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Everything posted by plowmanplow
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I'm sure you could whip up something with a PRC.
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Starting an "Attack of the B-Team server"
plowmanplow replied to Gretter74's topic in Server Op Swap Shop
MCPC+ "is" Forge in this context. You only need the MCPC+ jar. It will download any libraries you need if they don't already exist. -
A challenge you can run into with doing big combinations like that is when you get to a large number of mods some people with less powerful computers will not be able to run your pack. For instance. I have a custom pack for client/server. Once I went over 125 mods (reported by the client) there were some folks with WIndows XP 32bit that started having major problems running the pack. Also, if you are a texture pack person, even a 64x pack for a pack with a lot of mods can be a real piggy. The one for the pack I mentioned before that has 135 mods is a 64x Sphax pack and is well over 80M. Add that in and your client can really start hogging down the memory.
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Thankfully, even if he doesn't do that it only takes about 5 seconds to make the corners rounded in Gimp.
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If you want to play with fewer mods, you can just add the pack like you normally would and then delete the mods you don't want to keep. The only thing you would need to be careful of is deleting a mod that was a dependancy of a different mod (like removing immibis core and leaving immibis microblocks... that won't work).
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The zip file you are using for your pack: https://dl.dropboxusercontent.com/u/192621561/extremesurvival1.0.zip is a RAR file that has been renamed to be a ZIP file. This won't work. You need to create it as a zip.
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this part of the error: java.lang.NoClassDefFoundError: net/minecraft/client/renderer/tileentity/TileEntitySpecialRenderer the implication is that something is trying to render in the server code. Either you still have a client mod in the server, or one of the mods is coded poorly and isn't properly proxying the render calls. Nothing you can do about that last part, but a process of trial and error should let you isolate which mod is doing it and you can maybe contact the author.
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Make your pack a zip file, not a rar file. Once you do that, if it stlil isn't working holler here again.
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MCPC+ works well with 1.6.4 packs. Most plugins work well. Protection plugins? Some, not so much. It seems that some of the mods aren't calling/throwing events in a way that allows Bukkit plugins to intercept things like opening inventories and accessing GUIs for some blocks.
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Rednet cabling from MFR is awesome for sure. However, it doesn't "cover up" for crap compared to the new Forge Multipart stuff in RedPower. Two big problems with Rednet: 1) It doesn't connect to vanilla blocks so you have to expose the face of the cable for things like attaching levers and such. I think that looks bad compared to PR where you can attach a piece of wire and use the framed up wire with microblocks on it to completely hide the fact that there is redstone inside. 2) While the PRC is an awesome thing with so many functions in one block it is VERY expensive compared to simple PR logic blocks and sometimes just plain overkill. When I want a simple OR gate I could drop down a PR OR gate, or I could make an expensive PRC for what should be a super simple logic decision.
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If you truly want to remove the mods completely, just move the mod from the "mods" directory on the server. Clients can have mods that the server doesn't, but not the other way around.
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Anyone know if there is a MFR Pure BDcraft patch for MC 1.6.4?
plowmanplow replied to Spoonman's topic in Tekkit Discussion
https://www.jaj.com/tekkit/SphaxTekkit_1.2.x_64x_Patch.zip -
Hmm. Sounds like you are trying to ask for resumes or something. Just post up the link to your custom pack. If someone has the time/motivation they will take a look at it.
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Even with the hurdles one might have to clear, having practically unlimited bandwidth is a huge thing. You can go through transfer data at an alarming rate. I host a set of (the set of?) Sphax patches for TekkitLite and Tekkit. Just those 3 files eat over 600G of data per month. I host 3 server myself (one TekkitLite and two custom packs) and there may be anywhere from zero to 15 people total on all 3 servers. That eats another 500G+ per month. Oink oink.
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Tekkit - Steam Engines with auto-refilled water?
plowmanplow replied to Antariuk's topic in Tekkit Discussion
You will want to use one Thermal Expansion Aqueous Accumulator (AA) for every 4 engines. Place the AA between two water source blocks. The source blocks will not be consumed. -
O2 compressors in build #918 will not accept oxygen. That is a preferred alternative to the crashes from earlier versions. I just set up a trader at my spawn so players can trade empty tanks for full ones until the bug gets fixed.
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1) The length of time between now and when a good stable version of Forge for 1.7.2 is available and enough of the "cornerstone" mods are updated to 1.7.2 could be many, many months. Resolving ID conflicts won't become an archeology project until well after that happens. 2) The fundamental skills required to do ID conflict resolutions, if you master those skills, carry over to so many other aspects of not only MC mods but many other computer related skills as well. Error log interpretation, library and dependency resolution, JAVA debugging in general. Master these skills and your life will be much easier.
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Calclavia's download page shows them at Build #87: http://calclavia.com/calclavia-core/ (as of 13:25 EST Feb 1, 2014)
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Short answer: No Long answer: There is no version of Atomic Science which exists for Forge/MC 1.4.7
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My Mod pack doesn't work can you guys help
plowmanplow replied to mewstrongo's topic in Platform Pagoda
You are renaming the mod files. There is no need to do this and it makes it a LOT harder to keep track of what versions of everything you have. What is the motivation for renaming them? There is no "coremods" folder for 1.6.4 packs. Everything goes into "mods". The first thing I intended to try was just moving all the stuff in coremods over to mods. However, right at the top you have a "buildcraft.jar" and a "buildcraft-A-1.6.4-4.2.1.jar". Obviously this is a problem as one cannot have duplicates of the same mod. "fml-universal-1.6.4-6.4.41.787.jar" probably doesn't belong anywhere at all. It should be removed. You have mod versions which are all over the place. There are mod versions for Forge/MC 1.4.7, 1.5.2, and 1.6.4 all in the mods folder. Obviously, this won't work. Some mods, such as RedPower, have no newer versions than for 1.4.7 and alternatives must be obtained if you wish to preserve feature parity. Some mods are not installed correctly at all. Millenaire, for instance, needs to be extracted out with files and folders placed correctly. There are instructions on installation inside the zip. You have some mods partially installed. "Galacticraft-1.6.4-1.0.8.908.jar" is there, but you are missing Planets and Micdoodle8Core. I do not wish to sound critical, but it looks like this is just a random collection of mod files tossed into one location with no regard for compatibility, Forge/MC versions or dependencies. I maintain a couple custom modpacks and run servers for both. I try to keep up to date on what mods are available and have bookmarks organized to let me hit the pertinent websites for most of them. It would take me hours to "fix" this pack by starting from scratch with the intention of duplicating most of the implied desire for mod features you seem to have collected. -
If one is customizing an existing pack on simply drops the new mod file (.jar or .zip) into the "mods" folder for the pack. Don't go editing the modpack.jar. There is a 99.99% liklihood (and maybe a few dozen more 9s) that you never need to "edit" the modpack.jar. As for where the mod files go, it depends on what version of Forge/MC you are using. If it is a 1.5.2 pack it MAY be a core mod and need to go into the "coremods" folder. If it is a 1.6.4 pack then all mods go into the "mods" folder. Forge/MC 1.6.4 does not use a "coremods" folder.
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Rest assured that if you see "NoClassDefFoundError: codechicken/core/launch/CodeChickenCorePlugin" then you definitely do not have CodeChickenCore installed or installed correctly. Make sure you are using the matching versions of the mods you need from here for ChickenBone's mods: http://www.chickenbones.craftsaddle.org/Files/New_Versions/links.php
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@Amaxter: You are likely correct, but I try to lean towards the "teach a man to fish" position instead of "give a man a fish". :)
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Take out the last mod you added, presumably MFR. Start the client and do a NEI ID dump with both used and unused Add the mod back in When/if you get a crash, look for the offending ID (disconsented showed you one) look at your ID dump to see what that is assigned to Either change the config for the new mod, or the old one (but you probably want to change the new one) to resolve the ID conflict