PBlock96 Posted November 10, 2014 Posted November 10, 2014 (edited) I plan to, but I cannot find out how . I put it in the versions.json but in 1.7.10 liteloader is not an actual .jar file and when you install the pack versions.json is reset. (the read-only option is reset even though I included it in the downloaded files.) NEI plugins is not updated for 1.7.10, bspkrscore is in there, I'll check out the other two mods OK I will update galacticraft, however I intentionally left cofh a couple versions out of date because I was having stability issues. I will double-check on these though. ill check it out All of the mods are updated to the latest version except for the ones you mentioned I do not have any configs in the modpack atm. I think the old ones you are getting means you need to clear the modpack files before downloading. I am planning to tomorrow, haven't had the time yet Great idea! Didn't know this was an option - Thanks for these suggestions! 1) when you download the installer, there is an option to extract the jar file, do that, and then put that jar file into the 1.7.10 folder. You don't actually need to touch the versions.json file. 2) The unofficial version is, it was updated by tonious11 (author of SimplyJetpacks) however I think that he removed the download links, i can send it to you. Something that I just noticed: Remove all files except the modpack.jar file from the bin folder. Edited November 10, 2014 by PBlock96
m1dude Posted November 10, 2014 Author Posted November 10, 2014 1) when you download the installer, there is an option to extract the jar file, do that, and then put that jar file into the 1.7.10 folder. You don't actually need to touch the versions.json file. 2) The unofficial version is, it was updated by tonious11 (author of SimplyJetpacks) however I think that he removed the download links, i can send it to you. Something that I just noticed: Remove all files except the modpack.jar file from the bin folder. Okay, I only did that because I couldn't think of another way to install liteloader
yourcreeper007 Posted November 10, 2014 Posted November 10, 2014 Do we have a realease date for the new server?
m1dude Posted November 11, 2014 Author Posted November 11, 2014 (edited) I apologize for the long wait, I am in the process of making sure all of the mods and configuration is set up perfectly. I have been very busy these past couple of days and I made a lot of headway with the project tonight. The next step is to go through installing cauldron and the bukkit plugins. I am working hard to bring the server to you guys tomorrow. Thanks for being patient. Edited November 11, 2014 by m1dude
PBlock96 Posted November 11, 2014 Posted November 11, 2014 Please have a similar plugin set up to last time, and of all things please no Essentials! yourcreeper007 1
Moderators AetherPirate Posted November 11, 2014 Moderators Posted November 11, 2014 Take time and get it tweaked right. I can wait for a nice stable world.
m1dude Posted November 11, 2014 Author Posted November 11, 2014 Please have a similar plugin set up to last time, and of all things please no Essentials! Of course! And I would never install essentials, even if it was the only plugin available.
m1dude Posted November 11, 2014 Author Posted November 11, 2014 Is there any interest in adding the metallurgy mod? http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1278061-metallurgy-putting-the-mine-back-in-minecraft
PBlock96 Posted November 11, 2014 Posted November 11, 2014 (edited) Metallurgy is pretty nice, and it is a very good way to centralize ore generation ( I used it a while ago when I was setting up the ore gen for the modded server I set up). I would enjoy having it in the pack. Edited November 11, 2014 by PBlock96
Moderators AetherPirate Posted November 11, 2014 Moderators Posted November 11, 2014 I read that it affects where vanilla ores spawn, does it affect other mod's ores as well? It looks really cool, but I want to be sure it doesn't replace Mekanism ores, as only they seem to work in Mekanism machines.
PBlock96 Posted November 11, 2014 Posted November 11, 2014 I just tested them out, and Mekanism ores work in thermal expansion Pulverizers, AE2 Grindstones, and are in the ore dictionary (therefore work in any machine using the ore dictionary, which is every major mod.) And no, Metallurgy does not change other mods ore spawning, but it does provide a centralized method to control most of the common ores in the game. E.G. Copper, Tin, Iron, Zinc, and Brass. What I found as the easiest way to control ore spawning is to disable all other mod versions of a ore (So not having 6 different coppers), and only enable one mod's version. Since Metallurgy has various types of common ores and since its spawning of those ores is very controllable, I found it easiest to use Metallurgy as the "core" ore generating mod. However, since it does not offer ore spawning for ores such as Osmium, Apatite, or Silicon, it is still required to use other mods to generate the few ores not spawned by Metallurgy. m1dude 1
m1dude Posted November 11, 2014 Author Posted November 11, 2014 (edited) I just tested them out, and Mekanism ores work in thermal expansion Pulverizers, AE2 Grindstones, and are in the ore dictionary (therefore work in any machine using the ore dictionary, which is every major mod.) And no, Metallurgy does not change other mods ore spawning, but it does provide a centralized method to control most of the common ores in the game. E.G. Copper, Tin, Iron, Zinc, and Brass. What I found as the easiest way to control ore spawning is to disable all other mod versions of a ore (So not having 6 different coppers), and only enable one mod's version. Since Metallurgy has various types of common ores and since its spawning of those ores is very controllable, I found it easiest to use Metallurgy as the "core" ore generating mod. However, since it does not offer ore spawning for ores such as Osmium, Apatite, or Silicon, it is still required to use other mods to generate the few ores not spawned by Metallurgy. I understand all that, I am not new to modpacks Edited November 11, 2014 by m1dude PBlock96 1
PBlock96 Posted November 11, 2014 Posted November 11, 2014 I understand all that, I am not new to modpacks That was mostly in reply to Aether m1dude 1
Moderators AetherPirate Posted November 11, 2014 Moderators Posted November 11, 2014 Thanks for the info, I am relatively new to modpacks Another question: on the old server I saw that other mods copper would not work several mekanism machines for quintupling. I'd have to use mekanism's, and route the others to thermal expansion, or elsewhere. My concern is that I won't be able to make fun Mekanism quintupling production chains without Mekanism ores. Would this be the case?
SomeLazyHobo Posted November 11, 2014 Posted November 11, 2014 IGN SomeLazyHobo What can I bring? I bring a devoted Minecrafter with very little to do () who doesn't leave things unfinished and loves to play and learn. Why would I want to be whitelisted? I am looking to play Minecraft with other people, pleasant and active. I've played vanilla to death and have never touched Mods or Modpacks before, I'd like to change that.
PBlock96 Posted November 11, 2014 Posted November 11, 2014 Thanks for the info, I am relatively new to modpacks Another question: on the old server I saw that other mods copper would not work several mekanism machines for quintupling. I'd have to use mekanism's, and route the others to thermal expansion, or elsewhere. My concern is that I won't be able to make fun Mekanism quintupling production chains without Mekanism ores. Would this be the case? Do you remember which versions of copper? The reason that I ask is because when I tested this in the new version of the pack every kind worked fine.
Moderators AetherPirate Posted November 11, 2014 Moderators Posted November 11, 2014 If it works with most ores, that would be awesome. I think in 1.6.4 it was tinkers construct, others too. It hated a bunch of other mods ores. I haven't tried it in 1.7.10 yet.
m1dude Posted November 11, 2014 Author Posted November 11, 2014 (edited) Do you remember which versions of copper? The reason that I ask is because when I tested this in the new version of the pack every kind worked fine. well it doesn't really matter as long as metallurgy metals work fine. Edited November 11, 2014 by m1dude
cproo12 Posted November 12, 2014 Posted November 12, 2014 Nevermind my application. You list 78 mods and addons, yet it totals 145 mods. I cannot run that, and in that case will not be playing on this server. Thanks for the offer. I recommend letting others know there are 145 mods first..
PBlock96 Posted November 12, 2014 Posted November 12, 2014 (edited) Nevermind my application. You list 78 mods and addons, yet it totals 145 mods. I cannot run that, and in that case will not be playing on this server. Thanks for the offer. I recommend letting others know there are 145 mods first.. I do not see where he lists 78 mods, however in the main post I see where he has listed 71 mods and the phrase "And many extentions to these mods! " Also, the recent talk of the remaking of the pack we use on the server that has taken up most of the last page should tell you that the list there may not be correct. Edited November 12, 2014 by PBlock96
m1dude Posted November 12, 2014 Author Posted November 12, 2014 I do not see where he lists 78 mods, however in the main post I see where he has listed 71 mods and the phrase "And many extentions to these mods! " Also, the recent talk of the remaking of the pack we use on the server that has taken up most of the last page should tell you that the list there may not be correct. Thank you PBlock!
m1dude Posted November 12, 2014 Author Posted November 12, 2014 I have released a new version of the modpack, 2.1.2. The modpack now includes Metallurgy! I have edited all the config files for the world gen that I am planning to use on the server. Metallurgy takes care of tin and copper generation by itself, while galaticraft and thermal foundation (expansion) take care of most other common ores. Of course metallurgy adds many other ores by itself and I have not touched these configurations. I have only found one exception to this, and that is when artifice creates its limestone, marble... etc and spawns tin and copper, it tends to use forestry ores. It is strange, but I cannot seem to find an option to fix that. Please test it out and let me know if you think the ore gen is too heavy or too light. Keep in mind we are looking for a server that is not incredibly hard to find ore, nor incredibly easy. Thanks!
PBlock96 Posted November 12, 2014 Posted November 12, 2014 Results for the trials that I did tonight with the new spawning configs: https://docs.google.com/spreadsheets/d/1NAxRSco06o-zICGKs7sPvXnoJHYfrfgIbAk-_mStzxQ/edit?usp=sharing
m1dude Posted November 13, 2014 Author Posted November 13, 2014 Results for the trials that I did tonight with the new spawning configs: https://docs.google.com/spreadsheets/d/1NAxRSco06o-zICGKs7sPvXnoJHYfrfgIbAk-_mStzxQ/edit?usp=sharing Other than the new mod versions of sulfur (which will be disabled) is this a good amount of ore gen? I don't get a chance to play MC that often, so what do you think?
PBlock96 Posted November 13, 2014 Posted November 13, 2014 There are notes about what I think needs to be changed in column A, hover over the black triangle at the top right of each ore to see them.
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