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Everything posted by EvilOwl
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Let's get some new info out there: JourneyMap was updated to 5.1.0 with the promised performance fixes and a lot more, including a solder friendly zip (that can be redirected with a simple solder repository trick) RIP ttCore, welcome EnderCore [core library for EnderIO and other mods like WailaPlugins] a bunch of Deep Storage Units, everyone of those looks the same, how can I find my items? I can label the DSUs. new Botania Multiblock Preview you can't afford a full AE2 autocrafting system? Here's a cheap alternative for your early game [via reddit] QuantumFlux updated to 1.2.1 with less OP-ness [via reddit]
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I really don't get it.. I don't know what happened but when Soaryn is involved I don't even want to know about it any more. Project X was removed from Curse/CurseForge. Edit: more info here
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Here's another portion of information: Summer of Technic Technic is dropping HSM (bonus Blightfall screenshot) Electrical Age is spying on you? Well, just a bit. [code] what's with the water lately? First it was BluSunrize with AquaTweaks and now Vazkii with Waterproof MinecraftForge got a speed upgrade again. Build 1.7.10-10.13.4.1469-1.7.10+ should load faster in big modpacks skipping the first pass texture loading, more info here having permission problems with Technic Launcher and JourneyMap? Install Solder and make it download the mod from CurseForge. Tutorial for adding external mod download url here [WIP]
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Wow, it's been a while. I've been really busy IRL (keywords: kid, surgery) so the topic got a little outdated. Let's fix that real quick: Immersive Engineering has a public release, AlgorithmX2 ported a big fat chunk of AE2 to Minecraft 1.8, still needs a lot of work though [heavy github commit link] interesting mod of the day: Zetta Industries including BigBatteries [yes, BigReactor multiblock type batteries] latest EnderIO versions need a coremod, be sure to grab EnderCore if you're messing with those PneumaticCraft is switching to oil generation [from those ugly plants] huge-vein ore generation CoFH configs look really great are you wondering how much power do you need for an Ender Quarry? Here are the results RFTools updates are now very frequent and the mod now offers a storage system apart from a dimension builder, more in Direwolf20's spotlight [the spotlight is divided into 3 parts, the link is for the first one] Mekanism 8 contains some neat reactors for power generation, here's a sample fuel supply chain Buildcraft 7 hit stable with 7.0.6 and is now on 7.0.12, main differences between BC6 and BC7 can be found here
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Launcher closes and reopns with custom modpack
EvilOwl replied to DualZone's question in Technic Launcher
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Launcher closes and reopns with custom modpack
EvilOwl replied to DualZone's question in Technic Launcher
Well, post them here -
Works fine in the launcher.
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Launcher closes and reopns with custom modpack
EvilOwl replied to DualZone's question in Technic Launcher
Modpack direct link or the modpack api link is needed to analyse what's wrong. -
1. You need to run tekkit with one of the launch scripts: launch.bat (on Windows) or launch.sh (on Linux). 2. When using java 8 and 1.6.4 Forge together you need this to run it properly. Put it in the mods directory.
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I'm just going to leave it here without any comment.
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There are two main thing in this situation: the download source and the destination. Source: what modpack? custom or official? where is it hosted? technic servers? copy.com? dropbox? Destination: is your HDD ok? Any bad sectors? is your HDD full? After answering all those questions the source of the problem will surface.
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Modpacks crash upon clicking "Play" and takes me right back to the launcher.
EvilOwl replied to Dyllbug's question in Technic Launcher
Minecraft didn't found a proper gpu driver/gpu hardware to show anything. Pixel format not accelerated OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread. Are you trying to play on a potato or you just didn't install any graphic drivers? -
Minecraft not starting and going pack to technic laucnher after hitting play
EvilOwl replied to SoraSky119's question in Technic Launcher
1. This post should be in Platform Pagoda (it's a modpack problem, not a launcher problem) 2. You have 1.8 Forge in a modpack with 1.7.10 mods. Download the proper Forge version for minecraft 1.7.10 and replace modpack.jar. -
Hmmm... I think the number will stay at two for the moment: Hexcraft and ProjectX. Soaryn didn't show any evidence that his version is not vaporware. Oh, there are some nice things to report, so: ProjectX's real developer was revealed. Hexcraft's dev on the other hand doesn't want his mod to follow Xycraft's path like ProjectX does. in the meantime (of my laziness) ExNihilo2 was released. Still at alpha so expect bugs and unfinished features. Supports Minecraft 1.8 SimplyJetpacks got an update also, now working with BC liquid fuel (BC6 that is). Drullkus is still experimenting with fancy blocks in StuffsAndThings. hmm, what else.... there also was: Decocraft 2 released The most graphically interesting thing was "Dmillerw shooting CyanideX in the head while Azanor watches and Jadedcat flies away!" What am I talking about? It's a new mod from FyberOptic: Model Citizens.
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certain mod packs not loading, but some will
EvilOwl replied to knights's question in Technic Launcher
That log looks like a problem with generating structures afaik. Is that a zombie standing in the generator's way? Entity being ticked: Zombie Entity's Exact location: 669.92, 4.00, -1362.86 Personally I would run mcedit and delete the mentioned zombie or enable the forge "remove erroring entities" option in the configs -
certain mod packs not loading, but some will
EvilOwl replied to knights's question in Technic Launcher
-.- Hit the Launcher Options button in the top right. There's a button there called Open Logs. Open the newest log file, select all the contents, copy it and paste it here. Fill the poster box at the top and hit Paste! Copy the url of the paste and post it here. -
certain mod packs not loading, but some will
EvilOwl replied to knights's question in Technic Launcher
Logs or it didn't happen -
Derpy forums, I wanted to post yesterday the same thing and the forums didn't let me do it. There's two things I can add: this link. Smart Moving is not properly installed, extract smart moving and smart render from the zip and remove the source file.
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Here's a better place for your post. Pick one of the sections and post a bug report there.Remember about the rules. Take logs with you. You can find them in .technic\technic\logs and .technic\modpacks\modpack_name\logs
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You only need to delete one entry. Here's how: http://paste.ubuntu.com/11203619/
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Go here and read the bottom text and then download the mod and replace the original tekkit version with it. After this your modpack will become a custom one, but hey it'll not crash.
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This is tekkit 1.6.4. There was no separate option for sprinting. Double tap the forward key or add Better Sprinting mod.
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[B#301] Picked up _JAVA_OPTIONS: -Xmx256M Maybe try to remove the environment variable that's forcing only 256MB ram on all java apps and then try to run the modpack.
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​Tekkit will be updated after the new Hexxit release. That's all I know. No ETAs.
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That only means that the launcher is trying to show you the "mods missing" screen but it fails, something is blocking the error message from being displayed. Check all mods that have an impact on rendering. Optifine should be first (remove it for a moment) ...and for the love of god use pastebin.com or paste.ubuntu.com for logs. Edit: at cpw.mods.fml.common.versioning.VersionRange.getLowerBoundString(VersionRange.java:560) interesting... looks like forge can't get the precise version of that missing mod