1. Post #601
    Gold Member
    Used Car Salesman's Avatar
    April 2009
    9,012 Posts
    How do you guys get redpower/ic2/buildcraft/all that other shit to work together? I've got the Technic pack right now, but I don't really want to wait until the end of time for them to catch up with the frames stuff and rocket science.
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  2. Post #602
    Gold Member
    Zero-Point's Avatar
    March 2006
    7,459 Posts
    How do you guys get redpower/ic2/buildcraft/all that other shit to work together? I've got the Technic pack right now, but I don't really want to wait until the end of time for them to catch up with the frames stuff and rocket science.
    They have config files that assign unique block IDs to each block and such. I know RedPower will automatically adjust the IDs based on any mods you already have installed, not sure about IC2. I know Buildcraft doesn't.
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  3. Post #603
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,275 Posts
    They have config files that assign unique block IDs to each block and such. I know RedPower will automatically adjust the IDs based on any mods you already have installed, not sure about IC2. I know Buildcraft doesn't.
    Block Ids do originally conflict between IC2 and Red Power 2, but by deleting a file in the Red Power 2 folder (after you install it), New block ids will be assigned that won't conflict with each other.

    (Although it's best if you do this BEFORE you make anything with Red Power 2, otherwise you will find that all of your Red Power 2 shit has been fucked up because the block ids changed)


    Pretty much all of those types of mods (Red Power, IC2, Buildcraft, Railcraft etc...) are compatible with each other except Better than Wolves.
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  4. Post #604
    Gold Member
    zombini's Avatar
    November 2010
    4,365 Posts
    That's generally what I do with larger contraptions, or things that I want to try out before I pull my hair out in my survival world: Build it in "Creative" first (using NEI and such) to get a design down so I don't have to run around like a dipshit grabbing supplies over and over again or being distracted by anything else. Worked well for my chicken machine and it's currently what I'm doing now with the mobile mining machine I'm working on.
    I'm redesigning it to be several 3x3 silos with a 5x5 door, i've figured out how to get the doors to close and open, but how do i get the block breaker to work. Actually, i have an idea, maybe i could design it where it opens and closes with a set number of frames, to prevent breaking things, oh, and i can't find the panels and covers in the creative item menu.
    EDIT: I fixed my problem, the set number of frames system works very well.
    EDIT2: I managed to make the silo door move by 1 block, then it stopped. I can't figure out what the hell i did wrong, i powered the frame motors, i used the red alloy wires, and it only moved a single block.
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  5. Post #605
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    How do you guys get redpower/ic2/buildcraft/all that other shit to work together? I've got the Technic pack right now, but I don't really want to wait until the end of time for them to catch up with the frames stuff and rocket science.
    Redpower and buildcraft run fine alongside without config changes, IC2 has about 3 conflicting id's. Here's the config i use:
    block {
    blockAlloy=231
    blockAlloyGlass=230
    blockBarrel=217
    blockCable=228
    blockCrop=218
    blockDoorAlloy=229
    blockDynamite=236
    blockDynamiteRemote=235
    blockElectric=227
    blockFenceIron=232
    blockFoam=222
    blockGenerator=246
    blockHarz=240
    blockITNT=239
    blockIronScaffold=216
    blockLuminator=226
    blockLuminatorDark=219
    blockMachine=238
    blockMachine2=223
    blockMetal=224
    blockMiningPipe=245
    blockMiningTip=244
    blockNuke=237
    blockOreCopper=215
    blockOreTin=214
    blockOreUran=213
    blockPersonal=225
    blockReactorChamber=233
    blockRubLeaves=242
    blockRubSapling=241
    blockRubWood=243
    blockRubber=234
    blockScaffold=220
    blockWall=221
    }
    Edited:

    Then use NEI to make a dump of all ID's, and just refer to that when installing new mods
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  6. Post #606
    Gold Member
    Recurracy's Avatar
    August 2009
    11,573 Posts
    For fucks sake, thanks for reminding me to always check the damn config files. I spent half a day trying to fix the damn machine. It works like a charm now, though.
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  7. Post #607
    Go make yourself a fucking waffle.
    Naught's Avatar
    April 2012
    3,323 Posts
    This is a really really dumb question but how do I put Too Many Ores into the technic pack? I tried following the instructions on the normal mod page and it didnt show up. Can anyone help me with this? Thank you.
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  8. Post #608
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    Everything that goes into minecraft.jar needs to go into modpack.jar
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  9. Post #609
    screamin 4 da gold
    RenegadeCop's Avatar
    January 2010
    7,243 Posts
    Is there a mod that can let you set your own distance instead of the preset ones??

    Normal is too far and small is too short.
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  10. Post #610
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    Optifine has some extra viewdistances
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  11. Post #611
    Gold Member
    AlfieSR's Avatar
    April 2009
    4,541 Posts
    -snip, incorrect info-
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  12. Post #612
    Gold Member
    Sgt Doom's Avatar
    March 2005
    20,232 Posts
    Optifine has some extra viewdistances
    What he said. You can increase or decrease view distances between the default settings in 1 chunk increments.

    Edited:

    Optifine has extended viewdistances - beyond Far, which is not what he's looking for.
    It also has many options in between each default setting.
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  13. Post #613
    Gold Member
    NoNameForEvil's Avatar
    April 2011
    2,272 Posts
    How do I enable NEI's cheat mode in the Technic Pack? It's stuck on Recipe Mode.
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  14. Post #614
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    How do I enable NEI's cheat mode in the Technic Pack? It's stuck on Recipe Mode.
    In the config file
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  15. Post #615
    MeltingData's Avatar
    September 2010
    6,630 Posts
    How do I enable NEI's cheat mode in the Technic Pack? It's stuck on Recipe Mode.
    http://forums.technicpack.net/index....ic,2695.0.html
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  16. Post #616
    Gold Member
    Used Car Salesman's Avatar
    April 2009
    9,012 Posts
    Redpower and buildcraft run fine alongside without config changes, IC2 has about 3 conflicting id's. Here's the config i use:


    Edited:

    Then use NEI to make a dump of all ID's, and just refer to that when installing new mods

    In what config file?

    EDIT: Figured it out, got IC2, BC, and RP2 working together.

    Tried to get Flan's planes working, but turbo model thingy is apparently fucked up and it crashes every time I try to place a place. Reinstalled TMT multiple times and it does nothing.

    Fuck, I really wanted that mod to work.
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  17. Post #617
    Gold Member
    zombini's Avatar
    November 2010
    4,365 Posts
    I repaired my Red Power 2 frames problem. I rigged up a system that uses a standard block as the gauge for when the frame motors should stop, and i really wish it didn't require uninsulated red alloy wire for it to function.
    EDIT: I worked on it and i now have a fully functioning Silo door that is hidden when the silo is open, but i'm not gonna bother with hiding it while it's closed.
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  18. Post #618
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    In what config file?

    EDIT: Figured it out, got IC2, BC, and RP2 working together.

    Tried to get Flan's planes working, but turbo model thingy is apparently fucked up and it crashes every time I try to place a place. Reinstalled TMT multiple times and it does nothing.

    Fuck, I really wanted that mod to work.
    Last time i checked TMT wasn't for 1.2.5
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  19. Post #619
    Gold Member
    Used Car Salesman's Avatar
    April 2009
    9,012 Posts
    Last time i checked TMT wasn't for 1.2.5
    It shows a download for 1.2.5, but it clearly doesn't work.

    Just discovered the missile defense system and missile targeting computer for Rocket Science. Amazing.

    I just wish they could fire through water, my boomer sub can't be completely submerged.
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  20. Post #620
    Gold Member
    Robber's Avatar
    January 2006
    6,126 Posts
    I placed a teleport pipe somewhere in my base, but have no idea where. Any suggestions how I could find it?
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  21. Post #621
    Loriborn's Avatar
    October 2009
    6,245 Posts
    I have a modded Minecraft with Thaumcraft 2, ExtraBiomesXL, and Equivalent Exchange, what other mods should I get that adds a lot of flushed out content that works good with those without issues?
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  22. Post #622
    Gold Member
    Sodisna's Avatar
    May 2007
    2,924 Posts
    I suggest you guys check out MultiMC.
    http://www.minecraftforum.net/topic/...ows-linux-mac/

    Also, this might useful for those with slow computers.
    http://www.minecraftforum.net/topic/...re-ssp-worlds/
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  23. Post #623
    FLUTTERSHY <3 (also hats suck)
    Unib5's Avatar
    May 2008
    1,705 Posts
    I have a modded Minecraft with Thaumcraft 2, ExtraBiomesXL, and Equivalent Exchange, what other mods should I get that adds a lot of flushed out content that works good with those without issues?
    http://www.mod-buildcraft.com/forums...of-forge-mods/

    Knock yourself out, main other ones with large content is RedPower, BuildCraft, and IndustrialCraft.
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  24. Post #624
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    The download link for your sunlight mod on page 12 doesn't work, just to alert you.
    Mod works perfectly. Thanks gozerr.
    Just thought i'd let you know, i've released the Lambchops mod for Multiplayer! (Oh and it's compatible with forge now!)

    Here's the client: http://dl.dropbox.com/u/8385549/mcmo...e%20Client.zip

    and server: http://dl.dropbox.com/u/8385549/mcmo...e%20Server.zip

    Client needs Modloader + Forge, server needs Forge
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  25. Post #625
    Gold Member
    Zero-Point's Avatar
    March 2006
    7,459 Posts
    Confound these FORTH loops, they drive me to drink!
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  26. Post #626
    Gold Member
    Magmacow358's Avatar
    July 2010
    3,353 Posts
    Is there a guide to updating other peoples mods to work on the latest version? I miss Deadly caves to death.
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  27. Post #627
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    Is there a guide to updating other peoples mods to work on the latest version? I miss Deadly caves to death.
    Decompile them (Better would be if it was open source), put them into MCP and fix up errors, recompile.
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  28. Post #628
    a-k-t-w's Avatar
    March 2008
    3,195 Posts
    how2decompile
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  29. Post #629
    Gold Member
    ralle105's Avatar
    October 2005
    4,648 Posts
    MCP
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  30. Post #630
    a-k-t-w's Avatar
    March 2008
    3,195 Posts
    i meant the mod, not the game
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  31. Post #631
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    Get a copy of fernflower. Put all the mod files (.class) into a folder, then open cmd

    redirect to the location where you fernflower is, then type in:

    Code:
    java -jar fernflower.jar "C:/path/to/stuff/to/decompile" "C:/output/folder"
    If you can't figure it out, send me a link to the mod and i'll see what i can do..
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  32. Post #632
    Gold Member
    ralle105's Avatar
    October 2005
    4,648 Posts
    I still recommend MCP since the mod is probably using some classes from minecraft which need to be deobfuscated.
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  33. Post #633
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    Usually when decompiling old mods with MCP it will fail on several points and abort it

    Edited:

    Also, i just took a look at the mod, it doesn't look like it overriding any baseclasses at all and the sourcecode is included. If you give me a few minutes ill patch it up to 1.2.5 for you.

    Edited:

    Doesn't look that bad:



    Edited:

    Down to this already



    Edited:

    Knock yourself out: http://dl.dropbox.com/u/8385549/mcmo...es%201.2.5.zip

    Edited:

    Haven't tested it because if have no idea what the mod is supposed to do. Give it a try and tell me if it works.
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  34. Post #634
    Gold Member
    Magmacow358's Avatar
    July 2010
    3,353 Posts
    Usually when decompiling old mods with MCP it will fail on several points and abort it

    Edited:

    Also, i just took a look at the mod, it doesn't look like it overriding any baseclasses at all and the sourcecode is included. If you give me a few minutes ill patch it up to 1.2.5 for you.

    Edited:

    Doesn't look that bad:



    Edited:

    Down to this already



    Edited:

    Knock yourself out: http://dl.dropbox.com/u/8385549/mcmo...es%201.2.5.zip

    Edited:

    Haven't tested it because if have no idea what the mod is supposed to do. Give it a try and tell me if it works.
    YOU ARE A GOD AMONG MEN.
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  35. Post #635
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    YOU ARE A GOD AMONG MEN.
    If you insist ;)


    Shoot me a message if you want any other mods updated and i'll give it a try.
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  36. Post #636
    SirCrest is my life, so is yours.
    Goz3rr's Avatar
    October 2009
    7,365 Posts
    Here's my SunLight mod for 1.2.5 Multiplayer. Server needs Forge Modloader:
    http://dl.dropbox.com/u/8385549/mcmo...5%20Server.zip

    Edited:

    And the client
    http://dl.dropbox.com/u/8385549/mcmo...ht%201.2.5.zip
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  37. Post #637
    Gold Member
    Sodisna's Avatar
    May 2007
    2,924 Posts
    If you insist ;)


    Shoot me a message if you want any other mods updated and i'll give it a try.
    http://www.minecraftforum.net/topic/...meterrain-mod/

    If you can update this to 1.2.5 and have it work with forge,you'd be a god among men among gods.
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  38. Post #638
    MeltingData's Avatar
    September 2010
    6,630 Posts
    Just thought i'd let you know, i've released the Lambchops mod for Multiplayer! (Oh and it's compatible with forge now!)

    Here's the client: http://dl.dropbox.com/u/8385549/mcmo...e%20Client.zip

    and server: http://dl.dropbox.com/u/8385549/mcmo...e%20Server.zip

    Client needs Modloader + Forge, server needs Forge
    I love you.
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  39. Post #639
    MeltingData's Avatar
    September 2010
    6,630 Posts
    Here's my SunLight mod for 1.2.5 Multiplayer. Server needs Forge Modloader:
    http://dl.dropbox.com/u/8385549/mcmo...5%20Server.zip

    Edited:

    And the client
    http://dl.dropbox.com/u/8385549/mcmo...ht%201.2.5.zip
    Hey, can you do sound mods? If you can, please try to make this play when you die?
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  40. Post #640
    asb44's Avatar
    October 2008
    438 Posts
    extra biomes had a small problem with redpower
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