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planetguy

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Everything posted by planetguy

  1. I'm having trouble getting port forwarding to work with Minetest. Want to try Hamachi? (Network name Craftfind, password Technic) It will hopefully download the game type automatically, but if it doesn't or you want to try it on singleplayer, this is it.
  2. Minetest server I set up. The IP is 99.108.142.147 on port 25565.
  3. Sorry, I'll put it back up if you want. Edit: It's up.
  4. Minetest? It's open-source, cross-platform and has a modding API. Mythruna looks kind of neat too, for more the RPG feel. It's not especially complete though.
  5. New 1.7.10 release submitted today. Changes: Rewrote the core code to contain shared code. With most of the same features, Gizmos is half the size of its last build. Removed portal tweak and special lighters. The former was a coremod, and 1.7 makes developing coremods a major nuisance, and the latter I never found very satisfying. Added a tweak: Sneak while right-clicking a furnace cart and it will be pulled towards you.
  6. You can only assign 1 GB because you're running 32-bit Java. More RAM isn't always better, though - if you have too much, garbage collection will be delayed until it's all full and will take a long time to empty it all out, causing a lag spike.
  7. BluePower has a crash, but for now you have to add this to your mods folder as a work-around. A 1.7-compatible ComputerCraft (1.64pr4) is available from the "beta testing" thread in their forums.
  8. Which mods are in the pack, and how powerful is your computer? That can have a lot to do with things... Personally, with a modpack a bit big for 1 GB of RAM allocated, I've seen a large performance boost launching Minecraft with the -XX:+UseConcMarkSweepGC JVM flag. This will only work if you are stuck with 32-bit Java or don't have quite enough RAM for the pack. Mods that, in the past, I've noticed are hard on performance are ProjectRed and LogisticPipes - I've dropped both from a 1.6 pack because they were too expensive. On 1.6 Mariculture slowed down wgen beyond the point of usability, I found. You might be able to add Optifine or FPS++ to improve performance, but Optifine has compatibility issues with more than a few mods.
  9. First of all, my suggestions are my own opinions - while I'd build a pack like this, it A few mods I personally am fond of are: -Bluepower: An excellent item management system, based on RedPower's. RP itself has been dead since Minecraft 1.4, but I still miss its tubes. -Remain in Motion: Allows moving blocks. Combined with block breakers and placers (you have several in your pack already) they allow replacing most magic blocks with contraptions you build yourself. (Disclaimer: I develop it, so I'm not exactly an impartial commentator.) -ComputerCraft and/or OpenComputers, and add-ons: Add Lua-based computers to Minecraft, allowing complex logic to be implemented in single blocks. Some other suggestions: -ProjectRed and RedLogic (and BluePower, if you add it) all serve much the same purpose - to replace RedPower. Although they each are different, you could probably trim down the pack quite a bit by using only one.
  10. It's possible that CC integration isn't enabled on the server? New version! Better still, new features! v2.1.0 adds: +Support for many mods' wrenches, including Buildcraft, IC2, ProjectRed, UE, and Railcraft. Did I miss some you use? Tell me, it's dead simple to add more! +Support for closing sides of carriage motors/engines/etc. Sneak-clicking them will close the side, after which they will not search for a carriage in that direction. +Carriage adaptors. These function like carriage drives, except instead of requiring redstone or a computer signal, they pick up adjacent carriages when they are moved by RemIM. (Their sides can be closed, like other drives'.) +A texture for transduplicators.
  11. Thaumcraft hasn't been in Tekkit since 1.1, when it was removed by request of its developer, as I remember. I don't like Thaumcraft despite trying to get into it, and never use it myself, and I'm pretty sure it doesn't have transmutation - it's more a magic mod, so it doesn't fit into a tech pack very well. (EE or AeC could very well be considered magic mods, but Tekkit has a precedent of including EE.)
  12. The port is all done, as of v2.0.2. Everything works again. Changes: Instead of a funky hitbox that's hard to walk around on and glitchy, FMP carriages do not collide with anything. Put a microblock if you want to stand somewhere.
  13. I'm sorry to say that you're most likely out of luck. The mods may not support metadata in their configuration, in which case the thing to do would be to go notify the developers of said mods. The modding community has, in large part, moved on from 1.6, and only a very generous developer would be willing to support it.
  14. I think the developers of Tekkit should consider dropping EE3 in favour of AetherCraft. As-is, EE3 is quite scaled back from EE2 and has no mod integration or configurability. AetherCraft, meanwhile, has condenser-type things and allows connecting machinery to transfer aether (EMC, basically), includes automatic value calculation with support for mod recipes, and can be easily re-balanced using its configuration.
  15. I just got Remain in Motion to half-usable condition on 1.7 - and 1.8 is in pre-release. Oh joy.

    1. disconsented

      disconsented

      At least forge aint out for 1.8.. yet

  16. Alright, 1.7 version is getting closer to stability. Version 2.0.1-EXP2 runs on Minecraft 1.7.10, and is less buggy than previous 1.7 builds. (Note: only frame and support carriages are functional.)
  17. You mean 1.1 and not beta 1.1, right? I'm pretty sure the underlying infrastructure is technically capable of launching Minecraft 1.1 (assuming it uses Mojang's launcher library), but the problem is that Technic's website isn't set up to provide it. One might think to try running from an external URL, but it seems that the Technic launcher checks that URLs point to Technic's API, so generating a pack URL, editing the data and re-hosting it won't work. You can try recompiling the Technic Launcher with that check removed and using a custom API entry if you really want to.
  18. I won't say it's impossible, but EE2 will not have aged gracefully - 1.3 removed singleplayer, which EE2 was primarily coded for; 1.7.2 removed IDs, which I'm guessing EE2 uses to specify EMC values. You might be better off starting from more recent mods like EE3, Aethercraft and Xeno's Reliquary, because you will be able to get around much of the painful porting. (All of those mods are open-source, unlike EE2, so the armchair lawyers won't bother you if you base your work on them.)
  19. 1.7.10 is in progress, mostly crash-free but there is much that doesn't work. I can't give you a hard date, but if you want I can publish a test build of whatever I have. Edit: I put together a build and it doesn't work. Darn it.
  20. I'd recommend adding some more variety to the outsides of the buildings. Real buildings don't just have smooth outside surfaces - they have ridges and columns, crossbars and supports. A common strategy is to use walls 2 or 3 blocks thick - 3 lets you put tunnels in the walls without it showing on the outside, or hide redstone, and even just 2 lets you use different blocks inside and outside. If you need to build a lot of buildings and want them to visually match each other, you could start with a handful of different modules and combine them differently.
  21. New best practice: put a class and line number in debug messages.

    1. disconsented

      disconsented

      I am a fan of breakpoints myself

    2. TheBytemaster

      TheBytemaster

      Both have their benefits. I like planetguy's method personally, but breakpoints are really powerful. Depends on what you need, really.

  22. If you're able to use a custom pack (perhaps based on Tekkit), you might enjoy adding AetherCraft. It feels a lot like EE2, and is still actively maintained and expanded.
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