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CanVox

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  1. Upvote
    CanVox got a reaction from TotoroPrincess in Copper   
    If you're at the correct level it's 4x as rare as diamonds.  I'd concentrate on the prometheum -> oureclase upgrade path & just mine regularly for whatever you need, you're bound to find it randomly one day.   Do make sure you get a mining book from the instructor & check that you're at the right level.
  2. Upvote
    CanVox got a reaction from TotoroPrincess in Good ways to remove Fibrous Taint?   
    Follow the quests under the instructor, and actually read the quests. They give you instructions for building a Hard Non-Metal pick, and they also give you two separate options for building Soft Metal (which lets you mine iron) and Hard Metal (which you need to mine gold so that you can make casts for your smeltery).  One of the two options uses tech ores, which are extremely rare, but the other option uses alien ores that are far more common.  The ore book offered from the instructor tells you where you can find these alien ores in high abundance.
    Again, this is all laid out for you in the quest descriptions, which you should read.
  3. Upvote
    CanVox got a reaction from ThePagan in Colonizing the planet?! (And clearing taint)   
    1.  There are several options for clearing taint- many of them are improvements on the ethereal bloom in some form or fashion.  Thaumcraft's Basic Alchemy research unlocks the Ethereal Bloom research, and that unlocks a number of increasingly-better taint-clearing options.  Keep researching these options and you'll unlock progressively better options until you unlock the Dawn Machine.
     
    2.  Once you gold medal every region, you'll receive a badge that you can give to the drop computer and colonize the planet.
  4. Upvote
    CanVox got a reaction from DoctorDharok in Good ways to remove Fibrous Taint?   
    Follow the quests under the instructor, and actually read the quests. They give you instructions for building a Hard Non-Metal pick, and they also give you two separate options for building Soft Metal (which lets you mine iron) and Hard Metal (which you need to mine gold so that you can make casts for your smeltery).  One of the two options uses tech ores, which are extremely rare, but the other option uses alien ores that are far more common.  The ore book offered from the instructor tells you where you can find these alien ores in high abundance.
    Again, this is all laid out for you in the quest descriptions, which you should read.
  5. Upvote
    CanVox got a reaction from DoctorDharok in Colonizing the planet?! (And clearing taint)   
    1.  There are several options for clearing taint- many of them are improvements on the ethereal bloom in some form or fashion.  Thaumcraft's Basic Alchemy research unlocks the Ethereal Bloom research, and that unlocks a number of increasingly-better taint-clearing options.  Keep researching these options and you'll unlock progressively better options until you unlock the Dawn Machine.
     
    2.  Once you gold medal every region, you'll receive a badge that you can give to the drop computer and colonize the planet.
  6. Upvote
    CanVox got a reaction from EvilOwl in Modding News 2   
    MS announced today that they took a huge write-down on their Nokia puchase.  It looks like windows phone is dying so the Win10 version is probably just to keep minecraft alive on whatever microsoft portable devices still exist 5 years from now.  Also for really young users, hop-in/hop-out 8-player SMP without a server that's compatible with PE multiplayer is a really great feature.
    Also, this: http://www.technicpack.net/article/technic-thursday-its-thursday-now.117
  7. Upvote
    CanVox got a reaction from planetguy in Modding News 2   
    MS announced today that they took a huge write-down on their Nokia puchase.  It looks like windows phone is dying so the Win10 version is probably just to keep minecraft alive on whatever microsoft portable devices still exist 5 years from now.  Also for really young users, hop-in/hop-out 8-player SMP without a server that's compatible with PE multiplayer is a really great feature.
    Also, this: http://www.technicpack.net/article/technic-thursday-its-thursday-now.117
  8. Upvote
    CanVox got a reaction from Jon_ in Modding News 2   
    MS announced today that they took a huge write-down on their Nokia puchase.  It looks like windows phone is dying so the Win10 version is probably just to keep minecraft alive on whatever microsoft portable devices still exist 5 years from now.  Also for really young users, hop-in/hop-out 8-player SMP without a server that's compatible with PE multiplayer is a really great feature.
    Also, this: http://www.technicpack.net/article/technic-thursday-its-thursday-now.117
  9. Upvote
    CanVox got a reaction from The_Doctors_Life in Technic API   
    I can't provide example code, but here's how to hit the API.  Please be responsible with your API usage- cache information and don't hit the API more than once per hour or so.  We don't want to have to lock it down because people using the API for stuff like this sounds really cool to us, but if people use the API irresponsibly and cost us a lot of money, we'll have to do something about it.
    The other thing is that the API is for the launcher first.  We may change it without notice.  We'll help you get acclimated if you ask us about changes in #technic on SynIRC, but your site need to have a backup plan if everything goes sideways because it definitely could.  If us changing the API causes your site to 500, that's on you not us.  Put some guard conditions so that API changes don't bust your site.
    First, you need the latest stable launcher build #- http://api.technicpack.net/launcher/version/stable4
    You'll use it the build # from that response in all the requests to come.
    http://api.technicpack.net/modpack/attack-of-the-bteam?build=<build #>
    That will provide basically all the information you need.  Replace attack-of-the-bteam with your own pack's slug.  The feed field will provide what you were asking for.  Runs/Downloads/Ratings is also a thing that many pack owners use from the API.  Currently those numbers are turned off because they were causing slowdowns on the API but they'll be going back up soon.
    I hope this helps you put together something interesting!
  10. Upvote
    CanVox got a reaction from Melfice in BANNED   
  11. Upvote
    CanVox got a reaction from Optimus111 in HELP PLEASE!!! MY MODPACK STARTS UP BUT THE MODS DONT LOAD   
    You have a modpack.jar.jar instead of having a modpack.jar
  12. Upvote
    CanVox got a reaction from CharZinta in Tekkit Lite - Rules of engagement   
    Our position has always been that nobody has like a patent or whatever on a mod list and you can't really copyright a configuration file.  The one rule we have is don't name your pack after another pack to try and get your pack more popular or whatever.  So don't call your pack "Tekkit lite with other mods" and you can reproduce tekkit lite verbatim for all we care.
  13. Upvote
    CanVox got a reaction from Melfice in Why Mojang info?   
    Wait did I necro this?

    How'd I find that.

    Where am I?
  14. Upvote
    CanVox got a reaction from CharZinta in Why Mojang info?   
    Wait did I necro this?

    How'd I find that.

    Where am I?
  15. Upvote
    CanVox got a reaction from CharZinta in Why Mojang info?   
    Zhaph, that's a good suggestion. I'd also add that we cannot launch minecraft without your login details. The Mojang launcher requests your login details, confers with the mojang auth servers, and passes the resulting data to the minecraft executable when launching. We have to do the same or else it won't be possible to play on multiplayer servers, etc. I actually really miss the days when Minecraft had you login within the game itself, it made things much simpler for us.

    The main things to understand are:
    - We always store a randomly-generated key called the "Mojang Client ID" on your harddrive so that we can use it for all auth attempts. We do this because the first time you log in with a new client ID, Mojang logs you out from all other client IDs, so it would be annoying if we generated a new one each time.
    - When you log in, we will send your Mojang Client ID as well as your username and password, to Mojang's servers to auth you. If you have logged in previously and checked "remember me" we will send your Mojang Client ID & Mojang Access Token to Mojang's servers instead.
    - If you check "remember me", we store your username and the Mojang Access Token that Mojang gave us after you logged in. We will store them to the hard drive but will NOT store your password. Unless your Mojang Access Token expires, we will continue using your username, client ID, and access token to log you in on subsequent visits. If the access token expires, we will prompt you for your password again, so we can request a new one.
    - We will NEVER send your password, Mojang Client ID, or Mojang Access Token to our servers or anyone but Mojang.
    - If you choose not to check "remember me", we will not store any data except your Mojang Client ID
    - We DO have a Technic Client ID that is generated in the same way as the Mojang Client ID but has nothing to do with your Mojang account. We use it to identify your install and you can give it to a friend who has a Solder-enabled modpack to see hidden builds & be a beta tester. We send your Technic Client ID around to a few different places, it's not really secret.

    - In the past, we've also sent your Mojang user's display name to our servers when checking packs. We used this to allow us to give Attack of the B-Team early to people who had donated to Child's Play charity. We like doing stuff like this, so it's probably not gone forever, but it's hard to know the best way to do it.

    I hope that answers your questions about how we use your Mojang information. As always, we're open source. We also sign our jars and executables as "Syndicate, LLC" so you can check that individual files actually come from us.
  16. Upvote
    CanVox got a reaction from Roversword in Why Mojang info?   
    Zhaph, that's a good suggestion. I'd also add that we cannot launch minecraft without your login details. The Mojang launcher requests your login details, confers with the mojang auth servers, and passes the resulting data to the minecraft executable when launching. We have to do the same or else it won't be possible to play on multiplayer servers, etc. I actually really miss the days when Minecraft had you login within the game itself, it made things much simpler for us.

    The main things to understand are:
    - We always store a randomly-generated key called the "Mojang Client ID" on your harddrive so that we can use it for all auth attempts. We do this because the first time you log in with a new client ID, Mojang logs you out from all other client IDs, so it would be annoying if we generated a new one each time.
    - When you log in, we will send your Mojang Client ID as well as your username and password, to Mojang's servers to auth you. If you have logged in previously and checked "remember me" we will send your Mojang Client ID & Mojang Access Token to Mojang's servers instead.
    - If you check "remember me", we store your username and the Mojang Access Token that Mojang gave us after you logged in. We will store them to the hard drive but will NOT store your password. Unless your Mojang Access Token expires, we will continue using your username, client ID, and access token to log you in on subsequent visits. If the access token expires, we will prompt you for your password again, so we can request a new one.
    - We will NEVER send your password, Mojang Client ID, or Mojang Access Token to our servers or anyone but Mojang.
    - If you choose not to check "remember me", we will not store any data except your Mojang Client ID
    - We DO have a Technic Client ID that is generated in the same way as the Mojang Client ID but has nothing to do with your Mojang account. We use it to identify your install and you can give it to a friend who has a Solder-enabled modpack to see hidden builds & be a beta tester. We send your Technic Client ID around to a few different places, it's not really secret.

    - In the past, we've also sent your Mojang user's display name to our servers when checking packs. We used this to allow us to give Attack of the B-Team early to people who had donated to Child's Play charity. We like doing stuff like this, so it's probably not gone forever, but it's hard to know the best way to do it.

    I hope that answers your questions about how we use your Mojang information. As always, we're open source. We also sign our jars and executables as "Syndicate, LLC" so you can check that individual files actually come from us.
  17. Upvote
    CanVox got a reaction from planetguy in Why Mojang info?   
    Zhaph, that's a good suggestion. I'd also add that we cannot launch minecraft without your login details. The Mojang launcher requests your login details, confers with the mojang auth servers, and passes the resulting data to the minecraft executable when launching. We have to do the same or else it won't be possible to play on multiplayer servers, etc. I actually really miss the days when Minecraft had you login within the game itself, it made things much simpler for us.

    The main things to understand are:
    - We always store a randomly-generated key called the "Mojang Client ID" on your harddrive so that we can use it for all auth attempts. We do this because the first time you log in with a new client ID, Mojang logs you out from all other client IDs, so it would be annoying if we generated a new one each time.
    - When you log in, we will send your Mojang Client ID as well as your username and password, to Mojang's servers to auth you. If you have logged in previously and checked "remember me" we will send your Mojang Client ID & Mojang Access Token to Mojang's servers instead.
    - If you check "remember me", we store your username and the Mojang Access Token that Mojang gave us after you logged in. We will store them to the hard drive but will NOT store your password. Unless your Mojang Access Token expires, we will continue using your username, client ID, and access token to log you in on subsequent visits. If the access token expires, we will prompt you for your password again, so we can request a new one.
    - We will NEVER send your password, Mojang Client ID, or Mojang Access Token to our servers or anyone but Mojang.
    - If you choose not to check "remember me", we will not store any data except your Mojang Client ID
    - We DO have a Technic Client ID that is generated in the same way as the Mojang Client ID but has nothing to do with your Mojang account. We use it to identify your install and you can give it to a friend who has a Solder-enabled modpack to see hidden builds & be a beta tester. We send your Technic Client ID around to a few different places, it's not really secret.

    - In the past, we've also sent your Mojang user's display name to our servers when checking packs. We used this to allow us to give Attack of the B-Team early to people who had donated to Child's Play charity. We like doing stuff like this, so it's probably not gone forever, but it's hard to know the best way to do it.

    I hope that answers your questions about how we use your Mojang information. As always, we're open source. We also sign our jars and executables as "Syndicate, LLC" so you can check that individual files actually come from us.
  18. Upvote
    CanVox got a reaction from mine_my_own_bizz in Why Mojang info?   
    Zhaph, that's a good suggestion. I'd also add that we cannot launch minecraft without your login details. The Mojang launcher requests your login details, confers with the mojang auth servers, and passes the resulting data to the minecraft executable when launching. We have to do the same or else it won't be possible to play on multiplayer servers, etc. I actually really miss the days when Minecraft had you login within the game itself, it made things much simpler for us.

    The main things to understand are:
    - We always store a randomly-generated key called the "Mojang Client ID" on your harddrive so that we can use it for all auth attempts. We do this because the first time you log in with a new client ID, Mojang logs you out from all other client IDs, so it would be annoying if we generated a new one each time.
    - When you log in, we will send your Mojang Client ID as well as your username and password, to Mojang's servers to auth you. If you have logged in previously and checked "remember me" we will send your Mojang Client ID & Mojang Access Token to Mojang's servers instead.
    - If you check "remember me", we store your username and the Mojang Access Token that Mojang gave us after you logged in. We will store them to the hard drive but will NOT store your password. Unless your Mojang Access Token expires, we will continue using your username, client ID, and access token to log you in on subsequent visits. If the access token expires, we will prompt you for your password again, so we can request a new one.
    - We will NEVER send your password, Mojang Client ID, or Mojang Access Token to our servers or anyone but Mojang.
    - If you choose not to check "remember me", we will not store any data except your Mojang Client ID
    - We DO have a Technic Client ID that is generated in the same way as the Mojang Client ID but has nothing to do with your Mojang account. We use it to identify your install and you can give it to a friend who has a Solder-enabled modpack to see hidden builds & be a beta tester. We send your Technic Client ID around to a few different places, it's not really secret.

    - In the past, we've also sent your Mojang user's display name to our servers when checking packs. We used this to allow us to give Attack of the B-Team early to people who had donated to Child's Play charity. We like doing stuff like this, so it's probably not gone forever, but it's hard to know the best way to do it.

    I hope that answers your questions about how we use your Mojang information. As always, we're open source. We also sign our jars and executables as "Syndicate, LLC" so you can check that individual files actually come from us.
  19. Upvote
    CanVox got a reaction from AetherPirate in TechnicPack.net is down !?!?!?!   
    This week has actually not been a great one from an uptime point of view. Our monitoring software is showing ~95% uptime and an average of 2 seconds of response time during the past 7 days. That includes like the middle of the night, early morning, when people are at school. Those stats sound good if you're not familiar with performance monitoring, but they're really, really bad. We've rooted out one of the problems last night and are going to be investigating further today. sct has ported the launcher API and put it up in NodeJS on a separate cluster of hardware, and we've released a Beta launcher that uses it. A lot of changes are happening underneath the surface so that you don't have to deal with terrible uptime like this again, and we think you're going to start to see the fruits of that this weekend.
  20. Upvote
    CanVox got a reaction from FyberOptic in Technic Platform V2 and Technic Launcher V3   
    Hi, Curunir,

    You were right, we dropped the ball with the Java 8 updates. We've updated our packs to support it, and I've been buzzing modpack developers about java 8 support as their packs are reported in the Platform. At some point in the next month I'm going to set a deadline for pack authors to add Java 8 support to be considered a "working" pack, but that is going to be at least a month off, I don't want to force too many changes on them at once.
  21. Upvote
    CanVox reacted to Amaxter in RPG modpacks vs Tech modpacks   
    People assume that RPG means "magic". Tech and RPG are not mutually exclusive, aspects we know and love like tech trees are inspired from RPG elements. The best modpacks are the ones that understand how this difference of themes doesn't really matter, what DOES matter is how elements of technological and magical progress are balanced and blend into one cohesive experience for maximum immersion.
  22. Upvote
    CanVox got a reaction from disconsented in The HorizonCity Review - 11/24/14   
    And just for anyone else who's reading this: the reason why we have this policy is that there are a lot of people in the Minecraft community who are making money off minecraft or trying to. We're one of them, but there are tons. There are hundreds or thousands of streamers or aspiring streamers, hundreds or thousands of websites. If we allowed anyone who wanted to to come onto these forums and post an ad to their content, there wouldn't be anything else here. If you want to post some content, you're welcome to do so. But content that just happens to link repeatedly to your monetized website is native advertising and we're not going to put up with it. If the advertising is accidental, remove the links and continue posting. If you're not willing to do that, then stop posting or I will make you.
  23. Upvote
    CanVox got a reaction from Jon_ in Technic Platform V2 and Technic Launcher V3   
    Yes, changelogs are reported to the launcher in the update feed of each pack.


    We'll do some solder improvements after the platform launches. We've got a lot of cool features in our sights, but it's not in the scope of the new platform.


    We're going to look toward more server integration in the future, but not with this release. It is important, and we know that.
  24. Upvote
    CanVox got a reaction from Kalbintion in Let's Test B-Team 1.0.13c!   
    That sounds real bad, if someone is getting a thing like that, try to see if something weird is showing up in the console on install okay? The launcher should at least be screaming at you when something like that occurs.
  25. Upvote
    CanVox got a reaction from Melfice in Let's Test B-Team 1.0.13c!   
    Well I guess I could remove its private status if you guys REALLY want to play it.

    My bad, it's now latest.
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