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PBlock96

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Posts posted by PBlock96

  1. Nevermind my application. You list 78 mods and addons, yet it totals 145 mods. I cannot run that, and in that case will not be playing on this server. Thanks for the offer. I recommend letting others know there are 145 mods first..

    I do not see where he lists 78 mods, however in the main post I see where he has listed 71 mods and the phrase "And many extentions to these mods! "

     

    Also, the recent talk of the remaking of the pack we use on the server that has taken up most of the last page should tell you that the list there may not be correct.

     

  2. Thanks for the info, I am relatively new to modpacks :)

    Another question: on the old server I saw that other mods copper would not work several mekanism machines for quintupling. I'd have to use mekanism's, and route the others to thermal expansion, or elsewhere.

    My concern is that I won't be able to make fun Mekanism quintupling production chains without Mekanism ores.

    Would this be the case?

    Do you remember which versions of copper? The reason that I ask is because when I tested this in the new version of the pack every kind worked fine.

  3. I just tested them out, and Mekanism ores work in thermal expansion Pulverizers, AE2 Grindstones, and are in the ore dictionary (therefore work in any machine using the ore dictionary, which is every major mod.)

    And no, Metallurgy does not change other mods ore spawning, but it does provide a centralized method to control most of the common ores in the game. E.G. Copper, Tin, Iron, Zinc, and Brass.

     

    What I found as the easiest way to control ore spawning is to disable all other mod versions of a ore (So not having 6 different coppers), and only enable one mod's version. Since Metallurgy has various types of common ores and since its spawning of those ores is very controllable, I found it easiest to use Metallurgy as the "core" ore generating mod. However, since it does not offer ore spawning for ores such as Osmium, Apatite, or Silicon, it is still required to use other mods to generate the few ores not spawned by Metallurgy.

  4.  

    1. I plan to, but I cannot find out how :P.  I put it in the versions.json but in 1.7.10 liteloader is not an actual .jar file and when you install the pack versions.json is reset. (the read-only option is reset even though I included it in the downloaded files.)
    2. NEI plugins is not updated for 1.7.10, bspkrscore is in there, I'll check out the other two mods
    3. OK
    4. I will update galacticraft, however I intentionally left cofh a couple versions out of date because I was having stability issues.  I will double-check on these though.
    5. ill check it out
    6. All of the mods are updated to the latest version except for the ones you mentioned
    7. I do not have any configs in the modpack atm. I think the old ones you are getting means you need to clear the modpack files before downloading.
    8. I am planning to tomorrow, haven't had the time yet
    9. Great idea! Didn't know this was an option

    - Thanks for these suggestions!

     

     1) when you download the installer, there is an option to extract the jar file, do that, and then put that jar file into the 1.7.10 folder. You don't actually need to touch the versions.json file.

    2) The unofficial version is, it was updated by tonious11 (author of SimplyJetpacks) however I think that he removed the download links, i can send it to you.

    Something that I just noticed:

    Remove all files except the modpack.jar file from the bin folder.

  5. Alright, here ya go:
    1) Install liteloader so that voxelmap works (liteloader jar goes into the 1.7.10 folder in the mods directory)
    2) Add bspkrscore, ArmorStatusHUD, StatusEffectHUD, NEIPlugins Unofficial

    3) Remove OPIS from the main pack since you are the only one who can use it
    4) Update Galaticraft, CoFHCore, MineFactoryReloaded, and
    5) Maybe add In-Game Wiki mod since it is pretty cool (And because pneumaticraft keeps whining about it not being in the pack)

    6) Run an update check for the rest of the mods, especially since many are in beta and therefore are updating often.
    7) Clear out all configs and let them regen since there are still some in for the 1.6.4 version of the pack
    8) Check through all of the configs for stuff you might want to tweak on the server such as ore generation (There was sooooo much tin and copper on the old server XD)
    9) Maybe add the server as a default when first installing the pack (Include a servers.dat with the pack)
    10) I might add more here once I get a better chance to play in the modpack.....

  6. Staff should clearly be cuddled. They need to know that we appreciate them. Caressing them makes them feel too loved and therefore makes them a little lax (Shame on them!). Whereas cuddling them makes them feel all warm and cozy inside, but also reminds them that, like Santa, they determine, figuratively, what we get for Christmas. Coal, in the form of warnings/bans, or presents, in the form of funny replies to low effort posts (See the Whale Box).

  7. Most version checks are disable-able in the respective mod config file. Look for something like "Version Check" or "Update Notification"

    Edit: I noticed that you posted this in another section as well. Please try to only post it once in an appropriate location, it helps keep the forums clean and easy to navigate for people that are trying to help.

  8. IGN: PBlock96

    Why I would like to join the community: I have wanted to find a nice community that I can join that isn't focused on PvP and donations  for a long time, and it seems as though I have found it. I have a large amount of experience with modded Minecraft, running modded servers, and being helpful in general. I have also been looking for a larger modpack that allows for large bases and a more enjoyable experience, which this fits nicely.

  9. What I did to get your pack to run:

    1) Added CodeChickenCore from here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1279956-chickenbones-mods

     

    2) Removed ThermalExpansion 3.0.0.7 since it is for MC 1.6.4

    3) Added CoFH Core, Thermal Foundation, and Thermal Expansion from here: http://teamcofh.com/downloads/
     

    4) Removed OpenBlocks-Mod-1.7.10.jar as it does not follow the OpenMods's naming standards.

        ** The Open Mods Team does not have an official version out for 1.7.10.

     

    5) Removed Ender-Storage-Mod.jar as it does not follow ChickenBones's naming standards.

     

    6) Added Ender storage from this site: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1279956-chickenbones-mods

    7) Added Mantle since Tinkers Construct relies on it. http://minecraft.curseforge.com/mc-mods/74924-mantle/files



    Just as an additional note, only download mods from Curse, MinecraftForums, PMC, or the Authors personal site. ALL other sites are fake. Also, please make your own thread for future issues.

  10. I figured there wouldn't be much point since the mods would be on your PC anyway as there is where you do nearly all of the testing before uploading to Solder. I mean you could use Mono to run it on the remote server but I don't see much point.

    This is true, but many people use Linux instead of Windows on their home computers. Also, this looks really nice, good work! I wish I had this when I was first setting up Solder!

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