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stiny861

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Everything posted by stiny861

  1. That is exactly what I needed to hear. Thanks for your help.
  2. Im not very surprised you had fatal errors as I havnt really looked into the pack in terms of the file structure and configs yet, I was just trying to get it to actually let me add the pack to my launcher and download what I had in there. The web server is one I am hosting myself, but the zip files are on dropbox. Now when you say they are structured wrong, I am guessing I misread the instructions for solder for the repo. If I understand you correctly, as I currently have it, for example, bigreactors_0.3.4a.zip currently only contains bigreactors.0.3.4a.jar. You are saying that jar needs to be in a folder called mods, very similar to the zip structure of the other modpacks? And while we are on that topic, do you recommend making a separate "mod" containing all the config files? Or should I include the configs in the individual mod zips? Sorry for the confusion in the previous posts. I am glad that others were able to add the pack to the launcher, I continue to be stumped as to why I cannot add it. I will look more into that issue later on. Thanks for your help.
  3. Hate to bump again. I have been doing a lot of research where I can find it, including through the issues thread on TechnicSolders github page, but i am having little luck with this. Anyone have anything they want me to try?
  4. Here is a bit more info, I added a new pack into the system from my solder install, and added it to the main site. It also shows in the config page that it is linked to solder. http://www.technicpack.net/modpack/details/connorminecraftcomtech.469453 When it added, all the correct mods were added to the install, but I still get the Invalid solder link error when I attempt to add the modpack to my launcher.
  5. Hate to bump this, but did anyone have any ideas for this?
  6. If you look at the modpacks main page at http://www.technicpack.net/modpack/details/the-diamond-dimensions.93516 you will notice it has this notice.. THE MODPACK IS CURRENTLY BEING UPDATED AND WILL BE DOWN FOR A LITTLE WHILE LONGER!! IN JUST A FEW DAYS IT WILL BE UP AND RUNNING AGAIN.. THANKS FOR YOUR PATIENCE - Dan The modpack must have been temporarily disabled as it is in the process of being updated. You will just need to keep trying in a few days, and you should eventually get in.
  7. So I set up a solder API finally, which was a project in itself. Ended up having problems with the SQL database on install, but I digress. I am working on building the repo, but I cant get any of the packs I built in the API to show up in the client. When I copy and paste the modpack address from the pack page on the main technic site, it tells me, "Invalid Solder link, contact the modpack author." I did not get any error messages when I added the API key or the solder address on the main technic site. On a related note... how long does it take to get info updated on your pack homepage? At first I only had 1 mod in the pack to test implementation, but I have since added more mods, and they are not showing up in the info page for the modpack. On a related related note... where do I find the UUID of the technic client so I can add that to the API. Thanks in advance.
  8. stiny861

    Eu Wires

    Title: Eu Wires Version: 3.1.2 OS: Windows 7 home 64 bit Java Version: Java 7 update 9 Description of Problem: Wires placed in tekkit server 3.1.3 continue to draw EU, even after removal, until a server restart is done, unless the power source is destroyed. Uninsulated wires do this for sure, gold and HV, and will shock you, even after the wires themselves are gone. Glass cable will also continue draining, but obviously no shock. Error Messages: Error Log:
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