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    posted a message on Aim2Game - Live Support | DDoS Protection | SSD | Instant Setup | 24x7 Ticket Support | SPRING2017 50% OFF FOR LIFE
    The folks at Aim2Game have been absolutely amazing. I had no real experience in setting up a server and they walked me through the process and had me running in a very short time. When I did have follow-up questions they have always been very quick to respond and answered any questions I might have.

    I would highly recommend their services.
    Posted in: Minecraft Server Hosting
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    posted a message on ExtraTiC - Tinkers' Construct Mod Support Add-on
    Quick question about the 0.7.5 release. One of the new items added to the configs is..

    I:ingotFunStuff=

    My question is, is this supposed to have a block or item ID assigned. It is located with other things that are all block ID's. If I let the system automatically assign an ID number, it puts in a number that would normally be assigned to an item ID (generally puts in a number like 17000+ range). I don't recall ever having seen a config with both block and item ID assignments within the same set of {}.

    If I manually assign a block ID it loads but I can't really tell whether it is working properly or not.
    Posted in: WIP Mods
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    posted a message on Mekanism v9.4.0 - Industrial Turbines, Thermoelectric Boilers, Fusion Reactors!
    Looking at the Jenkins page it shows there is a module for the latest build that is MekanismInduction-v5.6.0.9.jar. My question is, is that the old Resonant Induction software and if so, do we need to still download and install it if we don't care about using those features?
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Reika, looks like you are including the entire UE Core in DragonAPI which is causing problems since you seem to be using an older version of UE Core. This is causing problems with folks trying to run both Rotarycraft and the new version of MFFS which requires a newer version of UE Core. If you check the conversation between Calclavia and Jasonthaffle13 in the link below you will see where they are discussing this issue. We seem to have found a temporary work around which is to open DragonAPI and remove the UE folder but obviously that isn't the proper solution.

    https://github.com/calclavia/Modular-Force-Field-System/issues/306
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika

    I fixed the Forestry crash. The posted log was incomplete and did not include the actual crash.


    Was a new version built for this? I am still showing the 1.6v8b for Rotarycraft and DragonAPI which were done a few days ago.
    Posted in: Minecraft Mods
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    posted a message on Dynamic Tanks 2.1 - Liquid Tanks At Their Finest! Store Liquids in Limitless Combinations!!
    I predict your download rate is going to go up very quickly.

    It does look like you have some blocks that don't have config options available. Getting this crash at start

    #Blocks
    249: bop.generic.hard_ice from BiomesOPlenty - dynamictanks.blocks.blockHauntedDirt from dynamictanks
    Suggested Ranges: 603-999 (397 IDs), 3213-3600 (388 IDs), 2792-2999 (208 IDs)

    I realize it is just a conflict but there doesn't seem to be an option in your config to change the ID for blockHauntedDirt and I don't want to start messing with an existing world by changing the ID in BoP.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from GrammieFi

    I'm not an expert, but you're using the last build of Forge, not the latest recommended. I'd try backing up to .953. There could be changes in .964 that Thaumcraft isn't compatible with.


    If you look at the Forge forum there was a post by LexManos regarding .964 issues...

    "Use 953.
    960+ is prep work for 1.7 and as such has ModLoader, All Public, and the likes removed {Note, I didn't notice this untill after but seem cpw wanted to do it in the 1.6.4 builds so whatever}
    953 is the last officially supported build for 1.6.4."

    Hence the issues you are having with .964
    Posted in: Minecraft Mods
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    posted a message on MrCrayfish's Construction Mod v1.1 - A.O.E. Inspired Construction! Huge Update Beta Release!
    Quote from loster31345

    could you please Down grade it to 1.5.2, because i look forward to try it out.


    Or you could upgrade to 1.6.x and that won't take up the mod authors time trying to fix your specific problem.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Reika, I gotta say being a mod author has got to be a labor of love to put up with the crap you have thrown your way every day by folks who couldn't program "Hello World" in basic. I have absolutely no patience with folks who use a mod they did absolutely nothing to support other than to hit a download button and then have the nerve to post messages complaining that they didn't get their updates immediately.

    Have faith that there are a lot of us out here who do appreciate the work you do and the mods you have created and respect your right to put out a mod when and if you decide. We just aren't as vocal as the "great unwashed" who feel the they have the right to instant gratification.

    Keep up the good work. Best regards.
    Posted in: Minecraft Mods
  • 1

    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Epidemia78

    I have no reason to update beyond 1.4.7 at this point. Ive put together heavily modded instances of both 152 and 164 and theyre hardly any different from my trusty old version except in the case of 152 it takes twice as long to load and likes to run out of memory 164 lacks optifine's mipmap which I dont know how anyone plays without. Oh and my customized texture pack has been broken so theres that. Sure Id like to try Tinker's construct and DEFINITELY thaumcraft 4 but I can wait.


    Wait for what? RP? If you don't see any differences between 1.4.7 and 1.6.4 then by all means, continue to live in the past. Some folks just are more comfortable there, some of us like moving forward and playing with new toys. But, to each his own.

    Also, if you are running out of memory you need to set your JVM arguments properly or maybe you need to upgrade your computer.
    Posted in: Minecraft Mods
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    posted a message on The Barrels Mod
    A quick question about changing the ID for the item
    I:networkID=254
    If there is a biome ID with the same number, will that cause problems? Not sure if this ID number is distinct from the biome ID's.

    Thanks
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    I am pretty aware of how to fix ID conflicts since I support a config pack that has 170+ mods. The issue here isn't just an ID conflict. The issue here is that Factorization is having problems properly updating it's config file if AM2 is installed. Removing mods, rebuilding configs and then resetting ID numbers isn't the normal process for creating/updating config files. What you are suggesting is a work around at best. But thanks for your input.

    If neptunepink thinks this is working properly, well then I guess that is the way it is gonna work, but I at least want him to be aware.
    Posted in: Minecraft Mods
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    posted a message on Factorization 0.8.108
    Several folks I have spoken to are having the same problems which deal with updating existing config files after the 0.8.08 version. What happens is that the items section of the configs doesn't get updated properly. The solution seems to be to delete the config, remove AM2 (don't ask me why) and then let it create a new config file. (If you create a new config file with AM2 installed no items are added to the new config file).

    Obviously this isn't what I would call a normal update process for config files. Once you get that done of course you have to go back, re-add AM2 and then adjust your config file so your existing world doesn't get messed up. Someone said they could get around it by renaming Factorization so it loads before AM2. Again, a work around at best.

    Just wanted you to know that config generation doesn't appear to be working properly. Tried it with the 0.8.09 version and same problem exists.
    Posted in: Minecraft Mods
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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Quote from Xbony2

    Yet amazingly 1.4.6 came out in December 20 2012. That thing must be messed up.


    Why would you think that the release of RP2 for 1.4.6 has anything to do with the last time she logged into this site? Elo is gone and has been a very long time.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from ChrisGryph

    Unfortunately, it appears that TE won't be updated to 1.6 at all. Take a look here.

    http://en.reddit.com...expansion_king/


    That is old info. He is working on an update for 1.6.x along with some other modders. You can find more up-to-date info on the FTB forums.
    Posted in: Minecraft Mods
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