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macks2008

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About macks2008

  • Birthday 01/01/1900

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  1. OH! I guess that makes sense, it's just a little confusing. Let's try this now... THERE we go. thanks bochen
  2. You would think Forge Mod Loader would include this Blood Magic 1.2.0 Buildcraft 6.0.18 MineTweaker 3.8.9B pixelmon 3.2.9 universal ProjectRed (all modules) 4.5.1.51 RailCraft 9.3.3.0 ChickenBones Core 1.1.1.104 Alternatively, here's the dropbox share link to my mods folder
  3. As far as I can tell, the pastebin I linked has the entire log for that session. I'm pretty sure I didn't download any development versions, but I can check, I guess. All of the mods are working just fine until I add Project Red + chickenbones' core.
  4. Thank you, I was trying to figure out which forum to drop this in, and defaulted to the General discussion forum. Somehow I overlooked pagoda. Sorry about that. That's what I did. Thanks anyway for trying to help, at least. I kinda said that in the title, though, didn't I? Now that I think about it, isn't CodedChickenLib a core mod? Let me check that real quick in the installation instructions for CodedChickenCore nope
  5. I'm trying to put Project Red in a private modpack but regardless of whether or not I have CodedChickenCore (CodedChickenLib-x.x.x-x.x.x.xxx.jar), I still get [09:25:51] [Client thread/ERROR]: The mod ProjRed|Core (ProjectRed) requires mods [ForgeMultipart, CodeChickenCore] to be available in the log file. Here's the full log, by the way: Log file hosted on pastebin What am I doing wrong? How can I fix it? I mean, besides using a different logic mod such as RedLogic, obviously.
  6. Okay, where's the DL list? Or perhaps I should just make my own. I think I only need Forge Mod Loader, but I'm not positive. I think you might be right about what the problem is. Hopefully I can figure out how to fix it. Hey, speaking of that portion of the Forge Mod Loader log, what is Buildcraft silicon? Is that anything like a substitute for Redpower 2's logic gates? I need one, seeing as Redpower is so much outdated (real life seems to have killed it by overloading Eloraam with work).
  7. That's what I thought, but then I added PowerCrystalCore 1.1.7 to the zip file on my dropbox that is referenced on my modpack's Technic Platform database entry, changed the version number on said database entry, downloaded the update to the pack Technic Launcher, and still got an error from FML asking for PowerCrystalCore 1.1.7. Maybe you can figure out what the hell is going on? Here's the FML log for the most recent session. I had to put it on pastebin because apparently a 2000 line post is too much, even with code tags (which I tried).
  8. Ahem... Anyway, let me see if I can get that log... in the meantime "Could you please clarify the process for updating a pack?" I'll edit this post when I have the log, assuming you haven't replied already. Edit: how do I do spoilers on this site?
  9. How can it be a mismatch? I downloaded the version of PowerCrystalCore that it requested.I think the only PowerCrystals mod I have is Mine Factory Reloaded, but I might be wrong. Could you please clarify the process for updating a pack? I think I'm probably doing it wrong since I added the version it asked for but it's still telling me I don't have that version.
  10. Yes, I still have my problem. That's why I made a post requesting help for it. My apologies for not making that clear.
  11. (Please note: I did not follow this guide to make my pack so it might be a bit difficult to help me. I did manage to get it to FML's loading screen and what you describe in your guide looks a lot like what I did.) in my initial build, I failed to include PowerCrystalCore (1.1.7) with Mine Factory Reloaded. FML called me on it, so I added it to the zip file in my dropbox folder that the link on my pack page leads to. I also made sure to change my pack version so that it pushed an update. I launch the pack, updated it, and I still get the error. Does anyone know what's going on here? FYI: What I did do to build my pack was take a pack (Go for Launch, a pack designed for secondarygaming.enjin.com's server) I knew had almost all the mods I liked, remove the ones I don't like, and zip whatever's left. I guess in the process of that I removed PowerCrystalCore.
  12. I'm having this issue as well. I don't think I can test the pack I'm building until this is fixed... shoot. Who's bright idea was it to use such a lousy error code, anyway? it's not particularly actionable. It took me over an hour to find this thread because I spent time finding out that this solution and that solution didn't work. I might be able to use the slightly outdated copy of the launcher I have on my server computer... hmm... wish me luck. yup the outdated copy of the launcher worked. Someone send me a message when they push an update that fixes this.
  13. Oh, I knew about the forums, I just didn't think to go there. Sorry... I suppose I could just drop a shoutbox message next time. All remaining discussion with me concerning this server will (probably) be on enjin. P.S. I removed the end bit of the last message because i figured it might convey something unintended to anyone looking for a new server to play. it was really just intended for eyeball to see. its the "issue" hes referring to above... or at least part of it.
  14. I figured as much. I just really like the void ring's teleport feature, but I suppose I can use ender pearls. I guess the same thing applies with the philo-stone? i miss my portable crafting table and tekkit doesn't have factorization :-( also, I found someone has forgotten to claim their area. I put some signs to remind them. ALSO made sure to unlock the signs so they aren't a nuisance. I believe the person's name is T0mmyGun123. That's just based on the fact the building has "TOMCO" on it (in RedPower wire writing) and a nearby claim owner is T0mmyGun123, but yk, just guessing. edit: i did the same with another unclaimed area, but i dont know the name. and on yet another, i made some pixel art (out of gold) reminding them to "CLAIM YOUR LAND" on an attached sign. Is that last one ok (considering its free gold for the owner)? I'm trying to be nice. I also thought a smiley would be an amusing way to remind them, assuming they even play still.... assuming any of them play still...
  15. Based on the banned item list, I would assume that the void ring is also banned, since 1. It requires a black hole band in its recipe 2. It has the functionality of the black hole band What I'm wondering is "why is the black hole band... err... banned?" I suppose its got something to do with duping and alchemical bags, but there are plugins to deal with that on a case-by-case basis (for example, deleting the BH band/void ring when it is in the bag) rather than banning it all together. I really like the void ring, but totally understand if I simply can't have it on account of bugs and stuff. I just want to know.
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