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AnotherFineMess

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Everything posted by AnotherFineMess

  1. Thanks for your nudge in the right direction. Your answer does seem to be speaking to what I'm asking but as an outsider that's just getting started I'm not taking your full meaning. I believe I understand that retro-genning is adding new ores brought in by a mod to an existing world (chunk even), correct? Are you saying they don't need these options turned on anymore because there is another method used now to bring uranium into the worlds? I have set some large 64x64 quarries (pre-atomicscience.cfg change) and never found a uranium block. That's what got me noticing there was something I had to look into here. Also, can you tell me what you mean by 1.0.6 worlds? I'm not sure whose version that is. I assume not vanilla MC engine, nor does it seem to be in line with AS's versions. Maybe more to the point, can you tell me what is my best process to get started in playing with the AS mod included with tekkitmain? Should I be switching on options in atomicscience.cfg in a fresh world and start mining? As I said, I'm very new to this. From what I can gather, if you want to play with fission reactors, you need uranium and if you expect to split a few atoms you'll need to process uranium ores up through a few stages with some other machines. If this mod needs its ores switched off by default, are there other mods included in tekkitmain that are in the same "because retro-genning was enabled to support..." circumstance that I should know about before I dig into them? From some of the tutorials I have seen on youtube on playing with AS, I am very excited to build up to this power output level through legit play and I hope with the help you and others provide I can get things dialed in correctly.
  2. Please note: This post is NOT about the lack of uranium in world creation. It's about the logic to the default being set to false. My attitude may seem strange here but I'm very new to even vanilla MC as well as any mods. I may not understand how this community disseminates information and thus I'm missing the obvious so I'm sorry to repost if this has been asked but I was unable to find anyone addressing my question. I was, however, able to find the "solution" to my problem of there being no uranium in my worlds. I believe there are two changes to make in the config for atomicscience. One allows ore to exist and the other makes it radioactive. I'll switch those to true and get to digging in a new chunk. What I have not been able to wrap my head around is why at least non-radioactive uranium ore is not set to true by default. I work from the assumption that the makers of the mod allow for tweaking values that can change the balance of game play and that maybe repackagers like technicpack may tweak again due to rebalance the game play in light of the other mods they know they have included. Sounds cool to me. I always like to play a mod "as shipped" thinking it is how the mod designers first wanted me to experience the new world. For example, when I play console games, I try to start on what the designers made for "normal" or "hard" play. I can adjust up or down after first seeing the game as they first delivered. I'd hate to find I have to go into a preference setting on a new game and turn on "weapons do damage", for example. If I had found some sort of official "getting started" text on the web site for the atomic science mod that said "when you ready to play with our mod, you will first have to switch on uranium ore creation and radiation by...." Someone on a forum suggested that it was an oversight in SSP because so many developers test and debug with a focus on multiplayer. I fetched the server version but even there the ore and radiation are turned off as delivered. I feel like I really tried hard to find some statement from the actual author(s) to explain why it's off by default. Instead I can only find guidance from fans of the mod telling me what change I needed to make and this seems strange to me. That's why I ask about this default setting before I casually switch it on. What can anyone tell me about this? Can anyone give me any pointers to other mods included as standard in tekkitmain that need intervention before useful?
  3. So here is something that may help out for now. It seems like the problem is that tekkit classic goes snooping around and latches onto my vanilla game directory. That may be why it only finds some "mods" although I've never added anything to my standard game so maybe something counts as a mod anyway and gets listed as "3" mods. So before I started the updated launcher, I renamed my main minecraft directory to hide it hopefully. Now when I launch I see the right mod count (41) and the right list of worlds show up for my classic worlds. I'll go explore and see if things are looking ok but I thought I'd send this out in case it does work for others and may help the withdrawal symptoms. Could it be that the game testers for technic are such purist that they don't have the vanilla game installed and didn't notice this problem? UPDATE: Well it helps me see the right mod count and the right list but now I'm getting the java traceback that I think I have seen others report. I have a feeling it might still be related to classic making a mistake and looking outside its domain of files.
  4. Agreed. No beta here. This is the standard tekkit classic as they push that I am using and today's push made things break some time during the day. I was working fine this morning.
  5. I discovered the same problem in classic. At first I was back into a classic world but I noticed many mods not loaded. I relaunched and found the launcher busy updating many things so I waited for it to finish. Once I did, I started classic again and saw three mods loaded. Also, my saves for classic are in another directory as vanilla and the other packs (as I assume is normal) but now the tekkit classic world selection screen is listing my vanilla worlds. I watched the console text and noticed it lists the correct gameDIr for my tekkit classic games but then shows vanilla anyway. So ahhhh.... I'd like that fixed too. ;-)
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