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Portablejim

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Everything posted by Portablejim

  1. Most mods require a mod on both, a few mods are client side only (don't install it server side) and a handful of mods are actually server side only (don't require a client with the mod).
  2. Give www.minecraftforum.net/forum/51-minecraft-mods/ a go, specifically http://www.minecraftforum.net/topic/1434593-list-of-mods-for-146147-and-from-132-onward/
  3. An upgraded barrel (extradimensional upgrade) can store 1024 stacks of a particular item
  4. Here's the solution: EDIT: maybe if you head over to the bug board, give some more information (find logs in %appdata%\.techniclauncher\tekkitlite\ for example ForgeModLoader-client-0.log), maybe someone can give more information on a solution.
  5. The beauty of having a forge mod and a forge based server (which is what Tekkit lite server is) is that, provided you build your mod to best practices, the one mod will work for servers as well as clients. No Bukkitforge needed. As for updating it, you will need to update it as new versions of Minecraft come out and Technic and Tekkit follow it. Depending on the size and content of your mod and the changes introduced, the amout of change to move between versions varies: Basically none: The move from 1.4.6 to 1.4.7 was one of these. Authors basically put up a notice to say "The 1.4.6 version will work with 1.4.7". Minimal: For lots of mods the move from 1.4.5 to 1.4.6 was as simple as the mod author getting the new jars from mojang and recomiling. Small: Some mods require some small changes. Look at these changes that were made to EE3 to update from 1.4.5 to 1.4.6 Medium-Large: The minecraft update changes stuff used in the mod. Probably going to be this kind of change for redstone mods (e.g. redpower) for minecraft 1.5. Large: Single player only mods that were in 1.2.5 would have needed to add server stuff, stuff to send data between client and server and so on when changing to minecraft 1.3 (basically forced you to write a multiplayer mod*) If you open source the mod (either form the start or at the end of the mod's life) then others can take over when you don't want to update it. Note: I have actually not maintainted a mod through these revisions, these are my thoughts, so I may be wrong. * Yes you actually can write a single player only mod in current versions of minecraft, it just does not save you much work.
  6. How about a mod that would allow you to instantly spawn in items, with the following limitations: It will only allow items you have taught it. Only certain items can be taught (like the list of EE2 transmutable items). Would a mod like that be a nice replacement? Maybe the inital stage of not having enough resources should still be present. How about if items can only be spawned at a certain rate, upgradeable with different items?
  7. If you create a forge mod, it uses forge and so bukkitforge (or forgebukkit - a dead project) is not needed. If you make it for recent versions of minecraft (and so aim for tekkit lite) it will be able to be used in tekkit lite easily. However, if you make it for Minecraft 1.2.5, it wil work with the current stable version of Technic (but not when it updates) and you will need also write a bukkit version to have it work on Tekkit Classic servers. If you create a bukkit plugin (server side only) that uses the Bukkit API, it will work for Tekkit Classic and bukkitforge will be used for Tekkit lite. If you use things specific to Craftbukkit (what the server runs) then it will not work with tekkit lite, even with bukkitforge. I would suggest making it for Tekkit lite (you will also allow Technic users to play when the next Technic comes out).
  8. UU matter can be nerfed. There is Advanced solars that makes it so that not everything for the solar panel can be made from UU matter (unlike compact solars), and there's Gregtech. Gregtech makes it so you make UU with the MatterFabricator that requires 10x (or is it 100x) the amout of power and a constant supply of scrap (any drop in supplied power results in loss of progress) and requires Iridium to be made. Iridium spawns about 1 every 5 chunks, in the nether and in the end (to solve the chicken and the egg problem about iridium). Play the mindcrack FTB pack then complain about overpowered UU matter, I dare you.
  9. I guess since the packs are similar and since this is about the same plugin it would be ok. However since this is more a pack problem rather than a mod problem, you are right that it belongs on another forum.
  10. Some reactor designs: http://forum.industrial-craft.net/index.php?page=Thread&threadID=7681
  11. Maybe post a picture of your setup, so others can see what you have and what you might be doing wrong.
  12. This talk of ice in the reactor... are you using tekkit lite? The reactor stuff has changed lots between tekkit classic and tekkit lite.
  13. Only if the chunk gets loaded.
  14. It is from thermal expansion I think. Also fairly sure it has no use at the moment.
  15. If railcraft is installed and the config option "B:enableSteamReactor" is set to true, the nuclear reactor outputs steam, which you use a steam turbine to create EU, or a choice of Hobbyist Steam engine, Commercial steam engine or Industrial Steam engine to produce MJ (buildcraft power). Turn the config option to false and the reactor should output EU directly. Look at the new nuclear reactor mechanics: Explanation of a Mk1 reactor (by Direwolf20): (direwolf20 got the config option changed to false)
  16. That is why I said "when moved". In my understanding the turtle's programs should stay on the turtle until it is broken if it is not named. The turtle however, will stop running any programs when it is unloaded. This occurs when nobody is nearby and there is not a chunk-loader nearby, or the server shuts down.
  17. Sorry The lines in factorization's config are I:bagOfHolding=19001 I:itemCraftId=19000 the other lines are in buildcraft's config I made a derp. Should be fixed now so that it is a bit easier to understand.
  18. To have your turtle keep it's programs and fuel when it is moved, you need to give it a label. First, come up with a label. Lets go with "boringname". Then type into the turtle "label set boringname". The turtle will now keep its programs.
  19. Just a guess (and this may sound weird), but use waterproof pipe and hook up the nuclear reactor to an industrial steam engine (yes I would cheat them for this test)(this is from Railcraft) and provide a redstone signal.
  20. I created a python script to do the same thing: import operator def patchFiles(oldFileUrl, newFileUrl): oldMap = dict() newMap = dict() for line in open(oldFileUrl, "r"): parts = line.split(":") # Unused block ids split into 2 parts, used block ids into 3 if len(parts) == 3: oldMap[parts[0] + parts[1]] = int(parts[2]) for line in open(newFileUrl, "r"): parts = line.split(":") # Unused block ids split into 2 parts, used block ids into 3 if len(parts) == 3: # Block identifiers may overlap. # If already present, don't overwrite # As parsing file in ascending ids, it uses lowest id # TODO: Find proper solution if parts[0] + parts[1] not in newMap: newMap[parts[0] + parts[1]] = int(parts[2]) mappings = dict() for blockName, blockId in oldMap.items(): if blockName in newMap: if blockId != newMap[blockName]: mappings[blockId] = newMap[blockName] else: mappings[blockId] = 1 sortedMappings = sorted(mappings.iteritems(), key=operator.itemgetter(0)) for oldId, newId in sortedMappings: print "{} -> {}".format(oldId, newId) ยท patchFiles("IDMap dump OLD.txt", "IDMap dump NEW.txt")
  21. And so that's why is so annoying? Because without the 'OBC' or 'NMS' of Craftbukkit a lot of mods won't work?
  22. The code exists on the server inside a 'computer' folder that is inside the world save, separated into the id of the computer/turtle the program is on (e.g. for the client on a single player world called "World", editing startup on the first computer they create: <tekkit folder>/saves/World/computer/0/startup). They are just text files, so open them with Notepad (I would recommend Notepad++ (Windows) or TextWrangler (OS X) instead of notepad).
  23. What are the consequences of that? Does that mean that not every plugin will be compatible, even when you are 'finished' (can't think of a better term)?
  24. Tekkit lite. It is using the almost latest release of minecraft (1.4.7 only recently came out). Tekkit classic is still at 1.2.5. Personally I would recommend Direwolf's FTB pack as it has more mods than the 1.4.6 technic pack or Tekkit lite, but I am on these forums so I say use Tekkit lite.
  25. Hey guys, I found out a way to let you play around with lots of diamonds really cheaply...it's called creative mode.
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