Minecraft Thread #73

Post » Sun May 13, 2012 10:36 am

All this trouble just to play on a server T_T

Well there's no rush, unless you want to see the grand canyon :)
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Stephanie Nieves
 
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Post » Sun May 13, 2012 10:35 am

Well there's no rush, unless you want to see the grand canyon :smile:
No, the frustration is my lack of PC Game modding and the general headache of getting the swing of this. Plus, everyone else is getting it good to go and i'm not. I don't even see why I'm not, since I havent modified the stuff aside from the file Lego said, and if I can see Technic and Vanilla, I fail to see why the Tekkit is absent.

Me miss days when server do work, me no likey all confuse stuff :(
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Clea Jamerson
 
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Post » Sun May 13, 2012 3:38 pm

No, the frustration is my lack of PC Game modding and the general headache of getting the swing of this. Plus, everyone else is getting it good to go and i'm not. I don't even see why I'm not, since I havent modified the stuff aside from the file Lego said, and if I can see Technic and Vanilla, I fail to see why the Tekkit is absent.

Me miss days when server do work, me no likey all confuse stuff :(

Yeah I think most modding is a bit confusing especially with a game like minecraft which gets updated quite often and the mods have to also update
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Everardo Montano
 
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Post » Sun May 13, 2012 11:54 am

Has there been word of when the Tekkit 2 server is going to become survival and also when the map is going to be reset :P
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Milagros Osorio
 
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Post » Mon May 14, 2012 1:14 am

Has there been word of when the Tekkit 2 server is going to become survival and also when the map is going to be reset :tongue:
I'd assume once the issues with both the clients and the servers are sorted out.



https://twitter.com/#!/jonkagstrom/status/169031723328352256
The rest of the mobs will be given new AIs.
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Aliish Sheldonn
 
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Post » Sun May 13, 2012 5:13 pm

Ive just been on the server and its survival now :) just needs a new map because when you spawn you fall 100feet to your death :P
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Devin Sluis
 
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Post » Sun May 13, 2012 9:04 pm

Maps been reset, thanks tank :)
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Dewayne Quattlebaum
 
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Post » Sun May 13, 2012 4:41 pm

Tekkit 2 test server reset, still in testing phase and changes will be reset before being made final.
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Rudi Carter
 
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Post » Sun May 13, 2012 12:35 pm

Dang there's so much more stuff in Technic than Tekkit.

Where can I find a complete list of the mods Technic includes so I can stop being so confused and intimidated.
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kiss my weasel
 
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Post » Sun May 13, 2012 5:18 pm

Dang there's so much more stuff in Technic than Tekkit.

Where can I find a complete list of the mods Technic includes so I can stop being so confused and intimidated.
http://bit.ly/yRPOyJ
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sally coker
 
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Post » Sun May 13, 2012 10:10 am

Dang there's so much more stuff in Technic than Tekkit.

Where can I find a complete list of the mods Technic includes so I can stop being so confused and intimidated.

Open the launcher and click Mod Select I think that shows all of them
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Allison Sizemore
 
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Post » Sun May 13, 2012 10:53 am

http://bit.ly/yRPOyJ

Haha I love that :D
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Tamara Primo
 
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Post » Sun May 13, 2012 9:48 am

  • Maximum build height has been increased to 256 (was 128)
  • Empty sections of the world are not loaded into memory
  • Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
  • Block ordering have been changed from x/z/y to y/z/x in order to improve compression
  • Packets for sending chunks have been updated (a full 128-high chunk is smaller than the old format, and a chunk with lots of empty space is much smaller)
  • Biomes are saved per x/z column, which means they can be altered by tools
This weeks Snapshot.

- I don't know what any of that means but I do like the first one :clap:
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Hearts
 
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Post » Sun May 13, 2012 1:21 pm

Any news on what we're doing? (I read that Tekkit was pulled because it was a bad launch and et cetera.)
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Cccurly
 
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Post » Sun May 13, 2012 9:40 pm

  • Maximum build height has been increased to 256 (was 128)
  • Empty sections of the world are not loaded into memory
  • Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
  • Block ordering have been changed from x/z/y to y/z/x in order to improve compression
  • Packets for sending chunks have been updated (a full 128-high chunk is smaller than the old format, and a chunk with lots of empty space is much smaller)
  • Biomes are saved per x/z column, which means they can be altered by tools
This weeks Snapshot.

- I don't know what any of that means but I do like the first one :clap:
That's all fantastic news, sounds like the most productive snapshot ever. New vanilla world as soon as 2.2 comes out.
Any news on what we're doing? (I read that Tekkit was pulled because it was a bad launch and et cetera.)
The Tekkit 1 server is still up and unchanged, the Tekkit 2 server is still up, map was reset yesterday. If you managed to grab the Tekkit 2 files from their new launcher, there is a work around to play with it, otherwise, just act as though nothing has changed and continue playing on the Tekkit 1 server. Tekkit 2 is there to help foresee any other bugs, and to launch again when they rerelease it.
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x_JeNnY_x
 
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Post » Sun May 13, 2012 7:44 pm

The Tekkit 1 server is still up and unchanged, the Tekkit 2 server is still up, map was reset yesterday. If you managed to grab the Tekkit 2 files from their new launcher, there is a work around to play with it, otherwise, just act as though nothing has changed and continue playing on the Tekkit 1 server. Tekkit 2 is there to help foresee any other bugs, and to launch again when they rerelease it.
I don't know. See, I was able to play on the Tekkit map for a bit, then shortly after, the tekkit option vanished, so I ASSUME I missed the launch.

Also, isnt the 1 map abandoned by everyone testing out the new one?
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Emma louise Wendelk
 
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Post » Sun May 13, 2012 4:44 pm

The Tekkit 1 server is still up and unchanged, the Tekkit 2 server is still up, map was reset yesterday. If you managed to grab the Tekkit 2 files from their new launcher, there is a work around to play with it, otherwise, just act as though nothing has changed and continue playing on the Tekkit 1 server. Tekkit 2 is there to help foresee any other bugs, and to launch again when they rerelease it.
Biggest bug I see is the Forestry copper textures aren't being rendered properly. Also, I nearly have a stack and a half of copper, a stack of tin, and hardly any iron. Perhaps having 3 copper and tin ores each is a little off-balance? If anything, it makes inventory management and sorting systems a little more difficult.


Speaking of sorting, Is Convenient Inventory even in Tekkit2?
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..xX Vin Xx..
 
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Post » Sun May 13, 2012 8:35 pm

Also, isnt the 1 map abandoned by everyone testing out the new one?
Kackra still plays on it, and I might be if my launcher doesn't work whenever I next go on.
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Oceavision
 
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Post » Sun May 13, 2012 12:22 pm

https://twitter.com/#%21/jeb_/status/169417519600386048
Suddenly I'm not looking forward to 1.2...

https://www.youtube.com/watch?v=oE_4DrLtfx8
In other news, TESTIFICATEs make great golf balls.
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Richard
 
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Post » Sun May 13, 2012 2:49 pm

https://twitter.com/#%21/jeb_/status/169417519600386048
Suddenly I'm not looking forward to 1.2...
.... Testificate orgies?
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Damien Mulvenna
 
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Post » Sun May 13, 2012 4:59 pm

Right now I'm online and the Technic Launcher doesn't have Tekkit as a listed mod.

What voodoo is needed to get it back?
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Cameron Wood
 
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Post » Sun May 13, 2012 7:29 pm

Right now I'm online and the Technic Launcher doesn't have Tekkit as a listed mod.What voodoo is needed to get it back?
Dug this up on the Technic forum.
Here's a quick fix to get Tekkit back:
Go to %AppData%\.techniclauncher\launcher and open the file modpacks.yml with notepad
Then remove the # infront of tekkit: 'Tekkit'. Close this file. Right click -> Properties and set as read only (Important!).
Now just start up your launcher and tada!
It might work.
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Kitana Lucas
 
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Post » Sun May 13, 2012 6:40 pm

-Snip-
Key word is 'might work'. I followed your instructions to the letter, alas no luck. :(
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christelle047
 
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Post » Sun May 13, 2012 11:44 am

[*]Block ids have been increased to 4096 (was 256) by adding a 4 bit data layer (similar to how meta data is stored)
Install all the mods.
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Crystal Clarke
 
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Post » Sun May 13, 2012 1:25 pm

A question about redstone circuits. In brief, is it possible to have a circuit which is normally on, but when you are on a pressure plate it turns off.

I have a track going into a building, and I want to have some pistons block it off, then open right before you get to it. I can do this in reverse easily enough, but having the gate slam shut in my face is about as useful as opening it up for critters while I'm inside.
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Queen of Spades
 
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