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Object

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  1. Can anyone who knows java follow this up?
  2. I'm just going over all the old posts relating to this. If you notice jjd210 and any other user who reads this, he said every other ore works fine. Meaning you can macerate nether tin, copper, etc etc. I've already explained to someone else that there are macerator recipes for every nether ore except nether iron and nether gold. This is a bug and has been around for a while, maybe Tekkit should release with GenerateNetherOres by Lordmau5 instead of relying on TehCrush.
  3. When is Tekkit 1.3 going to be released? No wait, I didn't ask it in my best nub kiddy voice...how about. OMG LOL, WHEN IZ TIKKET 3.1 GUNNA BE RELEESED!?!?!?!?!?!!?1111111ONEONEONEONE Now to the more productive info, Tekkit and any other modpack ported to Bukkit via MCPC has to wait for many things before releasing to the public, so don't get your panties in a bunch. The technicpack dudes have released a note about this but I will help keep some of you informed by explaining the entire process. (correct me if I'm wrong at any step) First off Bukkit needs to be released, and not the first RB (that one is tested as well as toys from China are tested for lead) but usually the first dev build. This will take a good amount of time, I'm guessing due to the size of 1.3 it'll take a couple weeks. During this time the devs for all the tekkit mods are frantically, quickly, swiftly, taking their sweet ass time, releasing updates for 1.3. When they are done that's when MCPC starts porting them over to Bukkit. No one knows how long this will take, it's a complex forumula based on how desperate the nerds at MCPC are, multiplied by the complexity of 1.3 then subtracted by pure luck. (drugs and energy drinks are an optional subtraction as well while alcohol is an addition) Then after all this is done the dudes here at technicpack.net consult a magic unicorn, present it with the finished mods and the unicorn goes naaaaaaay, and that is how babies are born...no wait...ignore that last part. Hope this helps.
  4. Title: Nether Ores missing macerator recipes for nether iron and gold Version: 3.1.1 OS: Win 7 64 Java Version: 64 Description of Problem: Nether Ores missing macerator recipes for nether iron and gold. Error Messages: Error Log:
  5. I've had it preordered for a while, I bought the 2 copies one for myself and a buddy. Orc Must Die > Dungeon Defenders. I also have Torchlight II preordered, and GW2.
  6. He said embarrassed because he assumes you should be embarrassed after you clued into the fact that this is posted in the wrong section. Obviously you haven't so let's look at your logic... You are asking for a mod to be created and then added to the tekkit pack? So you're basing the fact that you'd like to see this non-existent mod added to tekkit pack for your reasoning as to why this post belongs in the tekkit SMP section and not something like http://forums.technicpack.net/forums/requests.44/ that could possibly be not only more appropriate but would most likely garner more positive responses. Instead of replying to this post again, might I suggest an alternate route? Go here and re-post this, then wait for replies based on the merits of the suggestion and not your inability to think logically.
  7. Don't make me sick my pet beaver on you, it has huge teeth, and he gets grumpy when he has a lack of wood, just like me surprisingly.
  8. I'm pretty sure I specifically asked not to say stupid shit like this. Back on topic, I've been trying out EE and it does seem like I'm progressing a lot quicker then if I wasn't using it. The trans tablet allows me to convert things like rubies and uranium into whatever I feel like. Obviously you guys know how it works but I'm really starting to see what you all have been talking about. I feel like I don't really care what I'm digging up anymore because it's all going into EMC. The transmuting system is interesting but I don't think you should be able to convert anything into EMC, and I think all the values should be lowered.
  9. I figured I had two solutions to this problem, one of them worked. If anyone else encounters this issue, load up the technic launcher, options, manual build selection, switch to another build (I used 3.1.0). It'll say theres a new version when you login, update then when it loads the reg MC screen exit out. Back into the technic launcher and switch to your normal build (I'm using 3.1.1). I'm not sure if this is a bug with 3.1.1, something specific to the texture pack I just started using, or if it was just random, but it was definitely an odd issue.
  10. Title: Not Enough Items Unnamed item Bug Version: 3.1.1 OS: Win 7 64 bit Java Version: 64 Description of Problem: After added BDCraft texture pack (not sure if it's related) my NEI now displays a fair amount of items as Unnamed. Items like silver, Battery (Redpower battery) etc etc. I've done a little research and I think it has something to do with dmg values. I'm a little confused as to why it happened all of a sudden because I could see them before, I'm guessing it has something to do with the texture pack but I have absolutely no idea as to why a texture pack would change NEI options. Error Messages: Error Log:
  11. It's over there. You know, that way.
  12. Well I'm quite satisfied with your response so since even the OP isn't responding here I think this thread is done and over...again.
  13. You're right, it was basically a troll attempt, I prefer to call them my own IQ tests. I assumed you were an idiot, you obviously aren't based on the reply and that's great. As for the bukkit team, I think there was something going on behind the scenes because when Bukkit first replaced hMod they we're that responsive and quick to update. I remember when it used to take them a long ass time to release an update when MC was updated. Long enough to cause issues with my playerbase. Then they gradually started getting quicker until magically it seemed they had a release in the works before MC even updated. Obviously they were already working with Mojang at that time, but just not on salary.
  14. You do realize that the Bukkit staff are now paid employees of Mojang right? You can't compare what the Bukkit team does to what the Technicpack team 'should' do. Maybe one day Mojang will put the technicpack team on salary, but until they do you just have to be happy with what you're getting for free. I'm extremely happy with what the technicpack team has done, I no longer have to mod the client and distribute the modded client to all of my users. I run 3.1.1 on my server and I explain to my players that if they're too incompetent to understand how to change to a manual build selection then they need to go back to playing Runescape or well join your server where you obviously spoon-feed your playerbase. My 11 year old cousin picked up on the concept of doing a manual build selection, are you trying to imply that your playerbase is less intelligent then a 11 year old girl? If so, then that's pretty condescending thought towards your playerbase.
  15. This is exactly what I was leaning towards. There's a mod called NaturalDisasters, not sure if it's still updated but it will randomly destroy the world. Acid Rain plugin also destroys the world to a certain extent, it will destroy leaves which adds a new layer of difficulty. I've added in the McMMO mod hoping that the /mctop scoreboards will keep people interested in grinding away until they max their skills out (lvl 1000). I personally think I'm going to have to focus on a massive computercraft project since I'm a programmer by trade. I've played Hack Slash Mine and it gets pretty boring without some serious epic enemies to kill. Battle Towers was another thing I was looking at but it requires a fresh map. Any other suggestions?
  16. I'll definitely have to look that up then, Thaumcraft was definitely an interesting mod. Is there any discussion on adding it into the Tekkit or Technic pack? Too bad then. Thanks for the info though.
  17. I actually started with technic before renting my own server and putting tekkit on it. There are a lot of things, including thaumcraft, that I'd like to see get moved over. If I remember correctly I think Thaumcraft 1 is SMP compatible right?
  18. I used to run a Forestry, BC, IC2 server and when you've established a base, set up automated systems and created an assembly line, things get boring real quick. In Tekkit, with the addition of ComputerCraft, I think my end game might be stretched a little farther but I still foresee it ending eventually. My question to the community is what do you guys do to occupy yourself in the end game? Any particular mod suggestions? Anything specific you can do with the tekkit mods that could extend your gameplay indefinitely? I'd love to hear what you guys think.
  19. I second this, the first thing I was confused about was the fact that it's in technic, but not tekkit.
  20. I read the entire pains section, but those are opinions of two people, one of which was a little ignorant imo, and the other just constantly tried to get the other to open his eyes. I had my initial thoughts of the mod before I started this thread but I still enjoy getting into an intelligent discussion. What I honestly expected to see in EE was some form of 'experiment gone wrong' consequence. When I think of alchemy I think of both successes and failures, with the failures usually blowing up your lab. Both IC and BC have this failure aspect, in BC it's with the engines overheating, in IC it's mostly the nuclear plant taking out half your base. It would be nice if EE had a similar aspect.
  21. I'm running McMMO already so my players are more focused on using tools that use McMMO's skill system. I have tekkit blocks integrated into McMMO but I purposely didn't add chainsaws and drills to the list as I believe those tools are strong enough as is. With a high enough mining level an iron pick axe can easily match the speed of the drill, plus with the added effect of potentially getting double drops as well. With EE I have added none of their tools to the McMMO cfg files, I'm still very unfamiliar with the mod so I didn't want to add any more benefits for it until I figured out how effective it is. Is it the overall consensus that the tools are what makes EE more effective the the other tekkit mods?
  22. I'm a long time user of IC/IC2 and BC but I'm brand new to the Tekkit pack, from the snippets of information I've heard about this mod it makes me inclined to believe it's a quick way to progress. I always try things about before I make any major decisions, but I was hoping for some more insight from the community here. A word of warning though, please do not add replies like "It's OP" or "Just disable it" or "Leeeeeeerooooooooy!" I just ignore them (except maybe the last one), instead please state your opinion as to why you either like it or why you don't. Also regarding my main question, I'd love to hear opinions on why you think it allows people to progress too quickly or why you think it's balanced with other non-EE items like macerators. Thanks guys.
  23. Obviously the job that's paying him 100 'dollers' a day isn't an english teacher.
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