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  1. K

    MPS Support Thread

    Yup, the Technic builds are fairly old. My group and I have "unofficially" taken over development of all 3 mods (Numina, MPS and MPSA) and have thoroughly overhauled quite a bit of the internal structure to make it more efficient and for better compatibility and support. Release 8 will be the...
  2. K

    MPS Support Thread

    Figured I'd repost this here in case anybody was having problems with recipes... There seems to have been a mixup when I was rewriting them...
  3. K

    MPS Support Thread

    Yah, that's a known bug that was fixed in 0.11.0.7-QMX, that log shows 0.11.0.6-QMX. Please, always backup your world before updating mods, however the latest version should remedy a "broken" world caused by this bug anyway...
  4. K

    MPS Support Thread

    Ultimate config file? o.o? I don't think that I've seen such a thing, but I doubt the values have really changed besides a little reorganization... Regardless, the bugs in 0.11.0.6-QMX have mostly been addressed, excuse a couple recipe goofs that I will release a minor fix for shortly...
  5. K

    Modded Minecraft Crashes w/ Modular Powersuits

    Yup, an upgrade of Applied Energistics 2 to RV2-beta-8 is the one and only solution to this issue. Mods are slowly dropping support for RV1, and RV2-beta-8 is currently the (semi-)recommended build.
  6. K

    1.0.2: Mod Update - Fixes to Modular Powersuits

    0.11.0.6-QMX has been released. Details here: https://github.com/QMXTech/MachineMusePowersuits/releases/tag/v0.11.0.6-QMX
  7. K

    Modded Minecraft Crashes w/ Modular Powersuits

    0.11.0.6-QMX has now been released. https://github.com/QMXTech/MachineMusePowersuits/releases/tag/v0.11.0.6-QMX
  8. K

    Modular Power Suits Crash Error

    I give you all, 0.11.0.6-QMX, which should fix any and all further recipe issues: https://github.com/QMXTech/MachineMusePowersuits/releases/tag/v0.11.0.6-QMX
  9. K

    MPS Support Thread

    I give you 0.11.0.6-QMX: https://github.com/QMXTech/MachineMusePowersuits/releases/tag/v0.11.0.6-QMX
  10. K

    1.7.10 heavily modded crash

    I'm assuming you're using the FTB launcher... Go into 'Options'->'Advanced Options'. There you will see 'Additional Java Parameters:'. Here you add '-XX:MaxPermSize=128m'. I actually have this set to 256m. It may also help to set your memory allocation pools, i.e.: '-Xmx2048m -Xms256m', I...
  11. K

    1.7.10 heavily modded crash

    Well, I'll be a monkey's uncle... apparently that message occured when we added IC2 to our modpack, so it isn't that after all.... Oh... Unless... Try increasing your permgen size? This needs to be higher than the default in some cases, i.e.: with large modpacks.
  12. K

    1.7.10 heavily modded crash

    com.mojang.authlib.exceptions.AuthenticationException: The client has sent too many requests within a certain amount of time This is an odd one I don't come across often, but I don't think it's fatal, and neither are the texture missing errors as they would be replaced by the placeholder pink...
  13. K

    MPS Support Thread

    Yeah, should've mentioned that, though I'm partial to the TE Energetic Infuser for the time being, I'm planning on adding MPS' own charger that takes the full armor set, ensuring proper energy conversion regardless of the interfacing mod, of course. Also, yes I have resumed development, activity...
  14. K

    MPS Support Thread

    Yup, sure have: https://github.com/QMXTech/MachineMusePowersuits/issues/9
  15. K

    1.7.10 heavily modded crash

    (still off topic) Interesting, I had been using Arch on my servers a while back, but switched to Ubuntu Server when I upgraded to a more robust virtualization setup. I now happen to be moving towards using Calculate on my workstations as it's more Gentoo-like than Sabayon and I've always had a...
  16. K

    1.7.10 heavily modded crash

    Amusing how this pulled me in just to verify no other bugs have been reported for MachineMuse's Modular Powersuits, rofl. This particular warning to do with Powersuits is known non-fatal (1: it'll generate the keybind file in this condition, 2: MFFS support is broken at the moment anyway) and...
  17. K

    MPS Support Thread

    Rendering issues including with BiblioCraft armor stands, eh? Think that shouldn't be too difficult to fix, though I do wonder if this occurred when I reimplemented the SmartMoving model or if it's related to the invisibility module bug that was introduced during the initial move to 1.7.10...
  18. K

    MPS Support Thread

    Neither can I, and even if MachineMuse didn't give any indication as to any new modules those ingredients might be used in, I can think of a few :D
  19. K

    MPS Support Thread

    6-QMX will have much more in the way of fixes. There were some issues that took me by surprise after the release (things I thought I had taken care of). Right now I'm actually throwing together a web-based development platform (specifically Jenkins and a small suite of other very useful web...
  20. K

    MPS Support Thread

    Sorry to mention, most of the client-side sounds do work, but I'm still working on Musique (Numina's sound handler) and the jetpack sound was (I think?) the only one that played only once during each use and did not loop. However, when the flight control module is installed, the jetpack sound is...