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Everything posted by Calvariae
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Patience. The mod currently only has the moon and the space station, but more have been promised.
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There should be a log in the \bigdig directory named 'ForgeModLoader-client-0.log'. Post that.
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well, elseif is misspelled on line 15. Not sure if that is the only mistake.
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If you need guinea pigs, I would be interested in volunteering. Just tell me how.
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How to Downgrade to 1.2.2? Having Issues.
Calvariae replied to DiscordianAgent's topic in Big Dig Discussion
It's not asking if you want it to update to the latest version, it's asking if you want to update the modpack files to the version selected. -
That's not the forge log. Load up your game, wait for it to crash, and then post the ForgeModLoader-client-0.log file that's in the \bigdig directory. If it's too long, then use pastebin. You might also try uninstalling E3, loading up your game and then moving around a bit, and then reinstalling E3; unfortunately, you will lose everything related to E3 (the minium stuff) but NEI can be used to cheat that stuff back in.
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I believe that Mystcraft is the only mod that hasn't been officially updated 1.5.2 yet, but there's a community port for it that BigDig is currently using. Now it's probably only a matter of days before Tekkit gets the 1.5.2 treatment.
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Navigate to '\.technic\bigdig\config\powercrystals\minefactoryreloaded\Common.cfg'. To simply make the less common, alter the lines: and To disable them completely, find the line and change the value to false.
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Just make sure the block id's in the World.cfg are the same as the block id's in that mod's Tekkit config file.
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It wouldn't be 100% compatible, but all you'd have to do is change it to use the ores and their respective block id's that are in Tekkit. If an ore spawns in a chunk, this value determines how many ores will then spawn near that ore. This value is what creates veins of ores. The maximum altitude that this ore can spawn at. The minimum. This value determines how many times this ore will spawn in a chunk. This number doesn't take into account the ores that spawned due to the 'ClusterSize' variable (at least I'm pretty sure it doesn't, it wouldn't make any sense if it did). I've never really messed around with server stuff, but there shouldn't be any issue. Just use the altered config file when generating the server's world. Also, I believe there's a way to affect distribution - i.e. more ores the deeper you go, or vice versa, or whatever dist. you want - but I don't know how to handle that. I believe the dist. is affected by 'WorldCustomGen.txt' in the same folder as 'World.cfg'. I think if no custom dist. is specified, then it just defaults to vanilla for vanilla ores and a uniform dist. for custom ores; I could be wrong on that though.
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Mess around with the '\.technic\tekkitmain\config\cofh\World.cfg' file. It should allow you to change the levels of ore generation. By default I think it only changes Vanilla ores, but there's a way to do custom ores too; my recommendation would be to snag the BigDig config file(s) and meddle around with those 'till you get a viable Tekkit config. Edit: Also you could use that excess cobblestone to fill those holes back up (or at least the top half) with a filler.
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Open up the EE3 config file and find a line that says: Change the value to false and try and boot up BigDig again. I have my doubts that this will actually do anything, but it's obvious that EE3 is the culprit here. Post the forge log if you can, it generally has more detailed information; you can find it in .tekkitbigdigForgeModLoader-client-0.log. What were you doing when the game crashed? Edit: too late
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If Optifine is part of Tekkit, where's the settings for it?
Calvariae replied to adambomb73's topic in Tekkit Discussion
I don't use a Mac, but OP does and according to the MCF Optifine thread, Mac users apparently have to go through different steps to access the minecraft/modpack jar. As for the OP, if you've followed the instructions here and in the MCF thread - replacing minecraft.jar with modpack.jar - and it still doesn't work, then I don't know what to tell you. Maybe somebody else will. -
Problem With Makeing A Tekkit 1.0.6 Server
Calvariae replied to TrueTRG500's topic in Tekkit Discussion
Also, if Java isn't recognized as a command either: a) Java isn't installed, or Java didn't create a PATH variable. In which case read this page. -
Launcher Crashing with "NullPointException"
Calvariae replied to Zeubenelginubi's question in Tekkit
After the first time you run the launcher, you shouldn't receive any more flak from Avast!. If you do, you'll either have to mess around with creating an exemption within Avast! or just disable it temporarily whenever there's a modpack update. Avast! has been my AV for the last couple of weeks and it has pretty much ignored Tekkit completely, so hopefully you shouldn't run into any more issues. -
Instead of making diamond chests, just make a DSU for all that cobblestone.
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I think he meant it's literally not his firewall/AV (which, by extension, would mean that it's not his computer); so either his account doesn't have permissions to disable them, they're password protected and he doesn't know the password, or he thinks he'll get in trouble for disabling the AV for like a minute.
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Launcher Crashing with "NullPointException"
Calvariae replied to Zeubenelginubi's question in Tekkit
Disable Antivirus and try again. -
Problem with LWJGL. This has been reported by quite a few people already. A fix is in the works, until then fullscreen is the temporary stopgap.
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Because it's still twitching. Sometimes people get confused when they see dead things twitching.
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Or install it yourself; it's not hard.
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I never understood how anybody could like forestry. All it adds is some palette-swapped wood, bees, and a shit ton of busywork. Oh yea, and the electrical engine, but that's worthless now.
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Big Dig for 1.5.2, Bug-Hunting thread!
Calvariae replied to TheForestHermit's topic in Big Dig Discussion
Check this thread from the Tekkit section. I'm pretty sure this is an issue across most/all of the modpacks (at least the 1.5.X packs), and if there is a fix it'll probably be posted there before it gets posted here.