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Everything posted by Kalbintion
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And since it has been taken down due to the DMCA filings, chances are you will not be able to find a legitimate source for it. (I'm sure people have stepped up already to offer their "versions" of it for malicious intent by now. Anyone with that kind of an agenda wouldn't let this type of opportunity go to waste.)
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ICBM missiles don't fire & CC doesn't output redstone.
Kalbintion replied to Pulseeey's topic in Platform Pagoda
Once it has a coordinate to go to, it just needs the constant signal for about 5-10 seconds (don't remember exact timing on this) using a lever or redstone torch. -
Let's test the next Hexxit! v2.0.1 beta is live!
Kalbintion replied to Skuli's topic in Hexxit Discussion
Apparently I do, Munaus. xD not sure when, not sure why, even considering my signature states I am not a moderator and have no affiliation with the Technic team. -
ICBM missiles don't fire & CC doesn't output redstone.
Kalbintion replied to Pulseeey's topic in Platform Pagoda
The launching mechanics were changed to need a constant signal to prevent accidental firings due to a blip of a redstone signal. Don't exactly want one going off in your own base accidentally, do ya? The CC question I cannot answer. -
There's a lot of threads here that complain about ghosting mobs, and theres a lot more info in those that myself and a few others have responded to with the additional info.
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How to deal with massive amounts of liquid?
Kalbintion replied to Ironclaw2000's topic in Tekkit Discussion
I prefer keeping up to 1600 buckets (1,600,000 mB) of a liquid, anything after that i can just trash. AE is great for storing that quantity of liquids though. -
Flux Galaxy Keep getting an Invalid Platform URL with Flux Galaxy
Kalbintion replied to fortgeorge's topic in Platform Pagoda
What URL are you missing? http://asse.technicpack.net/api/modpack/flux-galaxy That is the URL it should need to be added to the launcher. -
Let's test the next Hexxit! v2.0.1 beta is live!
Kalbintion replied to Skuli's topic in Hexxit Discussion
Just an FYI, this tracker thread may be pertinent to the beta version: http://forums.technicpack.net/tracker/issue-3330-server-on-201-only-working-on-windows/ Long story short, it appears some of the config files have miscased naming that are causing it to fail to work on any OS that is case sensitive to a case insensitive OS as itll attempt to find a file by its internal name, not find it, regenerate a new one with default values and if it doesnt cause a conflict then, causes a conflict with anyone on the case insensitive OS to read the non-defaulted values and throw a ID mismatch error. From what the user reported there, it is the OffLawn!, BetterStorage and Fallen Meteors mods that have miscased configs that they have found thus far. -
Was skeptical about this thread, but it turns out to be true. While the modified copy isnt available directly from the description from what I understood, it does offer a location to get it.
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Let's test the next Hexxit! v2.0.1 beta is live!
Kalbintion replied to Skuli's topic in Hexxit Discussion
As far as my understanding of this matter goes, krebsmotin, if the issue can be directly linked to it being the "Lets Test ___ version ____" update issue only and not a general modpack issue, it would belong here. If the issue cannot be proven to exist only for this version of the modpack, then it would belong on the tracker. Of course, I'm not a member of staff so this post doesnt reflect what it actually may be. -
You change the aether config file to resolve those id conflicts. Use IDs from the suggest ranges line. It appears the Slider Labyrinths Totem, Pillar, and Divine Light Dungeon Stone are conflicting with things from Tropicraft.
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.technicmodpacksultra-modded-survival-packIDconflicts.txt is where it would be located assuming you added Aether II to UMS (which from my understanding, you did) If it isn't there, post a screenshot (or type out, or w.e) the directory listing (names of files, folders, etc)
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The IC2 he is referring to is IC2 Experimental not IC2, which is a fairly poor revamp of IC2 to continue its development and has a lot of bugs of its own and causes many issues within itself. You can read how unstable they even announce it to be on their thread: http://forum.industrial-craft.net/index.php?page=Thread&threadID=9843
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Issue is indeed with EP2, no available fix outside of "Don't use it". The ghosting mobs can be removed and inaccurate locations of players via restarting. If one of those ghosting mobs enters a portal however, it can cause a crash and the entity needs to be removed with MCEdit.
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Without any logs, and information on what modpacks you're attempting to run, it is hard to offer any assistance. Getting Launcher Logs * Run Technic Launcher * Click on the Cog icon located on the top right of the launcher * Click on the "Logs" button * Provide relevant log files ----------------------------------------------------------------------------------------- Pasting Logs Use one of the following methods to show us your log files: * Attach file to posting * Use http://pastebin.com and paste the resulting URL in your post * Use http://paste.ubuntu.com and paste the resulting URL in your post For overly sized files, attaching or using the above URLs may not work, you can use one of the following for these types of cases * http://mediafire.com * http://dropbox.com
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Hence why I asked for the log that was to have been generated when you added it to UMS. My suspicion is ID conflicts that I have mentioned multiple times throughout this thread.
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Instead of a mod list, the log of the issue wouldve been better, that and a modpack API URL.
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Alrighty, so there's the problem right there. That serendipity pack is for 1.7.10, the Aether II modpack is for 1.6.4. You cannot run 1.6.4 mods on a 1.7.10 pack and expect it to run, likewise you cannot run 1.7.10 mods on a 1.6.4 pack and expect it to run. Looking at the UMS modpack, it is also for 1.6.4, so UMS and the Aether II modpack should be able to be combined without issues (excluding id conflicts of course. and maybe a dependency issue if it was accidentally not copied over) So, to sum that up bit for combining the modpacks: Aether II Modpack + Seredipity Unlimited = WILL NOT WORK Aether II Modpack + UMS = CAN WORK As for what files and stuff that needs to be copied over to UMS modpack, it appears to only be the Aether II jar file. And without the log file you got from when you added Aether II mod to the UMS pack, it is hard to state what went wrong.
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[20:04:22] [main/ERROR]: There is a binary discrepency between the expected input class ahu (ahu) and the actual class. Checksum on disk is f812af2, in patch 746fe971. Things are probably about to go very wrong. Did you put something into the jar file? Read that line, should give a very big clue what went wrong (hint: you put something into the jar)
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Link to the serendipity modpack?
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Might have to look at a different modpack
Kalbintion replied to WauloK's topic in Attack of the B-Team
Might be because of his tracker report, Melfice, http://forums.technicpack.net/tracker/issue-3351- - in which i responded about the multiparts issue (again, not project red) because it does happen and there is no known fix that im aware of outside of "dont do it" -
It's hard to tell you what you need to do with lack of information. I was already attempting to resolve issues with you combining the aether modpack mods to your serendipity modpack, you decided to forgo that entirely and attempt to add the aether ii to a different modpack - which will have nearly the same issues but not identical. And yes, there is a text file, in the modified UMS modpack folder. Most likely under the name "IDconflicts.txt"
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And it will, it always will. Like i said, if you wanted a version control system, solder is the way youd need to go and it isnt easy to setup.