I have a great idea, how about a mars rover and satellites. With the mars rover you could control a rover with a desktop or laptop which has a camera on the top. As for satellites, they circle a planet giving internet to that planet so you could use a rover. Now this would be a little expensive so you would have to up the price of going to the moon/mars. Oh and maybe you should make a space dimension where you can mine asteroids. I know these are huge changes but these are the changes that would be awesome. XD
Try a different browser I guess, It should be 11MB file. You can also try to download directly from Jenkins here.
Just make sure to pick the right MC versions, some are 1.6.2 only (usually smaller bug fixes). #896 is 1.6.4, and latest 2 are 1.6.2.
Well quite a few changes since apparently.
-Forestry now accepts ic2x by default now, so no more special modded versions required.
-Solar panels outputs EU in addition to MJ and probably UE energy (I haven't any mod that uses UE really).
-Aluminum wires suck at EU, Heavy ones are marginally better, though still better off with one of the sealed IC2 wire or just IC2 wires. Aluminum wires however do transfer MJ so there is that..
-Likely a GC change that causes electrical engines to not function if connected together across distances or to too many without the proper wires, so if you're using them in a circuit don't use aluminum wires.
Well just finished some testing so here's a guide to making MJ with GC2. Easiest (No other mods required):
Connected the solar panel to a wooden kinesis then the network.
Pros:
-Really easy to set up
Cons:
-Doesn't really make much MJ at all.
Easy (Requires Forestry):
Connect solar panel to any EU capable wire then to Forestry's Electrical Engines.
Pros:
-Easy to set up, electrical engines are fairly easy to obtain.
-Makes 4x the energy of the easiest method provided you're using enough engines.
Cons:
-The more engines you have, the longer it'll take to start producing MJ. Too many engines and you'll never reach the amount of EU required to start producing MJ.
Moderate (Requires Forestry + IC2):
Connect solar panel to Batbox or any EU storage. Then connect that to your electrical engines.
Pros:
-About 8x the MJ production over easiest, 2x over Easy.
Cons:
-Requires IC2 + Forestry + Buildcraft (of course) to be installed.
-Requires more stuff to be built prior to producing energy.
-Too many engines and you'll actually lose out on MJ production.
On a side note, pparently you need a ton of arguments starting a server or else it'll run like crap.
As far as I know it is, I have both in my pack and it does not crash or seem to cause any issue. I have the latest IC2 .306. There is a crash with Mekanism as it includes the old API, but it can be easily fixed by removing the Mekanism folder with the Glaticraft core file.
Thank you McyD for bringing up the Mekanism API compatibility issue with Galacticraft! I couldnt figure out why NEI failed to load items, I removed the mekanism api from galacticraft and its running fine now. Thank you!
I've just recently (yesterday) started modding my minecraft (1.6.4) and am having some issues with Galacticraft running with Forge 9.11.1.964 (which seems to be the same as 3 others from the bug reports on MicDoodle).
I've tried both 2.0.2.8 stable and 2.0.6.895 recommended and both error on the Galacticraft Core and Planets .jar during start.
Just wondering if anyone has actually got Galacticraft (pretty much any version) successfully functioning with Forge 9.11.1.964?
Cheers
Edit: (After reading the release notes for Forge, I went installed 9.11.1.944 and it seems to be working fine on that... So no Rush :P)
Any ETA on when Galacticraft is going to be updated to work with Mekanism api? Ive removed the API but even with that removed the Oxygen storage and collector corrupt worlds and crash.
every time i try to use this i get this i don't know what it means
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 12/2/13 4:51 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access field net.minecraft.client.renderer.entity.RenderPlayer.field_77109_a from class micdoodle8.mods.galacticraft.core.client.render.entities.GCCoreRenderPlayer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:152)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:241)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.IllegalAccessError: tried to access field net.minecraft.client.renderer.entity.RenderPlayer.field_77109_a from class micdoodle8.mods.galacticraft.core.client.render.entities.GCCoreRenderPlayer
at micdoodle8.mods.galacticraft.core.client.render.entities.GCCoreRenderPlayer.<init>(GCCoreRenderPlayer.java:31)
at micdoodle8.mods.galacticraft.core.client.ClientProxyCore.registerRenderInformation(ClientProxyCore.java:426)
at micdoodle8.mods.galacticraft.core.GalacticraftCore.postInit(GalacticraftCore.java:337)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:523)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:197)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:177)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:108)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:675)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Is anyone else having issues downloading the main JAR for this mod from either AdFocus or Jenkins?
Every time I try to download it, it just halts midway and I can't seem to complete it at all. Happens with all the other versions as well, whether they're for 1.6.2 or 1.6.4, including more recent revisions.
The only files I have no problem downloading are the other two smaller ones - the planet pack and the dependency.
I've tried both Firefox and IE, issue persists, and I have no problems with other files, other websites and even other mods on Jenkins.
As a matter of fact, it seems I can't even access the Jenkins page for GC2 now. Tries to load forever. Server issues, maybe?
EDIT: I eventually managed to finish the download on Firefox by pausing and restarting it several times. Didn't work at first (the download just wouldn't restart at all), probably because I couldn't even access the Jenkins page itself, but after much insistence it finally got through.
HELLO SPACE PEOPLE!!! normaly i do dinosar mods but one page is silent and the other hates me so i came hear i like this mod and im wondering whats gonig 2 be aded next so what are you working on?
I've had the outdated Mekanism API issue everyone else has had, and fixed that by removing the API in Galacticraft. But that seems to have uncovered another issue in the 1.6.4 version - without Mekanism's API, it's impossible to create oxygen bubbles without crashing the game, as it refers specifically to the Mekanism API - which isn't there.
Can we at least have a version that has an updated one so we don't have either of these issues any more?
Rollback Post to RevisionRollBack
When mango eggs fly, what is the square root of the tomato?
When I try to download More player Models 2 with my Galacticraft. I cant change my player models. When i uninstall Galacticraft It all works. is there a way to fix this issue
The Meaning of Life, the Universe, and Everything.
Join Date:
1/20/2013
Posts:
45
Location:
Austin, TX
Minecraft:
mistertime
Xbox:
mistertime
Member Details
This and Smart Moving together on 1.6.2 break player rotations and Smart Moving animations. Though I think it's actually MicDoodleCore that screws things up. I'm too stupid to fix it myself.
Micdoodle8-Kenobi, you're my only hope!
EDIT: It also breaks the Animated Player Model mod. It doesn't break rotations with that, but it does completely disable the new player model.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/4/2011
Posts:
237
Member Details
Hello all, I'm a future first-time user of Galacticraft.
I have successfully added the mod to my existing server modpack, but before we can start playing, there are some questions I have.
- Since we already have Buildcraft, I want to turn off Galacticraft's own oil generation. Is it sufficient to simply remove the 0 from the list of dimensions allowed (effectively leaving no valid dimensions for it to spawn in)?
- We have a large amount of terrain generated already. Tin, copper and aluminium are present from other mods, so no issue there. However, we need silicon ore as well. I know that with the help of glorious Thermal Expansion I can retrogen any ore I want in any way I want, so I plan to use that feature to get silicon ore into our existing chunks. To do that, however, I need to know how silicon ore is generated in the first place. What is the height band? Is it a uniform or a normal distribution? How many clusters per chunk, and of which size?
Ideally I want the retroactively added silicon to match as closely as possible the distribution I would get if Galacticraft itself had generated it.
Also, a question regarding an early test I did: I was able to supply Galacticraft machines with IC2 or TE power, but in both cases the GC machine would gobble up whatever amount I gave it. An electric compressor, for example, ran fine with 6-7 EU/t, but would drain a connected MFSU at 2048 EU/t at the same time. Is this a bug I am seeing, or is that just the way it is with the conversion?
EDIT: Oh, and what's that "load player's chunks when they log in" thing about? Does this mean that all chunks I generated on moon and mars are force-loaded when I am online? Does this affect other dimensions as well? Does it hurt to turn it off?
You could use the cloning mod (My People I think) to clone one. It gives you a slime spawn egg.
Thanks
-Forestry now accepts ic2x by default now, so no more special modded versions required.
-Solar panels outputs EU in addition to MJ and probably UE energy (I haven't any mod that uses UE really).
-Aluminum wires suck at EU, Heavy ones are marginally better, though still better off with one of the sealed IC2 wire or just IC2 wires. Aluminum wires however do transfer MJ so there is that..
-Likely a GC change that causes electrical engines to not function if connected together across distances or to too many without the proper wires, so if you're using them in a circuit don't use aluminum wires.
Well just finished some testing so here's a guide to making MJ with GC2.
Easiest (No other mods required):
Connected the solar panel to a wooden kinesis then the network.
Pros:
-Really easy to set up
Cons:
-Doesn't really make much MJ at all.
Easy (Requires Forestry):
Connect solar panel to any EU capable wire then to Forestry's Electrical Engines.
Pros:
-Easy to set up, electrical engines are fairly easy to obtain.
-Makes 4x the energy of the easiest method provided you're using enough engines.
Cons:
-The more engines you have, the longer it'll take to start producing MJ. Too many engines and you'll never reach the amount of EU required to start producing MJ.
Moderate (Requires Forestry + IC2):
Connect solar panel to Batbox or any EU storage. Then connect that to your electrical engines.
Pros:
-About 8x the MJ production over easiest, 2x over Easy.
Cons:
-Requires IC2 + Forestry + Buildcraft (of course) to be installed.
-Requires more stuff to be built prior to producing energy.
-Too many engines and you'll actually lose out on MJ production.
On a side note, pparently you need a ton of arguments starting a server or else it'll run like crap.
Thank you McyD for bringing up the Mekanism API compatibility issue with Galacticraft! I couldnt figure out why NEI failed to load items, I removed the mekanism api from galacticraft and its running fine now. Thank you!
I've just recently (yesterday) started modding my minecraft (1.6.4) and am having some issues with Galacticraft running with Forge 9.11.1.964 (which seems to be the same as 3 others from the bug reports on MicDoodle).
I've tried both 2.0.2.8 stable and 2.0.6.895 recommended and both error on the Galacticraft Core and Planets .jar during start.
Just wondering if anyone has actually got Galacticraft (pretty much any version) successfully functioning with Forge 9.11.1.964?
Cheers
Edit: (After reading the release notes for Forge, I went installed 9.11.1.944 and it seems to be working fine on that... So no Rush :P)
---- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 12/2/13 4:51 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.IllegalAccessError: tried to access field net.minecraft.client.renderer.entity.RenderPlayer.field_77109_a from class micdoodle8.mods.galacticraft.core.client.render.entities.GCCoreRenderPlayer
at cpw.mods.fml.common.LoadController.transition(LoadController.java:152)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:676)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:241)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:509)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.IllegalAccessError: tried to access field net.minecraft.client.renderer.entity.RenderPlayer.field_77109_a from class micdoodle8.mods.galacticraft.core.client.render.entities.GCCoreRenderPlayer
at micdoodle8.mods.galacticraft.core.client.render.entities.GCCoreRenderPlayer.<init>(GCCoreRenderPlayer.java:31)
at micdoodle8.mods.galacticraft.core.client.ClientProxyCore.registerRenderInformation(ClientProxyCore.java:426)
at micdoodle8.mods.galacticraft.core.GalacticraftCore.postInit(GalacticraftCore.java:337)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:523)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:197)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:177)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:108)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:675)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 155040560 bytes (147 MB) / 358768640 bytes (342 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.11 FML v6.99.19.964 Minecraft Forge 9.11.1.964 33 mods loaded, 33 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
FML{6.99.19.964} [Forge Mod Loader] (forge-1.6.4-9.11.1.964.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Forge{9.11.1.964} [Minecraft Forge] (forge-1.6.4-9.11.1.964.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct-Preloader{0.0.1} [Tinkers Corestruct] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
bspkrsCore{v5.0(1.6.4)} [bspkrsCore] ([1.6.4]bspkrsCorev5.0.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TreeCapitator{Forge 1.6.4.r06} [Treecapitator] ([1.6.4]TreeCapitator.Forge.1.6.4.r06.Universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AnimatedPlayer{1.3.0} [Animated Player Mod] (Animated_Player_v1.3.0_mc1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
IC2{2.0.307-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.307-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AtomicScience{1.0.0} [Atomic Science] (Atomic_Science_v1.0.0.153.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Core{4.1.2} [BuildCraft] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Builders{4.1.2} [BC Builders] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Energy{4.1.2} [BC Energy] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Factory{4.1.2} [BC Factory] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Transport{4.1.2} [BC Transport] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
BuildCraft|Silicon{4.1.2} [BC Silicon] (buildcraft-A-1.6.2-4.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
craftguide{1.5.2} [CraftGuide] (CraftGuide-1.6.7.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DynamicLights{1.2.7} [Dynamic Lights] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DynamicLights_mobEquipment{1.0.2} [Dynamic Lights on Mob Equipment] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.6.4.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ICBM|Sentry{1.3.4} [ICBM|Sentry] (ICBM_Sentry_v1.3.4.271.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
ICBM|Explosion{1.3.4} [ICBM] (ICBM_Explosion_v1.3.4.271.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
GalacticraftCore{2.0.6} [Galacticraft Core] (Galacticraft-1.6.4-2.0.6.895.jar) Unloaded->Constructed->Pre-initialized->Initialized->Errored
ICBM|Contraption{1.3.4} [ICBM|Contraption] (ICBM_Contraption_v1.3.4.271 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
MFFS{3.5.0} [Modular Force Field System] (MFFS_v3.5.0.248.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
minechem{@VERSION@} [MineChem] (Minechem4-12.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
Mystcraft{0.10.11.00} [Mystcraft] (mystcraft-uni-1.6.4-0.10.11.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct{1.6.X_1.5.1} [Tinkers' Construct] (TConstruct_1.6.4_1.5.1.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
AS_UpdateCheck{1.1.1} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.6.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized
TConstruct Environment: Sane and ready for action. Bugs may be reported.
Every time I try to download it, it just halts midway and I can't seem to complete it at all. Happens with all the other versions as well, whether they're for 1.6.2 or 1.6.4, including more recent revisions.
The only files I have no problem downloading are the other two smaller ones - the planet pack and the dependency.
I've tried both Firefox and IE, issue persists, and I have no problems with other files, other websites and even other mods on Jenkins.
As a matter of fact, it seems I can't even access the Jenkins page for GC2 now. Tries to load forever. Server issues, maybe?
EDIT: I eventually managed to finish the download on Firefox by pausing and restarting it several times. Didn't work at first (the download just wouldn't restart at all), probably because I couldn't even access the Jenkins page itself, but after much insistence it finally got through.
Can we at least have a version that has an updated one so we don't have either of these issues any more?
When I try to download More player Models 2 with my Galacticraft. I cant change my player models. When i uninstall Galacticraft It all works. is there a way to fix this issue
-Dimondminer122
I'd PM micdoodle or even tweet at him.
Micdoodle8-Kenobi, you're my only hope!
EDIT: It also breaks the Animated Player Model mod. It doesn't break rotations with that, but it does completely disable the new player model.
~mistertime
[center][url="http://goo.gl/wu7rs"][img][url="http://i.imgur.com/nYe7DAc.png%5B/img%5D%5B/url%5D%5B/center"]http:[/url][url="http://i.imgur.com/nYe7DAc.png%5B/img%5D%5B/url%5D%5B/center"]//i.imgur.com/nYe7DAc.png[/img][/url][/center[/url]]
I have successfully added the mod to my existing server modpack, but before we can start playing, there are some questions I have.
- Since we already have Buildcraft, I want to turn off Galacticraft's own oil generation. Is it sufficient to simply remove the 0 from the list of dimensions allowed (effectively leaving no valid dimensions for it to spawn in)?
- We have a large amount of terrain generated already. Tin, copper and aluminium are present from other mods, so no issue there. However, we need silicon ore as well. I know that with the help of glorious Thermal Expansion I can retrogen any ore I want in any way I want, so I plan to use that feature to get silicon ore into our existing chunks. To do that, however, I need to know how silicon ore is generated in the first place. What is the height band? Is it a uniform or a normal distribution? How many clusters per chunk, and of which size?
Ideally I want the retroactively added silicon to match as closely as possible the distribution I would get if Galacticraft itself had generated it.
Also, a question regarding an early test I did: I was able to supply Galacticraft machines with IC2 or TE power, but in both cases the GC machine would gobble up whatever amount I gave it. An electric compressor, for example, ran fine with 6-7 EU/t, but would drain a connected MFSU at 2048 EU/t at the same time. Is this a bug I am seeing, or is that just the way it is with the conversion?
EDIT: Oh, and what's that "load player's chunks when they log in" thing about? Does this mean that all chunks I generated on moon and mars are force-loaded when I am online? Does this affect other dimensions as well? Does it hurt to turn it off?