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Ragnar Homsar

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Everything posted by Ragnar Homsar

  1. Are you putting it in .techniclauncher\technicssp (or tekkit)\saves? You didn't say you put it there and for all I know you could've put it in a new folder called maps.
  2. http://www.oracle.com/technetwork/java/javase/downloads/jdk-7u3-download-1501626.html Accept the license agreement, then download whatever installer corresponds to your OS. Make sure if you're on a 64-bit system that you download 64-bit Java. No, it doesn't matter that it's the JDK; it still has the JRE in it.
  3. A) You missed the "Tekkit BUG BOARD" by an extremely close distance, not sure how you conciously did that. I don't have a lot of info to go on; is your computer a magic computer from the year 300 million? C) Try using "Clear cache" from the "Options" button in the launcher, right below "Login".
  4. -there was a post here, but it was invalidated by Cheap Shot's post below-
  5. The core of Java is the Java VM, which runs machine code compiled from a Java code file. You cannot seperately repair/install the Java VM without taking the rest of the Java Runtime with it. Looking at the log, it appears Java's not at fault here, the error occurred outside the VM. OpenAL is at fault here. Go to .techniclauncher\<modpack>\natives\bin and delete both OpenAL DLLs. See if that fixes it.
  6. Fairly sure "Fail" wasn't used in that context. Blargcraft: Try deleting the technicssp folder from %appdata%\.techniclauncher and then try to run Technic SSP again.
  7. A) I'm sure the Technic pack has never ever asked for permission from anyone, and KakerMix is a big proponent of not using Adfly.
  8. Correct me if I'm wrong, but I'm fairly sure you can't power a Destruction Catalyst with EMC from a Klein Star. For the sword, I know this is obvious but still, is it charged up fully?
  9. Did you actually launch Minecraft once? If so, then you need to clear the cache from the Options button.
  10. Re: server no work This right here is a gem of a post. How do we know what's going wrong? Are you trying to run Tekkit on some kind of magical computer powered by Bugs Bunny's carrots?
  11. Instead of opening ModLoader.cfg from the launcher, try opening it by typing in %Appdata% into an Explorer window, opening .techniclauncher, then technicssp\tekkit\yogbox\whatever, then config, then open ModLoader.cfg with a text editor.
  12. Short of shutting off IC2 completely, I don't think there's a way to disable certain items.
  13. Do you actually have 3 GB of RAM? If not, Java's trying to allocate itself more memory than you actually have.
  14. If you use 7zip, you can easily put files in and out of the RAR without constantly decompressing and re-compressing the file.
  15. Added to the OP, thanks.
  16. Added all of the above info to the OP, thanks!
  17. My plan with this thread is to catalogue various mods that do and do not work with Technic SSP. In the future, I might add MP/Bukkit mods. If you would like to report a working, non-working, or needs ID switching mod, then use THIS FORMAT: [b]Mod Name:[/b] [b]Mod URL:[/b] [b]WORKS, DOES NOT WORK, OR NEEDS ID SWITCHING:[/b] [b]Additional APIs required:[/b] Failure to follow this format will result in you looking like a gigantic idiot and probably will net you a hot pink username and HELLEN KELLER title. When reporting, also be absolutely sure you are using Technic SSP 6.0.4. Note that this list is for the current recommended build of Technic SSP, 6.0.4. Mods may or may not work on development builds, I'm not keeping track of those. I'm also going to assume that you have all of Technic's mods turned on through ModLoader.cfg. Unless otherwise specified, place the ZIP with the mod in it (typically, the ZIP should have mod_xxxxx.CLASS in its root) in .techniclauncher\technicssp\mods. MODS THAT WORK [li] Smart Moving 6.11 for Minecraft 1.1 - Also requires Divisor's Player API. Place PlayerAPI in technicssp\bin\modpack.jar. You need Smart Moving version CLIENT 1.2 from the Previous Versions section.[/li] [li]Mine Little Pony - Use the ModLoader version.[/li] [li]Industrialcraft 2 Thermometer - Thanks to ValkonX11 for finding a version that works with 6.0.4.[/li] [li]Tale of Kingdoms - Thanks to xxmikegigsxx.[/li] MODS THAT REQUIRE MODIFYING BLOCK IDs [li] Multi-Page Chests - Thanks to ErusPrime.[/li] [li]Portal Gun v5 - "Change IDs to 124 and 125 in mod_portalgun.properties"; Thanks to DeadLiner.[/li] MODS THAT DON'T WORK [li] Golem Factory - Block ID conflicts by default, too many IDs used to fit in Technic anyway.[/li]
  18. The Technic team's not going back to the installer because the launcher's much easier to push out updates with. Any specific errors for "not installing"?
  19. No-one's replying because no-one's quite sure what you're asking. You mentioned MC 1.0 with the Technic Launcher and at that point my brain just sort of shut down.
  20. When you start the server up, it should just see Block/Entity IDs it doesn't know and ignore them. At least, that's how it's worked for me in the past.
  21. Go into config/ModLoader.cfg. Look for this line: [tt]mod_EE=on[/tt] Change "on" to "off".
  22. And here, you can see an internet user out of his natural habitat, the hugbox.
  23. Temporary solution: hit F7 to bring up MAtmos volume and use the mouse to go all the way down. Permanent solution: Open up ModLoader.cfg in technicssp\config and set mod_matmos_formodloader to off.
  24. Why do you want to delete the folder anyway?
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