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SXScarecrow

Crash Test Dummy
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Everything posted by SXScarecrow

  1. Your error is a MissingMods exception. During the creation of the server files, you may have deleted a mod that the server needs to function with the existing mods. For example, deleting CodeChickenCore and having a ChickenBones mod installed could cause this error. Go back over your mod list again; make sure you have everything where it needs to be.
  2. If you are using the latest version of Solder (includes a dashboard) why do you have to edit the modpack.yml? Simply add the mod and relevant version(s) into your Mod Library, and then add it to your modpack in the Modpacks tab of Solder.
  3. So that clears it. The new EULA specifically states that mod authors must allow ALL parties to enjoy their content whether they like it or not. If there was ever any doubt about permissions, I guess Mojang have fixed it now. Yay!
  4. Yep, Technic just confirmed it. Mojang moved their repositories so the location of the libraries is now wrong. How irritating.
  5. Ok then, even if I am wrong about the content thing (it would nice to get a clarification from Mojang about that), banning all profiteering from mods is still pretty excellent. Plus, removing financial incentive from mods means a) copying mods does not constitute a copyright infringement case because copyright infringement is a civil crime (to win a civil case you need to prove monetary damages) and without the lure of adfly revenue from downloading mods authors will be more likely to open source and delimit the redistribution of their mods because there is no financial benefit anymore.
  6. If those core libraries do not download there is clearly something wrong with the internet connection at your end. Double check your firewall to see if Java is exempted, and ensure you have a stable connection. This is very bizarre; I've only ever seen fmllibs fail to download.
  7. So, Minecraft's new EULA is pretty sweet. If you haven't read it yet, go here: https://account.mojang.com/documents/minecraft_eula What I think is exceptionally nice is the 'Content' section, particularly this bit: The way I read this is as soon as you release your content online for public download, for instance a mod, you are not allowed to try to restrict it's usage. This means permissions for modpacks are now 100% obsolete, because mod authors give "irrevocable" permission for their content to be used, copied, modified and adapted by "other people", which means everyone, because you can't distinguish "people" separately. Please tell me if I am interpreting this completely wrong, but if I am correct it's down with those egotistical brats who insist on permissions! You can't do that anymore!
  8. @Valtrino You need to remove Optifine and MapWriter. I'm not entirely sure about the Animated Player mods tho. @Der Artz What's the problem? The minipack only has three mods in it; any issues would generally be attributed to those mods.
  9. There is no particular order you have to install mods. As long as Forge is installed, you can add any mod in any order, although good practice is to put the biggest mods with the most ID's in first, because it will make it easier to fix ID conflicts when you only have to change a few from a smaller mod. The only exception to this rule are library mods such as CodeChickenCore, which must be installed before any ChickenBones mods will run, however you can always stick CCC in at the same time as any CB mods. As for repacking the file, Forge used to come in zip folders pre 1.6. You needed to repack the zip as a jar. Nowadays however, you could just rename the jar file 'modpack' and all would be fine. However however however, if you do need to modify any files inside the jar, such as version.json, then repacking would be best. I always repack purely because I then know exactly what is in that jar file and that it will work properly.
  10. That particular hash indicates that Solder cannot access the files requested. Verify that your repository permissions allow Solder to read the files (755 permission or better), and also check to make sure that your repository is correctly linked to Solder.
  11. You can, they are incorrectly marked as .stash files but they are still there.
  12. Well, you can still go to http://files.minecraftforge.net/fmllibs/ and then find and download them manually.
  13. December 1st? I can't wait that long, DKDC is Duckintosh's flagship OS, what am I to do?!! My poor frog graphic accelerators won't work without the driver support DKDC 15.0 will provide, are you sure you can't patch this early?
  14. 'DON'T KNOW DON'T CARE' is actually a very popular OS from Duckintosh. I'm guessing that's his problem; duckboard failure. Very common in these machines.
  15. Try putting the version.json inside the modpack.jar. According to CanVox, the launcher attempts to extract the version.json from inside the modpack.jar. If it fails, then it overwrites the version.json. I'm not 100% sure it will work, but try anyway.
  16. This is a common problem. Download the required files manually from http://files.minecraftforge.net/fmllibs/ and add them to the server libs folder.
  17. Ahh ok Maxis. I renamed my pack recently to match the modpack name in Solder, but looking at the URL it still displays the original name. Is there anyway I can change the slug Platform side? EDIT: So I renamed my pack in Solder to get it to work, and I was able to link the pack to Solder. When launching the pack, the mods download until it gets to forge (my mods are added alphabetically to Solder), at which point it stops and I get this error: Starting download of 5.231.49.212/mods/mods/forge/forge-7.8.1.738.zip, with 3 tries remaining java.net.MalformedURLException: no protocol: 5.231.49.212/mods/mods/forge/forge-7.8.1.738.zip at java.net.URL.<init>(Unknown Source) at java.net.URL.<init>(Unknown Source) at java.net.URL.<init>(Unknown Source) at net.technicpack.launchercore.util.Download.<init>(Download.java:48) at net.technicpack.launchercore.util.DownloadUtils.downloadFile(DownloadUtils.java:73) at net.technicpack.launchercore.install.ModpackInstaller.installMod(ModpackInstaller.java:136) at net.technicpack.launchercore.install.ModpackInstaller.installModpack(ModpackInstaller.java:124) at net.technicpack.launchercore.install.ModpackInstaller.installPack(ModpackInstaller.java:77) at org.spoutcraft.launcher.InstallThread.run(InstallThread.java:54) Any idea on how to fix this?
  18. Me again. I have asked this question before but got no clear answer. I would like to change my existing pack on the Platform to use Solder. I have the pack already built and ready to go in Solder, but I don't see any option in the edit page to change it from custom zip to Solder. Tell me what I have to do in order to change my existing pack to use Solder, and if necessary, tell me so as if I was an idiot!
  19. This thread is defunct; I managed to fix the issue.
  20. Just a quick question about Solder and the Platform. If my pack has been using custom zip format, can I convert that pack on the Platform to use an already prepared Solder version? I have pieced together a Solder version of my popular Yogpack Extreme and I want to switch from custom zip to Solder distribution instead, however I see no option to do so on the pack's edit page. My account is linked with Solder already.
  21. I would host your server for you, but not for free. I doubt you'll ever find someone who would do it for free.
  22. I also love a few litemods thrown in....everything becomes so much prettier with them Although, some Voxel mods now support Forge, so there's an idea.
  23. There probably is; if I remember correctly I had to smash Liteloader into my files for 1.5.2 as well. I think its because the new way the Technic Launcher handles files that causes the issues. I'm working on it
  24. I am re-writing the section on Liteloader since I wrote it in the first place; as long as luke makes it clear in the OP that the previous instructions were for 1.5.2 and lower.
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