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AetherPirate

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Everything posted by AetherPirate

  1. I've removed all the "extra" ores generated by the other mods, and I've configured cofh to reduce the spawn rate of the ores. Removed a bunch of blocks via configs. Playing with Thermos now to figure out the /home and /back settings and needed plugins. With luck I'll have something up in awhile.
  2. Your modpack.zip file should have just these folders: Bin -- contains forge universal renamed to modpack.jar mods -- all your .jar files for your mods config -- config files that are generated after you launch it once. Don't put these folders inside another folder, they need to be at the root.
  3. Good point. Still needs to be fun. Perhaps I'll just impose a cool-down timer to limit excessive tp'ing around. And flying is just too much fun to remove.
  4. Here is what I have in mind: 1) All ores are rare. Very rare. Player cooperation or trading or resources is to be strongly encouraged. Ore doublers and better are very valuable. Dungeon loot is hard-won and helpful . 2) All blocks that move things without pipes or wires are removed. No tesseracts, dimensional transeivers, teleporting or anything that zaps things or players from place to place. I want to strongly encourage roads, rails, and rockets. 3) No digital miner. Buildcraft is OK, other automining systems that grab ores without touching anything are gone. 4) OP tools are ok. Tinkers, RF tools, ect are fine... if you can get the resources to build and maintain them. 5) No TP. No setting of Home or warp points. If you travel far from home, you'd better plan on a lengthy journey back. Hope you make it. 6) I may disable flight of any kind. Unsure on this one. 7) The nether is just awful. There are more ores here, somewhat, but the risk is daunting. 8) No Deep Dark, no mining dimension. Strictly Overworld, Nether, and End. Plus planets with more generous ores. But dangerous. Cargo rockets to get your haul home. The goal here is to highlight the building of transportation infrastructure and teamwork. Perhaps not a unique idea, but it sounds like a fun idea to build, and to play. WIP mod list ancientwarfare-2.4.115-beta-MC1.7.10-FULL.jar appliedenergistics2-rv2-stable-10.jar BiblioCraft[v1.11.4][MC1.7.10].jar BiomesOPlenty-1.7.10-2.1.0.1387-universal.jar BrandonsCore-1.0.0.12.jar buildcraft-7.1.16.jar Carpenter's Blocks v3.3.6 - MC 1.7.10.jar ChickenChunks-1.7.10-1.3.4.19-universal.jar Chisel-2.9.5.11.jar CodeChickenCore-1.7.10-1.0.7.47-universal.jar CoFHCore-[1.7.10]3.1.2-325.jar ComputerCraft1.75.jar dimensional-anchor-59.0.3.jar Draconic-Evolution-1.7.10-1.0.2d.jar DragonAPI 1.7.10 V13b.jar ElectriCraft 1.7.10 V13a.jar EnchantingPlus-1.7.10-3.0.2-d.jar ExtraCells-1.7.10-2.2.73b129.jar ExtraPlanets-1.0-Pre 3.6.3.jar ExtraTiC-1.7.10-1.4.5.jar fastcraft-1.23.jar Galacticraft-Planets-1.7-3.0.12.460.jar GalacticraftCore-1.7-3.0.12.460.jar GraveStone-2.16.0.jar IguanaTinkerTweaks-1.7.10-2.1.5.jar immibis-core-59.1.1.jar InventoryTweaks-1.58-147.jar ironchest-1.7.10-6.0.60.741-universal.jar journeymap-1.7.10-5.1.4p1-unlimited.jar logisticspipes-0.9.3.121.jar LycanitesMobsComplete 1.13.0.5 [1.7.10].jar malisiscore-1.7.10-0.14.3.jar malisisdoors-1.7.10-1.13.2.jar Mantle-1.7.10-0.3.2a.jar Mekanism-1.7.10-9.0.1.270.jar MekanismGenerators-1.7.10-9.0.1.270.jar MicdoodleCore-1.7-3.0.12.460.jar MineFactoryReloaded-[1.7.10]2.8.1-174.jar MrCrayfishFurnitureModv3.4.7(1.7.10).jar neiaddons-1.12.15.41-mc1.7.10.jar NetherOres-[1.7.10]2.3.1-22.jar NotEnoughItems-1.7.10-1.0.5.120-universal.jar OpenBlocks-1.7.10-1.4.4.jar OpenModsLib-1.7.10-0.8.jar PlanetguyLib-1.5.jar QmunityLib-1.7.10-0.1.114-universal.jar Railcraft_1.7.10-9.12.2.0.jar RandomThings-2.2.4.jar ReactorCraft 1.7.10 V13b.jar RemainInMotion-2.5.3.jar Stellar API-0.1.3.5b.jar Stellar Sky-0.1.4.8c.jar TConstruct-1.7.10-1.8.7.jar ThermalDynamics-[1.7.10]1.1.0-161.jar ThermalExpansion-[1.7.10]4.1.2-240.jar ThermalFoundation-[1.7.10]1.2.3-112.jar TMechworks-1.7.10-0.2.14.100.jar 0Waila-1.5.10_1.7.10.jar WR-CBE-1.7.10-1.4.1.9-universal.jar Blocks Removed: Tesseract Quantum Link (AE) Mek Teleporters Mek Digital MIner AW Mailbox All vanilla tools via Iguanas Tweaks Thoughts?
  5. make a folder called Flan at the top level, so your folder structure looks like this: Bin Config Mods Flan The main Flans .jar goes in the mods folder, and all the content packs go into the Flan folder. Pay attention to dependencies, most content packs need other stuff.
  6. I'll have a look today and see whats going on. I am able to connect and play. Try this: 1) Download Plowman's Barebones Pack 2) Run it once. 3) Put all the mods from the Client zip file into /mods. Make a Flan folder and add the two content pack .jar files . 4) Launch it again and attempt to connect. This should ensure you have a clean test environment.
  7. try disabling your antivirus and / or firewall and try again
  8. lets work with one example
  9. Which modpack exactly, there are many called some variant of Vanilla.
  10. Can you provide the link to your modpack on Tecnnic? That would be easier to work with. Your pack should be named modpack.zip and contain just these three folders bin -- contains forge universal, re-named to modpack.jar. config -- mod config files, generated after pack launches once mods -- your .jar files for your mods Using Plowman's Barebones modpack makes it very easy to build a pack, use that if you are stuck.
  11. Did you pack launch? Remember to increment your modpack version number in your tekkit modpack control panel when making any changes so your friends get your fixes.
  12. no, the config files are generated automatically once the pack is launched once. Then you can go back and make any changes you need.
  13. I see a few issues: 1) You downloaded the Recommended versions of the mods from Chicken Bones, get the Latest ones instead. 2) Get the Universal versions, not the Source (src) ones. 3 You don't have a full set of config files for the mods, this indicates that the pack has not been successfully launched yet. I'll see if I can launch the pack later with these changes.
  14. What pack? After we know, perhaps a kindly mod can move your post to the right spot and you'll get help.
  15. Post your pack API
  16. Check your modpack's download link, invalid URL
  17. It looks like you obtained NEI and ChickCodeCore from an untrusted source. Download from here http://chickenbones.net/Pages/links.html
  18. Too true. Whenever I run Opis or Warmroast, a finger jumps out of the screen and taps me on the forehead
  19. Whitelist it, and create a short list of interview questions that will perhaps screen people out. If its a custom server, put it here: http://forums.technicpack.net/forum/63-platform-a-custom-server-zone/ And do frequent backups. You never really know what kind of players you get until they play.
  20. Here it is: Server zip: https://www.dropbox.com/s/12yw3ue7qbl6mt6/server.zip?dl=0 Client zip: https://www.dropbox.com/s/gnm2rb28jemywpj/modpack.zip?dl=0 I have the server running now on my test computer. The address is thecodester.no-ip.info. Grab the client pack, and join and test it out. You will also need to decide if it will be a PVP or PVE server, how many players, whitelisted vs not, etc.. and edit the start.bat file to suit your hardware's RAM. I have it at 5GB now. You had requested both Optifine and Fastcraft. They don't play nicely together, it is best to choose just one. I chose fastcraft. For some basic server tools, I would suggest adding either Forge Essentials, or FTB Utilities. I did not touch ore generation, so there are will be lots of duplicated ores from the many mods that add ores. This can be changed too. Have a look, and let me know what you think.
  21. It runs, resolving some potion ID conflicts. Done today with luck.
  22. Added Rftools, cctweaks, cc sensors... and Mystcraft as a more fun fix for Draconium ore shortage, build an Age and go find some We are not a big server with a huge player base, so Mystcraft is currently unrestricted. Please Mystcraft responsibly. Later I will be cleaning up a few abandoned unclaimed bases and mothballing them. https://github.com/MJRLegends/ExtraPlanets/issues/20 Wow, he is fast. Extraplanets Venus issue fixed. Mod update installed. ---> trace lag issues to Electricraft, again, in my base. I will log in later and remove some crap. * I cut the wires. Lag gone.
  23. Issue opened with ExtraPlanets https://github.com/MJRLegends/ExtraPlanets/issues/20 **Neowulf: What were those mods you suggested again? RF tools, cc sensors and ...?
  24. Had some time today to grab the mods. Fixing ID's and other such. May have time tomorrow, we shall see
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