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Tassyr

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Posts posted by Tassyr

  1. So I'm trying to create my own modpack. I've never done this, and the instructions are as clear as mud.

    Here's where I'm gettin' stuck.

    Install Forge

    Forge enables Minecraft to load mods.

    1. Decide what version of Minecraft you will be using. If you already have a mod in mind, and that mod is a specific version, use that version.
    2. Download Minecraft Forge installer for the version you need. Note: It has to be the installer and not for example, the universal or src.
    3. Before Forge will install and work, you have to run Minecraft at least once for the version you want to install. Run the "Vanilla" Minecraft client selecting the version you want to use and running it at least once. This downloads the game and assets from Mojang making sure you have all of the required files for Forge. After running it once and letting it load all the way, close it.
    4. Run the Minecraft Forge installer now and choose install client. It also gives you an option to choose what directory to install Forge into. The default directory will be the correct one. If you change the location, write it down somewhere. Run the installer.
    5. After it completes, navigate to the location in step 4. You should see a mods folder as well as a few other things.

    Okay. so I've got my mods collected. I've got my file structure set up.

    What the actual hell am I supposed to be doing?

    1) is set- 1.7.10 as with everything.

    2) is also set- I've got it in there and renamed.

    3) Bwuh? Am I supposed to download minecraft from somewhere and stick it in the folder? 

    4) Installer? What installer? I got a file I renamed to 'modpack.jar"     I thought that's what I was supposed to do. 

    5) stuck, help?

  2. 8 hours ago, Munaus said:

    Stop posting about custom packs in Modding Central!

    Moved to Platform Pagoda

    I'm sorry. I thought when it said 'MODDING' central it was about MODS. >< My bad.

    23 hours ago, AetherPirate said:

    Here are some links to get you started:

    *Read instructions, some are just one .jar file, many are not*)

    Carpenter's Blocks :http://www.carpentersblocks.com/downloads.html

    NEI:http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1279956-chickenbones-mods  (pay attention to dependencies)

    Extra Utilities: http://minecraft.curseforge.com/projects/extra-utilities/files?filter-game-version=2020709689%3A4449

    Thermal Expansion: www.teamcofh.com (look out for dependencies)

    Atomic Science: Mod author Caclavia stopped work on this...  Maybe IC2 instead http://forum.industrial-craft.net/index.php?page=Thread&postID=131008

    buildCraft: http://www.mod-buildcraft.com/

    BC Transport: http://mods.curse.com/mc-mods/minecraft/231312-buildcraft-transport

    Project Red: http://mods.curse.com/mc-mods/minecraft/228702-project-red-base#t1:other-downloads

    Project Red: http://minecraft.curseforge.com/projects/project-red-base

    RIM: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2104611-remain-in-motion-continuation-of-redstone-in

    Forge Microblocks: http://mods.curse.com/mc-mods/minecraft/229323-forge-multi-part

     

    This is my pack:

    http://api.technicpack.net/modpack/the-way-too-much-tech-pack

    I had a similar idea and shoved a bunch of my favorite tech mods into one pack. Feel free to copy, borrow, change, whatever. 

    {"status":401,"error":"Request Unauthorized"}

    that's all I get when I go to check out your pack :(

  3. 2 minutes ago, AetherPirate said:

    You need to find them, one by one. 

    [snip]

    If you need help finding your first few, let me know. 

     

     

    This is me, officially needing help. >< I'm not even sure what some of them were called, so I'm confused.

    I was hoping to make a smallish pack with these: 

    the "Carpenter's Blocks" stuff

    the Bundled Redstone that'll play with ComputerCraft

    ComputerCraft (I do know where to find THAT one at least)

    NEI

    Extra Utilities

    Thermal Expansion

    Atomic Science

    Buildcraft

    BC Transport

    Project Red: Integration/Illumination/

    Redstone in Motion (Or similar)

    Forge Microblocks (Or similar)

     

    (Yeah, I'm mostly recreating tekkit. I liked the 'design something that builds stuff' angle A LOT. But large chunks of that mod I never used.) 

  4. 6 hours ago, AetherPirate said:

    https://technicpack.zendesk.com/hc/en-us/articles/203799459-How-to-create-a-server-for-your-Platform-modpack

    Plowman has a Barebones pack that you can use a template to add mods into. 

    Thanks for that. Any hints as to where I'd go to find a 'how to make your own pack' tutorial? I'm really new to this part. 

    (I'm secretly hoping I can just download and toss in what I want, like items off a menu)

     

  5. 2 hours ago, AetherPirate said:

    As far as I know, Tekkit is no longer being updated. You could look for compatible versions of those mods and try and fix yourself, or move onto a 1.7.10 pack (or later), or make your own custom pack. 

    Well that would explain it. Any idea why? Or if there is a pack with Computercraft and some sort of bundled cable together?

  6. So last time I checked out this pack it was just over a year ago. Before that I'd played for several months, then had to take a break. Originally, there was a bundled redstone wire and computercraft combo that worked. It worked great, in fact, and I designed a large amount of stuff around it. 

    When I resumed about a year ago, it was no longer working. I was told to wait a few months for an update that'd fix it and similar on this forum when I asked.

    Well guys, it's been a -year.- I realised I hadn't played in forever so I decided to give it a shot, and lo and behold! ... still no compatibility between computercraft and bundled redstone.

    Is there any way to get that sort of functionality back? Or has it just been flat out abandoned here? 

  7. Uhm, I think it only doesn't work in 1.2.10cx .. didn't really test them in 1.2.9g or w/e version is recommended.1 output? Computers have 6 outputs = 6 different wire colors, one for each side, (or you could say 5, because you gotta click on it from somewhere -> bottom, top, left, right, back) And about the "fix" .. It'll come with the next tekkit update, which will be (with the current progress) next year..

    Sadly I've tested it in 1.2.9 and it's broken there. I'm thinking of rolling back to 1.2.8 maybe?

  8. So about nine or ten months ago, I tried to make some stuff with tekkit- at the heart was comptuercraft and bundled cables- a massive, complex structure. The output however didn't work, and I was told it was because of compatibility issues between the two mods. That's okay, I figured I could wait for an update and it'd be fixed. 

    Sometime around six months ago- still no fix.

    Three months ago- still no fix.

    Come today; oh, still no fix. Will these two mods ever work together again, or am I doomed to single output only, forever? 

  9. So some of my favorite mods are getting kinda outdated at this point, and it's more or less broken them- mostly their compatibility (Or lack thereof) with Computercraft. How do I manually update them, since I'm not really in the mood to wait weeks-to-months to get a new version of tekkit?

  10. So I'm running into something... odd. Sometimes when I go to 'break' wires, the game just flat out CTD's. Often that one spot where a crash occurred will become strange- any wires broken there from then on will crash the game as well. 

    Additionally, sometimes the wires just 'forget' to attach to things (Say, a lever or button placed next to them.) Once I exit the game entirely and replace the wire, they work fine. ... I've tried deleting and reinstalling technic, but does anyone know a fix? It's starting to get pretty bad; I'll put in a few days on a map and the 'CTD' bug shows up, making it useless. 

  11. So I've got a reactor setup under my base- way under. The idea was to set up the reactors safely enough away that if -anything- borked up the base would survive on battery power. But when I exited the underground bit and did a test, I ran into a rather disturbing problem.

     

     

    8NzpjPi.pngI'm losing about 15% of all my power generated simply by trying to run through ONE seal wire? JUST ONE? 

     

    The 8571 is on the right, the 10000 on the left. I thought TE was supposed to be lossless- how do I get around this? Is there an alternative? Something I can configure?

  12. So I've been wondering. I've got a base on Mars now that I'm slowly making, and due to spawning one of the 'chickenchunk' utilities I can keep it loaded so that it generates power and oxygen. The catch is that this also generates _TONS_ of meteorites. The ground outside and the base roof are utterly coated in the things.

     

    I was wondering if there's a way to decrease the frequency. And possibly increase the -damage.- I mean I remember in original Galacticraft I was TERRIFIED of the idea of a meteorite; and now I just go, "Oh great, I gotta clean the roof off again."

  13. So I'm wondering. I love a lot of the functions of Tekkit. But I miss ICBM from my old Voltz days. Catch is, Voltz doesn't have the variety that Tekkit offers (Redstone energy, yay!)

     

    Would it be possible for me to drop ICBM into Tekkit somehow? I don't know how to manage individual mods.

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