Jump to content

havocx42

Members
  • Posts

    215
  • Joined

  • Last visited

Everything posted by havocx42

  1. As I said in the first post, you are using a 32bit JVM which is only able to use 1.5 Gigglybits of ram.
  2. If you could answer these two questions it would really help me out. 1. How do I mine? 2. How do I craft?
  3. Yeah this is definitely something I'd like to do. In the mean time check out Midas Silver: https://github.com/agaricusb/midas-silver
  4. If the offending block has a specific ID then use midas to set that ID to 0, that will remove it.
  5. Version 2.5 released, adds the ability to individually select plugins to run. Should open less file handles on large maps now. Minor improvements to logging.
  6. I think by base ID you mean an ID without a colon and damage value e.g. 5 -> 4 instead of 5:3 -> 4. Please understand that this form matches ANY damage value for that block ID and that the first damage value is 0 so to convert the first colour of planks would be 3:0 -> 1. It is expected behaviour that 5 -> 1 5:1 ->1:2 is invalid instead you would probably want 5:0 -> 1 5:1 -> 1:2
  7. Is there a replacement for frames? Frames are really all I care about in RP. They are really impressive and IMO make the game much more interesting.
  8. Do we have any information that indicates whether RP might be included if it gets updated to the latest version of MC? Both RP and IC2 have no versions for after MC1.4.7. Technic has left out popular mods that are lagging behind before, only for them to be included once they catch up.
  9. I'm not aware of any published patch files to convert TekkitLite to TekkitClassic. You would need to create your own. Some of the translations would simply be reversals of the ones for converting the other way. Why would you want to do that though?
  10. Yeah I'd be interested in the source. You should probably publish it anyway as you are obliged to keep an up to date version of the source available by the GPL3 licence that skmclauncher uses.
  11. I would be pretty interested in testing this. How do you deal with situations where package name of the mod has changed(as this is the source of getName())? Where is the source repository for this?
  12. Yes it's possible. There are two possibilites 1. Use DNS load sharing to share(not neccessarily equally) the connections from clients to two different internet connections. 2. Use DNS failover and WAN failover to switch over to a second connection when the first one fails. I think you want the first option, to do this you will need to get a load sharing service from a DNS provider. Then you simply setup your router (or whatever is connected to both internet connections) toforward the same ports on both interfaces to your internal Minecraft server. Clients connecting will be arbitrarily supplied one of the IP addresses when resolving your hostname, then the router will forward their connection to the minecraft server. The NAT service on the router should handle the responses to the client.
  13. ductape66: I would open NBT explorer and have a look at the block indicated in the error, it looks like an incompatibility between versions of redpower. Using NBT explorer compare the tile entty for that block with the tile entity of the same block in Tekkit Lite. If you find anything intersting post it here. Can you confirm you are on the latest version of Tekkit Classic?
  14. Yep, should be fine just put: 140:4 -> 2001:1 248 -> 2001:1 In your patch file and it should convert fine(I just tested it)
  15. If you are having problems with midasGold could you create an issue on the google code site. This thread is for instructions on how convert Tekkit
  16. Yeah so weirdly the Tekkit Classic server replaces that "id" field with teleportPipe for every pipe, why? I don't know but the solution is like you said; replace teleportPipe with the correct string. It's only the server version that does this so you get the same problem if you try and open multiplayer worlds in singleplayer and that's why it was working for me( I was only testing on singleplayer). I'm really happy cos this is a perfect use for the plugin functionality I wrote in the last version. Here is a plugin to fix this: Download Just pop it in the plugins directory in midas and do your conversion, it's hardcoded to fix this error so no mapping is needed, and remove it afterwards.
  17. By the way, signing your posts is against the forum rules. I am only working with the client on singleplayer worlds, that shouldn't make a difference but maybe it does, I will test that. Also my test world was completely new apart from the pipe blocks, maybe that is complicating it. I will investigate more later today.
  18. first I would use nbt explorer to compare what a placed pipe in the old version and a placed pipe in the new version look like in the NBT file, perhaps knowing what the differences are would shed some light on the problem.
  19. As you can see from these screenshots yes, (note the name in the top left for the versions).
  20. Aerberus: Yeah that's the essence of it, the format that buildcraft uses to store those "internal variables" has changed in various versions, they should be converted the first time you start MC with the new version, obviously something is going wrong with that process for you. weirdbeard: I was able to convert every pipe from Tekkit Classic to Tekkit Lite, without any invisible pipes, with the patch file you supplied. have you made any changes to your config files?
×
×
  • Create New...