Jump to content

Teraku

Members
  • Posts

    1810
  • Joined

  • Last visited

Everything posted by Teraku

  1. This modpack seems to be exactly what I'm looking for. Many thanks! The only thing missing seems to be Ars Magica 2, which is a mod that I really love. It should be updated to 1.7 soon, though. Will you be including that mod if it's stable, or should I put it in myself?
  2. Is this modpack the successor of Tekkit, or is it simply a different mod pack? I'm asking because IIRC, it was said that Hexxit II was coming out before Tekkit II.
  3. Sad. Hope this doesn't adversely affect the mod or his future attitude. Awesome! Is this that "Tekkit II" people were talking about, or is this something different? And wasn't Hexxit II supposed to come out first?
  4. Anyone got a response from Skuli yet? I totally forgot about the matter.
  5. There was some drama involving Tekkit a few years ago, a few developers got mad and everyone jumped on the bandwagon of hate. This resulted in some modders developing contempt for the Technic Team, and CovertJaguar eventually decided he did not want Railcraft to be in Tekkit Lite(not sure if this was during Lite or during the new Tekkit for 1.5). From that point on, it has not been included with any Tekkit version.
  6. ​Good times indeed, I just returned from a two year's vacation as well. Though I didn't post much in Kitty Jail. Forums aren't really that fun to discuss the game and the modpacks anymore, every subforum is full of bug reports and people asking for help.
  7. ​I'm not too sure about DX12, it probably won't be as big as we think.
  8. Getting animals to follow you can be a bit finicky, just keep trying. They tend to lose attention sometimes.
  9. I've sent you a PM a few days ago as well, I'm interested in testing.
  10. I'm pretty sure that disabling the Nether will stop the portal from forming altogether. If you still manage to step into one, you'll get the swirly effect, but never get teleported.
  11. I've added it to my custom pack, but the recommended version had a memory leak. It's still a cool mod, even though I dislike free energy solutions with low maintenance, like the windmills and solar panels.
  12. I use item ducts on both sides of the tesseract. Remember that the receiving tesseract needs to have its itemduct in Extraction Mode by using a Crescent Hammer on it.
  13. Tekkit was originally a multiplayer version of Technic, and thus lacked a few mods. Now there's not really any difference. Play it however you wish.
  14. For some reason, my MFR Item Routers aren't accepting items, from any pipes. Doesn't matter whether or not the item is mapped, and whether or not the "reject unmapped items" option is enabled or disabled, or what side the input is from. All items just fall out of my BC pipes. I'm using regular stone BC pipes, so why isn't this working? EDIT: My users are now also reporting that the Item Router isn't sorting correctly when dropping items into the top as input. It still sometimes sends items the wrong way. Is it bugged or something?
  15. Okay, thanks guys. My money's on Mekanism or Ars Magica being the problem. I'll experiment a little and see what comes out. EDIT: By the way, could the PermGen size being too small be the problem? If so, is there any way to increase it on a server?
  16. I'm running a Tekkit 1.2.8d server with some extra mods, and I'm getting huge memory leaks for some reason. Server simply crashes every 30 minutes. Is there any way to find out which mod is causing it? Project Red is already updated to latest version, and I'm not using any pipes yet. Just some basic Mekanism machines and Ars Magica.
  17. You can remove the specific mod and explore the chunks containing pipes, or you can use NBTEdit to remove the offending entities. It's a lot harder to do if the pipes aren't actually causing fatal crashes.
  18. So what's causing this lack of FOV change? Is it something in Minecraft 1.6? Or a specific mod?
  19. Sounds to me like a bug in Thermal Expansion. Maybe the code that allows you to automatically repair tools by putting two of them together is a bit too eager, always yielding an iron sword, regardless of what other items are present. Kind of like how a few Minecraft versions ago, writing "/stopEntities" would stop the server, if you get what I mean.
  20. Yeah, I'm using the same mod. Rather nifty, though defeating your own ghost is a bit hard. I mainly have the mod for the convenient tanks.
  21. Not sure if airlocks from GC still exist and work on Earth, but if they do, you can use those.
  22. Why did TE move away from BuildCraft anyway? It worked together perfectly with BC, but now we have yet another power standard. I do like that the Compression Dynamos are a lot safer than Combustion Engines, though. I might actually consider using Fuel to power my stuff.
  23. No idea how to change the spawn, but maybe you're able to change it by using a command that can change the spawn. I don't have to deal with this, as I usually just make MystCraft portals or Dim Doors between my base and my space station.
  24. I had the same problem here, I had to use WorldEdit's count command to make sure Diamond Ore even spawned. It does, we were just having bad luck.
  25. I'm pretty sure that it's been said once that "magical" mods don't really matter all that much. Thaumcraft was in Technic SSP, and it was also rather magical. Though I do think Ars Magica would be downright perfect for Hexxit.
×
×
  • Create New...