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CanVox

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Everything posted by CanVox

  1. So get me your forge log dude.
  2. Hi, viesiu, The .12 build includes a lot of major changes to MPS, including a new cosmetic suit system that allows you to do a ridiculous amount of customization. Most likely the texture packs you're using are for build 444, the previous rec build for MPS, and they're choking on the newer version.
  3. More likely he's been playing Technic packs for a very long time. In the same way people here have stuck to IC2 because it was a big mod when they started playing, Forestry did used to be a big component of our packs. It was removed, which isn't worth going into again, and now most people don't really associated Forestry and Technic. I'm sure IC2 will be the same way.
  4. This thread is really mainly for bugs related to 1.3.12.
  5. I agree with stubbypickle, please start posting these as links. However, this looks like the problem that crazybud420 was having. Let me ask you a couple questions: 1. Does this happen with a fresh world started in big dig .12? 2. What build of Big Dig did you start the world where this is occurring on?
  6. It shouldn't, no. Can you explain what this means? It's not impossible or even uncommon for several similar items from the same mod to share a single item ID.
  7. Hey crazybud420, try this:
  8. Build .12 is out- give it a whirl. http://forums.technicpack.net/threads/lets-test-big-dig-1-3-12.46562/
  9. Hey, everyone, I've just promoted Big Dig 1.3.12 to Latest. There are a ton of key mod updates, along with the addition of a new mod: Simple Power Storage, by Technic's sct! SPS adds a "Makeshift Energy Cell" which can be used as an early-game alternative to the Redstone Energy Cell! If you're interested in helping test, back up your worlds (SSP or server) and set your launcher up to use the "Latest" build, or manually select version 1.3.12. Play with us and report issues in this thread! This is a clean slate, so even if you've already reported an issue elsewhere (including the 1.3.10/11 threads!), if it's present in 1.3.12, be sure to report it in this thread. The 1.3.12 server can be downloaded here: http://mirror.technicpack.net/Technic/servers/bigdig/BigDigServer-v1.3.12.zip Changelog for Big Dig 1.3.12- this is a list of all changes since 1.3.9: - Updated to Minecraft Forge build 723 - Added Mekanism support to Treecapitator configuration. - Corrected a rare crash bug in the Forge transparency fix - Added Simple Power Storage version 1.0.10 - Equivalent Exchange 3 version pre1h has had a crash bug removed. - Updated bspkrsCore to version 2.07 - Updated Immibis Core to version 55.1.2 - Updated Chococraft to version 2.8.5 - Updated ComputerCraft: Immibis' Peripherals to version 55.0.1 - Updated Forestry to version 2.2.6.3 - Updated Forestry: Extra Bees to version 1.6 pre 13 - Some image files have been renamed in Forestry: Extra Bees version 1.6 pre13 to prevent bad textures from appearing in menus. - Modular Power Suits has been updated to version 0.7.0.534. - MPS Addons has been updated to version 0.2.3.144. - Updated MineChem to version 3.0.0.139 - Updated Pam's Wee! Flowers to version 1.5.2 1.01 - Updated MineFactory Reloaded to version 2.6.2.924 - Updated Secret Rooms to version 4.6.0.283 - Updated Soul Shards to version 1.34 - Updated Nether Ores to version 2.1.5.75 - Updated Galacticraft to version a0.1.35.297 - Updated MFFS to version 3.0.2.124 - Updated Magical Crops to version 2.1.0 - Updated Tinkers Construct to version 1.3.4.3 - Updated Natura to version 2.1 RC 2 - Updated Atomic Science to version 0.5.3.51 - Updated ICBM to version 1.2.0.114 - Updated Mekanism to version 5.5.6.76 - Updated Open Peripheral to version 0.1.5 - Updated Not Enough Items: Plugins to version 1.0.9.2 - Updated Buildcraft: Logistic Pipes to version 0.7.3.6 - Updated Mystcraft to version 0.10.4.00
  10. Hey, I've been going over this and have had a hard time finding people with the same issues, tbh. Could you do me a favor? Your logs show that your server is on an old (dangerously old) version of java, 1.7.0_04- could you update to the latest version (1.7.0_21), see if that fixes it, and get me a fresh log if that does not fix it?
  11. I'm not sure where you got this impression, but it's completely false. All buildcraft engines operate on a push-energy basis. They have no way of knowing whether energy is being requested, and in fact, buildcraft provides no capability for delivering this information from the machines. Every tick, BC engines run and push energy into the energy network. WIth conductive pipes, they explode if no energy is needed. Conduits instead just throw the energy away and don't explode. In either case, it is your responsibility to use redstone signals to deactivate engines when their power is not needed. EDIT: Or you could use simple power storage/redstone energy cells to store the excess energy.
  12. When you register a block in forge, it'll generate an ItemBlock (the item representation of a block that goes into your inventory) automatically with the same item ID as the block ID. But there are ways to register blocks that don't auto-generate an item with the same ID. But the mouseover and transmute code assumed that all blocks in the world had an item with the same ID and anytime it didn't find it, the game would crash. Hm, okay, I'll check it out a little deeper, then.
  13. Click the cogwheel in the upper right hand corner of the launcher, check the permgen checkbox and change your allocation to 2Gb
  14. Hey guys: http://www.mediafire.com/?162w5cjw7d9w0w7 I'll include it in the next build of BD but if you need it now, there it is. I submitted a PR with the fix to pahimar, but who knows if he'll use it. In the meantime, we've got a fix.
  15. It's a really simple bug with EE3- pahimar has known about it for awhile but doesn't seem all that interested in fixing it. I'm developing a fix right now.
  16. Confirmed both of these- trying to figure out what's causing the former and gonna harrass aidancbrady about the latter.
  17. Big Dig 1.3.9 runs on minecraft 1.5.2.
  18. Sounds like you started the server by running minecraft_server.jar instead of BigDig.jar. Check out the launch scripts that come with the server- those are how you're supposed to start a big dig server.
  19. I didn't have any problems with the NEI recipes just now, so if you could provide more info I'll try to help you out.
  20. That's because I fixed the changelog seconds after you posted :v:
  21. It's actually updated to 2.2.6.3 in .11 too, I just screwed up the changelog is all!
  22. http://forum.industrial-craft.net/index.php?page=Thread&postID=67411#post67411
  23. Friendly mobs are actually in a separate spawn pool from hostile mobs.
  24. - You may have too many mobs spawned already. This used to happen with Endermen with the Dimensional Doors mod- you'd have some raw rifts spawn on worldgen, spread, get out of control, and then Endermen would start spawning from them like mad. I haven't heard of this happening in more recent versions of Dimensional Doors, but I suppose it's possible. - The L key is the Monster Spawn Highlighter options menu- Monster Spawn Highlighter displays the nearby blocks which monsters can spawn on top of- that screen allows you turn on/off the highlighter, and pick which mobs the highlighter is active for.
  25. Hey everyone, please continue your testing in 1.3.11: http://forums.technicpack.net/threads/lets-test-big-dig-1-3-11.46464/ I'm going to be removing 1.3.10 from the launcher later tonight, so don't bother testing with it anymore! Thanks.
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