Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Pokemon-freak89
ANYONE?!?!
It's been 10 hours since you asked. Chill.
In other news, I found out it wasn't just my computer that's having issues with getting Tekkit, I tried it on my other computer and it gave the same error.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Pokemon-freak89
ANYONE?!?!
Silence on the forum means that anyone who can help you hasn't read your post yet. But there is a possibility that no one here can help you better than google.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Pokemon-freak89
I'm using the Magic Launcher. It's awesome!
...Or at least, it would be awesome if I could get Modloader and Forge to work in it.
It says "18 errors" for Modloader and "13 errors" for Forge, but it won't tell me what those errors are, or how to fix them.
Help!
PLEASE!
Some basic things:
1) Modloader is no longer necessary with the latest edition of Forge which comes with the Forge ModLoader (FML) as part of the package.
2) If you are using an older version which requires ModLoader, make sure it is ABOVE Forge in the TOP mods window (the ones that goes into the .jar)
3) Make sure that your versions of Forge and ModLoader are compatible with the version of the mods you are using
4) Make sure your mods are a) compatible with the above, and b) just need to get dumped into the mods folder
5) If you're getting blockID conflicts, that's not a problem with MagicLauncher. Just go into the config files and change the block ID's to avoid confliction. With the latest edition of Forge, which also incorporates the 4096 fix, it's probably easiest to start off at 400 (vanilla eats up something like 251-388 for some reason, so I just start a 400 since it's the first nice round number after 388 to ensure I avoid problems), take a major mod with a lot of block ID's, and start going down the line with 400, 401... Rinse, wash, repeat with other mods until it runs properly.
6) Make sure the version of MagicLauncher is current.
7) If none of these steps help, try MultiMC, it is somewhat more user friendly, and may be more intuitive for you to use.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
If we someone ends up starting/restarting a tekkit server, will explosives and things such as mining lasers and mining drills be allowed?, 3 out of 5 tekkit servers I tried from the tekkit forums banned all of those things, one even banned many buildcraft things including quarries, and on the other two, which did allow mining drills and buildcraft, still didn't allow any explosives(not even the vanilla tnt), or even creeper damage.
So having a tekkit server with normal stuff like explosives enabled would be fun, as it's fun to mine with tnt and sticks of dynamite
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
I think the main concern with those is griefing (you could put a quarry over someone's base, etc etc). Remember kids, while it may take more effort if you use things such as this, the admins can still find you, and they are always watching.
Quote:
Originally Posted by Pokemon-freak89
MagicLauncher stuff
Try just installing things the normal way, it can be glitchy sometimes with mods not designed for it. Once they've been installed the normal way, you can actually run MagicLauncher on top of this to get the mods that do work with MagicLauncher.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
I suppose you do have a point, but the disabling creepers thing does seem a little over the top, as does disabling sticks of dynamite(which can only take out a 2x2x1 square of a sift material such as soil), and the mining drills.
All of the server's i tried also still let you craft them, just not do anythign with them, though i do wonder why they let you waste materials on them if they wont let you even place them(if you can disable creepers, it doesn't seem to farfetched to make it so the explosive blocks just sit there as decorations instead of exploding).
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Togath
I suppose you do have a point, but the disabling creepers thing does seem a little over the top, as does disabling sticks of dynamite(which can only take out a 2x2x1 square of a sift material such as soil), and the mining drills.
All of the server's i tried also still let you craft them, just not do anythign with them, though i do wonder why they let you waste materials on them if they wont let you even place them(if you can disable creepers, it doesn't seem to farfetched to make it so the explosive blocks just sit there as decorations instead of exploding).
Mining lasers seem risky simply because if I have my underground factory and someone is walking around mining... laser! and now there is a hole through my set up. Also letting nuclear reactors explode to a huge degree is just asking for someone to wreck their neighbors stuff. I think quarries will stop if they hit a non-vanilla/buildcraft block. So you can protect underground bases from quarries.
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
I haven't had time to catch up on the thread, but the mods I want to keep for the server are Redpower(The one that has the new blocks, according to one of the people posting here), Industrialcraft, computercraft, POSSIBLY buildcraft.
I may just disable EE in tekkit and call it good.
After forgetting to post this for several hours:
I can't figure out how to disable mods. The config file the site says I should edit doesn't exist.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Scuzzball
I haven't had time to catch up on the thread, but the mods I want to keep for the server are Redpower(The one that has the new blocks, according to one of the people posting here), Industrialcraft, computercraft, POSSIBLY buildcraft.
I may just disable EE in tekkit and call it good.
After forgetting to post this for several hours:
I can't figure out how to disable mods. The config file the site says I should edit doesn't exist.
Well, I can't help you with tekkit support, but I can tell you that Redpower2 now has computers in it. It also has microblocks, which are awesome and made of win.
If you do Buildcraft, I highly suggest Logistic pipes. It's a bit pricy (requiring diamond pipes and gold gears or circuit chips) but the level of automation you can do with it is simply staggering. On-demand crafting of anything you care to put in the Automatic Crafting Bench + Crafting Pipe for, as long as you also have all the sub-combines done, or have a supply of the items necessary on hand.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Scuzzball
I haven't had time to catch up on the thread, but the mods I want to keep for the server are Redpower(The one that has the new blocks, according to one of the people posting here), Industrialcraft, computercraft, POSSIBLY buildcraft.
I may just disable EE in tekkit and call it good.
After forgetting to post this for several hours:
I can't figure out how to disable mods. The config file the site says I should edit doesn't exist.
In the mods folder, you can just delete the EE file.
Quote:
Originally Posted by ShneekeyTheLost
Well, I can't help you with tekkit support, but I can tell you that Redpower2 now has computers in it. It also has microblocks, which are awesome and made of win.
If you do Buildcraft, I highly suggest Logistic pipes. It's a bit pricy (requiring diamond pipes and gold gears or circuit chips) but the level of automation you can do with it is simply staggering. On-demand crafting of anything you care to put in the Automatic Crafting Bench + Crafting Pipe for, as long as you also have all the sub-combines done, or have a supply of the items necessary on hand.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by sentaku
Logistics pipes, are not smp compatible.
They might be with 1.3... there's been some interesting rumors. There's already a beta-test server with Builcraft 3.x that Direwolf20 is a part of, running his Assembly Table and battery of Lasers on the server.
Now that FML has simplified things, it's going to be a lot easier, going forward, making the SSP only mods multiplayer-friendly.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by ShneekeyTheLost
Some basic things:
1) Modloader is no longer necessary with the latest edition of Forge which comes with the Forge ModLoader (FML) as part of the package.
2) If you are using an older version which requires ModLoader, make sure it is ABOVE Forge in the TOP mods window (the ones that goes into the .jar)
3) Make sure that your versions of Forge and ModLoader are compatible with the version of the mods you are using
4) Make sure your mods are a) compatible with the above, and b) just need to get dumped into the mods folder
5) If you're getting blockID conflicts, that's not a problem with MagicLauncher. Just go into the config files and change the block ID's to avoid confliction. With the latest edition of Forge, which also incorporates the 4096 fix, it's probably easiest to start off at 400 (vanilla eats up something like 251-388 for some reason, so I just start a 400 since it's the first nice round number after 388 to ensure I avoid problems), take a major mod with a lot of block ID's, and start going down the line with 400, 401... Rinse, wash, repeat with other mods until it runs properly.
6) Make sure the version of MagicLauncher is current.
7) If none of these steps help, try MultiMC, it is somewhat more user friendly, and may be more intuitive for you to use.
#1 worked. Thank you very much.
#7 is silly. MagicLauncher is about as user-friendly and obvious as they get.
Quote:
Originally Posted by Saposhiente
Try just installing things the normal way, it can be glitchy sometimes with mods not designed for it. Once they've been installed the normal way, you can actually run MagicLauncher on top of this to get the mods that do work with MagicLauncher.
Do you really think I'd be using something designed to assist in installing mods if I were already capable of installing mods?
Eh, not really relevant any more.
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Last edited by enderlord99 : 07-15-2012 at 11:33 AM.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Scuzzball
Sweet, server is up at uf.serfveftp.com with no EE,I'll see if I can keep it up this week.
AWDI here,
I want to try to the new server but I'm totally lost. Could someone tell me/put a link on what I have to download/install to be able to get on the server?
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Pokemon-freak89
#1 worked. Thank you very much.
Any time
Quote:
#7 is silly. MagicLauncher is about as user-friendly and obvious as they get.
I'm using MultiMC almost exclusively now because it is even more user friendly than MagicLauncher is. No, really... it's as easy as drag-and-drop. The only thing it doesn't do for you is blockID conflict resolution.
However, you are right, MagicLauncher takes a LOT of sting out of modding, making it very easy to have multiple mod setups in a drop-down menu.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
With all the talking about mods here, I got interested in a mod myself.
I found a few nice ones, mostly small ones, adding a block or two, some weapons, a simple mechanic or just more fun. So now my Minecraft is different, while not too different. Does anybody know more of those small mods? I'm looking for something that adds more food/easier getting food, because food is still a problem for me. Growing wheat is the easiest, but bread only fills 2,5 hunger and sometimes I'm just not feeling like hunting/breeding.
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
A mod i realy like (though my pirated minecraft cannot hold mods) is nerd-boy's "mine and blade battlegear".
whe he makes the server version, i hope we will be able to use it in-server.
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Matthias2207
With all the talking about mods here, I got interested in a mod myself.
I found a few nice ones, mostly small ones, adding a block or two, some weapons, a simple mechanic or just more fun. So now my Minecraft is different, while not too different. Does anybody know more of those small mods? I'm looking for something that adds more food/easier getting food, because food is still a problem for me. Growing wheat is the easiest, but bread only fills 2,5 hunger and sometimes I'm just not feeling like hunting/breeding.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Scuzzball
Sweet, server is up at uf.serfveftp.com with no EE,I'll see if I can keep it up this week.
I've been thinking, EE is quite handy in machines with condensers and stuff, what you really want to disable is just energy collectors. Prevent people from getting stuff for free, while still allowing the "equivalent" part of exchange. Ideally you'd be able to also modify it so that coal to charcoal and uranium and tungsten aren't overpowered, but it's not entirely necessary. If there's no given way to remove parts of EE, I could probably set up a plugin to remove the crafting recipe for it.
Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Saposhiente
I've been thinking, EE is quite handy in machines with condensers and stuff, what you really want to disable is just energy collectors. Prevent people from getting stuff for free, while still allowing the "equivalent" part of exchange. Ideally you'd be able to also modify it so that coal to charcoal and uranium and tungsten aren't overpowered, but it's not entirely necessary. If there's no given way to remove parts of EE, I could probably set up a plugin to remove the crafting recipe for it.
judging from a recent yogscast, you may also want to make golden helmets less over powered as well, asdthey produce huge amounts of energy, but can be gotten as loot from pigmen, or from a scrapbox(they have a fairly decent drop rate from scrap boxes)
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
How do I install a custom texture for a mod in modloader without replacing the original texture, or is that impossible? Preferably linked to a texture pack, so I can change the whole texture at once.
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Anyone have an idea why cobble and soil keep backing up at my quarry on the tekkit server?, I have four pipes set to have it sent to them(each ending in a different chest), but it still sometimes ignores the diamond pipes and just backs up on top of an incorrect chest(which it doesn't enter for some reason).
Any idea whats causing this bug?, I keep ending up having to clear several stacks of soil and cobble off of the tops of ym chest(both to make sure it doesn't despawn, and to reduce the nearly game-crashing lag it causes when it backs up)
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Okay, I decided to switch to MultiMC because it might actually keep working.
However, when I try to log in with it, it acts like I just started up VANILLA minecraft. The first time, it also had an error saying "the directory is not empty."
WhyTF would I WANT the directory empty?! How would it know what mods to use?!
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Re: Minecraft Thread X: In the jungle, the mighty jungle, the ... SSSSSSSS
Quote:
Originally Posted by Pokemon-freak89
Okay, I decided to switch to MultiMC because it might actually keep working.
However, when I try to log in with it, it acts like I just started up VANILLA minecraft. The first time, it also had an error saying "the directory is not empty."
WhyTF would I WANT the directory empty?! How would it know what mods to use?!
You need to run it once as vanilla to install the new instance of minecraft, unless you are copying a .minecraft folder as an instance. Then you put in Forge and run it again to generate a mods folder. Then put the mods in.
As far as the whitescreen with MagicLauncher... sounds like a META-INF folder wasn't deleted.