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CanVox

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Everything posted by CanVox

  1. Hi, this happens when mods use the wrong texture binding method for 1.5. Unfortunately, Buildcraft does this quite a lot. It will be fixed once we can upgrade to 1.5.2.
  2. Upgrade java before you do anything else, holy crap.
  3. Upgrade tekkit to the latest version.
  4. Hi, this issue is caused when Forge downloads the file scala-library.jar but is unable to write it to disk. This is usually caused by an overeager virus scanner. Temporarily disable it the first time you run tekkit and you should be good to go.
  5. Lagnalok is correct. Unfortunately, the 1.5.1 Buildcraft release is terribly bugged and the Buildcraft team decided to move onto a new version that half the community wasn't using before fixing those bugs.
  6. EE3 is in Tekkit. The items you're talking about and EMC are not in EE3.
  7. Hi, it doesn't really- when you open up the build select screen, it will always reset to the oldest build, but you can restart the launcher as many times as you like and keep playing on your selected version.
  8. And these are all awesome suggestions, so keep this stuff coming. My problem isn't with this stuff, it's with the wag-the-dog approach of finding things to spend a ton of energy on and then complaining that BC engines don't produce large energy surpluses. It's an assumption that end game always has to work like it did in IC2, with practical-use energy becoming basically free and the large surpluses being required for all the cool end-game stuff. Let me ask you a question: about how often did IC2 teleporters get used? About how often SHOULD they have been used? The energy requirements made a potentially-awesome block almost entirely off limits for all but a few uses, because they were conceived as a way to expend energy, not as a cool thing people were supposed to use. For the record, ComputerCraft integration with rednet is coming in the next CCraft version, and higher-tier Galacticraft vehicles are also on the way. Also, it would take something truly revolutionary for us to include anything like frames ever again- players love them, but modders HAAAAAATE them.
  9. Well the issue isn't "OP" the issue is that IC2 requires high-end power sinks because high-end engines produce more power than you can use. Like I said before, IC2's best skill is solving problems created by IC2. Buildcraft doesn't have the problem, and therefore doesn't need the solution. Now if there's something particularly cool you want as a feature, then that's a real request. Wanting UU-Matter or something like it back is a real request. But, "please give me something to do with my excess power... also I miss having excess power" isn't a real request. It's just asking us to go back to the way IC2 did things.
  10. This is just silly, here's a list of mods we could include in Tekkit but won't, either because the license is permissive, we have permissions from before, or because I'm reasonably confident that we could get permissions because I've talked to the authors in the past: - Forestry - Extra Bees - RP2 - IC2 - Mo' Creatures - Factorization - Dungeon Pack - Metallurgy And many, many more. This idea that we stopped carrying a load of mods because of permissions, when all of those mods have permissive licenses shows a real lack of understanding of how permissions work for mods. Here's the thing: anyone can make a modpack that includes like a hundred mods in it. The Technic Platform exists, people are throwing a lot of great stuff up on it. If you want a big modlist, there's a lot of opportunities for that on the Platform. Heck, even Big Dig has been accused of being a big mod list with no cohesion, so try that. The whole idea is that the stuff we put out should be cohesive, be centered around a particular play experience, and handle that play experience well. For tekkit, one of the rules is, it has to run really well in multiplayer. That means it's not going to have a bunch of random mods thrown in, and the mod list needs to be small enough that server performance remains solid, since Tekkit's success will be judged by how well it works as an SMP experience. It was also important for us to cut out every mod that we weren't 100% certain we wanted to stick with for a long while. We almost never get the opportunity to remove a mod from a modpack, because it breaks worlds when we do it. In the case of IC2 and RP2, we HAD to remove those two mods at this specific juncture- I am 100% certain that IC2 and RP2 support is going to decline over time, and we don't want to be caught in a position 3 months from now where those two mods are finally dead but they're tied around our ankle. That said, there are some criticisms that we hear and are looking to address. I need you to understand that we're never going to just throw a bunch of crap into the pack just because we can. That's not what pack this is. If you want more stuff, you can play Big Dig or any number of Platform packs, and if you want to play just an arbitrary list of 100 mods that are questionably updated, there is a pack or two for that too. That said, adding additional tech options, at every stage in the game, is something I consider important. New generators is something I consider very important. Some sort of late game energy sink is something I consider nice, but not important, and I'll tell you why: Buildcraft energy doesn't scale like IC2's does. In IC2 you need about 4EU/t to process and cook ore, and 16 EU/t to run a basic factory with advanced machines. But you can build a massive 2k EU/t array of reactors, and of course that means you need something to do with it. Even at endgame, Buildcraft reactors tend not go go nova like this. The largest power source in Tekkit is Biofuel at 16MJ/t, and keeping that reliably powered can be a project in itself. I'd like to keep that going and let players come up with giant endgame projects other than an HV solar factory.
  11. Well at least update your java first.
  12. Atomic Science is actually BC-compatible, so it would just be another generator. It might go in, recent versions of AS have been problematic, but I've been told that AS's 1.5 version is quite solid. I'll need to see it for myself. Adding more generator options is going to happen and is one of our main objectives for the next big version, but it's not going to happen by re-adding IC2. I've been pretty verbose about my issues with it elsewhere, so if someone is going to ignore all that and boil our position down to "it's easier to leave out IC2", which is laughable, I don't really have much else to say.
  13. Please tell me you aren't stupid enough to admit to circumventing a ban.
  14. What is the dupe glitch for the bags? EDIT: Just stopped in on the backpacks thread and it looks like the 1.52 version fixed a dupe bug, so that answers that question. I've alerted micdoodle to this issue, so hopefully tekkit 1.1.0 will have all this stuff taken care of.
  15. Some people were reporting that NEI searches were taking 10-20 seconds with microblocks present, and they would come back when disabled. We're going to try with them turned off, even though it's kind of confusing.
  16. If there's a new client, there's a new server too. You need to update your server to 1.0.5 to go with your client.
  17. Please don't attempt to copy over only the files that are needed. Most of the post-release bug reports we get are people who tried to only update the necessary files and screwed it up.
  18. Just gonna drop this link here: http://forums.technicpack.net/threads/tutorial-how-to-get-any-version-of-tekkit-lite.37214/
  19. Hi, buildcraft 3.5.1 is only for minecraft 1.52, and not all mods are updated to that version yet.
  20. By the way, for those who'd like to confirm or mess around, the 1.1.0 version is available as a build in the launcher, but it's lacking about half a dozen mods, so it'll probably break your worlds pretty bad.
  21. Oh, and red_dust, the plugins folder existed in Tekkit Classic because it was based on bukkit. Tekkit is not. You can get access to bukkit plugins by installing MCPC+ or ForgeBukkit on your server, but we do not support those mods so you'll have to check out the mods' own websites to learn how to install them.
  22. A few things: - It is an issue with buildcraft oil apparently that spams all players in the overworld with a zillion update packets. It was fixed in buildcraft 3.5.1, but yes, we do have a few mods to wait on. CoFHCore actually has a beta build that I was permitted to use tonight to verify that 3.5.1 does fix everyone's issue, so they're probably not going to be the holdup. Here's the list of mods that I need updates for: - Custom LAN Port - Treecapitator - Backpack - Dimensional Doors - Mystcraft - ComputerCraft - ~Maybe~ OpenCCSensors, I can't test it until ComputerCraft updates Once these mods update I can put out a tekkit 1.1.0 that will fix these issues for everyone.
  23. That looks good, but the author also just posted on the buildcraft forums a few days ago saying it'd be awhile before release, so I'm not going to look it over too seriously.
  24. Hi, this probably isn't related to this issue, but you should really update your java to 1.7_21
  25. CanVox

    Crash

    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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