Nightreaver

Members
  • Content Count

    89
  • Joined

  • Last visited

Everything posted by Nightreaver

  1. Again i was right... Technic got stil problems with IPv6 the timeout ocurred while Technic-Site or Cloudflare was trying to access my IPv6 while it was dropped from my firewall. When i set-up IPv6 at my site, there was no timeout anymore but instead it could not validate my solder api key - this was the error i had month ago. so problem is solved by _NOT USING IPv6_
  2. So, i removed solder completely then i made a normal mappack and everything worked fine so far when i now add a link to my root-server... the cloudflare error is coming up. this is a very weird error!
  3. So, still searching for the error... the technic site is accessing my solder reaching this url GET /index.php/api/verify/2c2ea271b623d1d924...107c01f3735f0c18a27532edf2531 HTTP/1.1" 200 82 and getting this response {"valid":"Key validated.","name":"nightreaver","created_at":"2014-05-13 15:32:27"} then its stuck, and stopping with the cloudflare error. I have to say that solder _was working for many month_ now dont know what happened :/ ------------ every time i try to do anything with solder... cloudflare is coming up... i can't imagine its an error coming from my side!
  4. Okay, i tried with a different account and its working fine again... seem to be something wrong with my account maybe something with solder dont know how to fix, but i'll let you when cheers edit obviously this happens always when i add a solder-link I'm using latest 0.6 and api response seem to work fine... this really sucks
  5. Really? I'm trying for about 7h today.. and i tried it from about 8pm GMT+2 till 11PM GMT+2 yesterday... dont see any difference am i the only one expecting this error?
  6. Hello there! I'm trying to add a new modpack to my account but sadly every time i hit the button the site is timing out getting the cloud-flare error site. You Browser Working London CloudFlare Working www.technicpack.net Host Error Is there any way to solve the Error? Is it at my side or at the technic side? All the other Technic-Sites works well. Anyone else getting this error? Cheers
  7. have a look here http://forums.technicpack.net/threads/almost-no-sound-when-using-launcher-workaround-found.55567/
  8. happen to me every time, cant figure out where it comes from, possibly Technic Launcher cause original MC one is working fine. (Win7 in general, on x84 and x64) But thats was I wanted to show you :)
  9. check your .technic/assets folder, tell the folders inside and the actual size
  10. awesome.. that really helps other people with same problem!
  11. wait a while or make a relogg but it takes some time for this to show there
  12. http://forums.technicpack.net/threads/increase-max-permgen-gone.53266/
  13. Yes, no one knows in here it seems... but you got at least an answer now
  14. so, i created a modpack with only NEI... and started with launcher (without forge or modpack.jar inside the modpack) so just normal vanilla the i put the forge universal inside the bin folder (renamed it to modpack.jar) and the game failed to run. the version.json gets changes and thats all. to make i run again i have to remove the "modpack.jar" and the version.json... then it's running again but just vanilla (as expected). i tried copy stuff from forge universal installer to the .technic/cache/ folder (all libaryies are stored here) but still fails to launch i copied the library folder made by universal installer to my mod folder, and moved the jar and the version.json file also to bin folder, but still failed to launch so what to do? used forge 1.6.4 latest nice you are all talking about 1.6.2 modpack when topic/thread is about 1.6.4
  15. it would help a lot if mods recognize other mods having steel ingots or anything else already in, thats what the ore-dictionary is for, and automatically disable their own worldgen, so only the "iron" with lowest ID is kept. mods know about their own block/items IDs, so this shouldn't be a big problem
  16. yes, it will complain about missing Ids when you remove the mods sometimes a crash will cause corrupted config files or some other kinds of file corruption try re-download the mod/config file
  17. do you have UAC enabled? And launch via "run as admin"? looks like you dont have writing permissions.. so maybe UAC
  18. please look into your %AppData%\Roaming\.technic\logs (or your chosen technic-launcher folder) and post the latest error in here please
  19. this option is always on now 128 for < 2048MB Ram 256 for >= 2048MB Ram
  20. yes, when putting the jar in the bin folder... the versions.json gets corrupted in any way... then the launcher refuses to start the modpack again. (you can delete version.json to make it start again, without the modpack.jar in bin!) havent found a solution yet, maybe the modpack.jar should be placed anywhere else now?! seem to be an error caused by the way forge is installed now... this guide is showing the new way (http://www.6minecraft.net/how-to-install-minecraft-forge-in-minecraft-1-6-1-guide/) must be adapted to fit technic-launcher workflow edit: its not working atm, its a critical error as far as i can see, so we have to be patient
  21. there are more advantages of a 64bit OS, and they are useful everywhere, even when not playing Minecraft. Think about ~700MB more ram Here in germany Win7 Pro is about $40
  22. Intel® Core™2 Duo Processor T8300 (3M Cache, 2.40 GHz, 800 MHz FSB) Intel® 64 - Yes So, its a 64bit processor right? Get Windows 7 64bit...