The ATLauncher directly links you to any mods' adfly, mediafire etc. links if it is a mod that has no permission to be redistributed (while in the modpack download stage).Doesn't ATLauncher only link the user to the mod's download page if the modpack doesn't have permission to redistribute?
The ATLauncher directly links you to any mods' adfly, mediafire etc. links if it is a mod that has no permission to be redistributed (while in the modpack download stage).
in the Resonant Rise modpack i had to click download on 3 or 4 mods out of like 100, and it even made it so it would auto download to the right location, sent it to my technologically challenged friend and even she got it. I'm sure your friends will do fineDoesn't seem to be much of an improvement over just handing my friends all the download links. :/
Perhaps put the portal on the ground, and have the cart "fall" into it? Then when it links back that linking book goes back to the tracks a couple blocks away, as Henry Link suggested?
I know this is working in my test world.
Does the launcher distribute the config? If so, that's a big advantage over a bunch of links.Doesn't seem to be much of an improvement over just handing my friends all the download links. :/
Does the launcher distribute the config? If so, that's a big advantage over a bunch of links.
I got the shell done, and have made a start on the first bits after the book including some early research (nitor lamps). The node that the thaumometer points to its right at the base of that silver tree, should I try to enclose it?No, directly on top of it is not necessary and confers no advantages. Right where your base is now is perfect.
Is your thaumlab the semi crescent building to the right?I got the shell done, and have made a start on the first bits after the book including some early research (nitor lamps). The node that the thaumometer points to its right at the base of that silver tree, should I try to enclose it?
(Base is a bit of a mess this run, lol)
Thats just the thing though, my mining cart won't actually fall off the track. If it detects theres no more track there it just goes back the direction it came. Weird.
Are you by chance using an older version of steves carts? I am using the latest 1.6.4 version.
I also tried using launcher tracks to forcefully smash my cart through a portal but the cart wouldn't even run over the launcher track. (honestly loved this idea)
Edit: just tested manually kicking/pushing my cart through the portal and that worked.
To find item ID conflicts, you'll need to check the Forge logs found in the root minecraft instance folder. Search the log for "conflict" and "overwrit", and note every time it happens. (There are some cases, like in RailCraft and MFR where these are intentional and can be ignored)Well, I uploaded a screenshot of the mods I have. Hopefully someone can help me with this. :/
Well, only file I've found is IDConflicts.txt which I've just attached. Where as for the Overwrite file, I do not see any at all. :/To find item ID conflicts, you'll need to check the Forge logs found in the root minecraft instance folder. Search the log for "conflict" and "overwrit", and note every time it happens. (There are some cases, like in RailCraft and MFR where these are intentional and can be ignored)
One thing to note is that sometimes the item ID listed in a config file is offset by 256 of what it is in game. I haven't found a rhyme or reason on when it occurs, but it's not consistent.
Once you've identified the problem IDs, you should be able to reassign those to a free ID and go from there.