Jump to content

marine436

Members
  • Posts

    24
  • Joined

  • Last visited

Everything posted by marine436

  1. anyone have a plugin file thats configured for Tekkit, ill use whatever you have and tweak it if needed
  2. im sure they agree naturam, that is after all, why they have it in single player its not as if there is a line of code they are ignoring called "allow multi-player = false" hopefully, one of two things will happen - they will get the source code, decide they need\want\can port it them selves, or the mod maker will have a change of heart
  3. thanks for the quick answer! and yes please execuse my disability, a shift key mocked my feelings a few days back here are a few more question;s should you feel talkative! 1. is the announcment of the ANVIL maping system going to help tekkit in any way and if so how. 2. although spout seems to becomming (slowly) the go-to modding thing along side bukkit for SMP do you think its worth investing time in making Tekkit compaitable with it, when jens keeps hinting at a "magical new" MOD API thats going to solve all the problems 3. would you ever consider making certain mods that are not SMP, SMP to work with TEKKIT or is that beyond your scobe for the future?
  4. i remember in the video of the new launcher that it uses spout does that mean, assuming i get spout working on tekkit that i can consider my clients all have spoutcraft when 2.0 comes out? (i ask cause there are 2 gun plugins for spoutcraft\bukkit that IMHO would go well with tekkit, specially for the campagin i am running)
  5. Sir this is the internet your Common Sense, its powerless here
  6. are you shitting me? you should be very happy with what you have, you flag it as a request then come across as if your paying these guys $900 a week, when your not give them time, if you haven't noticed yet they have really good taste, and they seem to be pretty decent programers, so they know what wont and what will work in the context of there package
  7. ive never herd of it, link? but ya just fyi thats why the technic site\pack exiest in the first place, all these mods do exiest on there own, but these guys are just beast of programers move stuff around and make everything work together flawlessly then they do some cross-over items making mods interact sometimes all and all its amazing
  8. No problem ! me thier im running a month + long campagin using tekkit the first time when it comes out.. one of my players plans on building an air defense system and mechs from mech warrior -_-
  9. heres the problem, you really cant use the current version at all unless your ok with starting over when the new one comes out, here is why - the tekkit server and client are currently at 2.0 (Bugged) when they release the fixed server they will AUTOMATICALLY release the fixed client threw there fancy launcher thus your server will be at 2.0 (bugged) and client at 2.1 ( Fixed) TLDR - you have to wait for the update, and its better anyways, trust me im anxiously adwaitting as well
  10. you cant currently, as the current version (when they updated) is broken, they are fixing it now it should hopefully be done soon (Tonight? Sunday? Monday? Tuesday?) when its fixed you dont use the launcher to run the server, there will be a download folder that is pre-set to go as the server, you run the launch.bat in there and then you and your friends connect useing the launcher as the client
  11. id also like this if possible, addationally, if any custom inter-activity between the mods was added
  12. i have not looked at mystcraft, but odds are 99% its not compatible if its a mod (if its a bukkit plugin it shouldn't be to hard)
  13. The new launcher does all that? didnt know it let you update Individual mods on the fly like that, thats awesome anyways ya, this guy doesnt know what hes talking about to be honest. the new launcher makes everything better, specially so you dont update mine craft or get stuff out of date also i should note, OP if your playing TEKKIT you have the bugged version and thats bad, new version should be out soon
  14. ya i know, not sure if the campaign will last that long (the longest one we have had is like 7 weeks), anyways im not that worried about it, these guys work there assess off for us, im sure they will have an update out by Monday.
  15. was it only the block ID's Bugged? or did this effect other things reason i ask, is im starting a new campaign (For dungeons and dragon Minecraft, first time using Tekkit with it!) Monday and if its just block IDS from previous versions (according to the bug post, it seems like it MIGHT be more) id be willing to go ahead and start minecraft (sadly i was at work and didnt get a download ethier ) although if they have a fix out by monday, id just use that of course. TLDR - id also like a Download link, any in additional information on what the bugs are
  16. i haven't started to put bukkit mods into Tekkit yet (i dont even know what 'version' i should consider tekkit as far as bukkit goes 1200? 1400? RC1?) i do know some of the bukkit plugins do work and others work mostly (but not with the, new stuff) and some not at all (possibly due to version's mis matching)
  17. and that makes sense for the now, but id have to imagine once they have all the muiltplayer mods working together nicely (and give Vanillia minecraft enough room to grow as far as block Ids go) then the only way they can add content is to take SSP mods and add them to the pack at least, im hoping, i dunno im dreaming of a future were Tekkit is...everything (includding aether mod, i know thats a long shot but one can dream)
  18. im only the server admin, we have only been playing tekkit for a few days, they were not my e designs but i think situation one - person used wood to extract and to deposit item (he thought he had to, he did not) Situation two - for some reason, person used wood the whole way
  19. Ive only done some Testing Note- So this isnt 100% but like 85% bassically if you use wood transport pipe for anything but the first block (extraction) it will crash the server
×
×
  • Create New...