
charles-t70
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These Mod's - clash with/work with - Tekkit-Lite
charles-t70 replied to spoungecake's topic in Tekkit Lite Discussion
No need to remove Immibis Core, as the only conflict in question appears to be 4092. Just go in the configs for Immibis Core and change 4092 to somethine else until you find a free ID - Or just edit the ID for Traincraft's Assembly Table II? You're "Missing Mods Exception" is because you can't simply remove Immibis Core and leave a mod reliant on it in (Tube Stuff needs Immibis Core to function) -
If you're unfamiliar with Metallurgy 2,it adds a large amount of new content from functional items that replace the Macerator early on as well as tons of new armor and weapons, including Nether Ores that have base enchants on the swords crafted them! Although it adds a ridiculous amount of new content, all of it is entirely configurable. Currently, I'm trying to test out what mods will be added into the Tekkit Lite pack with little-to-no ID conflicts (and hopefully zero changes to the configs distributed with Tekkit Lite) and was pleasantly surprised to learn that Metallurgy 2 is a cake-walk to add! So, the purpose of this post is to inform those that possibly want to add this set of mods into their server. The link to the minecraft forums post by Shadowclaimer can be found here: http://www.minecraftforum.net/topic/744918-146132forgebukkitsmp-metallurgy-2-242-12262012-putting-the-mine-back-in-minecraft/ BEFORE GOING FURTHER I'D LIKE TO CLARIFY: 1) IF YOU WISH TO ADD M2 KEEP IN MIND THE AMOUNT OF WORLD GENERATION INCLUDED: - IT WOULD BE IN YOUR BEST INTEREST ONLY TO ADD IF YOU'RE STARTING A NEW MAP 2) IF TL;DR: You should have NO PROBLEM adding METALLURGY 2 CORE + BASE/FANTASY/ENDER/NETHER ORES ADDONS to the default Tekkit Lite pack. This means DRAG AND DROP 3) THE INSTRUCTIONS FOLLOWING ARE FOR PEOPLE INTERESTED IN HOW TO GO ABOUT BLOCK ID CONFLICTS AND CAN BE APPLIED TO ANY ID CONFLICTS THAT MAY OCCUR: -review crash-report generated to locate the ID causing issues -locate conflicting ID in either of the conflicting mod's configs -find an unused ID to assign to one of the conflicting items 4) SHOULD YOU ADD M2 AND ANY ADDONS: CONFIGURE, CONFIGURE, CONFIGURE! Not only does Metallurgy 2 add A LOT of ores that displace many of the ores needed for other mods, but it decides to change the levels that Vanilla ores spawn at ("Wth, Diamond spawning at level 127??"). THIS IS CONFIGURABLE AND SHOULD BE DONE BEFORE YOUR WORLD IS GENERATED! Things to look at when configuring M2 for optimal performance with Tekkit Lite: -Correct Vanilla spawn heights/rates (there is an option to simply stop M2 from editing Vanilla ore spawns, I'll edit the post later about it - It is there, though) -Take care of duplicate ore spawns (Tin, Copper and anything else that already has a mod generating it by default) If you were to take a fresh install of Tekkit Lite 0.5.2 and drop Metallurgy 2 + all of the addon mods, your Technic Launcher would crash trying to load when it got to Precious Ores and Utility Ores (Both of these mods are HIGHLY optional. As are the other addons, but these server very little purpose other then introducing the Mint/Electrum/Platinum and 2-3 new TNT types plus the ores to make them - HE TNT usually crashes Java when you look at it detonate, fyi). Because of this, we would have to go into the configs and change a few IDs here and there (which I will get into below) in order to get those two mods working but I'm happy to say that Metallurgy 2 Core/Base/Nether/Fantasy/Ender all are simply drag-n-drop into your mods folder and they should load up fine, with zero complications! Now, this part is for the addition of Precious Ores and regarding the ID changes that must take place to get it to work (I will link the config for anyone not wishing to do this themselves, but the intention of this is for people who have had confusion over block ID conflicts and how to go about resolving them): Upon adding the addon Metallurgy 2 - Precious Ores, you'll come across some Block ID conflicts. To be honest, this was really easy to do, the only downside to having to do something like this yourself with the Technic Launcher, is that the Technic Launcher is incredibly slow to kill minecraft. All this means is you're stuck waiting an extra 20-30 seconds for minecraft to decide if it's crashing. Anyways, let's take a look at this pastebin and see if we can figure out what's up: http://pastebin.com/DwnYZLfR You'll notice right away that within the first few lines is the culprit: Block 4092 (which is a great ID to use as an example, as for whatever reason this is the block ID that almost every mod author feels the need to use). It also states the two mods in conflict: The mint item from M2's precious ores shares block ID 4092 with an item from Immibis Core (or related mod, Tube Stuff). So, because Minecraft just won't start with conflicting block IDs and we just happen to want M2 really, really bad, we're going to have to make some changes. Not a big deal, if we were to go into the configs for our Tekkit Lite instance we'll notice that there's a folder for Metallurgy's configs and Immibis' configs. But since we don't want to go messing with a bunch of configs, let's try to stick to Metallurgy 2's: If we enter M2's config folder, we'll see there's a config for each of the corresponding addons (this will be extremely important for world generation, as M2 likes to fool around with that HARD). Pretending we don't already know the exact mod the problem arises from, we would look through each of the configs and once inside, I would suggest using CTRL+F to quickly find the ID that's conflicting (or to figure out whether or not it's in that config to begin with) so that we can start trying different IDs. Just for the purpose of explaining this, I've posted the section of the Precious Ores config that pertains to this: http://pastebin.com/95MMjE5c Looking at this snippet of Metallurgy 2's Precious Ores config, we can see the IDs we're looking for RIGHT there at the beginning of the file. At this point, you'll just need to change the 4092 to 3092 (I say 3092 because I know it's free, but should you choose a block ID that's conflicting elsewhere, you'll just end up with another crash when loading Tekkit Lite) and just to save time, I can tell you that ID 4094 should be changed to 3094 Afterwards, save the config and load up Tekkit Lite. If you don't crash and succeed in loading to the menu screen, everything should be A-OKAY (although sometimes there's errors that don't show their hideous face until later)! At this point you can add the edited Metallurgy 2 configs to your server's config folder and drop the M2 mods you'll be using (M2 Core + Base mods is the very minimum you'll need and essential for the other mods to work) into your mods folder.
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You could try restarting your server without the Dimensional Anchors mod installed, that should clear up any errors related to it. After you manage to get back on (which the server should actually start after removing it), you can then decide if you want to replace it (personally, since you already have ChickenCode Core, I'd suggest getting ChickenChunks for your server's chunkloading needs. Any Chicken_Bones mod is better then the mods it intends to improve upon, 100% of the time.
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Tekkit Lite Server Build craft error/server crash.
charles-t70 replied to gamesandjunk's topic in Tekkit Lite Discussion
java.lang.NoClassDefFoundError: keepcalm/mods/blockbreak/EventFactory <--- Your problem. I don't think blockbreak has been updated to 1.4.6/1.4.7 (skimming KeepCalm's forum post for his mods). Though the fact that the server loaded with an outdated mod, if you are in fact using an outdated version, is quite interesting. Would explain why you crashed breaking a block though Looking further down, it looks like a plugin you've got BukkitForge running is the reason for the spam about buildcraft. Not quite sure what that's about though as I've no idea what plugins you're running. Also, fyi, pastebin.com to post your crash-reports. It takes up 90% of a thread page and is just horrible to sift through that as well as responses people might give (and should everyone that replies quote your report...well, it'd be a mess) -
Fair enough, but we've already covered that it's not a bug. You offer zero support making this something that it doesn't need to be (there's absolutely no need for a screenshot, lol, it's clear what the solution is: A different engine is needed for the project at hand). Jumping in when this has already been cleared up and saying "LOGS OR EET DIDN HAPPAN!!!1!" is completely counter-productive.
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Sure he was lacking the information needed to solve a more complex issue, but the issue at hand was easily resolved by informing the OP. He provided just enough information to surmise that it's not a bug and in fact just a misunderstanding with how Buildcraft operates. You offered zero support by coming in and telling him he didn't provide enough information to solve a bug that isn't there. Also, this is the Tekkit Lite Bugs section, is it not? Why then would a bug with Buildcraft, a mod included in the Tekkit Lite modpack by default, not be considered a Tekkit Lite bug?
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I'm having this issue as well. I've yet to get the client to fully download the custom modpack and I've tried hosting the file from different sites, which makes me glad to hear that you have someone that's got it to work with mediafire. Unfortunately, they do mention that they won't be providing any support for this issue, so we will have to sort it out ourselves. The fact that others can get it working is promising, though, and I don't think you should give up on it. Worst case scenario, just add DrZhark's Custom MobSpawner 1.10 and Mo' Creatures v4.40 into your mods folder yourself and maybe snag the configs for Mo' Creatures from your friend. DrZhark's mods can be found: http://www.minecraftforum.net/topic/81771-146-mo-creatures-v440-with-golems-undead-scorpions-and-mountable-scorpions/ and if that's the only thing holding you back from getting on the server, I'd honestly just suggest going ahead and doing that until this gets sorted out. No sense losing out on Mo' Creatures for something so trivial. Also, if you're not going to be adjusting the spawn rates of the Mo' Creatures mobs, you shouldn't need to worry about putting the GuiAPI in your .jar
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Well the last time I checked, if a BuildCraft engine isn't meant to power something, it's not going to rotate towards it or pretend to power it. No need to send him off to SirSengir's forums to post logs for something that doesn't need it, lol. Maybe try an engine from Thermal Expansion on whatever you're trying to power?
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Have you seen Millenaire? It's massive! Adds tons to the villages like new buildings, new NPCs with various trades, new trading options with NPCs, quests (if I'm not mistaken) and NPCs of various 11th century cultures. When you've got a mod that adds a bunch of new blocks/items like IC2, adding other mods that have a large amount of content becomes a task. Anyways, at that point it becomes a whole other issue and would probably be suited for it's own thread (continuing here would detract from the OP's goal), no? The solution might be helpful to others wishing to add Millenaire to their Tekkit Lite setup.
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Buildcraft updated from 3.3 to 3.4. Unfortunately, block IDs change sometimes during an update. You really didn't need to start with a fresh install, all you had to do was change the 4 conflicting IDs. It probably wasn't the plugins, since there's none distributed (unless you're counting NEI ), but even if the conflict was with the distributed configs, there are ways to go about it that doesn't involve nuking your install every time a block ID pops up.
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Those are two entirely unrelated problems.
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Fix your IDs! There's nothing they can do about it besides suggest that you match up your IDs, otherwise you need to start with a fresh map and have the configs synced from the get-go! I mean, they could go and redo the configs that they distribute in the pack in the even the server/client configs aren't synced between the downloads for 0.5.2, but even then if they didn't change those four IDs to what your server has them as, the issue will remain. There's also some things that you're going to have to do yourself, especially if you want to be running a server (ie. Changing *4* IDs)
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Well that's probably because you're trying to hook it up with something that won't accept BC power, that's why it won't automatically turn towards what you're trying to get it to power. Also, make a BC wrench and you can turn (I think engines too) most BC parts in different directions. -Also, I don't think this is a bug.
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Well, clearly you're crashing becasue of Balkon's Weaponsmods. I don't feel as if I've come across this before, but I thought I'd let you know there's a reason. Now you've got a starting point to begin narrowing down what EXACTLY the reason is ...there's always a reason. 2 questions though: Is the version of Tekkit Lite in question 0.5.2 or 0.5.1? -AND- Does this occur on a server? If so, is it only yourself crashing?
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Factorization barrels can store 64 stacks of a particular item.
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Barrels are your friend until then
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It's the exact same thing, just applied to Buildcraft. I'd suggest trying to replace the config using one for BuildCraft from an older backup (from before the mismatch) first (back the current on up in the event you end up with even more ID mismatches who knows sometimes). If this doesn't work, you're going to have to manually change the IDs to match what they're saved as in your world. - If by "tried to change the world", you mean you completely deleted the entire world folder found in your server directory: you should have zero mismatched IDs.
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Railcraft was removed this update and if you're going to be having people join your server that want nothing more then to update and hop online, I'd strongly suggest removing Railcraft from your server. It was removed from the modpack due to the Tekkit team needing to fulfill requirements set in place by the mod dev (which I assume is simply asking permission, lol.), so until that time it's been pulled. We can only hope it comes back. To answer your question: Yes, you can add it on your own, but you'll need to inform anyone joining your server that they too need to incorporate Railcraft into their client's Tekkit Lite modpack. Also, you shouldn't need to remove your map/configs from the server files and if using an external host, would just be a waste of your time. I've already completed this update hours ago and there wasn't any issues with straight updating the files, removing the unneeded ones, and adding the new ones. No need to overcomplicate.
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Assuming you've already got a server running with 0.5.1: Back up your configs/world, compare what's changed, delete old versions -> replace with new versions and then add any mods that would've been added with this update. Should have zero problems and a smooth transition between versions.
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Well, it's that or delete your world folder in the server and start a new world with your configs synced to the server's configs. That would solve your problem too, but I answered assuming you'd want to keep your map When I skimmed through the railcraft.cfg (I've never had to change a railcraft ID before, but it's no different from changing any other ID), the only ID I didn't see right away was the basic cart's ID. Try using CTRL+F to easily find what you're looking for once in the config
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Yeah, "railcraft.cfg" should have all the IDs you're looking for.
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Unfinished item currently (If you ever want to see where he's at with EE3, Pahimar streams on twitch and some of the sessions have been saved on his channel.)
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There should be a freshly generated folder in your server's directory called "Crash-Reports", pastebin.com the crash bin and link it here. If you're using an FTP program to access an external host's FTP, you may need to "refresh" the directory listing to get the folder to appear.
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Have you tried copying the Railcraft config file found in your server's configs into your client's Tekkit Lite configs? (I'd suggest backing up the current configs you've got in your client in case god-knows-what happens ) At this point though, all you need to do is rematch those 3 IDs to the ID those items are registered to in the current world and you're golden (Basic Railcart, the ChestCart, and FurnaceCart from Railcraft need adjusting)
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Traincraft doesn't work in Custom Zip
charles-t70 replied to Sarge's topic in Tekkit Lite Discussion
java.lang.IllegalArgumentException: Slot 4092 is already occupied by immibis.tubestuff.BlockTubestuff@494033db when adding src.train.common.blocks.BlockAssemblyTableII@160c946f Slot 4092 is already occupied by a Tubestuff block from the Immibis Core mod when the game tries to load the Assembly Table II from the Traincraft mod. You probably just need to modify that one block ID in Immibis Core's config file. If I may suggest, pastebin.com or something of the like to copy/paste your crash-report next time makes it easier on people helping you The report could've taken a whole page, had it been a more complicated issue and as you can see, we needed very little information from it.