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JZTech101

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Everything posted by JZTech101

  1. I have gotten the message. Apparently modders still feel revoking permissions is a good way to take revenge. As a result this pack is hereby removed. Its also become too much on one man's shoulders to be honest. What is this pack about? Back To The Core attempts to bring back the experience from back in the day where your goal was more or less to have fun. It attempts to remove the tedium from a lot of the mods so that the progression is more natural than artificial. It might not last as long as you would like it, but that's the whole point. Use for imagination to choose where you go from "end-game". So... Getting to the point where you're bored quickly? Absolutely not. It gets you to a quarry really quickly though. What happens after that is your choice. The Tech tree and Magic tree have been increased significantly. Choose your path. Or do both. Its all up to you. There is no limit to what you can do in this pack. Significant changes? Power gen and Ore gen has been upped significantly. Ore gen is upped to about 200 of each ore in the game per chunk. Including diamonds. The ores are spread out from Y-level 1 to 64 in the overworld and 1-128 in the nether. Also, all thaumcraft researches are purchasable. TL;DR - This pack is designed for the sole purpose of being able to abuse every single item in the game. Good luck and have fun! Yes, I know this pack has no graphics. If you would like to make me one, email me @ [email protected] Join us on #techcavern on SynIRC or Esper Updates to this pack will now only be done when needed or requested. As a result ALL issues are to be reported here: https://github.com/TechCavern/Back-To-The-Core Pack needs at least 2GBs of RAM Also, Mod versions may be skewed. This is due to config changes with no real mod update
  2. Version 1.5.2 - 2.1.0.0 Redstone IN Motion crashed while moving Applied Energistics Quantum Network Bridges https://www.dropbox.com/s/27iacrvs3jz2w2t/ForgeModLoader-client-0.log Upon Relogin, I noticed five things on my Frame Airship using Structure Carriages. #1 All my EnderIO energy cables were corrupted. #2 My QNB's Quantum Linked Singularitys are all gone. #3 My ME Access Terminal, Craft Terminal, And crafting monitor were facing backwards. #4 The Energy Tesseract settings were reset. #5 All my Ender Chests were reset and became unbreakable. Had to break them in creative. UPDATE: Talked to AlgorithmX2. It appears it is a problem he will fix due to an invalid interaction between UE & AE.
  3. Not FTB IRC. (Which ever moron suggested that, here is a slap to the face) However you will find him in #chickenbones on irc.esper.net. He is usually there in the mornings EST time.
  4. This map as with project Horizon was built during the 1.2.5 days. Because of that, it will no longer work with the current packs. (All of the IDs have changed and some mechanics as well). I suggest this thread being locked up and unstickied as well.
  5. No you are not a noob. This map should no longer be stickied. As a matter of a fact it should be locked. This map was originally made for the 1.2.5 SSP-only modpack known as Technic. 1.3.2 has made all of the mods SMP and as a result pushed a major rewrite to all of the mods. Some mods just did a straight port. Quite a few mods did a revamp of their own to the mods. A few have even created a new mod based on the old one. (Thaumcraft and EE). No, it won't work with Tekkit classic because Tekkit classic is based upon the original 1.2.5 SMP modpack known as Tekkit. This pack had an entirely different set of block/item ids than Technic.
  6. 1) Where does it say they have all the nessceary permissions? 2) I promise you that at the very least they don't permissions for Mo'creatures and Optifine. (I can find more if you like.) 3) A quote from KakerMix "We don't ask permission, we still don't. The permission has been given to us through various means, usually after people find out that we aren't assholes and that we truly and honestly love the mods and appreciate the creators. The reason we don't bother saying anything about it (usually) is because we don't want to cause drama between the modders themselves if we can help it." (Link: http://forum.industrial-craft.net/index.php?page=Thread&postID=28381#post28381)
  7. I understand what you're saying, but I should tell you a few things. #1, the FTB mod pack is a standardized modpack (http://feed-the-beast.com). #2, with the 1.3 release, Technic will be no more. Tekkit will replace Technic. (All mods have to be Multiplayer to work with MC 1.3.2. #3, the FTB modpack has permission from all the mod authors unlike technic/tekkit. #4, in my opinion, FTB will soon succeed Technic/Tekkit. EDIT: The FTB modpack has a ton more functionality and gives an overall more balanced experienced. :)
  8. Hi Soltaro, been a while. If you're gonna build another giant complex, my recommendation to wait for the FTB modpack to come out with support for Redpower, Thaumcraft and EE3. RP is coming out real soon with TC and EE to follow. Waiting for Technic/Tekkit is probably not the best idea. (Unless you like waiting forever for a modpack that doesn't have permission from a lot of the mod authors. Examples being Optifine, Forestry, Mo'creatures, etc.)
  9. Sorry Man. I've kinda ditched Technic for a personal modpack. Essentially also terminating my ability to use your map.
  10. Sorry bud, but I have never changed from build 7.2.6. It has always been that build from the beginning of my journey in Technic. While I have reinstalled the launcher several times, the .Techniclauncher folder has always just been a copy and paste.
  11. Alright! I have managed to merge TechnicSSP into .Minecraft. Ordeth: If you read my OP, you will realize that I've already turned on Manual build selection. Anywho Moving on here is how one would merge TechnicSSP into .Minecraft open .technicssp copy contents of .technicssp open .minecraft delete everything inside paste copied data into .minecraft open bin in .minecraft open modpack.jar copy contents of modpack.jar open minecraft.jar paste copied data into minecraft.jar Delete META-INF from minecraft.jar (I did not expect this to be done by the launcher). delete modpack.jar
  12. Sorry man, I'm not that much of an idiot. (No offense to anyone) Tried that and now I have this error: Exception in thread "Thread-1" java.lang.NoClassDefFoundError: o at java.lang.Class.getDeclaredConstructors0(Native Method) at java.lang.Class.privateGetDeclaredConstructors(Class.java:2403) at java.lang.Class.getConstructor0(Class.java:2713) at java.lang.Class.newInstance0(Class.java:339) at java.lang.Class.newInstance(Class.java:321) at net.minecraft.GameUpdater.createApplet(GameUpdater.java:285) at net.minecraft.Launcher$1.run(Launcher.java:94) Caused by: java.lang.ClassNotFoundException: o at java.net.URLClassLoader$1.run(URLClassLoader.java:359) at java.net.URLClassLoader$1.run(URLClassLoader.java:348) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:347) at java.lang.ClassLoader.loadClass(ClassLoader.java:423) at java.lang.ClassLoader.loadClass(ClassLoader.java:356) ... 7 more
  13. Just tried that. When I just copy the files from technicssp to .minecraft, none of the mods load. Then I read that technic launcher merges modpack.jar and minecraft.jar on startup. So I merged it manually. It is now stuck on done loading. So my new question is how do I manually merge modpack.jar and minecraft.jar?
  14. I'm really not sure where to post this, but everytime I launch Technic it keeps telling me there is a new update available. Is there anyway to disable this? I have turned on manual build selection yet it continues to bug me. (I customized Technic 7.2.6 to my liking and updating mods manually.)
  15. You must place the Electrolyzer directly next to either a MFSU, MFE or Batbox. Wires won't work. Note: It does not have to be connected to the output face for it to work. But it does have to have at least one water cell in it.
  16. Somehow, I don't even think the mods know. I believe it is one of the admins to made up all of the names of the threads. While we're at it, anyone want to have a PAINs Slugfest?
  17. Wow. I'm looking at this thread trying to find some commonsense in it. First off, not Everybody hates Jay?. That's physically impossible due the amount of people in on planet earth. Secondly, ummm... Randomly Calling people racist is just... I get enough of that from the ***** in my school. Lastly, why do dicks and sex always seem to come up in almost every argument? Wait, I'm sorry, this isn't an argument is a ton of defenders Vs. one offender.
  18. No problem, I did just realize however, that you may have spawned in a second base. The first one is accessible probably by fly?
  19. Alrighty then, here's the save: http://www.mediafire.com/?7idd435qxpwd60e.
  20. I would if I could. My problem is the fact I have several mods installed upon technic pack. In order to use my map (based upon Project Horizon), you'll need all the additional mods installed.
  21. If you're talking about the fresh map, you clearly haven't seen the battery boxes there for redpower. Those battery boxes allow all of the bluelectric stuff to continue working. As for IC2, they are currrently running off of coal, which you'll have to supply down in the machine room. (Or do what I did and hook it all up to MFSUs and HV Solar Arrays.) If you're talking above what Soltaro did to his house, well when he added the solar panel and I am 99% sure he hooked it to a battery (MFSU, MFE or Batbox) to allow his stuff to run overnight.
  22. Easy to install, as for the texture pack, I'm pretty sure its compatible? I was using the soartex fanver texture pack when I took the screenshots
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