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About tehdrack

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  • Birthday 01/01/1900

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  1. I understand, and I will adjust how I communicate. Thanks for looking past my admittedly rude introduction and coming to resolution. As you pointed out, I don't understand what I'm talking about, and this is mostly why I began the thread. My question is answered, and I'll either wait to hear it from you guys as to why Platform was implemented in the launcher the way it was, or puzzle it together on my own in time.
  2. Although I'm pleased to hear answers from you guys specifically, that kind of hit hard. Thank you for letting me know, perhaps not very directly, that I'd need to rewrite the launcher in order to not use the existing Platform system. When I compare the stress of relying on Platform with the stress of rewriting the launcher, it is very obvious that patience is the easier route. If I didn't like Platform and what it meant, I wouldn't be using it. I've been very pleased with all of the work that has been put into this project, as it makes it easier to enjoy the game with friends. I was clear about my question and my frustrations weren't irrational. If anything, I'm partly glad I was able to grab a tiny bit of attention, as was my intent. Criticism can be applied to free things as much as paid things, and comments on a new service/system shouldn't be so readily shot down. I'll set this conversation aside, though, as it obviously stirred up emotions. Again, thanks for all of the hard work.
  3. If you have a simple answer, you do not need to read further. I've been attempting to assemble my mod pack all week, and today, of all days, is when when I have had the most free time. I've been frustrated that I cannot test my mod pack while TechnicPack gets Platform fixed due to the fact the pack cannot load if the launcher cannot contact or understand Platform. The TechnicPack website works just fine, except when I try to click on my modpack specifically, which returns with a "504 Gateway Time-out" page. I'll edit in a link to my pack on Platform here should anyone want to test for themselves. I am most disappointed that TechnicPack implemented this feature in the first place. Perhaps someone might enlighten me as to why TechnicPack needs to be in between my mod pack and me. Is it data collection? Is it to control what people use the Technic Launcher for? In any case, this should be reconsidered--It's very Apple-like. If I must wait for Platform to work again, so be it, but I cannot even launch my already-downloaded pack. I'd be most pleased if there was a non-Platform to proceed. EDIT: I've discovered issues with your private Solder server might cause the Platform page for your pack to malfunction.
  4. Title: ccSensors Cast Error Crashes Server Version: 3.1.2 OS: Windows Server 2012 (8) 64-Bit Java Version: 1.7.0_05 Description of Problem: While breaking a ComputerCraft Sensors sensor block, the item entity fell into a RedPower pipe and was (I think) was routed into a mass fabricator. Everything stop responding and everyone was kicked from the server. The server did not resume working after ten minutes. I restarted the server with /stop, and my RemoteToolkit started the server up again. After plugins had loaded, the error below appeared again and the server appeared to be offline from clients' perspectives. I believe I will need to load a backup of the world, or edit the mass fabricator inventory with MCEdit in order to run the server again. Related: http://forums.technicpack.net/threads/ccsensors-tekkit-crash.19505/ Error Messages: No error messages except the console error below. Strangely enough, Bukkit plugins appear to continue to function. Essentials will return player list with the player online at the time of the crash, and LagMeter says the server is running comfortably. Error Log: java.lang.ClassCastException: ic2.common.ItemIC2 cannot be cast to ccSensors.shared.ItemWiFiTransmitter at ccSensors.shared.TileEntityComputerSensor.updateChannelFreq(TileEntityComputerSensor.java:226) at ccSensors.shared.TileEntityComputerSensor.setItem(TileEntityComputerSensor.java:350) at eloraam.core.MachineLib.addToInventoryCore(MachineLib.java:204) at eloraam.core.MachineLib.addToInventoryCore(MachineLib.java:139) at eloraam.core.MachineLib.addToInventory(MachineLib.java:216) at eloraam.machine.TileTube$1.handleItem(TileTube.java:112) at eloraam.core.TubeFlow.update(TubeFlow.java:136) at eloraam.machine.TileTube.q_(TileTube.java:227) at net.minecraft.server.World.tickEntities(World.java:1190) at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:569) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467) at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
  5. I am having the exact same problem. ######################################## Launcher/pack Version: Tekkit 3.0.3 Client / Tekkit 3.0.4 Server Operating System: Windows 7 Ultimate 64-bit Version of Java: 1.7.0_02 64-bit Description of Problem: Can't craft non-vanilla items after server reload Error Messages: None http://pastebin.com/K3xS8E8v <-- My server log. Ignore the two errors related to WormholeXtreme. ######################################## The issue appears to start after a /reload of the server. After a fresh boot up, IC items are craftable. After reloading, a player will see the crafted item item flash, then disappear as if the server forgot about Tekkit. The item in the result box vanishes, even if grabbed. http://forums.technicpack.net/index.php/topic,12252.0.html <-- The Same Issue I would like to see a better solution than, don't reload your server. I've heard that updating Forge might fix this, but it'll take me a while to try.
  6. I sure hope newer BC stuff makes it into this.
  7. Well, I'm going to play with it this week. If I come up with a set of cooperative values for the configs, I'll edit this post.
  8. I've done this, and it worked beautifully until I discovered I couldn't access the RedPower Sorter GUI. Is this the same for anyone else?