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Everything posted by plowmanplow
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Wow. How's that for being forgetful. Had it in my clipboard and everything. <sigh>
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Combution Engines Not Outputting Correct MJ/t
plowmanplow replied to Bob Leonard's topic in Tekkit Discussion
1) The engines have to be up to full speed in order to output max power. 2) You don't state what kind of fuel you are using in the engines. Combustion engines provide different rates of power based on what type of liquid fuel you are using. -
There is not only a link to the 1.0.7a server zip on the front page, there are specific instructions for server owners on how to simply update to the new pack.
- 1 reply
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- attack of the b team
- update
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(and 2 more)
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I have published a pack with all the major MC versions of Forge as different selectable options in the pack settings. http://www.technicpack.net/modpack/details/barebonespack.271497 This can be a simple way for people to get started with a new pack or to try out adding mods to Forge for the first time. I still use this to quickly set up packs from folks who ask for help in these forums and this makes it super easy to switch around to different versions of Forge/MC. Current Forge Versions: 1.4.7_6.6.2.534 1.5.2_7.8.1.738 1.6.2_9.10.1.871 1.6.4_9.11.1.1345 1.6.4_9.11.1.1345_LL (has LiteLoader installed) 1.7.2_10.12.2.1147 1.7.10_10.13.2.1307 "Recommended" 1.8_11.14.1.1337 "Latest" I would be happy to add older/other versions of Forge if anyone expresses an interest. Note: The 1.7.2 version now includes Lexmanos' Legacy Java Fixer mod. The 1.6.4 #1345 update integrated the fix so it has been removed from the 1.6.4 pack builds.
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Modpack Discussion Area - Admin Control
plowmanplow replied to enterprise12's topic in Platform Pagoda
Since Technic is using an external service for the discussion threads I am not sure if it is even possible for them to allow pack owners to remove posts. I've reported a few of mine, but that obviously is ineffective and I don't know that the service provider even checks/cares. -
1) Download the latest Java 1.7 installer for 64bit Windows. 2) Uninstall all your current versions of Java using the control panel. 3) Install the newly downloaded Java. Note: You don't need to assign more than 2G to play that modpack (or almost any other pack unless is might have close to 200 mods). Assigning more memory than is required to the launcher for the pack to run will actually make your experience worse since it is easy to starve the OS and other programs for memory if MC hogs too much of your physical RAM.
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My Mod pack doesn't work can you guys help
plowmanplow replied to mewstrongo's topic in Platform Pagoda
@mewstrongo: I'm going to take the "teach a man to fish" stance here. 1) Every single problem I listed in my first post to you still applies. This is just a COMPLETELY different collection of mod files with the exact same problems. 2) However, you have even more problems. You now have core mods/libraries installed even though you have no mods which require them. In this case you have one that is old as dirt. Where did you even find these oooooold mod files? Go back and re-read my first post. Apply everything you see there to the current instance of your pack archive. Keep doing this until you have a workable pack. -
1) Add this modpack to your launcher: http://www.technicpack.net/modpack/details/barebonespack.271497 2) Change settings of the pack and select your Forge/MC version 3) Start the pack 4) Stop the client. You now have a "bare" forge install where you can add your own mods and configs. When you are done, just copy out the "config", "mods" and "bin" folders but MAKE SURE you delete everything from your copied "bin" folder except "modpack.jar". You are now ready to zip up your pack.
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No need to post the same error 4 times, just makes the post longer. The important line is this: Exception in thread "main" java.lang.SecurityException: class "lp"'s signer information does not match signer information of other classes in the same package Something seems to be packaged oddly. On another note, it looks like your PC has 8G of memory and you are allocating 4G in the launcher. You probably don't want to allocate that much. 2G is likely more than enough and could make things run smoother (even if that seems counterintuitive)
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You must have missed the entire first paragraph I had in my post.
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Older versions of minecraft use the "texturepacks" folder. Newer versions of minecraft use the "resourcepacks" folder.
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- Texturepack
- Tekkit
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How do I create a server with my custom modpack?
plowmanplow replied to Balliztica's topic in Server Op Swap Shop
6a. Remove any "client only" mods like Damage Indicators, Waila, Custom Lan Ports, etc. 6b. Make a folder called "config" in the folder called "server". 6c. Copy the contents of your client "config" folder into the server "config" folder. 6d. Remove any config files for mods you removed in step 6a. -
That error message is saying that you are missing the core library required by Not Enough Items. You need to add CodeChickenCore.
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The link you have supplied for your modpack is not the "direct download" link. When one places your provided URL directly into a browser it goes to the dropbox page which provides a download link you must click on to retrieve the file. This won't work. You must supply a direct download link for any files you wish the launcher to be able to download. I downloaded your modpack and there is a problem: - You include a very old version of Forge: 9.11.1.935 - The minimum version Mystcraft will accept is 9.11.1.938 which prevents the pack from loading - The current version of Forge for 1.6.4 is 9.11.1.965 Updating to 9.11.1.965 of Forge allowed the pack to load up and start a SSP world. I saw no glaring problems in your startup log. If you want to have a clean base for starting a pack on a specific version of Forge/MC feel free to use my "BareBonesPack" to begin. It only has the base MinecraftForge modpack.jar in all major version from 1.4.7 to 1.7.2 which can be selected from the pack properties after it is added to the launcher. http://www.technicpack.net/modpack/details/barebonespack.271497
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@Silmenume Yes, unless you are WAY outside the norms, you'll be fine with 1.5G set in the launcher. This setting is what the launcher uses as a java argument (specifically -Xmx2G for 2gig) when starting the modpack/forge/MC. The texture sizes are at 32x or 64x etc. The base texture sizes for MC and most mods is 16x so anything over that is considered "HD". 16x textures means that the texture files for a block, as an example, are 16x16 pixels. A 128x pack has 128x128 pixels for each block. As you can see this takes up a LOT more resources. As for your USB memory stick as a speed booster, I'd be surprised if it added much, but whatevs
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Or, you could implement the Solder API and only push the changed/updated/new mods to clients instead of your entire pack every time. Just a thought.
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Tekkit running on MCPC+ unable to use HomeSpawnPlus
plowmanplow replied to vernes's topic in Tekkit Discussion
Yeah, you ain't kidding. If I had it to do over I'd probably just wipe and restart. -
Tekkit running on MCPC+ unable to use HomeSpawnPlus
plowmanplow replied to vernes's topic in Tekkit Discussion
I "upgraded" a server from Forge/MC 1.5.2 using TekkitMain as a base but with a ton more mods (135 total) up to 1.6.4. It took a bit of tweaking and some crashes related to items and such that just wouldn't map (specifically recipes in my ME MAC) but everything's been fine since then. This was on a SMP server. -
Unless your modpack has a couple hundred mods and you have a couple dozen concurrent players I don't think I'd recommend that someone allocate 6G of memory to the server.
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Just a suggestion, but switching over to MCPC+ so you can gain access to the huge Bukkit plugin library might be a good option for you.
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Can I manually install IC2 and RP in the new Tekkit?
plowmanplow replied to TheNerdKid's topic in Tekkit Discussion
The IC2 Experimental builds work fine in 1.6.4. However, all the advanced stuff has changed significantly, and for the better in my opinion. Liquid UU? Nice. Project Red works well and gives you the functionality of RP2 except for movable frames. It is a marvelous addition to almost any modpack. The simple logic blocks and wire is a nice step on the road to using MFR PRCs. -
Along the same vein, Mekanism's Digital Miner is a thing of awesome power and beauty.
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To share a few more details, many folks allocate way too much of their available physical RAM to the Technic launcher. If you have 8G of memory, there is no need to allocate 6 of it to the launcher and doing so may actually make your experience much worse. Depending on which mods are in a pack, what textures you use, etc. the java process iteslf can actually use a lot more (java programs, especially big ones like MC tend to act like a gas in that they will expand to fill all the available space). For instance, I run a custom pack that reports 135 mods many of which are big "cornerstone" mods. My system has 8G of physical RAM and I set the launcher to use 1.5G. I have a texture pack that exceeds 80M zipped. Depending on the circumstances I have seen the java process taking as much as 5G of RAM although it usually sits at about 2.5G. When the java process that is running your client takes too much RAM there isn't enough left over for the rest of the work the operating system needs to do and your whole computer starts running very slowly as a result. Keeping the launcher set to the lowest number you can successfully run your pack/textures/etc. is usually the better option.
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Tekkit running on MCPC+ unable to use HomeSpawnPlus
plowmanplow replied to vernes's topic in Tekkit Discussion
While the mods may be "universal" in that the same mod can work on client and server, you still can't use client only mods on a server. Custom Lan Ports is specifically one that will not allow your server to start. Anything that relies on things specific to the client like rendering the world, GUI stuff, etc. will prevent the server from starting.