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The_Doctors_Life

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  1. Upvote
    The_Doctors_Life reacted to Curunir in Did you know?   
    The fastest method of vertical travel is falling. But until you get your fall-damage-negating boots, falling is unfortunately fatal. And still, even a one-block layer of liquid will cushion your fall and negate fall damage, which you can use to your advantage. You could opt to use a drop shaft to quickly get down into your mining area, and a separate ladder or stairwell to get back up. A 2x2 shaft with 2x2x1 liquid at the bottom should do nicely. Make sure to keep the shaft walls smooth and the exit at the bottom small, so you don't accidentally hit an edge and die anyway.
     
    Bonus hint: Almost any liquid will work, although some have harmful effects. If you fill your drop basin with milk, you'll come out with an instant buff for a few seconds. Don't use Resonant Ender for giggles (and instant random teleport), though. You will retain the fall speed through the teleport and still have it when you materialize.
    Which will hurt. Trust me. I tried.
     
    Bonus hint 2: I think it also works with cobwebs instead of liquids. Try at your own risk, though.
  2. Upvote
    The_Doctors_Life reacted to Kotja in Did you know?   
    If you don't want cinnabar smelt redstone ore with sand in Induction Smelter and you will get one redstone block (9 redstone) and chance of rich slag.
  3. Upvote
    The_Doctors_Life reacted to EvilOwl in Did you know?   
    Did you know you can right click the Rain Muffler to silence rain everywhere? Right click again to remove the magical wool from your ears.
  4. Upvote
    The_Doctors_Life reacted to EvilOwl in Did you know?   
    Did you know that you can avoid the near bedrock fog and particles blinding you to see nothing under your base.
     
    Go ahead and build a skylight / roof window (or whatever you call them).
     
    Build a square of glass in your roof and some glass on the floor under the skylight for the sun to peek to your basement.
    No bedrock fog at low levels. Minimum one glass block in early game just above the vertical shaft with ladders will eliminate thick fog for several blocks underground.
     
    Level 2 above bedrock:
    Before:

     
    After:

  5. Upvote
    The_Doctors_Life reacted to EvilOwl in Did you know?   
    Did you know that you can have a simple automated BigReactor controller and never to worry again about the power usage?
     
    Put two RedNet ports to a BigReactor, set one to Output:Energy amount (%) and the other to Input: Change control rods insertion for all rods.
    Configure those two on the same colour and connect them with a RedNet cable.
    This solution is IMHO brilliant and simple - self controlling reactor.
  6. Upvote
    The_Doctors_Life reacted to plowmanplow in What Am I Doing Wrong?   
    Every time you change your modpack archive you need to change the version number in the pack settings page. The Launcher is only notified that a new version is available when this number is incremented/changed. You have removed the version numbers from the file names of every mod in your pack. Why have you done this. It makes it basically impossible to support you and keeping the pack up to date (or just updating it) would be a nightmare. I'm not even going to try running the pack in my test environment. You are going to need to re-download all the mods in your pack and leave the filenames/version numbers intact. Once you have done that, if you are still having problems feel free to come back here.
  7. Upvote
    The_Doctors_Life reacted to CanVox in Technic API   
    I can't provide example code, but here's how to hit the API.  Please be responsible with your API usage- cache information and don't hit the API more than once per hour or so.  We don't want to have to lock it down because people using the API for stuff like this sounds really cool to us, but if people use the API irresponsibly and cost us a lot of money, we'll have to do something about it.
    The other thing is that the API is for the launcher first.  We may change it without notice.  We'll help you get acclimated if you ask us about changes in #technic on SynIRC, but your site need to have a backup plan if everything goes sideways because it definitely could.  If us changing the API causes your site to 500, that's on you not us.  Put some guard conditions so that API changes don't bust your site.
    First, you need the latest stable launcher build #- http://api.technicpack.net/launcher/version/stable4
    You'll use it the build # from that response in all the requests to come.
    http://api.technicpack.net/modpack/attack-of-the-bteam?build=<build #>
    That will provide basically all the information you need.  Replace attack-of-the-bteam with your own pack's slug.  The feed field will provide what you were asking for.  Runs/Downloads/Ratings is also a thing that many pack owners use from the API.  Currently those numbers are turned off because they were causing slowdowns on the API but they'll be going back up soon.
    I hope this helps you put together something interesting!
  8. Upvote
    The_Doctors_Life reacted to plowmanplow in Custom Modpack Mac issues   
    The pack seems well constructed and appears to work fine. We would need one of the crash reports from a client that is crashing on world creation in order to proceed.
  9. Upvote
    The_Doctors_Life reacted to plowmanplow in The pack is vanilla instead of forge 1.6.4   
    Your modpack.jar is named "modpack.jar.jar". Google "windows explorer always show file extensions". Your Big Reactors is very out of date (should be 0.3.4A2). Your ComputerCraft is out of date. OptiFine is out of date. Tinker's Construct is out of date. Your CoFH mods are out of date. You have no config files in your pack. This will likely prove fatal.
  10. Upvote
    The_Doctors_Life reacted to SyriusTank in Solder Help Requested   
    I figured it out. I had to set my Document Root to the public folder from the public_html folder. You can do this easily with http.conf if you have root access, but since I am on a shared server I had to modify the .htaccess file in my public_html directory with the following rewrite:
    RewriteEngine on RewriteCond %{HTTP_HOST} ^solder.syriuscode.com$ [NC,OR] RewriteCond %{HTTP_HOST} ^www.solder.syriuscode.com$ RewriteCond %{REQUEST_URI} !public/ RewriteRule (.*) /public/$1 [L] I hope this helps someone else.
  11. Upvote
    The_Doctors_Life reacted to plowmanplow in How do I make a mods page?   
    You would need to use the Solder API: https://github.com/TechnicPack/TechnicSolder
  12. Upvote
    The_Doctors_Life reacted to Grim_Ascensions in What qualifies a modpack for "Trending" page?   
    He didn't mean rate of update releases. He was referring to rapid increases in download and runs statistics in a short span.
  13. Upvote
    The_Doctors_Life reacted to plowmanplow in What qualifies a modpack for "Trending" page?   
    Think "rate of change". Possibly first or second order derivative. I don't know if they are making it that complex, but in the end it's largely a factor of "how fast are the numbers changing".
  14. Upvote
    The_Doctors_Life reacted to Munaus in Help With My Custom Modpack   
    minecraftforum.net http://www.minecraftforum.net/ this is the number one place to look for minecraft mods
     
    curse.com http://www.curse.com/mc-mods/minecraft same as minecraftforum
     
    github.com https://github.com/ some mod authors put their latest dev builds on this site
  15. Upvote
    The_Doctors_Life reacted to CharZinta in What does Technic modpacks require?   
    No.. Not so suddenly we all have lives and can't sit at the computer screen waiting for someone to rush up and say FIX IT..
     
    You second like REALLY wants me to help you.. REALLY.
     
    Okay now that we have all that out of the way...
     
    The first error you need to fix is the missing files.
     
    [b#282] 2015/02/28 14:05:42 [iNFO]  [14:05:42] [Client thread/ERROR]: Using missing texture, unable to load minecraft:textures/blocks/MISSING_ICON_BLOCK_726_deactivatedCageTrap.png, java.io.FileNotFoundException
     
    LOTS of those are in tyour paste log. Missing files.. lots of them...
     
     
    Then doing a bit more digging on the GL error and FRAME BUFFER error in your logs it would appear your video card drivers are having issues. So, new computer, new drivers, or non-updated or plain jane drivers..
     
    1) Fix the missing files
    2) find out what kind of video card you have and make sure the drivers are current and from the vendor/manufacture not some random 3rd party.
     
    Do those two things then post again and someone, possibly even me if I'm around again later tonight, will be able to help you.
  16. Upvote
    The_Doctors_Life reacted to CharZinta in Error in Modpack   
    Pastebin your logs and provide a link here on the Technic site to your mod pack for reference.
     
    Consider renaming the files in your modpacks folder. Linux admins hate special characters and spaces as Linux has to do work arounds on them.
     
    Put the FORGE version in the right folder named modpack.jar NOT the installer file.
  17. Upvote
    The_Doctors_Life got a reaction from TcMTrinityC in 404 Error trying to Link Solder API   
    The entire folder (not just /public) should be chmod 775. you can achieve this by running the command
    chmod -R 775 /TechnicSolder
  18. Upvote
    The_Doctors_Life reacted to TcMTrinityC in 404 Error trying to Link Solder API   
    Thank you! That solved the last of my problems
  19. Upvote
    The_Doctors_Life reacted to plowmanplow in My modpack not launching   
    You have two different versions of Not Enough Items installed. You've got the "new" CoFH mods, but haven't updated many other mods which rely on CoFHCore. Mods which you really need to update (not just because of CoFHCore):
    AE2rv2 to beta-8 BigReactors Botania BuildCraft IC2 Nuclear Control Jabba PneumaticCraft RailCraft Tinker's Construct Thaumic Tinkerer (big time) Tinker's Mechworks Twilight Forest
  20. Upvote
    The_Doctors_Life reacted to Melfice in Packs Won't Load   
    Problems go on the Tracker.
    Please read the Tracker rules and requirements.
     
    You can find links to both in my signature.
  21. Upvote
    The_Doctors_Life reacted to Zlepper in Modpack Helper | Pack modpacks | Check permissions | Upload to web | Update Solder Automatically   
    No it's not, it has no way of detecting the ftp feature. Also ftp and s3 are completely seperate features of the program.
    The program it is complaining about is what the .Net framework uses to install ClickOnce application.
    Also, should you happen to delete this file, good luck installing Google Chrome, which is just one of the many applications which uses the .Net installer.
     
     
    It should print out all stored information, but I recently broke the database, so it's likely it doesn't have any information stored at all right now, other than the open permissions.
    But i'll see what I can do about adding some kind of error.
    Latest version will now print make a list of files it doesn't know permissions for, and a list of files it knows nothing about at all.
  22. Upvote
    The_Doctors_Life reacted to HalestormXV in Modpack Helper | Pack modpacks | Check permissions | Upload to web | Update Solder Automatically   
    I hereby crown you Solder Pack Guru lol. Your work is awesome. I will test this out today on my arrival back home and edit this post with my findings although I already know they will be glorious as always. Thank you once again and job well done.
     
    EDIT: As I said I would, I have tested this quite a few times and it works flawlessly thus far. Thank you.
  23. Upvote
    The_Doctors_Life reacted to HalestormXV in Modpack Helper | Pack modpacks | Check permissions | Upload to web | Update Solder Automatically   
    Tested out the new Get Permissions button on my actual modpack folder and it works like a charm. Only thing I noticed is it will only generate the open permissions, it won't generate ones that require permission or even if it can't find permissions perhaps an "Unknown" status unlike when you are actually creating the pack and it says to provide a link to the permissions. But I do see lables in the PermLevels.cs file (Unless of course every mod in my pack has open permissions, which I'm fairly certain isn't the case because i know some require that you have the permissions/notify them it is in a modpack) IE:
    OpenMods(OpenMods) by Mikeemoo At http://www.openblocks.info/ Permissions are Unknown (if the system just doesn't know what the permissions are) Permissions are Required (if the mod-author states you need permissions)    
    Is that intentional or was that an oversight? Either way even if it was intentional, I don't mind cross-referencing so THANK YOU so damn much lol!!!!!!  
  24. Upvote
    The_Doctors_Life reacted to Munaus in Hosting a modpack   
    first, read this thread thoroughly
     
    If you still didn't get it, post your modpack download link here so others can test it
  25. Upvote
    The_Doctors_Life reacted to HalestormXV in Modpack Helper | Pack modpacks | Check permissions | Upload to web | Update Solder Automatically   
    Im just making a post here to cheer you on Zlepper. The software keeps getting better and better and I give you my gratitude. It has made making packs worlds easier. I salute you and keep up the amazing work!
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