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SXScarecrow

Crash Test Dummy
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Everything posted by SXScarecrow

  1. Hi guys, I am trying to compile a server for my modpack, and I have run into the error below, which is one I have never seen before. It has happened both times I tried to make the server files, and I can't figure out for the life of me why. Can anyone help? 2013-05-01 20:02:13 [iNFO] [sTDERR] java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft 2013-05-01 20:02:13 [iNFO] [sTDERR] at java.lang.Class.getDeclaredMethods0(Native Method) 2013-05-01 20:02:13 [iNFO] [sTDERR] at java.lang.Class.privateGetDeclaredMethods(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at java.lang.Class.getDeclaredMethods(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.common.FMLModContainer.gatherAnnotations(FMLModContainer.java:312) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457) 2013-05-01 20:02:13 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2013-05-01 20:02:13 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at java.lang.reflect.Method.invoke(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153) 2013-05-01 20:02:13 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) 2013-05-01 20:02:13 [iNFO] [sTDERR] at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at java.lang.reflect.Method.invoke(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300) 2013-05-01 20:02:13 [iNFO] [sTDERR] at com.google.common.eventbus.EventBus.post(EventBus.java:268) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.common.Loader.loadMods(Loader.java:494) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351) 2013-05-01 20:02:13 [iNFO] [sTDERR] at ho.c(DedicatedServer.java:64) 2013-05-01 20:02:13 [iNFO] [sTDERR] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458) 2013-05-01 20:02:13 [iNFO] [sTDERR] at fy.run(SourceFile:849) 2013-05-01 20:02:13 [iNFO] [sTDERR] Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185) 2013-05-01 20:02:13 [iNFO] [sTDERR] at java.lang.ClassLoader.loadClass(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] at java.lang.ClassLoader.loadClass(Unknown Source) 2013-05-01 20:02:13 [iNFO] [sTDERR] ... 31 more 2013-05-01 20:02:13 [iNFO] [sTDERR] Caused by: java.lang.RuntimeException: Attempted to load class net/minecraft/client/Minecraft for invalid side SERVER 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228) 2013-05-01 20:02:13 [iNFO] [sTDERR] at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173) 2013-05-01 20:02:13 [iNFO] [sTDERR] ... 33 more 2013-05-01 20:02:13 [sEVERE] [Minecraft] Encountered an unexpected exception NoClassDefFoundError java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft at java.lang.Class.getDeclaredMethods0(Native Method) at java.lang.Class.privateGetDeclaredMethods(Unknown Source) at java.lang.Class.getDeclaredMethods(Unknown Source) at cpw.mods.fml.common.FMLModContainer.gatherAnnotations(FMLModContainer.java:312) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:457) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300) at com.google.common.eventbus.EventBus.post(EventBus.java:268) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:153) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300) at com.google.common.eventbus.EventBus.post(EventBus.java:268) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:86) at cpw.mods.fml.common.Loader.loadMods(Loader.java:494) at cpw.mods.fml.server.FMLServerHandler.beginServerLoading(FMLServerHandler.java:86) at cpw.mods.fml.common.FMLCommonHandler.onServerStart(FMLCommonHandler.java:351) at ho.c(DedicatedServer.java:64) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458) at fy.run(SourceFile:849) Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:185) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 31 more Caused by: java.lang.RuntimeException: Attempted to load class net/minecraft/client/Minecraft for invalid side SERVER at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:38) at cpw.mods.fml.relauncher.RelaunchClassLoader.runTransformers(RelaunchClassLoader.java:228) at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:173) ... 33 more
  2. The fact of the matter is Eloraam seems to disappear for months at a time, which means RP has stagnated and has been 'left behind'. I'm sure if Eloraam sticks her finger out and comes up with some well developed ideas, RP would become much better and fulfil its potential. It's a well made mod, and it was well-planned and was a sensation at the time. It's a bit sad when you consider it could have been so much more. Call me old fashioned, but I'm still finding it hard to migrate to AE and TE as a replacement for IC2, and to MFR instead of RP.
  3. IC2 will be sorely missed by me at least, I'm one of the few who stuck with geothermal generators as a power source. They were really cheap for the beginning of the game, and they can be built in massive arrays to power much bigger things. However, Redpower is the mod I will most keenly miss. Although masses of timers can be laggy, redpower tubes are still the best method of transportation. Everything seemed much.....cleaner than in BC. Ah well, I have a custom pack with all of them in. Galacticraft might be fun though, as long as this version of Tekkit gets regular updates. MPS is something I've wanted in a for a while, but without IC2/UE, how can we charge the damned things? Are they compatible with BC power?
  4. Batboxes only take LV power, but you have used MV cables. Why? Also, they take input from five sides and output from one.
  5. I have started to use Ubuntu One instead. As far as I can tell, there is NO bandwidth limit on a free account, unless you run it into the terabytes. But the drawback is that it is slow. Well, I suppose I can't have the best of both worlds.
  6. I'm using Kiwi6 now, but everything has a bandwidth limit if you're broke, so I'm a bit screwed. I'll have to keep changing location. It really sucks.
  7. Lol, I was wrong, my Dropbox was suspended. Fail. EDIT: Also, gett doesn't work for me. Everytime I try and use a ge.tt link on my Platform page it says 'You must provide a valid link to your custom zip'. What's going on?
  8. Your modpack.jar, how did you make it? If you just put the zip folder from forge in there you did it wrong.....
  9. Hi everyone, I'm looking to get a server for my modpack soon. This will be a public server, so I need ways of controlling griefers/server commands etc. What do you recommend for a modded server? ForgeEssentials, BukkitForge or MCPC + ? What is the best option?
  10. The basic Dropbox account has a bandwidth value of 20GB/day, so if you exceed that, they will suspend the account. Taking my modpack which is 55.1 MB, the basic Dropbox account would be suspended if I exceed ~370 downloads a day. For larger packs, that might be a problem, but for the majority, it should be fine.
  11. FIrstly, you have used the incorrect link. Secondly..... NO.
  12. What you need to do is turn off IC2 Copper and Tin generation in the IC2 config and set redpower leaves and logs back to what they were. Then generate a new world.
  13. Geez that was harder than pulling teeth. Kudos to you Richs_Yard, I woulda run out of patience about 2 pages back.
  14. I'm just saying what I can see. Does this computer have 32 and 64 bit Java installed?
  15. The modpack you are using hasn't got Thaumcraft installed properly, or it is corrupt. Contact the modpack author and get him to fix it.
  16. Treecapitator doesn't go in mods. Go read the mod post for it.
  17. I swear by Omploader. It's fast, easy and always provides direct links, so there's no room to cock up.
  18. Well, you could be less lazy and provide more info. Ohh, we're gonna have fun with you.....
  19. Hello everyone, If you guys don't know me yet, I'm SXScarecrow. WIthout sounding too Skyrim-y, I used to be a modpack noob like you, but then I taught myself (with lukeb28's help of course) how to make modpacks work. So now I build modpacks for people. Since I have noticed people still posting about how their modpacks do not work, I have created this thread to address the main issues people have with it. This thread is aimed at those who know what they are doing to some extent, but make a silly mistake, screw it up and then can't figure out what went wrong. This thread is NOT a step-by-step guide on how to make a modpack. If you really can't suss it out, this thread would be more helpful. GENERAL TIP: I use 7zip for making modpacks. I recommend you use it too. Build Points When making the modpack.jar, place only the forge files in there. If you are using Optifine, put those in there too, and if you are using VoxelMods, Liteloader also needs to go in there. As suggested by the name, the modpack'jar needs to be a jar file, not a zip or a Rar. It also good practice to use the latest Forge files you can get. If you are building a modpack for 1.4.7, use Forge build 6.6.0. If you are building one for 1.5.1, try Forge build 7.7.1. Place the modpack.jar in the bin folder. There should be nothing else inside this folder at all. Grab the mods you want and place them in their respective folders. Double check to make sure where each mod goes. ChickenBonesCore for example, is a coremod and belongs in the coremods folder, however bspkrsCore goes in the mods folder. If a certain mod does need a coremod to work, ensure you have the right version of the coremod. For ChickenBonesCore 1.4.7, the best version is 0.7.3, not the latest one. This is the exception to the rule. if you have bspkrsCore installed, Tree Capitator goes in the mods folder. Otherwise, it goes in the coremods folder. If it doesn't work when testing just swap it over. Once you have compiled the modpack, its time to test it! I find that creating a hidden page on the Technic Platform to host the pack from is best, because then you can watch the whole process for errors. To host it, it needs to be a zip file. Select the bin, mods and coremods folders and right click, select 7zip options and click 'Add to archive'. Name the pack whatever you want and click 'Ok'. When you host it, it must be a direct link, or it will not work. Dropbox is a viable host, but it must be in a public folder, and you must replace the 'www.' of the link with 'dl.' I don't use Dropbox personally, because there is too much room for error. I keep it simple and use omploader. The third link omploader gives you is always a direct link, so it makes this stage so easy. If something goes wrong, I know its not my hosting. Use the direct link from omploader/Dropbox and paste it into 'Modpack Location' on yourTechnic Platform modpack page, and save it. Use the technic platform link (looks like this 'http://www.technicpack.net/api/modpack/YOUR PACK NAME') and paste it into the Technic Platform launcher 'Add pack'. Click Ok, then launch. The Platform will now download all the files from the zip and set up the pack. At this stage the configs will generate. Now its debugging time. Error messages If when you try to add the pack to the Platform, it asks you for an install directory, simply set it to be somewhere other than /appdata/Roaming/.technic. Just stick it in Documents or something. If the pack takes ages to load and it just goes whitescreen, go to the FML logs located in the .technic/YOURPACK directory and go to the bottom line. If it all appears FINE or FINEST yet still doesn't load, check the last mod that FML was trying to load. Remove that mod from the mods folder and try again. Usually this happens when there are other errors present, and once you have fixed these, you can generally add that mod back in once you have finished debugging. If you get the error 'java.lang.IllegalArgumentException', it means that you have two block/item ID's that are same. In order to fix this, read the specific lines. In this example, you can see that portalgun and logistics pipes are conflicting. java.lang.IllegalArgumentException: Slot 1100 is already occupied by portalgun.common.block.BlockPortalMod@5bcce43f when adding logisticspipes.blocks.LogisticsSignBlock@689d132e To fix this, go into the config folder in the .technic/YOURPACK directory, and have a look at both config files. Because ID's are generally sequential, change the block ID's of the mod that has the less blocks in it. This can be a pain if you have mods that have large amounts of blocks in them, but its the best way to fix this error. If you get an 'IndexOutOfBoundsException' error, remember that block ID's can only go up to a maximum of 4096. Any number after this will cause this crash. Because of the way our minds work, the most commonly used ID's are at the ends of the spectrum, so the 1000's and the 4000's are used a lot, in particular 4095 is a block ID that is claimed by many mods. To fix, look at what mod has caused it by scrolling down (NEI can be useful here, it has an index for each block ID) and simply change the troublesome ID. This error does not occur naturally, and so if you know you have changed a block ID, go back and have a look. Is it above 4096? This can occur for items too, but its rare because the maximum number of item ID's is 32000! Any other error you might occur is generally fixed by reinstalling the specific mod, or by taking the pack apart until you find the core of the problem. Errors can be hidden by other errors, so building a pack slowly and methodically may take a while, but its the best option. Final Points When FML loads up, if it crashes immediately and tells you it has a fatal error and cannot load, now is the time to rebuild your pack. This error is generally caused by a corrupt or mismatching mod/coremod. Back to the drawing board! Now you have debugged your pack, you need to re-compile it again. You need the bin, mods and coremods folders as before, making sure you used the changed versions if you added/removed mods. This time, you also need the modified config folders you changed, or your players will encounter the same issues you just did. Create a folder named 'config' on the desktop, and place the modified config files (only the ones you changed however, the rest will generate normally) in there. Also place the bin folder (with just the modpack.jar in), coremods and mods folder on the Desktop, and re zip as you did before. Congrats, you now have a fully functional custom zip modpack ready to play! Just rehost it and add it to a public Platform page and hey presto! If you have any other issues, please PM me, and I'll see if I can sort it. If you modpack maestro's out there think I've missed something, post below and I'll add it in! Happy modpacking! EDIT: Can a mod sticky this please? It took me a while to write and it might reduce the amount of time we spend repeating ourselves.
  20. I will have a go at it, but understand I will have to make other people's modpacks first. Fair is fair.
  21. Delete the config files and the mod itself, and try re-downloading a fresh copy. I recently made a modpack where I could not figure out what was wrong, so I just rebuilt it from scratch.
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