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weirdbeard

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Everything posted by weirdbeard

  1. Does anyone know if it is possible to get the TreeCapitator mod to work with the Axe tool on the MPS Power Tool by manipulating either mod's config files? I have tried adding the Power Tool id to the list of AxeIDs in the Treecapitator.cfg file and this allows it to work but it chops trees as if you are chopping with the hand tool itself rather then the axe IN the hand tool. In other words, it takes forever to chop through a tree. It's like chopping a tree down with your hand. Is there a way to reference the axe IN the hand tool in the AxeID list? I see that some AxeID definitions have the word ID for the item rather than the numeric ID. Anyone know if we can reference the Power Tool Axe in this way? Thanks in advance!
  2. Hey, that's great! It is very easy to use and the images look good. The only other suggestion I would make is ditching the prompt to tap again to see further recipes. Or, at least relocate it. When i tap on an ingredient, the message comes up at the bottom of the screen and I do not see it. I didn't notice it when i first tried the program. Thanks again!
  3. Thanks for the reality check, folks! I guess starting out my mining ops below y=15 left me with a far more negative impression. I started mining randomly at around y=28 and, although still rarer than it used to be, in my opinion, it is much more frequent than at y=15. Happy mining!
  4. Well, I wouldn't say it doesn't work. :-) Just not optimized for tablets. If you are up for further challenges, have at it! I would try it out on a phone but I do not have an Android phone (sadly.) :-( I am not familiar with the Android SDK but I would imagine that there is some sort of template that can be invoked for phones versus tablets? (Just a guess.) Then again, i do not know what the source graphics are like. Are they pixel-by-pixel static images? If so, you probably can't resize them and still have it look good. Also, the Nexus 10 has a very high resolution screen. So that could have something to do with it not scaling well. Just by eye-ing it, I would say that each crafting screen should be at least twice the size to be comfortable for a Nexus 10 user. (Comfortable for me, at least. ;-) )Not sure how that translates to presentation or to other devices. Right now, in portrait orientation, I get 4 recipes across. In Landscape, I get 6. They are readable but not quite actionable.
  5. I do not have everything tweaked out but I do notice that jumping is not like it used to be. I do have sprint assist installed but not jump assist. What you describe seems to be the case for me as well: no matter how fast I am going in a certain direction, when I jump, I jump straight up and break my stride. The forward momentum is not carried through the jump. It is very awkward. I have to be very careful around lava.
  6. Great little app, thanks! I presume it is intended for phones only? I run it on my Google Nexus 10 (tablet) and the graphics are really small. It is difficult to tap on an ingredient to get the related recipe. Still, nice work!
  7. Hello, folks! When I started a new server with the 1.6.4 MC version of Tekkit (back with 1.2.3, I think, but now on 1.2.8d), we noticed that Quartz is VERY rare in the overworld. Has anyone else noticed this? Did something go haywire with my server setup? I merely extracted the server archive, updated server.properties and the whitelist and was off and running. No other modifications. So, there shouldn't be any goofiness introduced on my part. I figured it would fix itself after a few Tekkit updates but it didn't. Even in newly generated chunks, there is very little quartz. Does anyone else see this as well? ...Thanks! **edited to fix tag
  8. I had been monitoring this thread when 1.1.8 was released and was anticipating some serious work in getting ids translated. However, when I compared NEI exports between 1.1.5 and 1.1.8, I found very few differences and most of those were either changes to the item/block name but the same object or additions. So, I decided to try the new server without and ID manipulation. I unzipped the new server to a fresh directory. I started it up. I stopped it. I deleted the new world that was created on first startup. I then copied my "world" directory from my old server directory to the new one. I then started the server with my eyes closed. Surprisingly, there were no major hiccups. The server started up fine and I was able to login. My player inventory was intact. My keybinds for MPS were intact. My MPS Armour was intact and exactly as I had configured it. I ran to the Access terminal and winced as I right-clicked... All our AE data appears to be present (and we have a LOT). Crafting recipes showed up and all items stored in MFR Deep Storage Units were accounted for. I watched the automated farm processes deposit items into our AE system via a Pipe Network (remnants of our original low-tech inventory system.) I then ran to the Dimensional Door which linked to a pocket dimension which acts as a hub for all our remote locations. Went through without incident. Tried a few remote locations, went to the Nether, returned via Portal. No problems. All this and the server appears to be running much faster. There is far less lag than there was before. I don't know if some of the server/mod settings were tuned or if this is because of the 1.5.2 engine. I should add that I did not carry any configuration data over from my old server. I also did not activate any additional plugins. We were using ForgeEssentials on the old server but I left it off for now. Once we have a change to thoroughly explore our worlds looking for bugs or missing items, we will look at re-establishing FE. Just thought I would share my positive experience amid all these negative ones. I hope your experience unfolds just as smoothly! :)
  9. Yes, on github, just clicking on patch.txt brings you to github's file viewer which displays the file within github's UI. If you try to just save the file from your browser, you will get all the html/xml information that is used to display the page in your browser. If you click on the "RAW" button, however, github will display the file in it's own raw text format, without any markup for viewing. From this page, you can use your browser's "save as" feature to save the file. This is how it works with any source file on github so it has become transparent to me. Thanks for pointing this out to users who are not familiar with it.
  10. In a word, yes... From what I observed by reading the plugin descriptions and looking at recipes pre- and post-conversion, Ferrous is a new ore. Classic did not generate this ore so when you convert your world, Ferrous ore will not be found in already-generated chunks. I think, though, that I substituted one of the ores which was generated by Classic but no longer used in Lite for Ferrous so, if you used my patch file, you should find some Ferrous Ore in your existing world after all. Otherwise, you will have to explore and generate new chunks for the ore to spawn and it will only be found in those new chunks. Emerald appears to have been ditched in exchange for Green Sapphire. In my patch file, I converted all emerald ore to Green Sapphire ore. So, what used to be Emerald ore in your existing world will now be Green Sapphire Ore. As of Tekkit Lite 0.5.7, Green Sapphires and Emeralds are equivalent in the recipes I checked out. They appear to be completely interchangeable. So, if you have Emeralds in your inventory, they can still be used but Green Sapphires can also be used in those recipes instead and they are now just as common as Emeralds were. Tin and copper had ID changes. This is because there are two plugins which added them to the game. The Tekkit team performed some magic to make them both equivalent but I change what appears to be a less-used ID for the more commonly used ID in the patch file. It is a little bit annoying because the two different versions of the ore and ingots look different. The are interchangeable though. And, you may notice, that refining ore directly into ingots will get you one flavor of copper/tin ingots while running them through the macerator and then refining the dust will produce the other flavor of copper/tin ingots. So, my substitution in this area is, for the most part, superfluous. Many of the substitutions I have made were preferential. You can change them in your patch file if you like. I made what I thought might be the most useful or intuitive changes but I am relatively new to Tekkit and others may make more use of different parts of it which are affected differently by those changes. Consequently, you may like to tweak them a bit. If you would like to change all stone blocks to diamond ore blocks, for example, you can do so in the patch.txt file. For a more detailed list of changes I made, check out the commit notes on the git site where I hosted my version of the patch file. Good luck!
  11. @NinjaDeer Congrats! Yes, the second convert would have done you in. @GeneralPickaxe Yes, what ductape66 said. The problem is that, however you are executing the midas jar, it is not able to find its own plugins. Try using the steps I outlined above to ensure you are running the program from within its own directory.
  12. Hmmm... You're right, cerevox. I restarted the client and the chunks were back. I tried this before and they remained missing. It seems that they will go missing from time to time in the same part of the map but a relog will sometimes fix it.
  13. This is definitely what was happening with me before Havoc42 added the pipe fix plugin. Make sure you place the plugin in the plugins folder underneath the midas tool. (Not in Minecraft's plugin directory. It is not a game plugin- just a plugin for the midas tool.) It sounds like that plugin isn't running for some reason. I did encounter problems with the midas tool not being able to find the plugins early on. It had to do with being in the right working directory and directory context when running the command. If you run the midas jar from the command line and are running it from within the directory that the midas jar is in and you have the plugin in the plugins folder that is in the same directory as the midas jar, you should be good to go. Hopefully, you have only one of these pieces missing from your process and the fix is easy. :)
  14. Hello, folks! We are having problems with large slices of the world missing and not regenerating. They appear to be 1xN chunk swathes that are suddenly cut out of the world. I do not know how many chunks are missing or if they are entire horizontal/vertical rows/columns of chunks (when viewed in the mini-map.) I first noticed this when trying to upgrade from 0.5.7 when it was recommended to the BETA version 0.6.0. While testing this out, I found a whole vertical (in the mini-map) strip that was missing in the Nether. Since there were other bugs with 0.6.0, we stuck with 0.5.7 until 0.6.1 was recommended. Updating from 0.5.7 to 0.6.1 went a lot smoother but that same string of chunks was missing in the Nether. We hadn't built much in the Nether so we just scratched the world and regenerated. Everything else seemed to be going smoothly until I logged in today and discovered a horizontal (in the mini-map) row of chunks missing from the Overworld. I am absolutely certain that this row of missing chunks was not there after upgrading to v0.6.1. it just suddenly appeared recently. So, now I am worried that the world is unstable and that it will continue to lose chunks. Has anyone else encountered this? The world was originally a Classic world that was converted from Classic v3.1.2 to Lite v0.5.7. We didn't notice any issues then but, of course, we had not explored the entire generated world. The row of missing chunks goes on as far as my toon can see. I tried following it to see if it would end but, after a long while, I gave up. I have yet to try any world editors on it. I just discovered the new missing band of chunks a few minutes ago. Just wondering if anyone has already addressed a similar issue and knows where to look to resolve it... Thanks!
  15. Excellent, thanks! I had a closer look at the ores and made some more changes to my patch.txt file. Also updated the readme adding links to this post and to your google code download page for mIDasGold. Again, many thanks to you @havocx42 and other contributors to this post for making this transition as painless as possible. https://github.com/adamj777/midasgoldpatch
  16. I just stumbled on another translation issue. Tin Ore is ID 248 in Tekkit Classic. It becomes 2001:1 in Lite. Does the patch.txt file support using data values in addition to the id? If so, I can just update the patch.txt file. If not, I can post an issue on your google code site if that is appropriate. All my tin are become to rubber wood! Thanks!
  17. Thanks for the guide but it does not appear to be valid any more. If I add ForgeEssentials to my server and start it up: No default group.cfg, player.cfg, or permission.cfg files are created. When I create these files, exactly as described above, even copying and pasting your examples into my files and changing player names, they have absolutely no effect. Anyone who logs in has no interaction permissions. It seems that the basic permissions hierarchy is already setup and that the default is to use the h2 db format, making the creation of cfg files irrelevant out of the box. Not all the commands listed as available to guests are available to them out of the box. The only ones that work are /motd, /msg, /rules. The wiki says that there are default groups created already, which I do see when I run "/p group list". However, the only thing that seems to work is going from Guest to another group. When I add myself to the "Members" group via the console, I am able to interact with the world (place and break blocks, go through doors, switch-on machinery, etc.) but I still cannot use many of the basic commands which the wiki implies ("Members are where Protection first lets them through. The have all the permissions the Guests do not. They also have access to compass teleports") are enabled in the Members group such as /list, and /compass. (/compass does not even appear to be a valid command any more.) I had to add all the basic commands manually, using the example as a template. For me, getting this mod to work out of the box required the following steps: unzip the plugin into the appropriate place on the server, start it up and go to the console. /p default set Guest /p group Members prefix set &f[&2Member&f] /p group Members priority set 10 /p group Members allow ForgeEssentials.BasicCommands.afk /p group Members allow ForgeEssentials.BasicCommands.bed /p group Members allow ForgeEssentials.BasicCommands.home /p group Members allow ForgeEssentials.BasicCommands.home.set /p group Members allow ForgeEssentials.BasicCommands.spawn /p user weirdbeard group set Members These steps got me from out of the box to basic functionality. One thing I am missing, though- and I have not found it anywhere in the docs- is the ability to list permissions assigned to a group. How do I know what permissions are set for each group apart from using a utility to open the database file and look inside it? Thanks for your hard work providing the community with this valuable utility!
  18. The Patch File I updated recently works when going from Classic 3.1.2 to Lite 0.5.7: https://raw.github.com/adamj777/midasgoldpatch/master/patch.txt (I made an adjustment last night. So, re-download it if you have already tried it.) I think someone mentioned that Java 32-bit works best when running MidasGold. On Windows, I tend to run Java 32-bit regardless of the platform because it tends to be more stable anyway. Here is my process to ensure Java works and all that: 1. On Windows, I will open a command prompt as an admin ("Run as Administrator"). 2. I then change to the directory that the Midas jar is in. Make sure the Midas "plugins" folder is in that directory as well. Also, make sure to pickup the new plugin for Pipe IDs linked a few posts back by havocx42 and put that in the Midas plugins directory. 3. I then add the path to my Java JRE to my %PATH% variable because more recent versions of Java have their security settings tuned way up by default and are not installed as part of the PATH by default anymore. 4. I then run Midas from the command prompt. The Window opens. 5. I load the patch.txt file I linked above. 6. I choose File->Open Folder and choose the folder in which the backup of my world resides. 7. Click Start. I do the same for any other worlds that are part of the server I am converting. Tried it last night and everything went without a hitch. Example of steps 1-4: (Run cmd.exe as admin from the Start menu) c:windowssystem32>cd c:usersweirdbearddocumentsTestmIDasGoldv0.2.4 c:usersweirdbearddocumentsTestmIDasGoldv0.2.4>set PATH=%PATH%;"c:program files (x86)javajre7bin" c:usersweirdbearddocumentsTestmIDasGoldv0.2.4>java.exe -jar mIDasGold.jar (The program runs. Continue in Midas GUI.) If you already have java in your path, this may not work for you. I add it because I tend to try a few things before sealing it all up and putting it into production. (It will only remain part of the path within that command window.) Alternatively, you can run the java.exe with it's full path specified. But it is best to start Midas from within the Midas folder so that the Midas folder is the working directory. (It may not find its own plugins otherwise.) You can load a world file into Midas from anywhere. Hope this helps!
  19. Hello, folks! On the main Technic website, where the downloads are posted, I see the Recommended:" and "Latest:" labels that look like they should appear next to links to the Recommended and Latest builds of the software. There is no link there, however. (This appears to be true of all the modpack download pages.) I have tried different browsers without any success. Anyway, I see folks posting on these boards that they are working with v0.5.8.1 and v0.5.9 but the only link on the download page is to 0.5.7. Is there an official page that post links to the latest builds, preferably one with build/commit notes so I can see what has been added/addressed in the later builds? Also, is 0.5.7 still the latest "Recommended" build? (There are some mod compatibility errors in the console that I am hoping are addressed by later versions.) Thanks!!
  20. Super-success!!! Thanks very much! That did the trick. All pipes seem to have converted flawlessly and are working. It looks like everything in my world has translated at last. Wise choice on the modular design, by the way! Thank you both for your efforts and investigations. Tekkit Lite, here we come! :P
  21. Ahhh... That makes sense. I am testing on my world but it is taking me a while to edit each of hundreds of records by hand. (I haven't found an NBT Editor/Explorer/Exporter that will allow me to find and replace.) Will post my results when ready. Thanks!
  22. I am also seeing these errors repeated at server startup. Sure enough, the tile keys (pipeId) are all set to "-1". 2013-02-27 14:57:03 [WARNING] [buildcraft] Pipe failed to load from NBT at -217,11,705 2013-02-27 14:57:03 [WARNING] [buildcraft] Detected pipe with unknown key (-1). Did you remove a buildcraft addon?
  23. In case it is helpful, the server log throws a slew of these when I login. My starting location is my base where there are lots of pipes around. I have not placed a single Teleport Pipe, however. So, these messages are suspicious and may give clues as to where the conversion process is tripping-up: 2013-02-27 10:13:47 [iNFO] [sTDOUT] Skipping TileEntity with id teleportPipe 2013-02-27 10:13:47 [iNFO] [sTDOUT] Skipping TileEntity with id teleportPipe 2013-02-27 10:13:47 [iNFO] [sTDOUT] Skipping TileEntity with id teleportPipe Though I have not counted them up, it looks like a message is being thrown for every pipe segment placed in the area.
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