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I've switched over to NST Diet since I couldn't figure out what was going on in my NST world. I assume some chunk just got hosed from all my shenanigans. So that doesn't have MystCraft either? I never tried that mod so I was wondering what I might have been missing. Why is Natura not in there? I don't entirely care since I just cheated myself a ton of stuff, as if I am ... traveling cross mod dimension or something. However, when starting out, Natura gives me a lot of alternative food sources so I'm not running down animals with a wooden sword. What is with gascraft? Can I expect while digging down to bedrock that I'm going to hit a gas pocket and explode? Is there oil in diet? How do I pump stuff? Also, of course, is the problem in my last post with my compression dynamos. Just sayin' . . .
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# ? Mar 4, 2014 02:27 |
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# ? Jun 3, 2024 17:48 |
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By request: Effector Fields 1.6.4 R 0.1.2 Nothing significant, cleaned up some debug code left active by accident that was spamming the server console.
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# ? Mar 4, 2014 04:01 |
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Anyone know of a good mod that adds wagons and carts to 1.6.4? Me and some friends want to do a series of videos and the theme demands we have a wagon or cart mod. Otherwise we'll have to knock one together in Flans or something.
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# ? Mar 4, 2014 05:03 |
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Macheat, I am requesting one final update for the "fat" version of NST... Working on a world I don't want to abandon just yet... (One last hurrah for RC boilers - not as good as they used to be ) If no further updates are in the works, I will just use the pack as the basis for my private modpack. On a separate note, I would like to have something GregTech like - minus all the grinding. I like building all the complex processing chains etc., but don't like to go on Nether Star hunts.
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# ? Mar 4, 2014 07:10 |
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Scottishprog posted:On a separate note, I would like to have something GregTech like - minus all the grinding. I like building all the complex processing chains etc., but don't like to go on Nether Star hunts. Sounds like Mekanism 6 is right up your alley. It adds 4x and 5x ore processing lines which are quite complex.
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# ? Mar 4, 2014 16:12 |
Sunblood posted:Sounds like Mekanism 6 is right up your alley. It adds 4x and 5x ore processing lines which are quite complex. Upthread there was a description of the 16 step process to do the 5x thing.
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# ? Mar 4, 2014 16:41 |
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Ego Trip posted:Upthread there was a description of the 16 step process to do the 5x thing. Wouldn't it be cheaper/faster to just build a second quarry?
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# ? Mar 4, 2014 18:49 |
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Hi I'm setting an mcpc server up for the first time for me and some friends but I'm having a bit of trouble from the client side. The only thing I'm running on the server currently is mcpc-plus-1.6.4-R2.1-forge965-B249.jar with OpenBlocks-1.2.5.jar and OpenModsLib-0.2.jar in the server 'mods' folder. On the client side I'm using technic. Everything starts up fine in technic as far as trying to connect to the server until I get the error "You do not have FML installed, you cannot connect to this server". Fair enough, so I added the latest forge (forge-1.6.4-9.11.1.965-universal.jar) to the modpack. Still getting the same error though
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# ? Mar 4, 2014 18:50 |
Rutibex posted:Wouldn't it be cheaper/faster to just build a second quarry? Then even more resources would go to waste un-quintupled
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# ? Mar 4, 2014 18:56 |
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Feral Integral posted:Hi I'm setting an mcpc server up for the first time for me and some friends but I'm having a bit of trouble from the client side. The only thing I'm running on the server currently is mcpc-plus-1.6.4-R2.1-forge965-B249.jar with OpenBlocks-1.2.5.jar and OpenModsLib-0.2.jar in the server 'mods' folder. On the client side I'm using technic. You need to have the same mods on both client and server. When you say you're using Technic, do you mean you're using Tekkit, or that you're using the launcher and a pack of your own creation? I've read your post a few times now and I still have no idea what's going on. edit: you also have to actually install Forge, not just drop it into the pack folder or whatever. But yeah, more information would be helpful. King Hotpants fucked around with this message at 19:00 on Mar 4, 2014 |
# ? Mar 4, 2014 18:58 |
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Rutibex posted:Wouldn't it be cheaper/faster to just build a second quarry? You forget the very first precept of Minecraft: Thou Build Because It Exists!
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# ? Mar 4, 2014 19:03 |
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King Hotpants posted:You need to have the same mods on both client and server, and ideally your modpack and the version of MCPC+ you're using are both built off of the same version of Forge. Yeah I'm using the Technic launcher with my own modpack hosted on dropbox. On the server, I'm using the mcpc from here with only these two files in the mod folder: OpenBlocks-1.2.5.jar OpenModsLib-0.2.jar . I start the server and it comes up fine. In the log theres the line: code:
Now in my hosted modpack.zip, I have the files: forge-1.6.4-9.11.1.965-universal.jar and OpenBlocks-1.2.5.jar edit: King Hotpants posted:edit: you also have to actually install Forge, not just drop it into the pack folder or whatever. But yeah, more information would be helpful. Never mind managed to get it right in the end, thanks everyone. This uniquely not-terrible youtube tutorial was helpful: https://www.youtube.com/watch?v=DOD3eOQ1Wsc Feral Integral fucked around with this message at 21:15 on Mar 4, 2014 |
# ? Mar 4, 2014 19:10 |
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Here's the how to on creating a modpack. I think you've put things in the wrong places. http://www.technicpack.net/article/view/building-your-own-modpack.7
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# ? Mar 4, 2014 19:14 |
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Feral Integral posted:Now in my hosted modpack.zip, I have the files: forge-1.6.4-9.11.1.965-universal.jar and OpenBlocks-1.2.5.jar Technic does not make the modpack for you. Technic is a modpack distribution platform. Take that Forge .jar and rename it to "modpack.jar". Put that in the /bin folder of your modpack. Put the Openblocks stuff in the /mods folder. If you start adding more mods, you will eventually want to start including premade /config files, as well, but with just one mod I'm pretty sure you can skip it. Zip all that up and try again. edit: Gerdalti beat me to it.
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# ? Mar 4, 2014 19:16 |
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Rocko Bonaparte posted:With NST Diet I'm trying to set up for compression dynamos to run off of some biofuel. For whatever reason, it won't feed some of the dynamos. Oddly enough, the ones closer to the generator seem to get starved. Here's a screenshot of the gordian knot I made: Well that fluiduct system isn't full, so your problem is the dynamos are using more than the reactor makes. Don't ask me why the ones closer are getting starved rather than the ones further away.
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# ? Mar 4, 2014 19:37 |
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Rocko Bonaparte posted:With NST Diet I'm trying to set up for compression dynamos to run off of some biofuel. For whatever reason, it won't feed some of the dynamos. Oddly enough, the ones closer to the generator seem to get starved. Here's a screenshot of the gordian knot I made: Are you sure the bioreactor is outputting enough fuel? Even if you have a maximum-diversity bioreactor they spit out fuel really damned slowly.
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# ? Mar 4, 2014 19:54 |
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King Hotpants posted:Technic does not make the modpack for you. Technic is a modpack distribution platform. Sorry, I wasn't clear on how my modpack.zip looked. I think I had the bin/ folder wrong so now it looks like: code:
edit: Should I be using the mcpc-plus-1.6.4-R2.1-forge965-B249.jar files in bin/minecraft.jar instead of the forge files? The contents of it look more like these files from the page posted earlier. edit: nah same "bad connection" error edit: Thanks for all your help hotpants king! Seriously, you're awesome Feral Integral fucked around with this message at 21:17 on Mar 4, 2014 |
# ? Mar 4, 2014 20:13 |
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Rutibex posted:Wouldn't it be cheaper/faster to just build a second quarry? Way way cheaper in about every conceivably way. It was fun to do it once, however I am not sure I would take the time to do it again. Unless I was setting up a central ore processing plant for a large number of people.
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# ? Mar 4, 2014 20:21 |
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So, I have a brother who is almost eleven, who loves Minecraft. He has asked me repeatedly about how mods work. I sat down with him and about two hours and several downloads later, I had completely failed to mod anything. The sources I found told me to download the "Magic Launcher", as well as a convoluted process of putting mod files into a specific folder within a folder, or replacing a file with a modded one, and then running it through the Launcher and starting up the game. I tried about three different methods and several tutorials and could not even manage to add something simple, like an Assassin's Creed skin + some items. I felt like a complete idiot, since apparently Minecraft modding makes perfect sense to kids much younger than me. Is there any simplified process for booting up mods? I just want my brother to be happy and enjoy the same stuff all his favorite LP channels do.
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# ? Mar 4, 2014 20:41 |
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Excels posted:So, I have a brother who is almost eleven, who loves Minecraft. He has asked me repeatedly about how mods work. I sat down with him and about two hours and several downloads later, I had completely failed to mod anything. The sources I found told me to download the "Magic Launcher", as well as a convoluted process of putting mod files into a specific folder within a folder, or replacing a file with a modded one, and then running it through the Launcher and starting up the game. http://www.technicpack.net/ This is as easy as it gets. Check out the Tekkit pack for a well-rounded modpack. It's as easy as putting in your Minecraft login and hitting "Play."
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# ? Mar 4, 2014 20:52 |
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Feral Integral posted:edit: Should I be using the mcpc-plus-1.6.4-R2.1-forge965-B249.jar files in bin/minecraft.jar instead of the forge files? The contents of it look more like these files from the page posted earlier. Take the actual Forge .jar that you downloaded. Re-name that sucker "modpack.jar". Put it in your /bin folder. You're done. You don't need to distribute minecraft.jar. You should not be including the mcpc+ .jar with your client. "Bad Login" is a separate thing. Close the launcher and all instances of Minecraft, then start the launcher again.
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# ? Mar 4, 2014 20:56 |
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Sunblood posted:http://www.technicpack.net/ I'll try to get this working next time I see him then. Thank you!
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# ? Mar 4, 2014 20:57 |
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I feel its also worth pointing out that MultiMC is a thing again. http://multimc.org/ It makes installing forge easier still, after that, dropping mods into the mod folder and using Idfixer minus should solve a chunk of the headache. Will still need pruning regardless. http://www.minecraftforum.net/topic/1928632-164smpforge-idfix-and-idfix-minus-mods-for-resolving-id-conflicts/ Irrelevant of both, Technic really is the way to go. This just lets you fine tune the modpack if he wants a specific mod + a bunch of others. You can very comfortably copy Technic packs into a MultiMC instance and tweak it to your hearts content too.
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# ? Mar 4, 2014 21:22 |
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Shadowmorn posted:I feel its also worth pointing out that MultiMC is a thing again. With great tools like Solder and the Technic Launcher, I'm not sure why development continues on MultiMC. It just seems like wasted effort, to me. Probably because it requires rubbing a few brain cells together to use them properly.
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# ? Mar 4, 2014 21:34 |
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Alkydere posted:Are you sure the bioreactor is outputting enough fuel? Even if you have a maximum-diversity bioreactor they spit out fuel really damned slowly. I figured that out last night, but didn't write back because I assume the thread just went past that point. Sorry. It looks like I need one bioreactor per pair of compression dynamos. With 3 of them, I could keep 6 dynamos busy. It sure takes a lot of stuff to feed it; I was just cramming stuff in with NEI cheat mode on to see how it would work. How large of a farm would I need to keep these things fed?
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# ? Mar 4, 2014 22:13 |
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Rocko Bonaparte posted:I figured that out last night, but didn't write back because I assume the thread just went past that point. Sorry. It looks like I need one bioreactor per pair of compression dynamos. With 3 of them, I could keep 6 dynamos busy. It sure takes a lot of stuff to feed it; I was just cramming stuff in with NEI cheat mode on to see how it would work. How large of a farm would I need to keep these things fed? They actually use up resources fairly slow if you have 9 different types of things in them. It's really about having 9 full stacks in it at all times then you don't need huge farms just several different ones.
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# ? Mar 4, 2014 22:16 |
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mechaet posted:With great tools like Solder and the Technic Launcher, I'm not sure why development continues on MultiMC. It just seems like wasted effort, to me. Never tried Solder out, but i just use MultiMC for single player dickery. Also: https://twitter.com/minecraftcpw/status/440945768846073856 Which one was CPW again?
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# ? Mar 4, 2014 22:21 |
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KakerMix posted:Really the only person that can't leave Minecraft modding is cpw, because if he leaves then modding as we know it dies right then and there. That's CPW.
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# ? Mar 4, 2014 23:02 |
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Shadowmorn posted:https://twitter.com/minecraftcpw/status/440945768846073856
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# ? Mar 4, 2014 23:14 |
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Boom.
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# ? Mar 4, 2014 23:40 |
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Shadowmorn posted:Never tried Solder out, but i just use MultiMC for single player dickery. The one that isn't LexManos. In other words, the sane one who actually works the code -- not the one who spends all day bitching at people on their forums. Sad to see him go, but glad this will free him up for paying work. Guy is talented as all hell.
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# ? Mar 4, 2014 23:50 |
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EricFate posted:The one that isn't LexManos. In other words, the sane one who actually works the code -- not the one who spends all day bitching at people on their forums. Sad to see him go, but glad this will free him up for paying work. Guy is talented as all hell. So I'm guessing he wasn't part of the deal with LexManos and the FTB guys for Curse?
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# ? Mar 5, 2014 00:59 |
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RIP minecraft modding.
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# ? Mar 5, 2014 01:23 |
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SugarAddict posted:RIP minecraft modding. Vib Rib posted:Actually, speaking of Nether Stars, I can't help but notice that Nether Stars and Ender Pearls are used by like, virtually every mod. Nether Stars are everyone's favorite choice for a really expensive item and Ender Pearls are the go-to rare items. Which kind of sucks because so few mods (and even modpacks) have a way of getting them outside of the normal means. So you're going to be hunting and farming endermen nonstop until you can get a Looting III Sword/MFR Autospawner setup (which needs 4 ender pearls)/Magic Crop Seeds (which also need 4 ender pearls)/etc. The mod I'm workin' on will have some renewable method of getting ender pearls once you have a small starting stock of ender pearls (like, say, 2 to 4) to spend. The plan is to have some sort of machine that, when used with a heroic amount of RF on a nether portal, causes the portal blocks to solidify into something which you can then centrifuge into ender pearl dust. And, yeah, there's Ender Ore. What I take away from this, though, is that more mods should use Ghast Tears as the go-to rare resource. (Nether Stars are a bullshit requirement unless you have TCon for the cleavers / beheading)
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# ? Mar 5, 2014 01:37 |
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Limerick posted:What I take away from this, though, is that more mods should use Ghast Tears as the go-to rare resource. Gahhhh for whatever reason ghasts seem hard to find on the pack I've been using. So yes, good go-to RARE resource.
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# ? Mar 5, 2014 01:52 |
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I've been mucking around with Attack of the B-Team a bit lately, and I'm left thinking it would be a pretty good pack for a PvP server. There's not much in the way of massive lag generators and most things are ultra casual so that when you lose it all to a raid or in glorious battle it's not that big a deal. Anyone care to point out why I'm wrong? Would people want a B-Team PvP server? Perhaps you have your own ideas about the perfect PvP modpack?
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# ? Mar 5, 2014 01:56 |
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mechaet posted:With great tools like Solder and the Technic Launcher, I'm not sure why development continues on MultiMC. It just seems like wasted effort, to me. It's more likely because MultiMC is an offline solution designed for individual use, while the Technic Platform is designed to distribute mods to others. I'm surprised you don't use MultiMC to build NST versions, it's really handy to have every single version at hand in case you need to go back for whatever reason.
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# ? Mar 5, 2014 02:20 |
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Vanmani posted:I've been mucking around with Attack of the B-Team a bit lately, and I'm left thinking it would be a pretty good pack for a PvP server. There's not much in the way of massive lag generators and most things are ultra casual so that when you lose it all to a raid or in glorious battle it's not that big a deal. The pack itself is pretty rough on the server hosting it. It has a lot of "spawn lots of mobs" and "farm lots of mobs" type things going on. It's also pretty crash prone. However, I agree, it does have lots of grief/pvp potential.
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# ? Mar 5, 2014 02:24 |
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No offense to CPW but this won't be the end of minecraft modding. There will be someone else that will step up into the void. We'll probably see a lull since the Curse thing + frustration with 1.8 + CPW retiring is all happening at ABOUT the same time. However the void left behind will give someone else the opportunity to say 'hrmm I wonder if I can ....' and all will be exciting and new and shiny in the world again.
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# ? Mar 5, 2014 02:57 |
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# ? Jun 3, 2024 17:48 |
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If anything else, Mojang will fill that void in time.
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# ? Mar 5, 2014 03:14 |