Zlepper

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

146 posts in this topic

Another thing Is could you make it so if I wanted to say use 0.6 of solder due to reasons, I could use this to upload everything to solder

Share this post


Link to post
Share on other sites

For the sqlinfo, is it possible to use a sqlite database? Or is it only for mysql?

Right now it only works if solder is running on a mysql database.

 

 

 You might want to change the first start promt https://imgur.com/WWJIsxG

I'm not sure what you mean by changing it.

nvm i'm a derp when i'm writing things, fixing it now XD

 

 

Another thing Is could you make it so if I wanted to say use 0.6 of solder due to reasons, I could use this to upload everything to solder

Right now i'm checking if you are actually connecting to a proper solder database, but some structures changed, so my detection changed a bit. But I will change it so it ignores the little difference between the two.

The latest version can work with both 0.6 and 0.7.x of solder now.

Edited by Zlepper

Share this post


Link to post
Share on other sites

I'm getting the same error mine_my_own_bizz has/had.

 

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

 

I'm guessing it's caused by mods you haven't yet taken into account for, so the program doesn't know what to do when it sees them. It says it's "currently doing" BiblioCraft[v1.5.5].zip when it happens. I'll drop a link here so you can see the whole list of mods I have. I'm looking forward to using this successfully very soon! I haven't been able to update my modpack for probably over a month because I added a few more mods and it just stopped downloading from dropbox correctly. That's the only thing I changed about it, though, is mods. I don't think it's Item ID conflicts because I can play it just fine on my personal version, but trying to update it through Technic Launcher no longer works. I added GalactiCraft and some of its extra mods, and that's it, I think. I use IDfixminus to automatically fix most ID conflicts, and it apparently worked on GalactiCraft for my personal version, but despite working for so many other mods on the update through the launcher method, it might not be working for GalactiCraft. It doesn't make sense, so again, I'm really hoping you can help me soon!

Share this post


Link to post
Share on other sites

I'm getting the same error mine_my_own_bizz has/had.

 

 

I'm guessing it's caused by mods you haven't yet taken into account for, so the program doesn't know what to do when it sees them. It says it's "currently doing" BiblioCraft[v1.5.5].zip when it happens. I'll drop a link here so you can see the whole list of mods I have. I'm looking forward to using this successfully very soon! I haven't been able to update my modpack for probably over a month because I added a few more mods and it just stopped downloading from dropbox correctly. That's the only thing I changed about it, though, is mods. I don't think it's Item ID conflicts because I can play it just fine on my personal version, but trying to update it through Technic Launcher no longer works. I added GalactiCraft and some of its extra mods, and that's it, I think. I use IDfixminus to automatically fix most ID conflicts, and it apparently worked on GalactiCraft for my personal version, but despite working for so many other mods on the update through the launcher method, it might not be working for GalactiCraft. It doesn't make sense, so again, I'm really hoping you can help me soon!

I could swear I had solved that issue shortly after he reported it.

But i'll take a look at the old version of bibliocraft to see if I can find any issues with it.

Also Ids is not something I have anything to do with, I'm just purely interacting with the mod files.

 

EDIT: just tested again, everything is packed correctly, so without a log there is nothing I can do to fix an issue I can't find.

To get a log start the program from cmd like "solderhelper.exe > log.txt". Of cause you need to navigate to wherever SolderHelper is installed.

Edited by Zlepper

Share this post


Link to post
Share on other sites

I could swear I had solved that issue shortly after he reported it.

But i'll take a look at the old version of bibliocraft to see if I can find any issues with it.

Also Ids is not something I have anything to do with, I'm just purely interacting with the mod files.

 

EDIT: just tested again, everything is packed correctly, so without a log there is nothing I can do to fix an issue I can't find.

To get a log start the program from cmd like "solderhelper.exe > log.txt". Of cause you need to navigate to wherever SolderHelper is installed.

It still crashes with bibliocraft and I think I have found why. This is the message it throws http://pastebin.com/JY5vZy40

 

I think the reason that it crashes (or the only difference between two mods) is the mod's mcmod.info file. Bibliocraft's mcmod file is this and another mod (ArmorStatusHud) is this do you see the difference between the two files? That's why I think its crashing.

Share this post


Link to post
Share on other sites

Right now it only works if solder is running on a mysql database.

 

 

I'm not sure what you mean by changing it.

nvm i'm a derp when i'm writing things, fixing it now XD

 

 

Right now i'm checking if you are actually connecting to a proper solder database, but some structures changed, so my detection changed a bit. But I will change it so it ignores the little difference between the two.

The latest version can work with both 0.6 and 0.7.x of solder now.

So now that I have updated to the most recent version of solder(at the time of this post) I can't use the solder database option cause mysql keeps timing out no matter what database is put in there. I can't use auto-upload to ftp, everything in there goes to Invailhost. As far as the second one goes, I don't use/want ftp on my server, so I am using a ftp to sftp feature of my client. heres the domain I am using for mysql vps.thedoctorslife.com

Share this post


Link to post
Share on other sites

It still crashes with bibliocraft and I think I have found why. This is the message it throws http://pastebin.com/JY5vZy40

 

I think the reason that it crashes (or the only difference between two mods) is the mod's mcmod.info file. Bibliocraft's mcmod file is this and another mod (ArmorStatusHud) is this do you see the difference between the two files? That's why I think its crashing.

The two differences are accounted for, and I am completely unable to reproduce the crash you are experiencing.

Try sending your bibliocraft file to me, then I might be able to figure out something.

 

So now that I have updated to the most recent version of solder(at the time of this post) I can't use the solder database option cause mysql keeps timing out no matter what database is put in there. I can't use auto-upload to ftp, everything in there goes to Invailhost. As far as the second one goes, I don't use/want ftp on my server, so I am using a ftp to sftp feature of my client. heres the domain I am using for mysql vps.thedoctorslife.com

That didn't make any resonable sense to me. But for you ftp thing you have to add the protocol infront of the ftp url, like this:

ftp://zlepper.dk

And to use mysql you don't need to have any uploading done by SolderHelper, it's just there for automating purposes.

Also for your timeouts: Are you sure that you have opened to needed ports to connect to the mysql database from the outside of your network? That is usually what causes a timeout.

Edited by Zlepper

Share this post


Link to post
Share on other sites

The two differences are accounted for, and I am completely unable to reproduce the crash you are experiencing.

Try sending your bibliocraft file to me, then I might be able to figure out something.

 

That didn't make any resonable sense to me. But for you ftp thing you have to add the protocol infront of the ftp url, like this:

ftp://zlepper.dk

And to use mysql you don't need to have any uploading done by SolderHelper, it's just there for automating purposes.

Also for your timeouts: Are you sure that you have opened to needed ports to connect to the mysql database from the outside of your network? That is usually what causes a timeout.

Here's the biblicoraft file I'm using: https://dl.dropboxusercontent.com/u/121954827/BiblioCraft%5Bv1.9.0%5D%5BMC1.7.10%5D.jar

Swapping the mcmod for biblocraft with another doesn't crash but instead causes an invalid mcmod.info error where you put the name and version in manually

Share this post


Link to post
Share on other sites

Here's the biblicoraft file I'm using: https://dl.dropboxusercontent.com/u/121954827/BiblioCraft%5Bv1.9.0%5D%5BMC1.7.10%5D.jar

Swapping the mcmod for biblocraft with another doesn't crash but instead causes an invalid mcmod.info error where you put the name and version in manually

Everything works fine for me, so I have no idea what could be causing the crash.

Out of curiosity is it the only file you have issues with?

Share this post


Link to post
Share on other sites

Everything works fine for me, so I have no idea what could be causing the crash.

Out of curiosity is it the only file you have issues with?

I remember there being some others but don't remember them. Also, what OS are you using? It may be an OS issue.

Share this post


Link to post
Share on other sites

I remember there being some others but don't remember them. Also, what OS are you using? It may be an OS issue.

I tested with both Windows 8 and Linux mint 17.1, so i'm pretty sure it's not that.

Edited by Zlepper

Share this post


Link to post
Share on other sites

I tested with both Windows 8 and Linux mint 17.1, so i'm pretty sure it's not that.

I have no idea why its doing this either. It seems like it would work correctly. Did the thrown message help you in any way?

Share this post


Link to post
Share on other sites

I have no idea why its doing this either. It seems like it would work correctly. Did the thrown message help you in any way?

Sorry no, since there is no other info than a function.

And it seems my own errorhandler isn't working, otherwise an errorlog should have been on the desktop.

Share this post


Link to post
Share on other sites

Sorry no, since there is no other info than a function.

And it seems my own errorhandler isn't working, otherwise an errorlog should have been on the desktop.

I presume you have no idea what's wrong and why its not working. I vaguely remember it working fine (once).

 

EDIT: Are you SURE you can't reporduce the bug? I've been able to reproduce it on my desktop (8.1) and a VM running on that (10) and my laptop (7)

I *think* I have found a way to reporduce the bug. Run the application, then, without changing anything, run it again. That is what I found produces the issue

Edited by mrkirby173

Share this post


Link to post
Share on other sites

I presume you have no idea what's wrong and why its not working. I vaguely remember it working fine (once).

 

EDIT: Are you SURE you can't reporduce the bug? I've been able to reproduce it on my desktop (8.1) and a VM running on that (10) and my laptop (7)

I *think* I have found a way to reporduce the bug. Run the application, then, without changing anything, run it again. That is what I found produces the issue

Trust me, I do know "what" type of issue it is, and what could be causing it, but the mentioned function is pretty long, and the error log doesn't tell me anything other than a value hasn't been set. Considering that function moves around about 20 values it's pretty hard to figure out the issue without the line number.

But I managed to fix the issue now after some intense debugging.

Share this post


Link to post
Share on other sites

Trust me, I do know "what" type of issue it is, and what could be causing it, but the mentioned function is pretty long, and the error log doesn't tell me anything other than a value hasn't been set. Considering that function moves around about 20 values it's pretty hard to figure out the issue without the line number.

But I managed to fix the issue now after some intense debugging.

Kew thanks. It appears to be working now :D

 

I don't know what I did but now its not packing any of my mods. Only the configs, forge, and scripts :(

Edited by mrkirby173

Share this post


Link to post
Share on other sites

Kew thanks. It appears to be working now :D

I don't know what I did but now its not packing any of my mods. Only the configs, forge, and scripts :(

That is intended when making solder packs. SolderHelper will remember what mods it has packed before, and wont pack then again. This is done to minimize the data usage when uploading packs, and to avoid having to get a new md5 value for solder.

If you want it to pack the mods again just click "reset database".

This also only happens for solder packing, so if you are making a giant zip, then everything will still get packed.

Share this post


Link to post
Share on other sites

I have updated and the table feature isn't in it.

Which table feature?

 

Edit: that feature. i'll look at it

Edit2: Try now.

Edited by Zlepper

Share this post


Link to post
Share on other sites

It seems that people have not discovered this due to my horrible documentation(or complete lack thereof), and even worse naming of buttons.

 

If you want SolderHelper to pack mods that it has already packed, just select "reset database". Everything about the mods will still be known, so you won't have to reenter everything.

And don't worry, it's only local where it changes a value in the the database to 0 instead of 1, so no harm will come to your actual solder database.

Share this post


Link to post
Share on other sites

What if I made a mistake in the version stuff for a mod and need to re-enter it? As of your previous post, it says that it remembers that kind of stuff

Share this post


Link to post
Share on other sites

What if I made a mistake in the version stuff for a mod and need to re-enter it? As of your previous post, it says that it remembers that kind of stuff

Whoopsi..

Check the latest version I added an option to edit data.

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