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Dash16

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Everything posted by Dash16

  1. Hexxit runs minecraft 1.5.2, Redpower 2 has only been built for at most minecraft 1.4.6. Nope, not compatible.
  2. Yeah Mojang auth servers are down, has nothing to do with Techniclauncher.
  3. As far as I know, the other secret tools are the Bane of Pigs, and the Streamer. They aren't like the cutlass tho, there isn't a way to craft them, they can only be cheated in.
  4. Turkey eh? This rings some bells, someone else has run into this: http://forums.technicpack.net/threads/id-missmatches-extrabiomesxl.47704/
  5. And by village generation, I take it you mean the extra worldgen content like statues, abandoned rundown building and other ruins. That'd be Ruins.
  6. Consider it a life lesson. Doesn't work? Close it and open it again. Still doesn't work? Uninstall and reinstall it. Feel free to apply this to literally everything with computers and software.
  7. AE reeeeeeeeaally doesn't belong in this modpack. Have you even PLAYED Hexxit?
  8. Yeah, you can't. 1.0 release was 1.5.x, no going backwards. Some (most?) of the individual mods might have 1.4.7 versions,you might be able to cobble a modpack together.
  9. Tearing open the fabric of reality has its consequences, if left unchecked it can consume <ominous_echo> YOUR ENTIRE WORLD... </ominous_echo>
  10. Sounds like you had several rifts near each other: http://wiki.technicpack.net/Rifts Use a Rift Remover to get rid of them http://wiki.technicpack.net/Rift_Remover
  11. Just throw a gold Charm of Keeping in your inventory: http://wiki.technicpack.net/Charm_of_Keeping
  12. Might just be a glitch pim, the GUI tabs disappear occasionally for me too. However if I select the armor tab, the knapsack tab then shows up, and switching to the usually displays all three again.
  13. Redstone makes them draw faster. Dunno what's going on with your performance while using/holding them tho, that's a weird one.
  14. The Hexxit wiki doesn't currently have any information for your mod, other than some framework I threw up for the items and some info about achievements: http://wiki.technicpack.net/Falling_Meteors_Mod Are you thinking of maybe http://hexxit.wikia.com/wiki/Hexxit_Wiki ? I can't speak for the accuracy of anything over there, it is by no means considered an official wiki. wiki.technicpack.net is all I'm concerned with.
  15. It's probably just a rift. http://wiki.technicpack.net/Rifts http://wiki.technicpack.net/Rift_Blade http://wiki.technicpack.net/Rift_Remover You can use a Rift Remover on the particles to make it stop, or just ignore it.
  16. Welcome AlexDGr8r! It is always nice to hear from mod developers here on the Technic forums. I think the biggest issue I've heard of has already been addressed by you with the auto-enchanting right click. One thing that I think will really help the community is to get better documentation on the official Hexxit Wiki. I know some mod authors have spent a lot of time getting their mod documented in the Technic Wiki, Shukaro for Artifice and Erogenous Beef for Big Reactors to name 2 off the top of my head. It's apparent you've put a lot of work into the MCF thread, but it would mean a lot to get official info from you on the wiki. If not, no big deal, we've just slowly been grabbing info from various MCF threads for mods to document them in the Wiki. Can we get permission to 'steal' text and images from your thread for that purpose? Other than that request, a question. I don't even know if this is from Falling Meteors Mod, but I've seen these flaming slimeballs in the sky around Meteor crash sites and I thought they might be related. I thought maybe they were some kind of indicator as to where a meteor was going to fall, like it was a placeholder up in the sky to simulate an actual meteor in the atmosphere before it impacts, but I've seen them sticking around even after the meteor impacts. They seem to fly away very fast in one direction if you hit them too. Are those flaming slimeballs from your mod? If so, what's the deal with them? One more question; you say that these fixes are coming in the 1.6 version, is there any chance we'll see a 1.5.2 release as well? I have no idea how long it's going to take the Technic Dev team to release a 1.6 version of Hexxit, but I'd REALLY like to have Enchanting Plus and Meteors Mod updated to fix the exploit. I'm missing unenchanting gear something fierce in Hexxit, and Enchanting Plus has a new version for 1.5.2 that allows disenchants via config file, if Meteors Mod were also updated this would close that loop and allow for reasonable unenchanting again. Thanks again for stopping by, and I hope we can give you some constructive feedback to help make your mod even better!
  17. Might be the input bug that's been around for a while. Try Command + Tab'ing out of the application, then click on the Hexxit window and see if mouse and keyboard respond. Otherwise, on the TechnicLauncher page where you select a mod pack and login, press the gear in the top right of the window, increase the RAM to 1.5 or 2 GB and check the box for increase permgen.
  18. BetterDungeons: http://wiki.technicpack.net/Better_Dungeons Unfortunately, that page hasn't been written yet, so: http://www.minecraftforum.net/topic/746330-152-147chocolate-quest-mods-for-the-adventurers/
  19. /me facepalms Dude, go post this in the right section: http://forums.technicpack.net/forums/hexxit-bug-board.94/
  20. Hexxit.wikia.com is not the official wiki, so take information from there with a massive grain of salt. The official wiki, http://wiki.technicpack.net/Hexxit , is not yet complete, but the information there should be accurate.
  21. Did you have any items from Secret Rooms (http://www.minecraftforum.net/topic/546192-1521v460secretroomsmodsmpforge-hidden-trapped-chests/) in your base? Was there a Twilight Portal nearby?
  22. Disney Infinity and Skylanders have a disagreement with you...
  23. /technic/hexxit/mods In Windows, I believe they are in the %AppData% folder under ".technic".
  24. Texture files are contained in the mod packages themselves, unless a texture pack is being used. Try opening up one of the zip files inside of ../mods and browse the file system, they are all in there. Bonus tip: For mod files that are packaged as JARs, rename them to .ZIP and you can open them like you would any other zip file.
  25. That's pretty much what I've done. It's starting to get out of hand, so I'm storing random items in BiblioCraft shelves, tool racks, and cases for decorations. Bonus for using chests: you can create a lock and key, and even enchant the lock with different abilities.
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