techetga Posted February 2, 2013 Posted February 2, 2013 Way #1 Download the new Technic Launcher Add a modpack with this link: http://www.technicpack.net/api/modpack/freekpack Play! Enjoy YouTube Quote
Emery_rocks1 Posted February 3, 2013 Posted February 3, 2013 Thanks! Do you by chance know how to do it Server wise? Quote
Bataaf Posted February 3, 2013 Posted February 3, 2013 I just tried this, but unfortunately it didn't work for me. Got all the right versions and copy-replaced everything. When starting minecraft after a while of the 'Mojang screen' I get an error message. This is where it goes wrong, every other mod is started an initialized without problem. Anyone an idea how to fix this? Thanks! WR-CBE|RedPower [WR-CBE RedPower] (WR-CBE RedPower 1.3.2.4.jar) Unloaded->Constructed->Pre-initialized->Errored LWJGL: 2.4.2 OpenGL: GeForce 9600M GT/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation Is Modded: Definitely; Client brand changed to 'forge,fml' Type: Client (map_client.txt) Texture Pack: Default Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null java.lang.NullPointerException at com.eloraam.redpower.RedPowerControl.setupBlocks(RedPowerControl.java:117) at com.eloraam.redpower.RedPowerControl.load(RedPowerControl.java:50) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487) at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300) at com.google.common.eventbus.EventBus.post(EventBus.java:268) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300) at com.google.common.eventbus.EventBus.post(EventBus.java:268) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657) at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207) at net.minecraft.client.Minecraft.a(Minecraft.java:456) at asq.a(SourceFile:56) at net.minecraft.client.Minecraft.run(Minecraft.java:744) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT fb37a8e1 ---------- Quote
Bataaf Posted February 3, 2013 Posted February 3, 2013 Oh btw, I looked for similar errors on the forum and Google. Most comments seem to be aimed at having the wrong video-card drivers, an old computer or anything like that. However, all the mods work just fine on their own (Voltz, Tekkit, Vanilla), but by combining the mods it comes up with the error message above. Could it have anything to do with it running out of available memory? Thanks! Quote
Bataaf Posted February 3, 2013 Posted February 3, 2013 Ok, found the solution so it seems: here. Removing the config files (all of them) solved the problem. Edit: This solution however only works the first time you start it up. After closing minecraft and starting it again, you have to remove the config files again to make it work. Not really a permanent solutions in my opinion. Anyone an idea? Quote
techetga Posted February 5, 2013 Author Posted February 5, 2013 Yeah guys the server is done you can download it above Quote
Emery_rocks1 Posted February 5, 2013 Posted February 5, 2013 Thanks man, but I m also gettihg that "bug" where as the PC I have to delete all off the configs for it to work every time I start it up again. Also for a weird reason it wont run on my Mac Quote
techetga Posted February 6, 2013 Author Posted February 6, 2013 server bug has been fixed and tutorial is updated Quote
Remischive Posted February 11, 2013 Posted February 11, 2013 I cant connect to my server, its telling me i dont have FML installed, how do i fix this problem? Being that google will not let me find a FML download link that works? Quote
techetga Posted February 28, 2013 Author Posted February 28, 2013 << error redownload the custom1.zip i've updated it Quote
Marabar Posted March 7, 2013 Posted March 7, 2013 To get this out of the way, yes I am a new member of the Tekkit Forum. Ok, now I have manually created a Tekkit Lite/ Voltz modpack via the instructions of another member of this forum. Unfortunately I cannot remember his name nor find his post of the method. So I'm asking you, Techegta, if you have encountered a problem with Empty Cells from the Voltz modpack not being transferred. I'm thinking that the IC2 Empty Cells may be overwriting them, but I'm not shure. Whats your take on this? Quote
Marabar Posted March 8, 2013 Posted March 8, 2013 Nevermind techetga. (Sorry for mispelling your name) I found that SC2's (Steve's Carts 2) IDs were overlapping the Voltz IDs so now Coal Engines are Empty Cells and Wooden Weels are uranium. I should have guessed when ppl on my server were making Nukes out of wood. Thanks anyway. Quote
gzcwnk Posted April 9, 2013 Posted April 9, 2013 will forestry work with this? Forestry works with the present tekkit lite for minecraft 1.4.7, just throw the zip/jar into the mods folder, you go from 76 mods to 77 and it seems fine. The rest (adding voltz) I'm working on. Quote
TJ2u1 Posted June 3, 2013 Posted June 3, 2013 I managed to fit Voltz, Tekkitlite and Thaumcraft together! Client: http://adf.ly/PzICM You will need the Technic Launcher, go to run -> %appdata% -> .technic and replace your tekkitlite with the downloaded tekkitlite. Open your launcher and select tekkitlite, do not let it update! and everything should run well! Server: (Will take a ton of RAM to run, and takes a while to load up) http://adf.ly/PzI3g Just place the folder where you like, open it and to run it double click the TekkitLite.Jar. The server will open up and start setting up spawn, if it is taking ages for it to load that means it's working Quote
Nickp2014 Posted May 16, 2014 Posted May 16, 2014 Hey guys, I'm trying to get a server going using the mod pack above. Where is the serve link? Quote
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