you are online and offline as well. Player's need to be online to have Faction Power and defend their land from raids. While staying offline, their Faction is open to anyone and defenseless as a whole. Which is why it requires player's to spend a lot more time playing than not playing. Disabled Features Issue: Across all of the Modded Servers, you will find that 40% of features are heavily disabled. As a result, you cannot interact, place, use or spawn a variety of items/blocks provided. Especially when some of the content is actually the reason player's play the ModPack. ModPack players decide on server's majorly based on the count of Banned Items listed. There was a point when Tekkit had 50-60 players on average because of near 0 itembans. No Disabled Items = More Features = More Content = More Fun = More Players = Donation. Yes, some of them have to be disabled I agree, but disabling should be done for extremes. Meaning items like Sacred Rubber Saplings, Industrial Craft 2 Nukes, Duping Items etc. Proposed Solution: I believe that we need to integrate a Factions protection system with more enabled features. This can be done by utilizing my ModPack, since it has a unique theme based on hard PvP. How many server's can you think of that use Factions and encourage PvP/Raiding/Griefing? Exactly, it makes us unique and offers player's a risk/adrenaline rush when they raid/raided. Post Blast: Benefits: -Factions: Less Disabled features, raiding, thrill, hard-core, PvP, Famous. -Features: More Features = More Content = More Fun = More Players = Donation. -PvP/PvE: Offers incentive to continue playing to advance yourself and your faction. -Magic/Tech: One of a few Magic/Tech combined packs that can work together. -Less Lag: Factions forces players to go far, and build small and underground. -Less Lag: The bigger laggy bases are often going to be targets, and destroyed. -More Planets: I am the only person to have 5 solar systems in my ModPack. Consequences: -HardCore: The crafting/progression is slow and hard, requiring more time/effort. -Raiding: Raiding is not meant for everyone, and it is not meant for rage-quitters. -Magic: Magic can be used to do insane things and is frustrating for tech people. -Guns: You can be easily killed if you decide to walk into the open area/wilderness. -Planes: Fighter Jets/Bombers can fly over and decimate a ground base easily. Conclusion (Tl:dr): My point is, scrap World Automation for a uniquely themed pack, like PostBlast. More Features/Less protection = More Players/More Activity = More Donations. Factions, combined with guns, planes, tech, reactors, magic and 5 solar systems. Now who would not want such an experience, or well how many of those packs exist? Truthfully, only one exists (Since i took the hour to implement 5 new solar systems). ~I just believe that we should create a modded server that focuses on PvP/Innovation. I mean does it not get boring for you to build build build, and then a wipe comes. It's a repetitive cycle where you don't really benefit, all you do is build not innovate. Post Blast would mean for people to innovate to create their own protection. They would not be able to finish all the mods/the entire pack without automating it. Meaning until they automate protection of their base, they can never really finish. Plus I have provided the means to counter every offense, and penetrate ever counter. Which is why the strategic balance exists, but you have to innovate to find it really. ~Thanks. ~Please Vote! ~FeedBack is appreciated. #Not a Hate post on World Automation.
  16. Hello. I noticed that a lot of peripheral support has been given to OpenComputers. Meaning many mods are offering support for that mod instead of ComputerCraft. OpenComputers allows for custom built PC's and is for the advanced programmers. ComputerCraft allows for easy to program standard PC's and is for okay programmers. The issue is that, CC uses Lua 5.1 while OC uses Lua 5.2 (there is a bit of a difference). Now somethings such as peripherals are renamed as component with more additions. In OpenComputers you need to have the pieces to build a PC, Ram, Storage, Etc. However you also require an EEPROM, which can also be custom built for the PC. What I was wondering was instead of using the OC Lua BIOS EEPROM, use CC's. Meaning, use a EEPROM that has CC's version of Lua and a dictionary translator. So when i tell it to do "Peripheral" it knows that is a synonym for "Component". Hey_Joe and I are working together on getting one done, and Im also looking for one. I mean, ComputerCraft is kind of old, and OpenComputers adds a lot more to utilize. With that, if we can get CC's Lua working on OC, then there is no additional effort needed. Thus people don't have to worry about porting their code or having to build to CC's delays. Basically I am looking for reverse compatibility in OC, where it can run OC/CC. Or for that matter, simply run CC Lua on the OC, similar to bootstrap on a mac. ~If anyone has a custom EEPROM could I please have it? ~If anyone is interested in helping, please post here as this requires effort. ~So far Hey_Joe and Myself will be working on it and more people = less work. Thanks!
  17. Post Blast V5.0.0

    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Overview: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// It's been a painstaking 5 months since the official 1.7.10 version was released. The biggest loss being that ICBM was discontinued, and made a alpha [WIP]. However i have compensated for that loss with many other themed mods. The loss was big, but today is the day i reveal that the real ICBM is back. That's right, update 5.0.0 brings new features, including the original ICBM. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Additions: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -UniDict ======> A dictionary mod that combines the same cross mod ores. -RuneCraft ====> A mod that integrates RuneScape themed magic/spells. -MobEggCraft ==> A mod that allows for vanilla mob eggs to be easily crafted. -PotionPacks ==> A mod that allows for potions to be bundled into cases. -DefenseTech ==> A mod that re-adds all the original content of ICBM again. -RedLogic ====> A mod that adds all kinds of RedStone stuff (clocks, etc.). -Reliquary =====> Another magic mod that adds a whole lot of content -WAWLA => Helps the WAILA database and provides us more ToolTip Info. -ArcaneEngineering => A mod that adds more content to the Thaumcraft. -ImmersiveEngineering => Another Tech Mod based on early 20th century. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Updated: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -OptiFine ==> I have no idea what they changed. -Mekanism ==> Fixed all kinds of lag, new theme. -MekanismTools ==> Fixed all kinds of lag, new theme. -MekanismGenerators ==> Fixed all kinds of lag, new theme. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Removed: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -ICBM by BBM (It was in alpha, and the original themed stuff is out). -VoltzEngine by BBM (No longer needed as alpha ICBM ws removed). //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Notes: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ~Update for Technic Platform will be released around tomorrow. ~Update for FTB Platform will be released sometime this week. ~The ICBM Mod does contain all kinds of OC and CC methods. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Future Plans: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// There is a new Space mod called Advance Rocketry, and when its finished i'll add it. This version, 5.0.0 will be the last update for a while, as we can't update every week. I do not think i will add any new content, as we cannot over fill this platter of mods. Although if there are more FPS and stabilization mods, i might look into adding them. This version is designed for maximum compatibility with servers especially Kcauldron. We reworked a lot of configuration to make it seem more balanced and fair for magic. However i think magic lacks a bit, and i may look into adding another large magic mod. All in all for the next two months or so this should be last content update for PostBlast. Community involvement is welcomed, we would love to include more developers. Feedback is appreciated, we really love seeing what you guys have to say bout PB. Thus we would like to see some more involvement by Crafter's Land players/staff. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// http://www.technicpack.net/modpack/nuclear-revolution.689897 http://forum.craftersland.net/topic/14081-modpack-new-addition-to-cl/
  18. Hello Crafter's Land, Introduction: After much consultation with Brunyman we decided to Poll on a new server! Many of you have heard of my ModPack Post Blast, a PvP Pack on Technic/FTB. We would like to see how many of you would be interested in playing on the server. Overview: The pack is strongly based on Magic vs Tech, heavily balanced in terms of power. Where we have introduced the best magic side mods and best tech sided mods. Players can choose which side to pursue or attempt to pursue both (a lot harder). The server would be Factions based, giving minimal protection to every player. However players can use a variety of modded blocks to protect themselves. One can also venture to other planets and solar systems and base there. The pack includes a bunch of offensive as well as defensive counters. Once you would begin, you would be given a weapon and some food to start. Then you would create a faction far away from other people and bunkered down. Taking the time to fortify your base so that it is safe from prying eyes and looters. Then you raise an army by recruiting other players to your faction for strength. Once you have an army, build some warplanes, guns and ammo to attack/raid. You could also attempt to use what the alpha version of ICBM provides to defend. Others will do the same and fight to protect their land, only the fiercest can win. Once you have heavily damaged the opponents power you can take over their land. Basically the server offers enough protection to stop people from petty griefing. However you would have to create your own defenses to make sure you're safe. Structural damage would be at a minimum (Only vehicle explosives work). Technic Pack Link: http://www.technicpack.net/modpack/nuclear-revolution.689897/discuss Main Pack Thread: http://forum.craftersland.net/topic/9848-crafters-land-post-blast-modpack/ ~All mods can be found on the Technic Pack Link under Permissions Tab. ~Please vote your interests as Brunyman and I are very interested in this. ~There is also a Test Server up for you to feel how it would work out. ~Would Appreciate some extra FeedBack as a reply to the thread! Thank you all in advance! Happy Modding!
  19. Feed The Beast Trouble

    Hello to all! I've got a trouble with FTB. When I launch any assembly, nothing running. I watched an errors: [00:40:08] [DEBUG] Benchmark.logBenchAs:73: Modpack Loader http://ftb/modpacks.xml took 180 ms. [00:40:36] [DEBUG] Benchmark.logBenchAs:73: Modpack Loader http://ftb/thirdparty.xml took 28016 ms. [00:42:17] [ERROR] MCInstaller.gatherAssets:209: library JSON not found In the first and second error Launcher refers to !HTTP!/ftb/something.xml But third error not let launch game. I did my best. I googled about this error, but nothing helps. Fully terminal output is here: http://pastebin.com/5C0qEguZ Help me, please.
  20. Would be cool if we had a lobby for the modded servers. People could still connect to old ips, but having a main lobby could get more players come to the modded servers. There would be portals to each of the servers in the lobby by them would say what mod pack and launcher you will need to connect with to join that server. You would connect to the lobby though the launcher then head though the portal to get to the server you want to go to. Thank you for reading, Rock
  21. Our Direwolf20 server was successfully updated to latest recommended modpack version 1.10.0! Note that this is not a server wipe, it's only a modpack update! Modpack Changes: *Disclaimer: Several mods in the pack (Forestry, Gendustry, Magic Bees, NEI Addons, NEI Integration & Pam's HarvestCraft) are not currently being updated due to compatibilitiy issues.* * Forge/FML by cpw, LexManos - Updated to **Removed** * Opis by ProfMobius * MobiusCore by ProfMobius **Updated** * Botania by Vazkii - Updated to r1.8-244 * Buildcraft by CovertJaguar - Updated to 7.1.14 * Buildcraft Compat by buildcraftchildsplay - Updated to 7.1.3 * Chisel by tterrag1098 - Updated to * ComputerCraft by dantwohundread - Updated to 1.75 * Ender IO by CrazyPants_MC - Updated to * EnderCore by tterrag1098 - Updated to * FTB Utilities by LatvianModder - Updated to * FTBLib by LatvianModder - Updated to * IndustrialCraft2 by IC2 Dev Team - Updated to 2.2.810 * JourneyMap by techbrew - Updated to 5.1.3-unlimited * McJtyLib by McJty - Updated to 1.8.0 * Modular Powersuits by MachineMuse - Updated to * Morpheus by quetzi - Updated to 1.6.20 * Mystcraft by XCompWiz - Updated to * Nuclear Control 2 by Xbony2 - Updated to 2.3.3a-Exist * PneumaticCraft by MineMaartin - Updated to 1.12.3-146 * Portal Gun by iChun - Updated to 4.0.0-beta-6 * RFTools by McJty - Updated to 4.13 * Waila Harvestability by squeek502 - Updated to 1.1.6 **Configuration Changes** * Global * Removed Opis/MapWriter configs now that the mod is removed * Upped the version number in CustomMainMenu\mainmenu.json to 1.10.0 Modded Madness! ftb.craftersland.net This post has been promoted to an article
  22. [Notice] Unban Appeal Template

    Overview + Guidelines: Unfortunately if you are reading this post, it's probably due to you being banned. Follow the directions that are provided to you in this post for a successful appeal. Copy & paste this model into your appeal and fill out its contents before posting. Make sure that all fields are properly filled and try not to leave any of them blank. Instructions to Follow: [unban Model Below] Topic Title Should Be: [unban] [username here] [Copy Paste All Below and use it in your Unban Appeal Topic] [1] In-Game Username: -(Answer in this line)- [2] Details of Situation: -(Answer in this line)- [3] Ban Category: -(Answer in this line)- [4] Ban Duration: -(Answer in this line)- [5] Staff Member: -(Answer in this line)- [6] ScreenShots: -(Answer in this line)- [7] Your Reason: -(Answer in this line)- Good Luck, ~Powerwarp, Community Manager. ~Andrew2060, Forum Moderator.
  23. So, there is a bit of an issue with some MinefactoryReloaded items in FTB 1.7, such as the planter, harvester, sewer, and auto-spawner. This is because of they act like players, and if you have modifyBlocks set to false, then they won't be able to interact with anything, and they will just turn into an item. The perm modifyBlocks allows players to break blocks in your town, and it is dangerous to have it on, as it allows griefing. Here is how you can fix this issue. First, enter this command: /town perm town set modifyBlocks true This will allow you to place your block without it breaking. It also allows it to work. Next, place down the block, harvester, planter, whatever. Make sure it is facing the correct way. Now, enter this command: /town perm town whitelist add modifyBlocks You will receive a wooden hoe with some text on it. This is your selector tool, and you right click with it on the block that you want to be exempt from the modifyBlocks rules. Now your block is able to be used without breaking when you return the modifyBlocks rule back to false. Enter this command next: /town perm town set modifyBlocks false Now your machine will work, and nobody can break your stuff! EDIT: There is also another method. You make sure modifyBlocks is set to false, and you place a block of dirt where you want your machine. Then you enter the whitelist command, and hit the dirt with the selector hoe. Next, break the dirt and place your machine. Now it wont break and become an item, and it will work. EDIT: There is an issue with BC pumps. It will cause a crash if you try to use it in your town without changing a perm. Use this command to fix this: /town perm town set pumps true
  24. Hello. As many of you, like i previously did; have problems and issues with some cracked FTB launchers that make you unable to play. Most of the time its just an outdated launcher or java conflicts/errors. A) Here is a list of some launchers i came by. 1. http://data.pupax.me/FTBLauncherCracked/16/FTB_Launcher-1.4.5-16.jar 2. http://dl.hackphoenix.com/download/ftb/ 3. http://dropcrack.com/lnc/fd/CrackedFTBLuancherML.rar 4.filesystem:https://mega.co.nz/temporary/mega/N5hkmbbb All of them are compatible with all clients. Mac, Windows not sure about linux. B) IF they still do not work then resort to updating your java here: http://www.oracle.com/technetwork/java/javase/downloads/jre7-downloads-1880261.html Java 7 is the minimum requirement to play FTB, Build 60 and onward. Java 8 is unstable with FTB. The server currently requires mod pack version 1.01 and maybe 1.02 should it be stable. Select the mod pack version in the top tab list of the launcher and in the drop down menu click the version. IN settings increase your RAM (Random Access Memory) To make better performance. If the launcher gives you troubles while in game, change the video settings to make it better and add optimization arguments in the settings field of the FTB launcher which enhances game play 10x. C) If the launcher still does not work Resort to this link: http://forum.craftersland.net/topic/1929-noticecheck-this-out-if-you-have-issues-with-your-clientftb-164-client-troubleshooting/
  25. My brother made these scripts for ComputerCraft mining turtles, and I wish to share them with the world. http://pastebin.com/Vm1PDmkW http://pastebin.com/BgmBvBFm To get these, type into your turtle: pastebin get Vm1PDmkW stairmine or pastebin get BgmBvBFm bridge These will, respectively, make a stair mine, or make a bridge. To use the first one, type in stairmine [width] [length], where width is how wide you want it, and length is how long you want it. Be sure to fuel it up before starting the program, as it doesn't auto refuel. It will also put down a block below it, if there is a liquid or emptiness below it. It will use the block it has most of in it's inventory. The stair mine is four blocks tall, in case you want to put stairs down, or in case you don't want to keep hitting your head as you hop from block to block. Useful for making a mine. When it hits bedrock, it makes a tunnels along the bedrock. Be warned, though, if it goes under lava, it can be tricky to get out! Example: stairmine 3 25 will mine a stairway that is 3 blocks wide, and 25 blocks deep. The second script, bridge, is for, you guessed it, making bridges that are one block wide. Refuel before beginning. To use, type in bridge [length], where length is how long you want the bridge. Put in blocks of the type you wish to use in slot nine. It will tell you if it's correct. If it finds blocks in slot nine, it will start to build a bridge out of the materials you selected. Useful for getting across gaps. Example: bridge 64 will create a one block wide bridge that is 64 blocks long. I hope you enjoy these! ~quagma

Important Information

By using this site, you agree to our Terms of Use.