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SXScarecrow

Crash Test Dummy
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Posts posted by SXScarecrow

  1. Except mods don't use any of the minecraft source.

    No they don't, but the whole of Minecraft is copyrighted. You can't take it and market it as something else, nor can you redistribute it without permission. If you took away Minecraft, the mods wouldn't work, thus they cannot be copyrighted because they are derived from something someone else has copyrighted.

  2. I figured this would be self explanatory. Your system is having issues downloading the required libraries. Go to files.minecraftforge.net/fmllibs and add them to your libs folder inside the Hexxit directory.

  3. Well this is pretty self explanatory. The crash occurs because Forge cannot download the required libraries. Ensure your firewall allows access to Java. If all else fails, download the libraries manually from the Forge website and add them into the lib folder in the server root.

  4. Hey guys, just a quick question I have,

    I'm well established on the Platform and follow the submission guidelines to the letter:

    Modpack Submission Guidelines

    1. Modpack names/descriptions may not have any vulgar or offensive language. Breaking this guideline will result in a permanent ban from the system.
    2. Insulting modders or permissions in your description or pack title is strictly forbidden and will result in a permanent ban from the system.
    3. Inactive packs will be removed without notification.
    4. Packs with broken links may be deleted to prevent users from having issues using the Technic Launcher. Make sure your packs work before making them public!
    5. We reserve the right to remove any pack without notification and without having to disclose the reason why.
    6. You may not submit any pack containing the title "Technic", "Tekkit", "Voltz" or "Yogbox" under any conditions.
    7. You may not submit a pack titled under the name of an existing pack (including outside of The Platform) unless you are the owner of the pack.

    However, under the terms of rule 6, is it also taboo to have your username on the Platform containing 'Technic' or referring to a member of Technic staff? I don't ask for me, like I said I'm well established on the Platform, I ask because I've been talking a lot with TechnicPackMod (youtuber and modpack maker), and he is adding a pack to the Platform under his name. If it is taboo, I can warn him beforehand!

    Thanks.

  5. Your issue is there are the bottom. I generally see this issue with Redpower Frames when moving modded blocks. Essentially, 'ClassCastException' means a java class, in this case the entity Knife, cannot be made to change or transform in any way, however the server is attempting to complete that exact operation, by casting it into something else, in this case, the entity Living. From looking at the report, my best guess would be a mob of some kind is attempting to pick up and use, or interact with entity Knife, and that triggers the error. Find out what the 'Knife' is referring to, and trace the source mod for it. Delete the mod where this 'Knife' is coming from and then run the modpack again to check if it continues to crash.

  6. From a first glance, this is your issue:

    java.lang.RuntimeException: Attempted to load class bfb for invalid side SERVER

    This means that the server has tried to load an invalid class, try removing Zan's Minimap from the server files, as it is a client side only mod.

  7. My apologies, I did indeed say that. On my previous server, deleting it and re-adding it fixed a different crash I was having, but yes, NEI is definitely serverside too. I have edited the OP accordingly. Also, FYI, the mods don't like it when you double post. Use the edit button :D

  8. Well, to give you an indication, my mod count of my pack is 106, and I have about 12-13 plugins on the server. With 4 GB allocated, once it gets over ~15 players online, it starts lagging. To 'future-proof' my server, and reduce the time I spent managing it, I have since allocated 10 GB of RAM and now it gets at least 30 players without any performance loss. My modpack however, is at the extreme end of the performance requirements, and you should take this example as the maximum you should ever need, except in exceptional circumstances. I really don't know what's going to happen when I update the server to 1.5.2 incarnation of my modpack; the 1.5.2 version has 135 mods.....

  9. A little birdie told me that CovertJaguar actually sued AMCO and Something Awful's Plus++ pack for adding his mod without permission.

    I heard that too. CovertJaguar was thrown out of court and warned if he tried to sue someone for a nonexistent copyright again then he would find himself charged with wasting the court's time and copyright fraud. It's not illegal to use such mods without 'permission', it is illegal for someone to try to falsely claim copyright on something they do not have rights over. If you look at it, FTB is closer to breaking the law then Technic is..... In my country all copyrights have to be registered; copyright is never 'implied', and thus no matter how many tantrums CJ might throw, I can use as much of his shit as I want and there is not a fanny he can do about it.

  10. I'm no expert, I just like proving to the crew at Feed The Fanboys that their whole approach is misguided. I agree that its nice to have them; if you have respect for the mod author(s) then you should get them to show that respect. However, IMHO, the mod authors who refuse to grant permissions aren't worthy of anything but pity, therefore my pack has permissions for mods when I can get them, and no permissions when I can't.

  11. Under no mod license is a modder allowed to sue you. Copyright Infringement is a civil crime, therefore to have a case they need to prove civil (monetary) damages. Also remember it is illegal to force users to pay for use of a mod based on a copyrighted video game. Thus, no modder charges for their mod, therefore there are no monetary damages to prove, ergo they have no case.

  12. Besides, Olloth is moving onto a new job at Amazon, so he'll want to leave his definitive legacy behind, and make sure it all works 100% before he departs. I've only just finished my 1.5.2 modpack with Solder, so tbh I'm not that bothered when 1.6 support comes out. Gives more time for authors to update their mods.

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