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Loving the work on the mod takes me back to my childhood. But with the new update for 1.2.0 and 1.2.1 my save files are not loadable after I close the game and reload. I have added my own Mod the https://www.curseforge.com/minecraft/mc-mods/energy-converters (Would love to see this part of the base modpack) But even without it my saves still do not want to load get stuck on a 0% window.
Hey! Please go to the "Help" section to get help :)
Also keep in mind the modpack has Flux Generators to convert EU to RF!
Its not just RF its also for Buildcraft easier and direct conversion. In the end it is your modpack and you can do what you want. This just covers all the major in one pack.
In Tekkit 2 BuildCraft uses RF :)
Then i must have been doing something wrong because my quarry wasn't running when i tried using the flux Gen I might be missing a step
Make sure you use Flux Cables!
Hi I am a big fan of all the Tekkit Packs since Tekkit Lite came out. Thank you for all the work you have put into Tekkit 2!
I do have one quick question: Can we please have Applied Energistics back? My friends and I really miss it.
Hey! Tekkit 2 is aimed to be a continuation to Tekkit Classic, so for storage options you can use Logistics Pipes or Project Red, or alternatively manually add Applied Energistics 2 or Refined Storage to the pack :)
Is there a way to make the pack to 1.18 or 1.19?
Unfortunately no. What feature are you particularly missing?
Hello, is there a reason why not all combs are available at Tekkit? You can breed all the bees, but they don't produce the combs they normally produce.
Can you provide more details and examples of what you mean over the "Help" section?
Yes of course, If extra bees are added to a modpack. Then the mod brings a lot of bees and combs with it which is produced by the queens. With Tekkit 2 it is so that all the necessary queen are present. However, not all the necessary combs that they would normally produce. I have also asked this question in Discord, there turned out that apparently Industrialcraft Classic is the problem for that not all Combs are possible. However, the mod developer of Industrialcraft Classic said that the problem has been fixed. Now I wonder if Industialcraft Classik on Tekkit 2 is the latest version.
https://github.com/xJon/Tekkit-2/issues/147
It should be resolved in version 1.2.0 and above of the modpack :)
Yes Thank you :)
It would be great if "Emeralds" would be nerfed or removed from the ProjectE transmutation Table...
Because if you have a Village, Players can trade EMC-low Items for Emeralds and put the Emeralds back to the transmutation table until they are rich as F.
Would it be possible to add "MineTogether" to Tekkit 2?
After updating from 1.13 to 1.20 I have one big issue.
Electric and induction furnaces (IC2 Classic) can now only smelt ore and dust, before they accepted everything just as the Iron furnace (IC2 Classic) still does and the normal vanilla stone furnace does.
You cannot place anything except ore and dust in the smelt box.
Just confirmed this, by rerolling to the version of IC2 Classic that is in Tekkit 2 1.1.3 Electric furnaces and Induction furnaces now work as they should.
Thank you for the bug report!
Am I the only one having an issue installing only tekkit 2 modpack on the technic launcher? I cant seem to get past 0% download...
Download works for me
Hi and congrats for this awesome modpack!
I have some requests for you.
Could you please add these mods (already tested and working on my server)
Gravestone (A grave will be placed when you die to save the inventory)
Malisiscore (Needed for malisisdoors)
Malisisdoors (Adding more doors)
Mrcrayfish furniture mod (Awesome mod for adding furniture)
WIT (Shows item details on HUD)
Could you please edit the cfm.cfg file too including these lines?
This file is generated after installing Mrcrayfish furniture mod, under the config folder.
S:trusted-url-domains <
i.imgur.com
giphy.com
>
Thank you in advance!
Does anyone else think that the Stargate Network mod would go great with this modpack?
You should add projectE integration so its more compatible https://www.curseforge.com/minecraft/mc-mods/projecte-integration . Also thermal expansion is nice with buildcraft.
quick bug report, the Futura Block from the mod chisel shares the same crafting recipe as the computercraft modem making it impossible to obtain in survival. both have a recipe of redstone surrounded by stone. its a cool block!
i also wanna mention the mod Mekanism is available for 1.12.2, it has a block called the "digital miner". it works like the quarry but doesn't actually break any blocks. the output is basically the same as a normal quarry, but has better performance on weaker laptops. may be worth adding :)
Thank you for the comment :)
doing some research, i found that the FTB Ultimate Reloaded modpack for minecraft 1.12.2 contains "chunky turtles"! it uses a mod called "PeripheralsPlusOne". would loveee to have this mod :)
Thanks! I'll look into it although the mod seems to no longer be available for download in CurseForge, and was not updated in 4 years, so it's not looking good. You can experiment adding it yourself manually (from https://github.com/rolandoislas/PeripheralsPlusOne/releases) and report back!
I just downloaded the tekkit 2 server thing. i have done vanilla servers in the past. When i run the LaunchServer.bat it says
"[Tekkit 2] Server is starting...
A problem occurred running the Server launcher.java.lang.reflect.InvocationTargetException
at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:110)
at java.base/java.lang.reflect.Method.invoke(Method.java:577)
at net.minecraftforge.fml.relauncher.ServerLaunchWrapper.run(ServerLaunchWrapper.java:70)
at net.minecraftforge.fml.relauncher.ServerLaunchWrapper.main(ServerLaunchWrapper.java:34)
Caused by: java.lang.ClassCastException: class jdk.internal.loader.ClassLoaders$AppClassLoader cannot be cast to class java.net.URLClassLoader (jdk.internal.loader.ClassLoaders$AppClassLoader and java.net.URLClassLoader are in module java.base of loader 'bootstrap')
at net.minecraft.launchwrapper.Launch.<init>(Launch.java:34)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:104)
... 3 more
Press any key to continue . . ."
Any ideas on what is going on? Please let me know. Thank you
Hey! You need to make sure you only have Java SE 8 64 bit installed on your computer (alternatively you'd need to manually edit the path).
If you already have Java 8 and get that error, you need a newer Java 8 version
I have a turtle that can self replicate, but it needs to travel very far sometimes for the diamonds and trees. i need a chunkloader that can follow it. using worldspikes would simply be too many active chunks needed. there are more then one mods capable of doing this but here's a great one:
would like the mod named "Misc Peripherals". one of its items is The Chunk Loader Module. Craft a Chunk Loader Module (shown above) alongside a turtle to make a Chunk Loader turtle. The module can be crafted with any of the following chunk loaders:
Railcraft World Anchor
ChichenChunks Chunk Loader
ChickenChunks Spot Loader
Additional Pipes Teleport Tether
Steve's Carts Chunk Loader Module
https://ftbwiki.org/Chunk_Loader_Module
Misc Peripherals is not available for Minecraft 1.12.2 unfortunately. I'll stay on the look for an addon mod with a similar ability, but feel free to recommend other ones as well!
Could you also add Ae2 and extra cells along with it too?
Hello, could you add Extra planets to this modpack? I would love to explore more planets.
To be more specific, I have an MFSU using Glass fibre cable to connect to a Galacticraft Energy Storage Cluster. from the cluster, galacticraft heavy aluminum wire goes from the cluster to the Galacticcraft "Refinery". using an EU-Reader it only consumes 4.7 EU/t, adding more refineries (so long as the battery has power) doesn't change this, they all use only 4.7 EU/t each. just seems low for power use, its too easy to power 64 of them at once :)
Note: If i could suggest one thing to add, it would be a mod that allows Turtles to keep the chunk they are in loaded. there are several mods like this that add things like the "Chunk loader module" that can be added to turtles. I have several turtles things i would like to try but if the chunk unloads it messes it up.
Thank you for the feedback! I will look into it. Regarding turtle chunk loading, you can try using Worldspikes or suggest any other mod :)
Hello Hello, me and my friends Really like this modpack, but in our opinnion there are some important mods missing.. Like mystcraft, Thermal series and Appplied Energistics! But all in one its a good modpack but a bit diffrent to the original Tekkit we know ^^
Hey, thank you for the feedback! Indeed Tekkit 2 is a continuation of Tekkit Classic rather than what is now known as Tekkit. Thank you for the feedback nevertheless, and perhaps consider checking out my other modpack (The 1.12.2 Pack) :)
serveral galacticcraft items liek the refinery say things like "power required: 93 EU/t" and this is very wrong. it uses 4.7eu only!. i setup a nuclear reactor to power a couple of them and it turned out i could easily power 64 of them at once... they uses too little energy in my opinion, all the descriptions say a number much larger then what I've observed
Hey! If you can report the specific details (e.g. exact machine) I'd love to thoroughly test this :)