PringleMan
Members-
Posts
93 -
Joined
-
Last visited
Everything posted by PringleMan
-
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
Oh I was not questioning it. I would not want to touch it with a twenty foot pole were I in their positions. However as a player I have an interest in this so I am at least open to the idea of tinkering. Or would be if I did not have a test in all five physics classes this week and finals a week and a half later lol. -
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
whoever the guy making the patches will, yea. The patches are from a secondary person which is from what I gathered the main reason why the technic guys are hesitant to mess with this. -
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
I just verified that it works with vanilla. The file that it replaces from modloader supposedly is one of the ancillary features, and is supposed to only break it a little. Unfortunately it seems it is breaking it a lot. edit: I lied about the SMP thing. The forge patch is client only -
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
:/ Double post but it is different than the last post so w/e For anyone who was wondering I just slapped the wormhole xtreme plugin onto my tekkit server and it is actually pretty cool. The command structure is a tad clunky to be honest, but the easy creation of valid shapes and ability to customize your gates is pretty neat. As well it handles both direct gating and sign-menu gating (as in can select a gate from the sign). -
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
Re: "Dimensions" or some parallel world mod I am going to edit out that chunk of code, that was the launcher log not the technic ssp log. will post it as an edit in this post, but I want to give it time to be sure it is failing. edit: So here is the modloader.txt from the technicssp folder. It seems like modloader just is not seeing it as a thing at all, which is expected since it is dropped in to the minecraft.jar. The thing is, loading it as a zip the way a modloader mod would does nothing. It does not crash, but it is not in game. On his thread he says to do it the oldschool way, which is what I did. My method of install was to combine the forge patch and the mod in a unique folder, then drop the contents of that folder into the minecraft.jar. Old school. *uploaded as an attachment because the log exceeds char limit* -
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
Re: "Dimensions" or some parallel world mod Interestingly enough, it seems to not be crashing in the conventional sense. E.G. It is not forcing the window shut, it is hiccuping somewhere and sticking there. This was the result of the log with modloader set to Logging=FINEST. This is the complete log given once I told it to close after letting it sit for about 10 minutes. The modloader.txt from the technicSSP folder is not more helpful. My interpretation is that replacing the forge files that it does in the JAR is likely removing or re-writing some of the methods causing it to freeze. There is also a line in there about a screw up in the en_US.lang, which was probably the biggest concern since Technic does change some things in the Lang file I believe. Jakj, I promise this was not my intent from the beginning but I have too many finals coming up to spend a significant time on this. The files (obfuscated) that it changes in the minecraft.jar are: os.class ra.class xd.class aaj.class alb.class aia.class fr.class As well as the items.png in GUI and the en_US/lang This is with the 1.2.5 version of the mod (internal 0.8.0) with the unofficial 0.8.0 forge compatibility patch. According to his own writeup it also changes something with modloader though I do not know what. Somewhat fewer than what I initially said, I think I might have put the wrong version in the wrong place, not really sure what happened there. The error log I was able to get is below. -
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
Re: "Dimensions" or some parallel world mod Back channels >_> I have a list of the classes in minecraft.jar that it conflicts with. There are 14 classes plus the lang and the items.png that have a conflict. I am going to try breaking them down and seeing if there are direct conflicts or just lines to be added. If the former, as I said not enough time. If the latter I might try and make a technic patch for this. edit: Well, I cannot seem to get forge to give me a deobfuscated list so I cannot get in to see which files were changed. If someone wants I can forward them the list of changed classes but I really do not have time to do this myself. edit2: Is there a way to launch through the technic launcher and get a debug post when it crashes? It just occurred to me I could see where and when it is crashing that way. -
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
Re: "Dimensions" or some parallel world mod Just tried it and there are definitely some issues with Mystcraft and technic. For starters it is incompatible with forge without the use of an external forge compatibility, and secondly it does not load with modloader. It is a minecraft-jar-mod, and a quick test showed that it pretty much broke technic right away. I imagine it could probably be fixed if we found out exactly what is borked with it, but I do not have the time to mess with it right now sadly. Still, if someone else can figure it would I think it would make for a great supporting mod in Technic. Don't be expecting integration though, devs already said they would not touch it at all. -
"Dimensions" or some parallel world mod (Now a Mystcraft thread)
PringleMan replied to PringleMan's topic in Cafe Lame
Re: "Dimensions" or some parallel world mod Eh, multiplayer can just have the multiverse plugin so that is fine. I will look at Mystcraft, that may be along the lines of what I want. Multiple random worlds could be some fun! -
So I was playing earlier today and remembered that a while ago there was a mod that allowed you to store multiple worlds and move between them via command signs. The one I remembered was used for Bukkit before multiple dimensions were stable(ish) and so there could be a world with just the nether and a world with just the overworld, connected by a portal. I was wondering if anyone knew of anything SSP that could do this? My limited search of the MCF turned up nothing, but if you know of anything let me know. For that matter if anyone knows a current Bukkit plugin and is willing to toss me a link that would be swell as well. Cheers!
-
Hey all, since this is a problem we are having with tekkit and it does not belong in the general Tekkit area, I am going to ask this here. So I went to host a private server for myself and a friend and he cannot see the server. I verified that I am running the latest version and they are using the same version, and that I was giving them my external IP just to be sure. I can connect just fine (though of course I am connecting internally so that does not really count) but they always get the "Can't Reach Server" bounceback. Any ideas? I have been playing other games with them all night so I do not think it is really a problem with their network, though I cannot think what else could be the issue.
-
[Solved] Wooden conductive pipes not working
PringleMan replied to Geweldigheid's topic in Tekkit Classic Discussion
Re: Wooden conductive pipes not working In your refinery test did the engines run? If they did was power just not going down the pipe? Keep in mind that you have to build up some charge in the pipes before it will beam power down them. The requirements for power something with BC is an engine, conductive pipe, and power draw. It sounds like you satisfied all of them so I am not sure what the problem could be. -
For people wondering about updates.
PringleMan replied to PsychoBob's topic in Tekkit Classic Discussion
Well to be completely honest if Forge succeeds at pushing everyone into recoding their mods to use forge and not forge + twenty other APIs it will be a net win for everyone. A lot of the compatibility issues that Technic and Tekkit run in to come from conflicting APIs, and a lot of the work that Kaker and the other technic devs put into the pack involved figuring out the optimal set of APIs and the order to put them in. Forge was supposed to be a way around all of that. An open source project that allowed people to add hooks into a single API, allowing them to do what they needed without breaking everyone else. Once a new hook was added, they would push the new version of forge and there would not be anymore code overlaps. Unfortunately that has not really worked for a couple of reasons. First, Forge does not update nearly enough for that to work out in the short term, so a lot of modders just keep using other APIs because it has what they need without them waiting. Second, as I just said the big modders seem to not give a crap whether or not their mod works with someone else's mod. The exceptions of course being IC2, RP2, and BC. Surprise surprise they are the people who head forge. To be honest I am surprised that Forge did not do its own modloader version sooner. Eloraam could write a much better version of it, but unfortunately she seems to be trailing off her own MC coding and updates would not happen often either. Same goes for most of the APIs out there. Nearly all of them could be incorporated into Forge with just a couple of loose ends that break the deal for most modders. It seems like it is usually things in world gen then dont play nicely together. -
[Solved] Wooden conductive pipes not working
PringleMan replied to Geweldigheid's topic in Tekkit Classic Discussion
Re: Wooden conductive pipes not working Not trying to be a jerk or anything, but did you check your receiving pipe to have "can receive" checked on? Without that it will not accept incoming power. Even if you waste a ton of energy, it should still be pumping it out just fine. As suggested though you might consider stepping it down with some transformers to something more usable. -
How to make 250 scrap from 64 cobblestone
PringleMan replied to Pyriell's topic in Tekkit Classic Discussion
Would this be able to be automated? I was under the impression that because of damage values the handsaws would not trade out with one in a chest when using an auto crafting table as they are technically not the same item. While something like a cobble gen would certainly output faster, the builders on my server seem to be idiots and don't put safety systems on their generators. This leads to the server crashing every now and then when they input cobble into a buffer faster than it is being taken out. At one point MCEdit reported over 60,000 entities in each of the 4 *2 (4 on each side of a chest) segments of pipes going to their buffer. By using this method, I could make a new rule that forces slower cobble generators without affecting their outputs of scrap by very much. edit: Out of curiosity can you duplicate scrap with EE? -
Anything you put into the left hand slots will not be destroyed, just saved for transmutation later. As long as you do not put it into the "fire" slot at the bottom you are fine. Once you put it in the left slot just pick it up again. Pattern saved, item still in possession. Mission complete.
-
EE - Possible to give more items/blocks an EMC value?
PringleMan replied to Zenkaipu's topic in Tekkit Classic Discussion
A brief look into the files included as part of EE suggests that in order to add more EMC values for other mod items, one would need to modify the mod files themselves. None of the configuration files contain values for the EMC values of items and blocks. As well, a look into the EE zip file included with Tekkit shows that there are API files added for Buildcraft and IC. Though not directly related to this sub-forum, the Technic SSP pack also does not contain any sort of easily modified value. To change the value on Tekkit would would also need to make sure that everyone had the same values, and that the server was seeing the same values. At that point the amount of work needed to add in a few items is not particularly worth it. Most of the machines from IC and BC are easy to build once you have the materials. And as mentioned before you can transmute the rubber Resin or the Rubber wood. Not sure which I have not bothered trying to do so since there is so much rubber everywhere on my world is borders on the rediculous.