Zlepper

Modpack Helper | Pack modpacks | Check permissions | Upload to web | Update Solder Automatically

146 posts in this topic

A little background story first:
I have been hosting packs and servers for the last few years. A few years ago Technic added support for allowing us to host custom modpacks. This was  awesome and I went ahead almost the moment it happened. This was still the time of big and heavy zip files.
Then came along Solder. Solder helped us destributing files one at a time.
It took me almost a year to get it working from when I started attempting to use it. I did however get it working, back in June I think it was.
All was well, though I quite quickly discovered that packing files for Solder was quite the hasle.
So being the enormous lazy guy I am I sat down one Tuesday and made a script that could pack all the files for me.
Nice i thought, the only problem was that I had to enter modname, modversion and minecraft version for each and every mod... And having a 150 files modpack that certainly wasn't boring :irony:
So I had what the h**k and turned it into an actual program, that could figure out most of the important stuff like name, version and mcversion.
Since then I added quite a few extra things I thought was necesarry, like only packing updated mods, checking permissions, including forge and configs.
So enough with the story:
 
Solder Helper
The result of all this is something I thought others could make use of, so that's why I decided to share it with you guys here, since i'm likely not the only one who has been pretty bored with updating.
 
Core features:

  • Create packs for either Solder or just normal zip packs.
  • Create FTB Packs and get permission lists
  • Include any forge version you wishes, just choose from the application.
  • Include configs
  • Check permissions if you wishes so (Highly encouraged) Both private and public.
  • Get permission list in a nice text format
  • Get a list nice and simple list of all packed mods
  • Runs on both Linux and Windows
  • Get modlist
  • Include unarchieved mods
  • Include stuff like the script folder from Minetweaker
  • Automatically upload Solder Files to an FTP host
  • Automatically update your modpacks on your solder install
  • Automatically upload Solder Files to Amazon S3 services

With all the improvement it's shouldn't take more than a minute to pack all your files for distribution.
The program is OpenSource and can be found on github.
 
For Windows the installer can be found here. This installer also included an autoupdater for when I add additional features.
This uses about 10 MB of space total.
 
For Linux just do the following and you can find the program in your home directory:

curl https://raw.githubusercontent.com/zlepper/TechnicSolderHelper/master/TechnicSolderHelper/install.sh | bash

It can be done from from anywhere, though you have to use the terminal, then the installer script takes care of the rest.
WARNING: It will use quite a lot extra space, since it requires mono to be installed, about 250 MB. However the installation of mono is included in the script.
To run the program just navigate into the install directory and look for the file called "Run SolderHelper.sh"
To update it just run the "update.sh" file.
 
Planned features:

  • Support for FTB packs Added
  • Support for AT Launcher packs
  • Autoupload to FTP servers Added
  • Autoupdate of the actual Technic Solder installs, so you don't have to enter versions each time. Added
  • Creation of a modlist you can paste in places like Technic ads Added
  • Creation of a complete permissionlist. Added (Would be nice if we could format things in the pack configs, but that's for another time)

Bugs
I expect a few bugs here and there. If you happen to stumble into any the program will create a crash report on your desktop. If you could report the issue on github and include the crashlog, and what you were doing I would be very grateful, and will try to fix issues ASAP.
There shouldn't be any dangerous bugs, but incase anything goes wrong I'm not responsible for it.

Warning:

If you decide to use the mysql function of the program, be warned: You have to open a port to your MySQL server, which is a major security risk.

It is recommended you create an ssh tunnel to connect to the remote server:

ssh -L 3306:hostname:3306 user@server.com

The syntax is

ssh -L <localport>:hostname:<remoteport> <username>@<servername>

The you can point Modpack Helper to localhost and everything should work securely.

Contact

If you have a question to ask, just write in this thread, or find me on the Technic Discord Server.

Edited by Zlepper
Removed info from unmaintained v2 version

Share this post


Link to post
Share on other sites

This looks genuinely awesome! Will install when I get home.

Hope you find it helpful :)

I just pushed a patch that fixes a crash on windows with subfolders in the mod directory.

You will also get modlists now.

 

Also, if you find anything amiss, just say and I'll see what I can do. More features are almost always welcome :)

Share this post


Link to post
Share on other sites

Alright. I've updated the application with full support for making FTB packs.

FTB will have their own permission list and even if you make both Technic and FTB files at the same time they will not disturb each other, so you can create FTB packs and Solder or Technic zips at the same time.

You can now also find a modlist in the output directory.

If you have turned on permissions for Technic you will now also get a complete permission list which you can paste wherever you want to.

Both of these features work for both Solder and zip files.

Modlist will also generate for FTB.

On linux the version list for Solder will now open automatically if you have selected Solder packs. Up to now this only worked on windows.

Share this post


Link to post
Share on other sites

You sir are a God Mr. Zlepper!

PRAISE THIS MAN! :D

 

Great work!

Glad to hear!

 

But to be the bearer of bad news, I have just released an update, which to make some things more compatible will break the current install, so before you update I would suggest you to go into the %appdata% directory, look for solderhelper, and delete the files there. If you don't you might end up having a lot of crashes due to missing database information.

 

Changelog:

Improved mod detection, now a few more mods should be identified.

Permission is now 100% working, though even more improvements are coming.

Lots of quality improvements.

For those using Technic Solder, the mods file that opens in your webbrowser should now autoselect text in the outputtable. (You might have to force your browser to reload it's cache (shift + F5)) EDIT: Or rather, this will work once cloudfront decides to actually update the mirrored files there.

Loads of bugfixes.

Edited by Zlepper

Share this post


Link to post
Share on other sites

Well poop. When I commented this last night it was working beautifully...

 

Today when I saw this I removed every trace of the app and reinstalled. Now when I try to use it I get this error below, wish I hadn't deleted my pack too thinking it would be right back.

http://pastebin.com/KZk7XD8f

Share this post


Link to post
Share on other sites

If you redownload your pack from solder you should be able to restore most of the data, and if you would send me a zipfile of what you ran the program on it would help debugging.

Share this post


Link to post
Share on other sites

Ok... I hadn't uploaded any of it to solder yet, I was just using it to help with all the file structure madness, I have all the mods still so no worries. Just wish I had saved the folder that had them all ready to upload to Solder lol. It's life though. I have only recently gotten Solder up and running after almost 400 years of struggling with it for some reason (shared hosting woes.)


Here is a link to the folder I ran it on. Bare in mind that this worked on the exact same folder last night, short of having to name a few files and it skipped the mods that run unarchived of course, ie... Millenaire.

https://dl.dropboxusercontent.com/u/93032141/mods.zip

Share this post


Link to post
Share on other sites

Ok... I hadn't uploaded any of it to solder yet, I was just using it to help with all the file structure madness, I have all the mods still so no worries. Just wish I had saved the folder that had them all ready to upload to Solder lol. It's life though. I have only recently gotten Solder up and running after almost 400 years of struggling with it for some reason (shared hosting woes.)

Here is a link to the folder I ran it on. Bare in mind that this worked on the exact same folder last night, short of having to name a few files and it skipped the mods that run unarchived of course, ie... Millenaire.

https://dl.dropboxusercontent.com/u/93032141/mods.zip

The crash issue is fixed now. It seems forge decided to suddenly change something in their version 2 json.

 

I will get around to the unarchieved mods soon.

Share this post


Link to post
Share on other sites

Here is a link to the folder I ran it on. Bare in mind that this worked on the exact same folder last night, short of having to name a few files and it skipped the mods that run unarchived of course, ie... Millenaire.

You will now be asked about unarchieved stuff, at least as long as a .jar file isn't found in the folder.

Share this post


Link to post
Share on other sites

This is awesome, with my 173 mods, I was dreading the solder setup, now only if it would auto make the sql statements as well.

Finishing autoupload to FTP will likely happen before this, but I will get around to it at some point.

Share this post


Link to post
Share on other sites

Have you tested this on 64 bit Windows yet?

I do half the debugging on Windows 64x. That how i build the windows version too.

32x however I have not tested throughout.

Also, chancelog:

Added the feature to select additional folders in the minecraft root directory. Just select them from the menu on the right.

Now autodetects a few more mods.

The "Reset database" button no longer forces you to reenter everything, it just tells the problem that nothing is on solder yet, so it will be readded should you run a solder run.

Fixed a ton of visual bugs.

Fixed a ton of other bugs.

Share this post


Link to post
Share on other sites

If you have been having issues with YAMPST then download the latest version of Solder Helper as it contains a fix towards some packing of YAMPST.

Share this post


Link to post
Share on other sites

Still working on ftp uploads? I'm looking forward to not having to make any data directly in solder(can be such a pain some times)

Share this post


Link to post
Share on other sites

Still working on ftp uploads? I'm looking forward to not having to make any data directly in solder(can be such a pain some times)

Yeah, I'm still working on that. I have most of it working, but I can't, for my life figure out what is going wrong with my code right now.

 

Also: Solder Helper will now remember where you chose input beforehand, so you can switch between modpacks without having to find the entire path again.

Share this post


Link to post
Share on other sites

Hey, I took a look at your tool and loved what it did, but I found me wanting even more automation. The first attempt was to generate MySQL scripts with it but MySQL has issues with conditionals. The thought of directly integrating into your tool for the SQL wasn’t appealing as it would make it much less portable for data inserts. So instead of relying on the generated MySQL or direct SQL inserts scripts I tweaked the program a little to dump a csv file. Which is then read into a PHP script that inserts the appropriate data into MySQL. This script can be re-run without creating duplicate records. I also noticed that the tool sometimes gets odd numbers for the mods Minecraft version and/or the mod version itself (Not an issue with the tool so much it is an issue with weird data in mod mcmod.info files). To get around this issue the csv has two columns that will overwrite the default columns as well as rename any zip files created by your tool. In the process of making this automation I ended up learning some C#, PHP, and MySQL all of which I never knew any syntax before, so that was fun. If you like to take a look at the changes and the PHP script let me know. I’ve not too familiar with GIT so just let me know what to do if you are interested.

Share this post


Link to post
Share on other sites

I would very much like to see what you did. Just zip it up, and i'll dig my way through it once my time frees up a bit :)

Share this post


Link to post
Share on other sites

Update online that will allow complete autoupdating of modpack, and almost automatically modpack creation. The only thing you have to do yourself if add pictures, and make a version recomended or latest.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Similar Content

    • By Dean OathN
      Hi,
      I am fairly new to Tekkit and recently found a modpack that I really enjoy. I'd like to play it with my friends sometime, but I am not sure how setting up a server with a public modpack works, or if you can do that. I would appreciate it if somebody could direct me to where I can find out how to set up a server with a public modpack, or if somebody could simply tell me that would be nice too. 
      I apologize in advance if this isn't where this topic should go, or if this question has already been answered.
    • By avtumnb
      Hi
      I used to use technic launcher all the time but i stopped for a while and i came back on a few months ago to use it and it wasn't loading the modpacks. I would download it and click play and the page would disappear for about 10 seconds then come back up and wouldn't start the modpack. I've updated java to the latest version and 64-bit. I've looked this up a lot but god damn i cannot find a solution. Please help! I will include the log below.
       
      techniclauncher_2017-06-16.log
    • By noisulli
      Hello all,
      I've managed to create a very compact blaze rod emc generator for Tekkit Legends that fits within a 3x4x4 space, in a couple hours it can generate enough emc to make a full set of gem armor, and now I have several stacks of red matter furnaces laying around. It also doesn't have any laggy components and can easily keep up with the EMC needs of everyone on my server. This design might work on other versions of Tekkit, if someone wants to test it out then let me know.
      Project 71 EMC Generator
       
      This is a basic tutorial of how to build it, however this is an END GAME emc factory and has some fairly expensive pieces. If you are looking for something a lot cheaper (and slower) then check out this economy version. Also, if you are unfamiliar with some of the items in the resources list then don't be afraid, this guide should cover how to set them up and break it down into bite sized steps.
      The resources you will need are:
      8 high voltage solar panel or a an equivalent EU power source 7 MFSU or an equivalent EU storage system 2 energy condenser MK2 4 item teleport pipes 2 power teleport pipes or an equivalent RF power source. You will also need an RF power teleport system in order for these pipes to receive power. To learn how to do this, click here. You don't need a whole lot of RF, but being able to teleport it is very useful. 3 cobblestone kinesis pipe 4 flux pipe 1 macerator 8 glass fibre cable 2 iron transport pipe 2 clay transport pipe 6 wooden transport pipe 16 overclocker upgrade 2 transformer upgrade 1 energy storage upgrade 1 blaze rod (at least) The resources above can be made from the following raw materials:
      32 red matter 32 dark matter 155 diamond (2 stacks +27) 41812 refined iron ingot (653 stacks +20) 71 iron ingot (1 stack +7) 142 gold ingot (2 stacks +14) 29158 copper ingot (455 stacks+38) 16601 tin ingot (259 stacks +25) 8 clay 21 bronze ingot  2 sugar 113 coal (1 stack +49) 1 charcoal 12288 coal dust (192 stacks) 25482 redstone dust (398 stacks +10) 14 glowstone dust 266 lapis lazuli (4 stacks +10) 55314 rubber (864 stacks +18) 8 obsidian 3 flint 2103 wood planks (32 stacks +55) 12328 glass (192 stacks +40) 32844 cobblestone (513 stacks +12) 1 blaze rod The total emc cost is 44167992, but the vast majority of this cost comes from the cost of the high voltage solar panels. These also take a long time to craft on top of how expensive they are, which is why I would recommend this guide if you have not already crafted them.
      This device will still work even if you don't have all of these HV solar panels and MFSUs, but it will not work nearly as fast (and make that horrible noise that macerators make when they don't receive enough power).
      This design uses flux pipe to transfer RF power, and that requires making sweet redstone ingots. These are very cheap and extremely useful, but they are a headache to make, which is why I would recommend learning how to from here.
      When choosing an area to build this thing, remember that like most other machines it has to be in a loaded chunk in order to run while you aren't near it. The source it is getting RF power from must also be in a loaded chunk. You can either build them in a spawn chunk, or you can use a world anchor to keep them loaded. You can also use a teleport tether, but world anchors seem to be less buggy and after a very very long time will run out of juice, meaning that if someone drops down a world anchor somewhere on the server and forgets about it then it wont be using up processing power forever. I would also recommend embedding the whole thing in the ground so that it isn't sticking out like a sore thumb.
      Embedded EMC Generator

      IMPORTANT: DO NOT BREAK ANY MFSUs OR SOLAR PANELS WITH A PICKAXE!! If you are planning on building this thing then you know how expensive they are, and they will turn into useless machine blocks unless you break them with a wrench.
      Now that you have a (very long) shopping list, we can get started on how to put this monster together. For the sake of simplicity, I've broken it down into layers.
      First Layer (bottom)
       
      It is a pretty simple layer, but you have to be careful about which direction the iron pipes are flowing. Right click the lower iron pipe with a wrench until the clear end is facing toward the clay pipe on the bottom. For the iron pipe on top (circled in red), it is going to be a little bit more stubborn. I'm not sure if it is a glitch or intentional, but iron pipes have issues connecting to wooden pipes. To force it to do what you want, you will have to temporarily replace the wooden pipe in the black circle with a different type of pipe, then use the wrench to direct the iron pipe in the correct direction. Once the iron pipe is correct, then you can add the wooden pipe back in. Watch this GIF to see exactly how to do it. Next add a blaze rod as the target for your energy condenser MK2. if you are wondering if you can get away with a normal condenser instead of a MK2 condenser, then sadly the answer is no. This emc generator has a very high output and a regular condenser can't keep up, so your pipes will get overloaded and likely explode unless you use a MK2 condenser.
      GUI for Energy Condenser MK2 with Target Set to Blaze Rods

      IMPORTANT: DO NOT ADD IN THE GLASS FIBRE CABLE YET! Before inserting the cable, you must first place down your macerator and add in 2 transformer upgrades. If you connect the macerator to a HV solar panel before doing so, it will explode! Also, while you are at it, add in 16 overclocker upgrades and 1 energy storage upgrade. If your macerator GUI does not look like the one in the picture, you probably have a rotary macerator instead of a regular one.
                                                                  Second Layer
             
      Power Teleport Pipe GUI

      Once you add in the upgrades, you may now connect the solar panel to the macerator using glass fibre cable like in the photo. In order for your power teleport pipes to work, they must both be set to the frequency of your power teleport system, and be in "receive only" mode like in the picture. Alternatively if you didn't make a power teleport system, then you will need to remove the power teleport pipes and kinesis pipes then connect combustion engines up to all of your wooden transport pipes. However, combustion engines will need to be restocked with fuel and run the risk of exploding so I would highly recommend you make a power teleport system (link is in the list at the beginning).
      The wooden transport pipe (circled in black) needs to have the solid side facing the macerator, if the solid side is facing the condenser instead, then give it a whack with your wrench to fix it. Also, another wooden transport pipe underneath the macerator will need to be fixed as well, this one also needs to have the solid side facing the macerator. Watch this GIF to see what I'm talking about.
      Third Layer
       
      Use your handy-dandy wrench to make sure the iron pipe is facing the clay pipe. Also use the wrench to make sure that all three of the MFSUs are facing the glass fibre cable. This GIF should sum it up.
      Fourth Layer (top)

      Once you have the last of your high voltage solar panels and your MFSUs in place, then just use the wrench again to make the MFSUs face your glass fibre cables. The MFSU circled in black is easy to adjust, but the three MFSUs in the red circles are a bit trickier. You must go up underneath the device and use a wrench on the bottom of those three MFSUs to make them face the fibre cable, as shown in this GIF.
      Just a few final steps before it is up and running. Remember the item teleport pipes from Layer 1 and Layer 3? They need their frequencies set up as well.
      Setting up the Item Teleport Pipes
          
      The item teleport pipe in the black circle and the item teleport pipe in the red circle must have the same frequency. If you already have teleport pipes in your world then be sure not to choose a frequency that is already being used. For the sake of this example, lets set the frequency of these two pipes as 1. Make sure the item teleport pipe in the black circle is in "send only" mode and that the item teleport pipe in the red circle is in "receive" only mode. The item teleport pipe in the yellow circle should be at a different frequency than the other two, for this example set it to a frequency of 2. Once you've chosen a frequency put it in "send only" mode.
      Item Teleport Pipe GUIs: Setting Frequencies and Modes

      Now there should only be two blocks left unplaced: an energy condenser MK2 and one last item teleport pipe. Choose a convenient location in your world (probably next to a transmutation table) where you would like to receive emc and place down your condenser MK2. Next put the last item teleport pipe under your condenser MK2 and set it to the same frequency as the item teleport pipe in the yellow circle. Also set the item teleport pipe in the blue circle to "receive only" mode. The condenser hooked up to the item teleport pipe in the blue circle has to be an MK2 condenser otherwise it will overflow and throw blaze rods all over your nice home. You should set the target of the condenser MK2 to be a stackable item with very high emc value. I use red matter furnaces, but if you can not afford to make one, then use something like dark matter or red matter. After the emc generator has been running for a couple minutes you will have enough emc for a red matter furnace so don't worry too much about it.
      After you have chosen a target for the condenser then return to the emc factory and double check that all of your iron and wooden transport pipes are facing the correct directions. Also makes sure that your flux pipes are powered (they should show that they have ~8000/8000 RF). Also make sure that all your MFSUs are facing into the glass fibre cables. Now throw a few blaze rods into the macerator. If it starts churning out blaze powder and manufacturing blaze rods then you've created a functioning emc mega-generator! If you are wondering if it is working correctly, then this should give you an idea of how fast it should look at full efficiency: Flow Inside Pipes, Macerator Speed.
      Unless you are making gem armor and throwing it in lava then your new Project 71 emc generator should produce more emc than you could use!
      Finished Project 71 EMC Generator

      TROUBLESHOOTING:
      If after a few minutes then your machine starts spitting blaze rods/power everywhere then either your transport pipes aren't hooked up correctly or your item teleport pipes aren't at the right frequencies.  if your machine doesn't start up at all then you may not have the right upgrades in the macerator, or your flux pipes aren't receiving RF power. Another potential issue is that your macerator might have blaze powder stuck in its input slot instead of blaze rods. You can check if your pipes are receiving power by hovering over them. You can tell if your power teleport pipes are sending power if there is a blue stream of energy flowing through the cobblestone kinesis pipes.  If your cobblestone kinesis pipes DO NOT have a stream of blue energy flowing through them then there is something wrong with your RF power supply. This is probably because the RF generator is in an unloaded chuck or your world anchor has run out of ender pearls. If neither of these things is the problem, then try breaking your energy bridge and putting it back down. (this is a bug that sometimes occurs when teleporting power across a server) If your machine is running slowly, then it is not receiving enough EU to power it at full efficiency (remember, this thing chews through 7-8 HV solar panels worth of EU). If you have all 8 solar panels connected up to it, then I would double check that your MFSUs are facing the correct directions and that there are no "solid" blocks directly above the solar panels. After a minute or two then all of your wooden transport pipes should be flowing with either blaze powder or blaze rods. If not then either your flux pipes are not receiving power or your wooden pipes are facing the wrong way. If you see blaze powder and blaze rods flowing through the same pipe, this is normal. So long as the macerator always has a supply of blaze rods to grind then it is not losing any efficiency. If it grinded up the blaze rods you put in initially, but then the macerator ran out of blaze rods then it probably wasn't a big enough stack to get it started. Restock the macerator with a larger stack of blaze rods. If there is a large number of blaze rods bouncing back and forth inside the pipe (and not entering the condenser, then you might have mistaken a clay pipe for an iron pipe. Also, an iron pipe may be facing the wrong direction. To fix this, turn off the emc machine and break the pipe to let the items drain out, then replace it facing the correct direction and restart the emc machine.
    • By OnyxCrafterYT
      Every time i install i modpack when i click play it loads fine then the launcher disappear then come back with nothing please help this is one of my logs look at to see the error Please and thank you <3. https://pastebin.com/M70vqKfE Please Fix for me