Jump to content

Patrick Vansteenkiste

Members
  • Posts

    2
  • Joined

  • Last visited

About Patrick Vansteenkiste

  • Birthday 03/12/1971

Patrick Vansteenkiste's Achievements

Dirt

Dirt (1/9)

0

Reputation

  1. Hmmm, tried this today and following mods do not register their item id's with forge: Balkon's Weapon Mod Greg's Lighting updated to version 1.8.4 Regarding Balkon's Weapon Mod, the version included in this package is registered for Minecraft 1.6.2, don't know if this is causing the problem. Both server and clients throw out Item id missing errors on forge, be it in SSP on a client or in the serverlogs on SMP. Server still starts quietly , but those 2 mods are not accessible, in Single Player one gets the known error message about the missing item id's, but it's still possible to start a map and play, but again without those 2 mods. Can't post the error logs right now, could do if requested later this evening, but there's no error from the mod itself, log shows it starts normally, there's only the known forge error about missing id's. Tested on 2 different servers and 4 different client machines, servers running on Linux and clients all on Windows 7. Edit: Seems like logs are not needed, fixed the Greg Lightning problem and: Balkon's Weapon Mod 1.13 and above are for MC 1.6.2. I installed V 1.12 (latest for 1.5.2) and it works perfectly normal now, maybe revert to that 1.12 version?
  2. Since I can only second that motion, let me ask a somehow stupid newbie question: Is there a way to update only that mod and still keep it easy for the clients to retrieve a working client version, don't feel like creating my own modpack just for getting this to work. 1 modification I did to the universalelectricity.cfg was to heighten the buildcraft conversion rate to 400.0 You cannot go over 500 here, because electricity consumption of the chemical extractors from the Atmoic Science mod have a 5 MJ consumption, with a ratio of 1/5 or higher the consumption on these machines drops to 0 rendering them useless. With that modification done, newly placed coercion derivers use 2 Mj/t instead of the 10 announced. Still need over 30 of them to squeeze a little more the 60 J Fortron out for a tiny interdiction matrix, heaven only knows how many are needed for a force field, lol....
×
×
  • Create New...