jakalth

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jakalth last won the day on June 22 2015

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About jakalth

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  • Birthday 11/19/77
  1. Thanks for the topic move Munaus.
  2. What I'm looking for is a farming companion mod that gives more use to all the crops and food that can be farmed up in modded minecraft. Reasoning is, I'm making a farming based modpack for 1.10.2 that is a bit empty feeling without some type of goal built into the pack for using all the crops available. The specifics I'm looking for, or hoping for are as follows: 1: The mod has some type of currency for buying and selling crops and food that is not already in the game. Some type of coin system maybe? 2: The mod is compatible with may mods including harvestcraft, mystical crops, enderio, immersive engineering, and may others. 3: The mod includes a way to turn off seed drops so all crops have to be purchased through a market system of some type. The specific seeds that would need to be turned off would be just the vanilla seeds since modded seeds can be controlled via the mod that adds them. This would give farming a bit more of a challenge making it a bit less plant and forget. 4: Config options to adjust buy and sell prices to alter the balance a bit and make it a bit more challenging if needed. If a mod that does this doesn't exist, then this is a formal request for one that can. What I'd envision is a single block(Produce Market) that allows the purchase and selling of crops/food. The Produce Market would allow items to be piped into it for automation of selling. The Produce Market would also have an internal storage for the coins used as currency by the mod. For currency, I envision 3 levels of currency being used in the mod. First being a simple coin, as an item, it could be (possibly?) found in dungeon and village chests to help get the player started. The second level of currency, I envision being Emeralds. This allows the mod to work with existing "currency" methods used in minecraft already, by villagers for example. The Emeralds would be worth the same as a stack(64) of coins. The third level I see as being a Regal, or high value coin. This coin would be worth as much as a stack(64) of emeralds. Some way for the Produce Market to store and auto convert stacks of coins into emeralds and emeralds into regals would be quite helpful as well as a way to do the opposite, converting a regal into a stack of emeralds and an emerald into a stack of coins would make things a LOT easier. Having a currency system like this would allow some other items to be available for sale. Items that can not be aquired through farming or crafting, like nether stars, dragons breath, and dragon eggs. These would be at an extremely high price. Having the mod be able to regester the items and price through the config file would make it a lot easier to add new crops and items to the Produce Market. And this would make the mod a bit easier to make since then ONLY the vanilla crops would need to be added to the mod initially. The rest being added by the modpack creator. NOTE: I have no skill or understanding for programing... It is a completely foreign language that makes no sense to me... No matter how much I wish it did...
  3. Thank you so much! Your the man Plowmanplow! That's has got it fixed. Found the offending file you mentioned and corrected it. You've saved me days of further frustration. And thanks again Disconsented, your program works a treat.
  4. Tried making a new zip file. same issue. tried redownloading and installing every mod in the pack, pulling out the config files, mod files, and forge, then repacking them into a zip file again. same issue. tried changing the zip file compression ratio and settings for 7-zip. once again same issue... Edit: found the issue. Both the technic launcher and your checker file do not like the Millenaire mod. If I remove the mod and it's associated files, the zip checks out clean, when I add them back in, it throws an error... without millenaire, the modpack is basicly useless... Any ideas how to get Millenaire to play nice with the technic launcher?
  5. ok... ran the test, got unhandled exception error, and malformed. That's it. no idea what I'm supposed to do with this info or how i'm supposed to fix the problem when the zip file opens just fine, just not through the launcher.
  6. I've put together a small custom modpack for use by a few friends of mine. The mod pack it's self works just fine if manually installed, but if I try installing it through the technic launcher, it downloads just fine, but when it gets to 44% mod installation, it freezes and throws an unable to extract file error. I've followed the "how to make a modpack" and "how to make your pack available through technic launcher" tutorials and don't see anywhere I've gone in error. I've gone through and tested the zip file it's self, I can find no errors with the zip file or the files contained in it. I can manually extract the files into the install folder it is trying to place them into and play the pack just fine as well. The launcher just can't extract all the files from the zip file... compressed using 7-zip in .zip format file hosted on dropbox with arguments set to allow direct download. The modpack: http://api.technicpack.net/modpack/jakpack-villager-edition it's still basicly a beta but is fully playable, if it will actually install...
  7. 4 Tips that seem to help any 1.7.10 mod pack. 1: set the max frame rate slider to limit frame rate to just 60 fps. This helps with some of the issue with mod custom GUI's not rendering/working properly, and seems to help a little at speeding up chunk loading. Might not help everyone though. Haven't tested it in hexxit yet, but it does work for mods, like Open Blocks, that otherwise have very twitchy and/or unresponsive gui interfaces. 2: Make sure Vsync is turned on. This helps with most of the mod custom GUI issues that tip #1 does not help with. This also can improve chunk loading slowness a little bit. Tips 1 and 2 work best when done together... 3: Advanced OpenGL... Issues here as well. Having this option turned on can cause lag and slow chunk loading while exploring. Not sure what causes this issue in 1.7.10 modpacks. Not everyone is effected negatively by using advanced opengl, it's only about 1 in 5 that are. Everyone else still benefits by using it. 4: Try having at least 3GB of ram allocated for 1.7.10 modpacks. They tend to be quite power hungry. The "too much ram allocated can slow down the game" issue does still effect the game though so it is a balancing act. These are tips and might not help everyone. But since they are simple video setting changes they are easy to try out.
  8. Found 3 cats in my base. Now, must... string....

  9. Here's a match stick, a chewing gum wrapper, and a rubberband. McGuyver, please save my game.

    1. Lethosos

      Lethosos

      You forgot the carburetor. He needs that.
  10. I... Broke... It...

    1. _Mataroyale_Modpacker_
    2. jakalth

      jakalth

      The chickens! Think of the chickens!
  11. If 5 reactor cells makes for a good reactor, then shurely 17 more makes for a better one...

  12. My dishwasher quit working. So how am I supposed to play minecraft when I can't find the key to this door that I lost my way outside after shoveling snow in the freezer that had a pizza earlier... no idea where that is now that I can finally reach my toes but can't see where that light bulb burned out.

    1. Show previous comments  4 more
    2. gamebuster12

      gamebuster12

      add the Ars Magica mod to Hexxit please
    3. jakalth

      jakalth

      I don't think I can stick my ars in the dishwasher...
    4. Munaus

      Munaus

      Well where else would you stick it then?
      Speaking of cold, dark places... did you find that pizza yet? I'm hungry
  13. Oh this could so be abused... Wonder how long until he ban game starts in here?

    1. Joshua Tack

      Joshua Tack

      I give it 2 days :)
    2. Joshua Tack

      Joshua Tack

      I give it 2 days :)