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Valkon

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Everything posted by Valkon

  1. As long as one transmitter is sending power the receiver will always be on. What you'd want to do is set up an XOR gate, which will send power if it receives one signal but will stop if it receives from both. You would then connect the output of the XOR gate to your transmitter.
  2. You could try SCP Containment Breach.
  3. The only way to stop this is to prepare enough chocolate covered banana type food items to live off of until 3.1.2 becomes the recommended build. Trust me, eating anything else will delay the recommendation process. Bananas and chocolate, however, are known to streamline the process due to the potassium and fiber in the bananas and the caffeine and anti-oxidants in the chocolate, and the effect only becomes stronger when mixed.
  4. Maybe you should submit a bug report instead of necroposting and hijacking a thread in the same post, hm?
  5. Technic 7.2 is incompatible with all worlds prior to Technic 7.2.
  6. Reading the individual mods' wikis would probably be a good start.
  7. Do you see the grey box at the top left of the window? Try clicking on that, that's where you select your modpack.
  8. For the OP, you can still make automated farms without Forestry. You'll just have to get into RedPower machinery.
  9. The mod select button is designed to work with ModLoader, but Technic 7.2.6 (the version I assume you're using) uses ForgeModLoader. If you want to disable mods you'll have to remove them manually.
  10. Have you tried removing the world anchors? I'm not sure if they would be causing it but it's worth a try.
  11. There was a warning. There's a statement on the article about the update on the Technic Pack website that says that 7.1 worlds and below are incompatible and to back up any worlds you want to keep, though really you should already be backing up worlds you care about anyways. There's the "Manual Build Selection" option and the "No" button on the "Would you like to update?" message box.
  12. I don't think it'll work with Tekkit, since the SMP version of it is incompatible with Forge, though the author states that a Forge-compatible version of it is in the works.
  13. Right, hit "Automatically assign an ID to All from this mod" and it'll set the IDs it for all the blocks.
  14. That would be the mod ID Resolver. Hit "Automatically assign an ID" and it should assign block IDs for you.
  15. "Great minds think alike... and so does yours."

  16. You don't have permission to make a new thread, but you do have permission to submit a bug report. The button's at the top of the page.
  17. Actually it's nothing like that because the term "Vanilla" in "Vanilla Anarchy Server" means there is nothing changed from the base game.
  18. I tried to write out the image tag but forgot that even if you don't include the /img part of it it'll auto-finish it.
  19. Upload the image to something like imgur.com and then put the link to it in img tags.
  20. Step 1: Put texture pack .zip in .techniclauncher/<modpack>/texturepacks You're done!
  21. EU (Energy Unit) is the energy produced by IndustrialCraft generators, MJ (Minecraft Joule) is the energy produced by BuildCraft engines. Quarrys/BuildCraft Pumps/Refineries are powered with MJ, so if you want to power those with IndustrialCraft generators you'll have to craft an energy link.
  22. If you want to power buildcraft machinery with EU you'll need to make an energy link to convert it into MJ.
  23. It makes the Athame do even more damage to Enderman than it normally does.
  24. From what I can tell people seem to have gotten some strange idea that the dev build is some super mega secret thing that, if you find it, grants you ultra-exclusive access to the next version of the modpack before anyone else.
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