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About vernes

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  • Birthday 06/29/1978
  1. But has anyone from technic contacted AWS?
  2. Coincidentally, I noticed the Sync and Morph mod being used by yogscast recently. It bugged out a bit. One of the two ended up spazzing out it seems. So, don't be surpriced.
  3. Ok, I just going to combine mods to my own modpack then. Except for "Custome Lan Ports" all mods have a 1.6.4 version. Only trick will be to see how the setup will handle mcpc+ First attempt I just dumped all the mods and tried it to find out it didn't work. One of the mods I added was for 1.7.4 So now I am adding em one by one, and when they all work with the forge client, I will try the mcpc+ client/server. Hope this works. Bonus is that 1.6.4 uses the universal mod... method? So no fiddling between client and server files.
  4. Will the beta version of tekkit enable me to use mcpc+ and HomeSpawnPlus?
  5. Tekkit +MCPCplus +HomeSpawnPlus

  6. Ok, so to summerize, the latest version of mcpc+ is too old for the latest version of tekkit? Or to be correct, latest version of mcpc+ is too old for the mods being included in the latest version of Tekkit? I guess my only option is to grab the latest version of mcpc+ (mcpc-plus-1.7.2-R0.3-forge1022-B29.jar) add each and every mod used in tekkit and hope all the config files from my current tekkit still works to make them all cooperate? I'm kinda fishing for a solution here.
  7. Ah, no, this is not a 1.5.2 server. I just downloaded the stuff from http://www.technicpack.net/tekkit I do not think it is 1.6.4
  8. Ok, following your advice, I installed: mcpc-plus-1.6.4-R2.1-forge965-B229.jar Restarted the server, this is the server.log: The crash report is found here: http://pastebin.com/VMLvn4ZE All this applied to the server for this mod: http://www.technicpack.net/tekkit
  9. Not really working: 2014-02-04 18:39:56 [iNFO] Starting minecraft server version 1.6.4 2014-02-04 18:39:56 [iNFO] MinecraftForge v 2014-02-04 18:39:56 [iNFO] 2014-02-04 18:39:56 [iNFO] Initialized 2014-02-04 18:39:56 [iNFO] Replaced 111 ore recipies 2014-02-04 18:39:56 [sEVERE] java.lang.NoClassDefFoundError: mods/immibis/core/porting/ClientProxy142 2014-02-04 18:39:56 [sEVERE] at java.lang.Class.forName0(Native Method) 2014-02-04 18:39:56 [sEVERE] at java.lang.Class.forName(Class.java:264) 2014-02-04 18:39:56 [sEVERE] at cpw.mods.fml.common.Loader.identif
  10. I looked up about this missing script.txt and it is just a matter of creating the file empty or not. I think this might be worth looking into: java.lang.NoClassDefFoundError: org/bukkit/craftbukkit/v1_7_R1/CraftServer elsewhere I find this error: org.bukkit.craftbukkit.v1_5_R3 So I am guessing this version of MCPC+ applies org.bukkit.craftbukkit.v1_5_R3 (not sure because I don't know how to interpret this: This server is running CraftBukkit version git-MCPC-Plus-jenkins-MCPC-Plus-Legacy-653 (MC: 1.5.2) (Implementing API version 1.5.2-R1.1-SNAPSHOT)). And this version of HomeSpawnPlu
  11. So I started my own Tekkit server and some friends immediately requested the inclusion of some specific plugins. HomeSpawnPlus seemed like a good idea anyway but it's a bukkit(Craft) plugin and Tekkit turns out to be Forge-based. So after reading up on stuff I found out that MCPC+ actually allows you to run bukkit and forge plugins simultaneously. It even shows hwo you just replace the Tekkit.jar with the MCPCplus.jar and it should work! And true enough, tekkit works! And the CreeperControl that was already in the /plugins/ map suddenly came to live as well! Proof it works! Except... Hom
  12. Why not let the launcher open the link/adf.ly page in an embedded browser and make it listen to certain events on that page to save the file to a predefined location?
  13. It was more aimed at avoiding the whole "Tekkit is distributing without my sayso" issue. This installer idea would only distribute "compatibility config files", and it does so depending on which mods you select. The rest is downloaded at the request of the end-user.
  14. Maybe add an insane high EU requirement to get it started? Once you get it started without problems (add lots of variables which have to be perfectly tuned), it will generate enough EU to provide the EU to maintain its own power consumption. So even though some rare ingredients might not be as rare as you would like to see, the greatest challenge in this idea would be that of balancing all variables (an aspect we see in real-life fusion tech as well).
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