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Old 01-22-12, 10:54 AM   #3541
Spike88
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Alright, so I'm planning on having 3 minecraft installs.

One with Buildcraft(or base depending on whether or not we get buildcraft on the server)
One with my own technic pack(I want buildcraft, Industrial craft, Laser craft, treecapitator, and Railcraft)
And then one with Equivalent Exchange.
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Old 01-22-12, 11:28 AM   #3542
Oberon
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Quote:
Originally Posted by Spike88 View Post
Alright, so I'm planning on having 3 minecraft installs.

One with Buildcraft(or base depending on whether or not we get buildcraft on the server)
One with my own technic pack(I want buildcraft, Industrial craft, Laser craft, treecapitator, and Railcraft)
And then one with Equivalent Exchange.
Railcraft?

RAILCRAFT?!

WHY DIDN'T I LEARN OF THIS SOONER?!!!

AAAAAARCCC!! WE NEED THIS ON THE SERVER! Like...yesterday!
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Old 01-22-12, 11:57 AM   #3543
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Steves Carts looks good too:

http://stevescarts.wikispaces.com/
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Old 01-22-12, 12:07 PM   #3544
Spike88
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Quote:
Originally Posted by Oberon View Post
Railcraft?

RAILCRAFT?!

WHY DIDN'T I LEARN OF THIS SOONER?!!!

AAAAAARCCC!! WE NEED THIS ON THE SERVER! Like...yesterday!

Railcraft is a bit pointless without Buildcraft.


Edit: Steve's Carts is nice. If I wasn't getting railcraft, I'd opt for it.

Edit2: For those interested, here's a tutorial on how to make multiple MC installs
http://www.minecraftforum.net/topic/...-of-minecraft/

Edit3: It's pretty simple to do, all I did was create the .bat file with the following text inside
Quote:
set APPDATA=-where you want the mod/new .minecraft-
-location of your minecraft.exe-
For example:
Quote:
set APPDATA=C:\Users\Andrew\Desktop\Minecraft Mods\Buildcraft\
C:\Users\Andrew\Desktop\minecraft.exe
It then creates a new .minecraft in my Buildcraft folder, where I can modify the game.

When you launch through the .exe it'll run the base unmodified game, when you run through the .bat file, it'll load the modified version.

As for creating the .bat all you need to do is create a text file and either save it as text.bat or turn on file extensions and turn the .txt into .bat.

To edit bat's just right click on them and hit edit, it'll open notepad automatically.
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Old 01-22-12, 12:31 PM   #3545
Oberon
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Steves carts and railcraft are compatible.

Now if only we could get a mod which adds proper trains which is compatible with forge.
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Old 01-22-12, 03:04 PM   #3546
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Quote:
Originally Posted by Spike88 View Post
Alright, so I'm planning on having 3 minecraft installs.

One with Buildcraft(or base depending on whether or not we get buildcraft on the server)
One with my own technic pack(I want buildcraft, Industrial craft, Laser craft, treecapitator, and Railcraft)
And then one with Equivalent Exchange.
Equivilent Exchange comes standard with Technic Pack.
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Old 01-22-12, 08:31 PM   #3547
Spike88
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Quote:
Originally Posted by Krauter View Post
Equivilent Exchange comes standard with Technic Pack.
Equivilant exchange and Technic would require a downgrade to 1.0. Right now I'm fine with my current set up.



After offering my first born son, Arc is in favor of adding mods to the server, we just need to come to an agreement with what everyone wants.

I'm in favor of what I like to call "Spike Pack" which is what I'm using right now. Which features:
Buildcraft(We'd try to get a map with a desert, and thus oil)
Railcraft
Treecapicator(hit a tree with an axe, get all the wood)
and
Laser Mod.

Laser mod may not work with MP, so it can easily be dropped(It only really adds lasers that can damage and laser sensors(like those things you see in Private garages)

I don't see why we also couldn't add Steve's Carts and Mo' Creatures if anyone is in favor. Although we should try to keep redstone mods and mods that don't have server support out.

I would also be in favor of Industrial Craft, and Equivalent Exchange, but these are both in 1.0.


Any suggestions?

Edit: Also, if anyone needs I can create a "Mod pack" for us to use.
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Old 01-22-12, 08:36 PM   #3548
Task Force
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Yay for mods, I dont mind what we put on, as long as i can figure out how the hell to make it work.
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Old 01-22-12, 09:22 PM   #3549
Spike88
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Quote:
Originally Posted by Task Force View Post
Yay for mods, I dont mind what we put on, as long as i can figure out how the hell to make it work.
If we decide on a mod package, I'll set up something you can just apply through JGSME.

Alternativetively, I can make a separate install for those interested.
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Old 01-23-12, 08:27 AM   #3550
Dowly
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Spike, have you checked that all of those mods work in SMP? MC mods need
their own versions for client and server sides.

EDIT: RC seems to work, tho it hasn't been really tested with BC.
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Old 01-23-12, 08:41 AM   #3551
Spike88
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Quote:
Originally Posted by Dowly View Post
Spike, have you checked that all of those mods work in SMP? MC mods need
their own versions for client and server sides.

EDIT: RC seems to work, tho it hasn't been really tested with BC.

Buildcraft, Railcraft, and Treecapitator should. I don't know about the laser mod though.
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Old 01-23-12, 09:34 AM   #3552
Spike88
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Quote:
Originally Posted by Oberon View Post
Steves carts and railcraft are compatible.

Now if only we could get a mod which adds proper trains which is compatible with forge.


Ask and you shall receive.
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Old 01-23-12, 09:47 AM   #3553
Oberon
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Quote:
Originally Posted by Spike88 View Post


Ask and you shall receive.
I'm up for that.
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Old 01-23-12, 10:13 AM   #3554
Spike88
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Quote:
Originally Posted by Oberon View Post
I'm up for that.
It's outdated to 1.0.0
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Old 01-23-12, 10:49 AM   #3555
Oberon
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Originally Posted by Spike88 View Post
It's outdated to 1.0.0
I'll wait until it updates.
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