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Everything posted by CanVox
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I mean they're not really though. And it depends on your definition of possible. For Redpower, it's not really possible because adding RP2 now would mean volcanoes spawning into existing worlds, possibly on top of people's houses. IC2, we'd have to figure out a way to get uranium to spawn into existing worlds, but it's probably possible. We still wont' do it, though.
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Try deleting your tekkitmain folder and starting over. Back up any saves you want to keep elsewhere. This happened to me one time and that worked.
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More importantly, though, IC2 and RP pumps do not produce forge-compatible liquid stacks. So you can't use them to fill tanks from any mod, and they're really not replacements for BC pumps. As for UE tanks from the mod Fluid Mech, well...
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No you don't. Changing liquiduct mode is only necessary to PULL liquids from an internal tank. Machines that PUSH liquids out don't require a wrench or redstone signal, and the pump is one of those machines.
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Hello and welcome to my new mod thermtech, it makes everything more techy. Version 0.0.0.0.1a (beta): - Thermex Steam engines now catch fire if they run without cooling - Magmatic engines now catch fire if they run without stopping - Redpower engines now catch fire if they run - Thermal Expansion and buildcraft blocks, including pipes, that catch fire explode almost immediately, destroying everything within 3 blocks and setting fire to everything else within 6 blocks
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BC isn't a great mod, but it does have the best oil gen currently, as well as the only pump that I'm aware of in any mod, which makes it important for that alone. It also provides a base for LogiPipes, which we'll be probably be including as soon as it's updated. As theprolo said, it's not actively problematic to include BC- it updates more or less on time, even though their 1.5.1 build was embarrassingly buggy. I'm not married to the mod, but it really won't be feasible to remove it for a few months yet. And by the way, even when it is feasible to remove it, we won't be able to because everyone's worlds will depend on it at that point. That's why it was so important to pull out RP2 and IC2 when we had the chance: you don't get many opportunities to remove mods from a modpack, and it's important to take them when you get them.
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Unable to download Balkon's Weapon Mod (TEKKIT VERSION 1.0.6)
CanVox replied to jakey1995abc's question in Tekkit
I'm not sure how this happened, but have your friend delete his .technic/tekkitmain folder and download it again. -
Literally none of my tekkit mods are loading on a Multiplay server
CanVox replied to AmethystChimera's question in Tekkit
"I tried to make a Tekkit New server, and it worked for a time. But then the server started looking for 'tekkit.jar' and not finding it, so my server wouldn't start. So I renamed the existing jar file to tekkit.jar and it seemed to work." The Tekkit server ships with a file called tekkit.jar, so if you didn't have it, then you installed your server wrong. -
Have you considered reporting it to http://www.mcportcentral.co.za/ ?
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This happens when forge successfully downloads scala-library.jar but is prevented from writing it to disk. Generally that means your anti-virus has prevented it. Temporarily disable your anti-virus when running Tekkit for the first time.
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This happens when forge is able to successfully download scala-library.jar, but not able to write it to disk. Usually because of an overeager anti-virus. Disable your anti-virus when you run tekkit for the first time.
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Please update java to java 7 update 21.
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I've read elsewhere that running the launcher as administrator fixes this issue. Please let me know if that works.
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Hello, this happens when minecraft forge successfully downloads scala-library.jar, but something prevents it from writing to disk. In my experience, that something is always an overeager virus scanner. Disable your virus scanner the first time you run Tekkit.
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Tekkit doesn't have the portal gun in it and never has, so no, you can't.
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Well you can't pick anything up with a portal gun in Tekkit.
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I get the obsession: oil is cool, refining oil is cool, running power off of the nether every single game gets old fast if you like trying different power systems.
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Steam Engines are pretty much stirlings that put out more power, don't explode, and require water. You can even bucket the water in early game. When they run out, they'll just lock up and need to be wrenched. I agree that the BC engines are pretty much across-the-board garbage, but we're looking into some great BC-compatible engines for Tekkit 1.1, and I think you guys are gonna be pretty happy.
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Where the hell did you hear that? There's so much stupidity here it's hard to unpack: - Technic has always been on good terms with the IC2 creator, Al Blaka. He was the first modder to give us permissions, and he's always dug what we do. So the idea that a dispute is even particularly likely is false. - Al Blaka hasn't been active in the minecraft community lately, so I'm not even sure what sort of dispute we'd even have with him. - Even if we did have a dispute, the IC2 license is permissive: permission is granted whether they like us or not, provided that we give them credit and link to their page, which you can confirm for yourself we've always done. So a dispute between us and IC2 wouldn't stop us from running IC2. We've been very clear on the reasons why we don't think carrying IC2 is a good plan, in numerous threads around this site, so I know you didn't hear this crap from us. I'm not sure where you're getting your modpack news from, but they seem terribly unreliable and I'd reconsider them.
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If you have 16 gigs of ram in your system, then there's no reason you can't increase minecraft's launcher setting to 4Gb. If that's not showing up as an option, do as _Anjou_ says and install 64 bit java.
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Nobody ever used factorization's ore tripling because it was the hugest pain in the ass. Even when they did, they'd use power converters to get the energy, which kind of speaks to the mod's quality.
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Hi, in order for saplings to survive, they need to be within a certain distance of at least 4 water source blocks.
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Hi, something a lot of people don't know about me is I'm a professional software developer. So I've got some class levels in modder to go with my modpacking experience, and I like to do some programming stuff to help Technic out, in addition to the modpacks I maintain and the mod I'm working on. These things tend to be very small, like the buildcraft and additional pipes forks I made for Technic 1.0.6. In this case, I talked to Greg Ewing, and he told me to go for it on porting Greg's Lighting to 1.5. He didn't say as much, but I got the impression that he's spending most of his time these days on his Stargate mod. I tore out the IC2 lamp and the carbide lamp and nerfed the unpowered floodlight recipe, and the result is located here: https://github.com/cannibalvox/gregslighting If you want to include it in your own modpack, you can use this: http://build.technicpack.net/job/GregsLighting/ The important thing to keep in mind is even though I did the port job, the mod is still Greg Ewing's, and he did all the relevant work, I just ported it (and even tore some stuff out to make it easier to port).
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This one isn't exhaustive, but it is very, very good: And I agree with you, rufierto, I don't trust combustos unless I can see them.
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That's not fair- they don't past the 6 month mark until Monday.