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djoveryde

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Everything posted by djoveryde

  1. I have spent days trying to find ways to give the plasma heater power to run. So far every item in the game that can power gives nothing at all to it. Am i missing something or is this a bug that essentially you cant get power at all for reactors?
  2. So I have tried to pump power into a reactor with no luck. There seems to be no power option that actually kick starts a Plasma heater...I mean, if this mod is gonna go somewhere surely you would need to have things compatible to start with...
  3. I have changed a few options in the config file for Power Suits and disabled a few things. However even though its set to false players can still use the items?? Actually scrap that, its in a folder called Machinemuse now, the mmmpowersuits config is still sat there from the old config. NOTE: If you want to ban items that show up in game but not in the config just copy and paste the missing components from the old config file. Works a treat
  4. I've also tested Mekanism as an added mod within Voltz and so far no issues with the latest version. I would advise the team to add it, and see if they can utilise it. Power in this mod is hard to create, and it will be even harder getting people to move from 2.0.4 without it.
  5. I have created a list of the issues I have found in 3.1.2. Can you guys take a look at adding mekanism back as currently the game doesn't have manageable power options that mekanism gives. It would frustrate players with the current set up of mods. The modpack is great but lacks what the old voltz have. Which is a mod that has most of the basics there for quick base set up. I would have players leaving fairly quickly as most people don't want to spend weeks mining and figuring out how to set power up.
  6. Hi, players have been testing the new update for over a week now. They are struggling to create power that allows for integration to all mods. Currently the game doesn't have a simple power option that the old voltz system has. Please can you look into adding mekanism back into the modpack as this simplifies things a little for the players. It's currently the only reason why players won't switch to the new mod (lack of power options and too Complicated). Please can a staff member reply to this as it would be a good idea to add this.
  7. • When placing a charging plate the client crashes instantly. Laser drill gun will also crash the client if right clicked. This is confirmed by multiple players. •if a player sets a /home or if you set a /warp moon, this will only teleport you to that point when on the moon. If you are on the overworld, you will be teleported to the same co-ordinates. However not on the moon but on the overworld. Items that can be placed in a world edit defined region (Still testing things out so more will come at a later point as and when we find them •Throwable Meteor Chunks •Safari nets •Safari Net Launchers •Any ICBM Explosives (Turns then into condensed Explosives on placement) •Any of the Wrenches allow for interaction of items in a protected area •Angel Blocks (Once placed it randomly jumps up a little and places in the air) •Needlegun Ammo bypasses PvP Deny flag in protected region as well as places blocks of sewage, anvil or lava.
  8. The thermal unload just means it has errored beforehand and is unloading all the mods. That parts normal and isn't the cause for the error. The initial error mentions noclassdef which is usually caused by java not being up to date. Try installing the latest version of java. Also try downloading the x64 version as voltz needs a lot of ram allocated to it and java x86 (the default one you are given) doesn't allow for large ram allocation
  9. The initial part is usually due to your java being not up to date. Make sure you have the latest version of java installed on the server (java 7), also make sure you have x64 java version as that manages larger amounts of ram. You have to manually download that.
  10. 1.6.4 for minecraft is a very unstable release. Im quite surprised they haven't pushed to 1.7.2, heck even mekanism is on 1.7.2 right now. Come on guys, lets move voltz up a notch. After testing 1.7.2 mekanism, galacticraft and most of the original voltz mods that are at 1.7.2 so far i havent found any stability issues. which is actually surprising. Although if a 1.7.2 mod is released its likely 1.7.10 wont be far behind. And thats where any new mod release should be now imo. Resonant Induction is buggy to hell. Most things dont work on it. I would say its actually more unstable than mekanism.. and that says something :-p
  11. It was recommended momentarily, but there were issues with protection. I've currently found 6 protection breakers in 3.1.2 so far..
  12. Mcpc is now called couldron. Core mods is now just a mods folder (it's all in 1 folder now) you'd probably want to find a backup plugin as adding things to mods can affect clients unless they install the same
  13. Even if it could be pushed to 1.7.x that would be good, far better stability for mods. I know mods are currently being upgraded to support 1.7. Although not sure how many mods are still stuck at 1.6.4
  14. It's gone recommended but there's an issue currently with protection. They're investigating wether they need to roll back recommendation to 2.0.4 or not
  15. I would recommend you guys try to upgrade voltz 3 to 1.7.10, it runs on the latest version plus gives you future proofing for the new release voltz. Minecraft 1.6.4 isn't very good where it comes to stability at all.
  16. Won't happen sadly, I've confirmed that mekanism is as unstable in 1.6.4 as it was in 1.5.2. Their aim is to make a perfected voltz version which mekanism would not give sadly. I'm just as disappointed that it's not there. They do however have other power options in other mods
  17. Ok so to update I have confirmed why mekanism was rejected from 3.0. Needless to say my own testing mekanism STILL bugs the server out and STILL has dupe issues. Its primarily compatibility issues between it and other mods. Sadly because of this I highly doubt it will ever go back into voltz. Heck even in the current voltz most server crashes are due to mekanism, that includes why the moon and Space is banned (aside from the lag issues it does crash while in space stations)
  18. **sighs** its at the top of this forum. But here you go http://mirror.technicpack.net/Technic/servers/voltz/Voltz_Server_v3.0.0c.zip
  19. in all honesty, I have created a working modpack with pretty much everything that voltz 3 has aside from the red thingy, but I have Mekanism in there instead. So far I have not found any issue running a working server with Mekanism and U.E. So please add mekanism in, it gives players extra goodies that they want, plus mekanism is a little harder with things now like the Hydro power needs a gas pipe before it works Do it for the gamers and for the people that host your package
  20. Not being funny but Voltz is voltz. Mods and all. Change most of the mods and it should not be called voltz. Please just update Voltz with all the 1.5.2 Mods to 1.6.4. Thats all everyone asks. It would help the user base that is used to Voltz and would also allow your new voltz modpack to actually take off fast and not slowly. My players do not want to learn a completely different playstyle. They just want to be able to play as they were with all their favourite items to hand. It would certainly allow us server owners to easily upgrade the server without too much of a problem. So please look into upgrading the current Voltz as is. That is what voltz is, not Red Voltz as its becoming.
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