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Everything posted by plowmanplow
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The IC2 Experimental build for 1.6.4 works fine with Forestr/Binnie mods. In order to properly debug this pack it would be helpful to have the link to your pack page. It looks like you have a block ID conflict or maybe have a worldgen block ID set to high, but the pack page will make things easier to figure out.
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IC2 Experimental works quite well in 1.6.4. I'm not getting into the should/shouldn't argument, but it does at least work. I've made posts about it before so won't duplicate that here. @CaptainMaKSa: Feel free to use my custom modpack called JacksonCraft and just delete the mods you don't want (there are a ton in there). http://www.technicpack.net/modpack/details/jacksoncraft.150290
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Good thing for you that this forum doesn't get much attention. The mods disklike bumps very much. As for your crash, if you are always getting the same crash then you need to use MCEdit to remove the ME Contoroller at -392,65,285.
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newbie guide On the fine art of quarry mining
plowmanplow replied to Curunir's topic in Tekkit Discussion
For the detail inclined it is important to note that the quarry can consume nearly 50 MJ/t (just over 48) which is nearly 500 RF/t. This is more than a hardened conduit can carry so, as previosly mentioned, Redstone Energy Conduit is your friend here. At that power level the quarry will be breaking around 5 blocks per second so make sure you are prepared to deal with the output.- 42 replies
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- quarry
- automated mining
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(and 1 more)
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Luke’s (Hopefully) comprehensive modpack making guide.
plowmanplow replied to lukeb28's topic in Platform Pagoda
@darkthought: For future reference, questions/help on specific modpacks should probably be started in Platform Pagoda. Your pack archive has everything in a subfolder. All the primary folders (bin, config, mods, etc.) need to be in the top level of the archive. Your modpack.jar is named "modpack.jar.jar". It must be named "modpack.jar". You have an old version of Forge (B#953) as your modpack.jar. Update to the latest version (B#965). You have NEI but none of the addons/plugins. You probably want those. You have MMMPS but not MMMPS Addons. You probably want that. Your MMMPS recipes are in the mods folder. Those belong in config/machinemuse/recipes. Other than that it looks great. Kudos for including config files! -
Luke’s (Hopefully) comprehensive modpack making guide.
plowmanplow replied to lukeb28's topic in Platform Pagoda
darkthought: I'll need a link to your pack page to diagnose a problem. -
My Custom Mod Pack Doesn't Work! Someone Help!
plowmanplow replied to shutitoueMC's topic in Platform Pagoda
You have ChickenChunks in your coremods folder. That is a normal mod and goes in "mods". You have bspkrs' BlockBreaker mod in the mods folder. That is a coremod and goes in "coremods". You have API folders for various mods in both coremods and mods folders. Remove them. You have Tropicraft installed improperly. You copied the download to the mods folder but it needs to be extracted in the top level of your archive as there are mods, config, and coremods folders inside. You have Chococraft installed improperly. It needs to be installed in a similar fashion as Tropicraft. You MUST include config files with your pack. -
[0.6.5]CircleCraft [PvE][20 Slots][Low-key relaxed]
plowmanplow replied to plowmanplow's topic in Tekkit Lite Servers
One measly chunk gets corrupted RIGHT as I leave for 4 days out of town. Go figure. All is back to normal now. -
Trouble starting Tekkit server with mcpc+
plowmanplow replied to MaddFratter's topic in Tekkit Discussion
Versions of MCPC+ prior to build #251 have a known, fatal bug. -
Recently Switched Dedicated Server Hosts
plowmanplow replied to LannisterGaming's topic in Server Op Swap Shop
The thing is, when mods create their configs they will often have conflicts between them for item/block/entity/biome/etc. IDs. It is up to you to resolve those and then make sure the client and server are synced up on config files. -
Recently Switched Dedicated Server Hosts
plowmanplow replied to LannisterGaming's topic in Server Op Swap Shop
If you've moved hosts and are seeing ID conflicts the implication Is that either the config files got changed during transfer or lost altogether which would cause them to get recreated with possibly different IDs. -
Each pack has a small gear symbol at the bottom left. That is the settings icon. Click that and select your Forge version.
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When using the BareBonesPack, one must select the version of Forge in the pack settings before launching for the first time.
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Don't forget to include config files in your pack. Always, always include config files.
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You are including extraneous/unneeded/unwanted files in your "bin" folder. That folder should only contain "modpack.jar". In the top level of your pack (because you have Flan's mod) you should only see folders for: bin, config, Flan, mods and resourcepacks (since you are including one) You are including ICBM API. Remove it. You have NEI installed but have not included CodeChickenCore which is required for that mod. You have included NEI but none of the addons for NEI. You probably want to add them. You have old versions of mods. For instance. Your version of NEI won't work with the latest version of CodeChickenCore. Your Calclavia mods (UE, CalclaviaCore, ICBM) don't worth with each other. Check Calclavia's info to figure out which ones do. Couldn't finish debugging, but that's a good start. Gotta roll!
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http://www.technicpack.net/modpack/details/barebonespack.271497
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Update to MCPC+ Build #251. This is the issue mentioned on the front page.
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Custom modpack Flans mod Content Pack Tutorial
plowmanplow replied to bloxbuster732's topic in Platform Pagoda
Flan's mod just goes in the "mods" folder with all the other mods. Weapon packs go into a folder called "Flan" in the top level folder where "config" and "mods" are located. -
From a shell terminal/prompt, make sure you can type "java -version" and get information back. After that, try navigating to the folder where your TechnicLauncher.jar file is located and type "java -jar TechnicLauncher.jar". This should start the Technic Launcher.
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Forge: 99.99% of the time all you need to do is download the Forge universal binary (.jar file) and rename it to "modpack.jar". You don't need to mess with it. Configs: You need to be testing your pack locally before you try pushing it up to the platform. As I mentioned, I highly recommend you use something like my BareBonesPack to have a blank pack to start from. Add in your mods (and other supporting files if you have them) and when you start the pack you will get config files in the config folder. These are what you need to fine tune before including them in your final pack archive which you would then use in your own pack. The BareBonesPack can also be handy when it comes time to update your pack so you can "mess around" in a different area than your main pack folder.
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---- Minecraft Crash Report ---- Tick rate exception
plowmanplow replied to zunkey's topic in Server Op Swap Shop
Update MCPC+ to Build #251. -
My technic launcher wont start cus of invalid credentials!
plowmanplow replied to zuko0107's topic in Platform Pagoda
That would be something to take up with Mojang. -
That's not how it works. Unless both servers have the exact same mods, with the exact same configs you can't do that.
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Redstone in Motion related server crash 1.2.8d?
plowmanplow replied to Moleculor's topic in Server Op Swap Shop
Sorry, was just tossing out the suggestion since the first error message is what a lot of folks got when MCPC+ went TU today. Your error "index out of bounds", the fact that the server crashes when people connect is exactly the behavior of the recent problems. Also, without the server log it will be very hard to diagnose the problem. So, you are just using the default "Tekkit.jar"? -
Redstone in Motion related server crash 1.2.8d?
plowmanplow replied to Moleculor's topic in Server Op Swap Shop
Update your MCPC+ to build #251.