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Everything posted by Maxis010
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It's still there, I see it every time I have to rebuild my NEI configs
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[PLEASE HELP!] Reproduceable crash when laucnhing any modpack
Maxis010 replied to Beystorm's question in Technic Launcher
Well post the full log then, it can't be "Too Long", Code tags compress the log and all we know is you can't load the api, no idea why -
[PLEASE HELP!] Reproduceable crash when laucnhing any modpack
Maxis010 replied to Beystorm's question in Technic Launcher
Check your firewall to ensure the launcher is cleared Also try running as Admin -
Don't Know How To Allocate RAM in New Launcher
Maxis010 replied to Bobby Burlpa's topic in Platform Pagoda
Click the Big Gear in the top right Choose your RAM from the drop down -
Not implemented Bundled Cable is for RedPower2
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You will need to get a new world Reusing the seed is the closest you can get to keeping it
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Put the mod in to the mods folder, then create a folder called Flan in the root directory and put your content packs in there Simple
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Well NEI and TreeCapitator use coder coremods NEI uses codechickencore TreeCapitator uses bspkrs core But honestly, you are better off creating a whole new pack for this
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Any packs linked directly through Platform won't have a modlist Packs linked through Solder will, but Solder is still only in dev and has no documentation so most people won't use it Even then, all that aside, I could install 6 mods under 1 Id and call it pack part 1 There is nothing but an honour system to validate the mods listed This won't happen, great as it would be
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Then turn that stuff off in the configs Forum Rule - No ETAs
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For the time being, yes, further down the line when the mods are more stable and further developed it will be looked at again
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Optifine
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Then I suggest you go read the forum rules (you clearly haven't) It's a minor violation but it's there
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Why does the new Tekkit take so much longer to load?
Maxis010 replied to Kommunističeskiĭ's topic in Tekkit Discussion
More mods = Longer load times I have a 63 mod custom pack, takes about a minute or 2 to load up and as just as long to clear the world load -
Then I suggest you get a better anti-virus
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because frequenting a website is clearly a bad thing
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If you cheat via nei then you can lock your mode If you just cheat in general
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Is Tekkit Lite still being developed on?
Maxis010 replied to PitifulCanine3's topic in Tekkit Lite Discussion
It was recommended for small server owners, but it's creation was to allow the team to break away from 1.2.5 without changing the core of the pack -
Use Code Tags Instead of os.pullEventRaw use Pull event with Char Sleeping while the RS signal is on will still only make you advance 1 block, no matter how long you sleep Use a switch case to define how many blocks you need to elevate (Floor 1 is 5 blocks, floor 2 is 10 etc) Then use a for to run "rs on, sleep 1, rs off, sleep 1" for that many blocks After that sleep for 10 seconds then run the for again only in reverse so that the lift goes back down Some of this is assumptions based off of what info you have given me
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And part of that code is a URL, the launcher using this to download the pack, so just put it in your address bar and viola
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It's still giving me that error, and it's not linking a pack to solder that is the issue, it's the inability to create a pack at all http://www.technicpack.net/modpack/create This page causes the error on load EDIT: Fixed Created new Solder key to break the API link, created the pack, relinked Solder, linked to pack This isn't a perma-fix though as the create page now returns 500 (Internal Server Error)
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Unhandled Exception Message: Error rendering view: [modpack.create] Invalid argument supplied for foreach() Location: /home/sct/public/platform/public_html/storage/views/775650a3d3853c992ad0419bc1c77501 on line 38 Stack Trace: #0 /home/sct/public/platform/public_html/laravel/laravel.php(42): Laravel\Error::native(2, 'Invalid argumen...', '/home/sct/publi...', 38) #1 /home/sct/public/platform/public_html/laravel/view.php(386) : eval()'d code(38): Laravel\{closure}(2, 'Invalid argumen...', '/home/sct/publi...', 38, Array) #2 /home/sct/public/platform/public_html/laravel/view.php(386): eval() #3 /home/sct/public/platform/public_html/laravel/blade.php(71): Laravel\View->get() #4 [internal function]: Laravel\Blade::Laravel\{closure}(Object(Laravel\View)) #5 /home/sct/public/platform/public_html/laravel/event.php(199): call_user_func_array(Object(Closure), Array) #6 /home/sct/public/platform/public_html/laravel/event.php(138): Laravel\Event::fire('laravel.view.en...', Array, true) #7 /home/sct/public/platform/public_html/laravel/view.php(348): Laravel\Event::until('laravel.view.en...', Array) #8 /home/sct/public/platform/public_html/laravel/view.php(590): Laravel\View->render() #9 /home/sct/public/platform/public_html/laravel/response.php(268): Laravel\View->__toString() #10 /home/sct/public/platform/public_html/laravel/laravel.php(180): Laravel\Response->render() #11 /home/sct/public/platform/public_html/public/index.php(34): require('/home/sct/publi...') #12 {main} Not sure if this would change anything but I had just linked up solder when I ran into this problem I have a pack ready to go but it requires the pack to be created on Platform as well as Solder
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Aye, Lite's final version is 0.6.5 until further notice