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Serifina posted:What server are you guys on, and can people join it? Taffer posted:I feel like kind of a jerk for constantly linking this, but people keep asking, so.... Yes. http://forums.somethingawful.com/showthread.php?threadid=3583789
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# ? Nov 16, 2013 07:24 |
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# ? Jun 5, 2024 03:10 |
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I knew I saw something about it. I'll start when I get off work in the morning.
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# ? Nov 16, 2013 08:26 |
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What mod brings angular blocks?
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# ? Nov 16, 2013 18:45 |
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I want to say its Carpenter.
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# ? Nov 16, 2013 18:54 |
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I hope someone here can help me because I'm out of ideas. I'm fairly new to modded Minecraft multiplayer, so bear with me. I'm attempting to re-connect to a friend's server that I was on last night. The server address has not changed. Every time I attempt, it shows "Can't connect to server", then if I click on the server anyway I get "Connection refused: Connect". I've scoured the internet and all the help seems to be from the standpoint of this being a server that the user also hosts, which is not the problem in my case. I was running on it just fine last night with a couple other folks but I can't get in touch with them to see if they're having similar issues. I have fiddled with my firewall and router to allow port 25565 per the instructions I've found on dealing with this issue as the host of the server, so I'm not really sure if that helps in my case. I've also somehow ended up renaming my 2wire AT&T Uverse network to something completely different by resetting it.. not sure how that happened. Now, if it matters, we're running Forge 1.6.4 with 8-10 different mods, but to my knowledge nothing has changed since we logged out last night. Also, this is a paid server hosted out of New York I believe, not one running at their home, so I wouldn't know if their power or internet was down or something. I have been trying since around 8:30 this morning, and it is around 1:30 now, so if there was maintenance or something I would have assumed it would be over by now. Thanks in advance.
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# ? Nov 16, 2013 19:13 |
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fondue posted:What mod brings angular blocks? Carpenters Blocks http://www.minecraftforum.net/topic/1790919-1516forge-carpenters-blocks-v195-slopes-stairs-and-more/
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# ? Nov 16, 2013 19:32 |
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thevortex- posted:Carpenters Blocks http://www.minecraftforum.net/topic/1790919-1516forge-carpenters-blocks-v195-slopes-stairs-and-more/ Thanks!
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# ? Nov 16, 2013 20:11 |
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So I installed opis, works great, but I found something strange. Top block is something from railcraft, apparently completely invisible, and is using over 30 times as much cpu time as the next highest block. What the hell is it and how do I get rid of it? E: when I place any block in that location, it replaces the name in opis with the name of that block.
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# ? Nov 17, 2013 00:42 |
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Taffer posted:So I installed opis, works great, but I found something strange. CJ is an idiot and he basically uses a hidden block that would break nether portals and poo poo to check for tanks. All that lovely block does is check to see if a tank or whatever is happening. It's actually really annoying.
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# ? Nov 17, 2013 00:54 |
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Can it be disabled?
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# ? Nov 17, 2013 00:56 |
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Anyone else find the ender IO conduits to be an extreme energy vampire? It almost doesn't even seem right, it eats up my elite energy cube in like 10 minutes without any machines running! I'm using toast crunchy btw.
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# ? Nov 17, 2013 00:58 |
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Taffer posted:Can it be disabled? Nope!
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# ? Nov 17, 2013 01:04 |
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One more reason CJ is awful I guess I wish there was a proper replacement for railcraft.
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# ? Nov 17, 2013 01:08 |
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Rapt0rCharles9231 posted:Anyone else find the ender IO conduits to be an extreme energy vampire? It almost doesn't even seem right, it eats up my elite energy cube in like 10 minutes without any machines running! Sounds like you have your energy going in a loop, when it enters a conduit there is loss and if it keeps going back in forth it will eventually drain all your power. edit: Falcon2001 posted:One more reason CJ is awful I guess I wish there was a proper replacement for railcraft. This is what I don't get. What are people even using railcraft for anymore. Tanks? because there are tons of alternatives now.
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# ? Nov 17, 2013 01:16 |
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axelsoar posted:Sounds like you have your energy going in a loop, when it enters a conduit there is loss and if it keeps going back in forth it will eventually drain all your power. I was kind of thinking the same, except it still does it when there is just 1 single conduit attached to the power cube.
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# ? Nov 17, 2013 01:30 |
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axelsoar posted:This is what I don't get. What are people even using railcraft for anymore. Tanks? because there are tons of alternatives now. Tanks, boilers, and engines. There are tank alternatives, but they aren't near as neat or compact. Boilers have no alternative, and RC has the most convenient earlygame engines.
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# ? Nov 17, 2013 01:31 |
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Taffer posted:Tanks, boilers, and engines. There are tank alternatives, but they aren't near as neat or compact. Boilers have no alternative, and RC has the most convenient earlygame engines. Knowing the modpack you have, I think you could get rid of railcraft. Extra Utilities has fluid barrels which work about as well as tanks. 256 buckets in two blocks! MFR has biofuel generators which you can set up instead of boilers for your endgame fuel. Earlygame engines would have to be the BC engines. Unfortunately this means Fuel has much less use- only Combustion Engines would use it then, right? You could just yank out Buildcraft at that point and get rid of oil in general. Of course, after Thermal Expansion comes out for 1.6, that throws all this out the window. The TE steam engine is just plain better than the Stirling Engine, and... there are magmatics too.
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# ? Nov 17, 2013 01:40 |
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Taffer posted:Tanks, boilers, and engines. There are tank alternatives, but they aren't near as neat or compact. Boilers have no alternative, and RC has the most convenient earlygame engines. Tanks: Open Blocks. Best tank mod. (16 buckets in each block, just like RC, but is cheaper and less constrained- you can make saguaro-shaped tanks) https://www.youtube.com/watch?v=FbCxjv9NozM http://www.openperipheral.info/openblocks/ Engines for early game? - use Thermal Expansion. http://thermalexpansion.wikispaces.com/ Boilers? Use Big Reactors. http://www.big-reactors.com/ That should take care of all your needs in an elegant manner. Republicanus fucked around with this message at 01:47 on Nov 17, 2013 |
# ? Nov 17, 2013 01:45 |
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Republicanus posted:RC alternatives. I have never used RC in packs that use it and have gotten along just fine. It is more trouble than it is worth imho.
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# ? Nov 17, 2013 02:22 |
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McFrugal posted:Knowing the modpack you have, I think you could get rid of railcraft. Extra Utilities has fluid barrels which work about as well as tanks. 256 buckets in two blocks! MFR has biofuel generators which you can set up instead of boilers for your endgame fuel. Earlygame engines would have to be the BC engines. Unfortunately this means Fuel has much less use- only Combustion Engines would use it then, right? You could just yank out Buildcraft at that point and get rid of oil in general. Drums are pretty limited in how they work, both in size as well as how they deal with inputs and outputs. Openblocks has tanks too but they're pretty bland and less compact than steel tanks from RC. Also yeah, at this point, to me BC's only use is oil and the pump. The stirling engine is really bad, the engine I was referring to was the hobbyist steam engine from RC. Republicanus posted:Engines for early game? - use Thermal Expansion. TE engines are good, though I generally still prefer the hobbyist engine. I like big reactors, but it's still really unfinished, and I like the style and usability of boilers. Not to mention, BR isn't out for 1.6 yet. In other news, I spent some time with Opis today, here's a general info dump for your viewing pleasure. AE: I'm pretty sure AlgorithmX2 is some kind of code god, because the footprint that AE has on a server is absolutely infinitesimal in comparison to every other tech mod. The only block that uses any significant amount of cpu is the controller, and to even find the other AE things in a list I have to scroll down through hundreds of TE's before they show up. To give an idea of just how good it is, a powered ME drive that's full of cells that all have thousands of items in them, uses less power than a single idle cobblestone pipe from BC. Which brings me to the next thing: BC is bad. Really, really, extremely loving bad. The amount of CPU pipes use when they're not even doing anything is mind boggling. A chunk with a hundred BC pipes in it will easily be using more CPU than a chunk with the entirety of someones base in it, assuming said person is not using BC pipes. Don't use BC pipes please. EnderIO: Cool mod, not so cool CPU usage. Conduits and capacitors suck up a surprising amount of resources. Machines aren't too bad but they could stand to be better. I'd recommend finding alternatives to conduits when possible. MFR: Pretty good, for what it's blocks are doing. About what you would expect. I found one errant harvester that was using a pretty large amount of CPU while disabled which is odd, but I didn't see a repeat of that problem anywhere else. Based on what I found, the biofuel generator uses the most CPU time. Extra Utilities: Very good. It's pipes are extremely efficient, I recommend using them over BC/EIO when possible. We'll see how it compares to TE stuff when it finally gets released. Railcraft: Once I fixed the stupid heatmap thing (it can be disabled, I found, after a little digging) it seems pretty average in terms of CPU usage. Nothing stands out as being very bad. Thaumcraft: Mostly fine. It has a lot of active TE's but nothing seems problematic. I was expecting it to be worse than it was.
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# ? Nov 17, 2013 02:27 |
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Taffer posted:Can it be disabled? Block.hidden is a heat block left behind by players as the walk around. Anyone using the Trackman's Goggles can see these paths. It is an utterly useless feature with no practical purpose or even place in this mod, and breaks things... Constantly. Thankfully, it can be disabled. Change the ID for block.hidden in the config to 0. This will remove all instances of it and prevent more from appearing in the future.
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# ? Nov 17, 2013 02:34 |
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This is kind of irritating. I'm on a Mac and I just realized that technic pack/launcher hasn't updated in like....7 or so releases. However, I don't know how to force it to update, since it doesn't try to do it automatically. Their forums aren't much help, and google seems to be rife with update failures, but nothing about starting it in the first place. How can I force it to update everything? It's stuck on minecraft 1.2.5, and the launcher doesn't even look like the latest version.
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# ? Nov 17, 2013 04:29 |
Taffer posted:Boilers have no alternative, and RC has the most convenient earlygame engines. Speaking of which, how's Weird Science coming, whoever was programming that?
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# ? Nov 17, 2013 04:32 |
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Jiro Kage posted:This is kind of irritating. I'm on a Mac and I just realized that technic pack/launcher hasn't updated in like....7 or so releases. However, I don't know how to force it to update, since it doesn't try to do it automatically. Their forums aren't much help, and google seems to be rife with update failures, but nothing about starting it in the first place. How can I force it to update everything? It's stuck on minecraft 1.2.5, and the launcher doesn't even look like the latest version. Go download the latest version of the launcher from the site? It's available for up to 1.6.x.
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# ? Nov 17, 2013 04:37 |
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Serifina posted:Go download the latest version of the launcher from the site? It's available for up to 1.6.x. Ahh, I could have swore it had updated itself before in the past. I thought it updated minecraft also once it logged you in, but I guess that's a manual update also. Edit: Appears I had to wipe everything, including minecraft. Hopefully my saves will carry over, but oh well. Edit 2: VVV It did, and now I have the upside-down bug. At least I know how to fix that! Jiro Kage fucked around with this message at 04:47 on Nov 17, 2013 |
# ? Nov 17, 2013 04:39 |
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Jiro Kage posted:Ahh, I could have swore it had updated itself before in the past. I thought it updated minecraft also once it logged you in, but I guess that's a manual update also. I'm pretty sure it should handle the Minecraft stuff, too? I'm not sure on that one.
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# ? Nov 17, 2013 04:42 |
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Technic should update Minecraft to 1.5.2 because that is the version the mods support. You can manually update to 1.6 but then most (all?) of the mods will not work.
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# ? Nov 17, 2013 04:49 |
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Skanky Burns posted:Technic should update Minecraft to 1.5.2 because that is the version the mods support. You can manually update to 1.6 but then most (all?) of the mods will not work. No, Technic has a version for 1.6.x, and there are packs for it that work just fine.
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# ? Nov 17, 2013 04:50 |
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The Technic platform supports 1.6.x, but the Minecraft version that ends up running depends on the pack. If the pack is designed for version 1.5.2 (Tekkit, for instance) then that is the version it will download and updating it manually to 1.6.x will likely cause problems. EDIT: Checking the wiki, none of the major modpacks that come with Technic are higher than 1.5.2 Skanky Burns fucked around with this message at 05:09 on Nov 17, 2013 |
# ? Nov 17, 2013 05:04 |
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Skanky Burns posted:The Technic platform supports 1.6.x, but the Minecraft version that ends up running depends on the pack. If the pack is designed for version 1.5.2 (Tekkit, for instance) then that is the version it will download and updating it manually to 1.6.x will likely cause problems. Probably because they're waiting for Thermal Expansion before they upgrade. Speaking of, it just went to open beta. Thermal Expansion Twitter posted:WHAT?!?!?!? Who leaked the TE beta??!??!?!? http://t.co/YiU7PoEA1w But there some packs that are for 1.6.x. Probably private, but they do exist.
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# ? Nov 17, 2013 07:15 |
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So it begins. http://teamcofh.com/index.php?page=downloads Beta, but ID-stable.
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# ? Nov 17, 2013 07:19 |
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Yaaaaaayyyyyyy
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# ? Nov 17, 2013 07:20 |
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KingLemming posted:So it begins. Right, so how do I run this? In this day and age of user streamlining, I'm lost if something I download doesn't have a .exe to do all the setup work for me.
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# ? Nov 17, 2013 07:22 |
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Alkydere posted:Right, so how do I run this? In this day and age of user streamlining, I'm lost if something I download doesn't have a .exe to do all the setup work for me. You... stick it in the /mods folder in a Minecraft install with Forge in it, like any other mod?
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# ? Nov 17, 2013 07:26 |
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m2pt5 posted:You... stick it in the /mods folder in a Minecraft install with Forge in it, like any other mod? I haven't actually modded anything by hand. I just use the big modpacks. I guess it's time to go hammer this out.
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# ? Nov 17, 2013 07:28 |
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axelsoar posted:This is what I don't get. What are people even using railcraft for anymore. Tanks? because there are tons of alternatives now. A page ago, but honestly I like the extra rail stuff, I think that's the major thing that I can't replace, since Steve's Carts is like ten times worse when it comes to design.
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# ? Nov 17, 2013 08:09 |
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Alkydere posted:I haven't actually modded anything by hand. I just use the big modpacks. I guess it's time to go hammer this out. It's a bit different now with the new launcher and so you might find a lot of information on how to do it the old way, but in brief: 1) Get an appropriate version of Forge from here (the 'Recommended-1.6.4' version should be fine). Download the 'installer' package and run that. Let it do a client install to the default location. 2) Start the launcher and create a new profile. In the profile settings, put a check by 'Game Directory' and specify a path where you want your modded version to live (I use something like "D:\Games\Minecraft\1.6.4 Modded\.minecraft"). Also go to the 'Use version:' list and select the one that looks like 'release 1.6.4-Forge9.somethingsomething'). 3) Launch it once to make it create all the appropriate directories. You should see all the usual Forge info on the title screen. 4) Under that path you specified earlier, there should now be a 'mods' directory. Dump all the .zip and .jar files for mods you want into that directory. E.g., for Thermal Expansion you need to put two files in here: one for CoFHCore and one for Thermal Expansion itself. 5) Relaunch the game, and hopefully it works! If you're only playing with one or two mods to start with, you shouldn't need to worry about ID conflicts or such.
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# ? Nov 17, 2013 08:22 |
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Of course the new te would come out when im stuck at work until 7.
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# ? Nov 17, 2013 08:48 |
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Edit: <nevermind> - taffer covered showing the recipe in mod spotlights. And this guy was pretty good http://www.youtube.com/user/quetzi74 (his later videos) but it looks like he doesn't do them anymore. Also is factorization mod still a thing? Because wrath lamps are awesome but love to loving crash the server randomly way into the servers life. And then after a few reboots they are good. Is there any replacement for a wrath lamp on 1.6? Holyshoot fucked around with this message at 14:31 on Nov 17, 2013 |
# ? Nov 17, 2013 14:18 |
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# ? Jun 5, 2024 03:10 |
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KingLemming posted:So it begins. awesome!! thanks for keeping at this, its much appreciated!
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# ? Nov 17, 2013 14:47 |