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AetherPirate

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Everything posted by AetherPirate

  1. Det not resetting map. I'll ponder for awhile.Not in any rush to add.
  2. in your modpack folder go to config/mariculture/modules, under plugins, set bloodmagic to false
  3. There's something going on between the BloodMagic mod and Mariculture... https://github.com/joshiejack/Mariculture/issues/223
  4. I'll take you up on that. I'll be on after 7:00pm, EST. Adding ComputerCraft at earliest opportunity. Passing on Balkons. If anyone else has mod suggestions, please feel free to post them in here. Thinking about adding some dungeon mods or dimensions for people to test out their new high-end toys. ** added computercraft and RIM*
  5. Please provide the link to download your pack... though I have a hunch you forgot this dependency for Mariculture: http://minecraft.curseforge.com/projects/enchiridion
  6. Was thinking of adding computer craft Seems like a good fit. Will do sometime later tomorrow. Ill see what that weapon mod has to offer.
  7. That link isn't meant to be opened in a browser. You paste it the technic launcher to download and install the pack. continue chat here if you'd like more info about my pack.
  8. Not at a PC right now, so I can't check your download, but are you sure you have the 1.7.10 version of forge universal (1614)?
  9. It's another tech pack I'm putting together while I learn how Thermos and plugins work. I'm also playing with ore generation via cofh, I want all ores to be very rare. I've also disabled tesseracts and any block that allows instant transport of materials to encourage the use of pipes and rails, and galacticraft for travel to other worlds. Make cargo rockets useful. No Big Reactors either. Back to more creative solutions for RF. No quantum link for AE. All vanilla tools are diabled, Tinkers with Iguanas tweaks are there instead. Many other things are diabled as well, like the digital miner and teleporter. I want a slowly developing experience that encourages players to trade and build a network of some sort to move goods around. More exploration too, with some risk. Probably disable TP. Still adding / removing mods and adjusting configs. Need to learn user permissions too
  10. Put CodeChickenCore back in, NEI wants it.
  11. Make sure you have 64 bit Java, and allocate more Ram, 2-3GB is usually good.
  12. No problem, I am assembling a pack now and this is all fresh on my mind.
  13. Dependencies means the mod needs another mod to work. Example: NEI needs CodeChickenCore, which you can find on the same site. Thermal Expansion needs CofhCore If you read carefully, most mod authors make it clear about what you need to make their things work. "Clashing" usually means ID conflicts, and you won't know until you try. Generally these things can be fixed my editing config files that will generate in your /config folder the first time you launch the pack.
  14. Here are some links to get you started: *Read instructions, some are just one .jar file, many are not*) Carpenter's Blocks :http://www.carpentersblocks.com/downloads.html NEI:http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1279956-chickenbones-mods (pay attention to dependencies) Extra Utilities: http://minecraft.curseforge.com/projects/extra-utilities/files?filter-game-version=2020709689%3A4449 Thermal Expansion: www.teamcofh.com (look out for dependencies) Atomic Science: Mod author Caclavia stopped work on this... Maybe IC2 instead http://forum.industrial-craft.net/index.php?page=Thread&postID=131008 buildCraft: http://www.mod-buildcraft.com/ BC Transport: http://mods.curse.com/mc-mods/minecraft/231312-buildcraft-transport Project Red: http://mods.curse.com/mc-mods/minecraft/228702-project-red-base#t1:other-downloads Project Red: http://minecraft.curseforge.com/projects/project-red-base RIM: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611-remain-in-motion-continuation-of-redstone-in Forge Microblocks: http://mods.curse.com/mc-mods/minecraft/229323-forge-multi-part This is my pack: http://api.technicpack.net/modpack/the-way-too-much-tech-pack I had a similar idea and shoved a bunch of my favorite tech mods into one pack. Feel free to copy, borrow, change, whatever.
  15. You need to find them, one by one. Generally, they can found at: 1) The author's website 2) Curseforge 3) MinecraftForum 4) Github There are many, many sketchy sites claiming to offer mods. Some scrape content from legit sources, best case is you will get an old mod from them. Worst case is you will download a TON of malware. If your Google search brings you to one of the above places, you are good. If not, run away fast. If you need help finding your first few, let me know.
  16. With the barebones pack you can. Get your mods, read the Authors install instructions, drop them into the /mods (usually) folder one or a few at a time, and launch to test with each new addition. Once it runs without error go into configs and make whatever changes you'd like.
  17. https://technicpack.zendesk.com/hc/en-us/articles/203799459-How-to-create-a-server-for-your-Platform-modpack Plowman has a Barebones pack that you can use a template to add mods into.
  18. Lets try this one http://minecraft.curseforge.com/projects/extraplanets Seems well-supported I will test the thermal padding and add it in if it works.
  19. There are probably custom packs that have it, have a look in http://forums.technicpack.net/forum/63-platform-a-custom-server-zone/ If you don't find anything you like, its fun to make your own.
  20. How about we switch to mod that is still being maintained, like http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2358057-more-planets-mod-v-1-3-1-galacticraft-add-on thoughts?
  21. As far as I know, Tekkit is no longer being updated. You could look for compatible versions of those mods and try and fix yourself, or move onto a 1.7.10 pack (or later), or make your own custom pack.
  22. When I click on a crafting table, my memory usage climbs fast and I freeze. Anyone else seeing this? I am attempting to gather data to troubleshoot. RAM usage for me starts at 3GB and rockets up to 8GB (all of it). Seems to be a client-side thing. Server remains fine during all this. * I removed VoxelMap and I was fine... I will either see if updated versions work better or change to another map.
  23. Hunt around for the last version of Tubestuff that worked with that version of Minecraft. (1.4.7? I think)
  24. Provide a link to whatever pack it is.
  25. Well, he got it on here.... http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1281065-immibiss-mods-now-with-85-7-less-version-numbers?page=13 May address your issue.
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