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ImCoolYeah105

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Everything posted by ImCoolYeah105

  1. Enter a land of conlfict where only the strong can survive. Build up your base fortifications, stock-pile nuclear missils, and wage all-out war on its inhabitants. Be ready for battle, be trained for victory, be prepaired for: Electrified PVP is mod pack recently developed designed to create a balanced PVP environment for the ultimate experience, featuring some very cool and underutilized mods, including ICBM and Warp Drive. Everything has been tweaked to perfection, everything has its strengths, and its weaknesses. Check out the mod pack and remember to leave comments and suggestions! For a complete mod list, and to download the pack, visit its page at: http://www.technicpack.net/modpack/electrified-pvp.831077 The mod realms network is looking to possibly host a server using this mod pack if there is enough interest in it. If you want to play this mod pack on a server, then leave a comment bellow saying you support it.
  2. You could try fusion, but it tends to glitch and stop producing power after a while. It then requires a complete dismantle and reassembly to work again. I haven't tested fulmination output yet. It might be a good source of power given a large enough accelerator. Other than these hooking up a lava fabricator to a ton of magmatic dynamos is your best bet.
  3. I find that you need a larger accelerator in the latest voltz version, try 45x45. Also, it seems to be unable to work in dimensions that are not the over world.
  4. This is a common error. Gigeran is correct, forge is missing some libraries and they will have to be downloaded manually. Google for it.
  5. IC2 is practically useless. Except for UU matter, voltz already covers all of its functionality. And as they said above, IC2 is very unstable. To be honest, the only mod I would add is mekanism. Possibly flan's mod. But other than that the pack is fine. (unstable and needs to be seriously updated...) but fine. Also minechem, thermal expansion, and project red (continuation of red power 2) are all in the latest version of voltz.
  6. 1. Download the mods you want to add (make sure they're forge mods, most are) 2. Open technic launcher and click on the gear icon that appears underneath the voltz logo 3. It should open up a small window allowing you to change version etc, click on the button that says "open folder" 4. Locate the folder titled "mods" 5. Drop the downloaded jar/zip file in there 6. Enjoy
  7. Many modded items don't have anvil repair recipes. I'm not sure about mekanism's tools though. However, you can "repair" it by crafting it with another osmium paxel. This combines their duribilities and gives a 10% boost, but destroys all enchants.
  8. Can you place any modded blocks? If you can't, then you incorrectly set up the server. If you can, try editing the COFH core config. This config controls the world generation.
  9. Are you trying to connect to someone else's server or your own? If it's yours, use the ip "localhost" instead of your numeric ip. If it's someone else's server, than it's either: 1. Offline 2. Not set up correctly (btw You don't need to port forward to connect to someone else's server)
  10. There are 2 I know of. 1. Force manipulator: this can teleport both blocks and players, even cows dimension, but requires 1 sec per block to activate the teleport (aka 300 blocks = 300 second charge up time) 2. Glyphs from resonant induction: these allow for instantaneous teleportation but are currently broken and crash the game.
  11. This is almost always a server problem. This can mean 3 things: 1. Your in a corrupted chunk (if the server crashes after joining this is the problem 99% of the time) 2. The server is laaaaaaaggy 3. You have a bad connection, either yours or the servers
  12. go into your "controls" and set the [GC]Open Map to an unused key
  13. Haven't tested fusion in multiplayer yet, but I know fission works (seems to be slightly reduced though). Perhaps try using steam funnels and pumping the steam into turbines? Gives less overall output but may work. Also make sure your using individual turbines and not a large turbine, those don't work.
  14. You can see people on zan's minimal too, and both minima's use depth to determine if you can see them. (In other words you have to be near their y level).
  15. Fission reactor: surround in water source blocks, put turbines above Fusion: Pump tritium (tritium is made in an chemical extracter using deuterium) and deuterium in plasma heater, power plasma heater, pump plasma (fluiducts recommended) into reactor cell, build normal design around reactor cell
  16. Force field perhaps? The interdiction matrix can swipe a persons inventory and kill them.
  17. No, what killed voltz was the removal of mekansim. It was basically the center of the pack machine wise and when people heard they removed it they left without giving it another thought. What is really killing voltz is the Crackpack. It has mekansim along with a couple very popular magic mods that will obviously never be added into voltz (nor would anyone want magic in voltz...)
  18. This simply be the mod pack. I know that some mods can prevent LAN from working.
  19. Well, the problem is that this mod pack was always based around being able to play on a raiding server. That way, you built machines and missiles that would enable you to blow up other people's bases. I have always found this mod pack to be pretty bland in terms of singe player content. This is one of my largest issues with the new updates. They're so unstable and don't include mechanism, so everyone just uses the 1.5 version.
  20. You can use the resonant induction wires, they just have to be in framed mode. (Hold shift when you place them)
  21. You can also use the config file to disable them I believe. (Sorry if you can't, I could be getting it confused with the 1.6.4 version, but I'm fairly certain you can). I believe you can also disable the explosion AND crafting for ultra safety For editing config files: Go the whatever folder the server is in and enter the file labeled "config" Find the mod you want to edit (in this case look for "ICBM") Change the config. In this case, it should somewhere say "enable antimatter crafting:true" change the true to false
  22. If my memory serves me, this is due to missing libraries that technic fails to post. I forget where you can download them manually, but google it and it should come up.
  23. You created the server incorrectly. Try launching the other jar file that was downloaded with the mod pack (there should have been 2). P.S. The reason it "worked" in creative is because the creative inventory is independent of the server. In other words, the server doesn't check the creative inv like it has to in survival, so it didn't clear the item/
  24. Mad science requires java 7 to run. In order to play you ether need to find a way to update or remove the mod. Back when I had java 6 removing the mod allowed me to play.
  25. Fusion is honestly the best, if you know what your doing. Though it is a bit pricey. (I can make a design that putting in about 16 deuterium can power my machines for hours). Otherwise hydro-genes are pretty much your only alternative. If set up correctly the run 24/7 and can power 2-3 machines with just one (depending on the machine and upgrades used!). They may seem pricey at first, but they are defiantly worth it.
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