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Roversword

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Everything posted by Roversword

  1. Have you tried to load your modpack without the mod in question? Does it work then? Or do you have other issues as well? Have you tried to redownload the mod and re-install it using the exact documentation provided? (It does sound as if there is some sort of corruption around)
  2. I have not check the logs entirely to be honest, but.... Have you tried to uninstall Java 8 (preferably completely) and then install Java 7 (64bit preferably)? There are known issues with Java 8 (see http://www.technicpack.net/article/view/concurrentmodificationexception-in-java-18020.89) Edit: Well, I still stand with the Java 8 issue. But it appears that one of your mods has an issue (mutantcreatures). In order for us to help you more, please provide the API URL of the modpack. Thanks
  3. Hi there I am afraid we would need a lot more information: What exactly do you mean by "disappearing and reappearing"? Does the launcher close itself and then "starts" itself? Do you find yourself at the launcher again where you could choose a modpack? What does the launcher log say? Which other mods do not work? (you mentioned Hexxit does, but not which ones do not) Have you tried to reset those modpacks and re-download them?
  4. Hi there I am sorry I cannot offer your a solution to your problem, however, I'd like to suggest the following: Make your text more readable by not writing in one single block, but rather using carriage returns and such to make paragrahps. It will be much easier to read In order to help we need information about your modpack. Is it custom? Is it Tekkit? What is the API URL for that particular modpack? Did you do it yourself or someone else? What is the name of it? (because you mention Tekkit, but also that you installed something) Are you sure you have no logs? You might not "crash" in the traditional sense, but something appreas to happen with this world as soon as you log out (at least this is my guess). Does it happen all the time? (like you open a world, play with it for 5 minutes, then log out and try to play it again) Do you think it only happens after a long while (and therefore might be somehow related to a certain block you are using which corrupts the world? Sorry, it is the only thing I can think of at the moment....
  5. I made some tests on your server, thanks again. I guess I am good for now. The change from Journeymap to voxelmap actually did quite a trick. Started several times and the lags/freezez at the start are gone. The oregen is actually tricky, but I think I managed to make a good start focusing on Thermal Fundation and using the other mods only for their very specific ores. Seems to work so far and might have helped to reduce the lag as well. Again, thanks a lot!!!
  6. Again, thanks a lot. I could login now! Very happy about the motd and will try some out!
  7. First of all, thank you very, very much for your time. You may call it anecdotal, I call it very educational! So, again, thank you! Well, also thanks for pointing out that rather unlucky typo Fixed it. Thanks also for sharing your experience with the website and download speed. I am actually quite surprised. It worked fine for me so far (not exactly world class, but surely more than your speed), but I will certainly look into it and then check out other possibilities for hosting. I found out about CoFH-Lib earlier this day from another post of yours. I will certainly take this one out of my modpack. It is not really needed by my friends or me. I tried liteload and voxelmap, but could not really make it work. Guess I made mistakes. Will certainly try it again. Thanks for the suggestion. Will ditch Journeymap. Thanks for the server, however, it says I am not whitelisted. So I could not really check it out (Roversword is my minecraft name as well). The oregen is certainly something that needs config tweaking. You are, of course, absolutely right that there are too many mods doing the oregen and this should be optimised. As you pointed out, it will not really trivial to figure that one out. But as I have now a starting point to specifically address issues I will give it a go and tinker around. Two question remain and I hope I may bother you with it: It appears that cauldron downloads have been removed. I guess you had the #213 from an earlier download before the takedown or can you somehow point me to an official place to download it? Cauldron replaces forge and therefore the modpack.jar (name stays the same, only forge will be replaced by cauldron) on both client and server, is that correct? Thanks!
  8. Good to know you solved it. However, for the future, a "php -v" in the linux console might not be sufficient. The php handler for the webserver is the one you want to check, not the interpreter for the console (well, both at the end). At least that is what I'd do.
  9. Attention: Please do use the newest Java 7 version. Java 7_67 is not the newest anymore (it is 71) -> https://www.java.com/de/download/manual_java7.jsp There are surely plenty of google results when searching for "uninstall java" or alike. Just make sure that you reboot at least once after uninstalling (personally, knowing windows and the mess it can make, would reboot after each uninstall if several javas have to be uninstalled).
  10. I have yet to try out solder (looking forward to it, waiting for new version though). However, if I am not entirely mistaken, you link your webserver to the solder API...and to me this looks like there might be an issue with your website. Judging from the error message, an error 500 usually is connected to some sort of server side application and language. So, my best guess is, there is an issue with your php installation or one of your php files. Do you have any chance to test a php file by executing it directly (direct link)? If it does work, at least your php installation is likely in order.
  11. Thank you for your response. Much appreciated. I am working with a rather new computer using SSD disks, 16 Gbyte of RAM an a newer i7-Model (4.0 GHz standard clock). I gave Technic 8 GByte of RAM (and then 10 GByte), however, it did not change point 2 and 3. I will certainly try and give it less RAM (4 GB as you mentioned) and try again. You might be right that GC or other java internal process might be a little unhappy about the (bigger) amount of RAM. Running out of resources, however, I think is rather unlikely with my specs. I am not saying this to brag, but to point out why those two issues kind of nagging on me. If it behaves this way on my system, the chances it behaves even worse on lower spec computers might be even worse (I'd say that I expect this behaviour at the moment with lower spec computers and would not be surprised). With that being said, I will go on and update the mods regularly, hoping some of the errors/warnings may vanish "naturally". Again, thanks for your time. Edit: a very, very naughty typo which plowmanplow pointed out
  12. I figure I was too general with my request. My apologies. I am unable to figure out the following issues and asking for help (hoping I am in the correct forum): In the log there are issues with Thaumcraft API. I do not have Thaumcraft, so I guess there is a mod still searching for it. However, I am unable to find which mod. There are tons of textures which are not found and I have no idea to make sure those error messages can be taken care of. The pack loads rather slowly (compared to Ultra Modded Modpack). As I do not have that many modpacks (but a subset) I have no idea where to start to find out what might go wrong After making a world and entering it, the screen freezes for about 10 seconds. There is nothing I can do. Then the modpack starts again. So far in the logs I cannot see anything about this. Thank you very much for your help
  13. Hello all Using some information on the internet (websites and youtube) I tried to give it a go with a custom modpack based on Minecraft 1.7.10. I did some modpacks based on 1.6.4 and "cheating" by learning a lot from Tekkit. The modpack is hidden, because I am actually using it for myself and only a few close friends. I am not doing this for the public, rather for me (and to have some fun with a few selected friends). Especially considering that a few mods would need special permission for public stuff. This is also why it is named test-pack and will be taken offline as soon as I have a few insights However, I have the feeling things in the modpack are not as smooth as they could be and therefore I'd like to ask if someone is willing to invest some of his/her precious time to point out some possible optimisations and changes I could make. The mods (at least most of them) should be either on the newest version for 1.7.10 or at least rather new. The modpack in question (client) is here: http://www.technicpack.net/api/modpack/rovers-test-mod-pack direct download is: http://www.roversword.ch/modpacks/v1.99_roverspack.zip The server can be downloaded here: http://www.roversword.ch/modpacks/Rovers_Modpack_Server_1.99.zip Basically the server as well as the client start "successfully" (so no hard errors in my tests). I did not check the server too much yet, but the client throws a few warnings and errors which I cannot shake off or find a solution to. An example of the lastest output would be here: http://paste.ubuntu.com/9369388/ As you can see there are some Thaumcraft API error messages (even though I am under the impression I disabled Thaumcraft everywhere I could find it), there are some missing texture files (which is omnious to me). I am sure I am missing a lot which you might find. Additionally I have the feeling the modpack itself is rather slow (compared to 1.6.4), however, that might be just the very nature of it being 1.7.10. I was also experimenting with texture/ressource packs (Sphax), however, I guess I have to fix other things first before I start going into that. Thanks a lot for your assistance and help. Much appreciated!
  14. Thanks for clearing that up, much appreciated. So the only question remaining is, how much health an item has which will determine how long it will be in the void....and if a combination of this and the amount of entities of a certain (high) health may cause issues on the server.
  15. Technical Question: If I understand correctly, someone suggested to dump unneeded stuff into the whole which then makes it "vanish". Did I understand correctly or am I wrong? If was was right, then the following questions comes to mind: Is the stuff really gone then? It is rather a technical question, I know. But I have a hard time believing that minecraft in its code has a "oh, it is that far beyond Bedrock, lets just delete this entity from the server". I'd be actually afraid it will turn into "garbage" hogging up memory and at some time possibily CPU time. But I might be completely wrong.
  16. Hi there No, (Oracle) Java is not bundled with Microsoft Windows 8.1. However, if you go and search for "java download" in google (or Bing AFAIK) it will lead you to the official site for Oracle Java and THERE it will by default offer you Java 8 (update 25 as of today). Java 7 is somewhat hidden and you have to know it is still there. Additionally it has some warnings all around it about being EOL in early 2015 and not being updated for the general public anymore and being moved to the archives. So I would guess that people (re)installing Java will likely end up with Java 8....because they simply do not know better.
  17. What happend to me a few times is, that NEI showed me all possibilites of one certain recipe on one single page with "moving" pictures. In some of those occasions it showed me different ingredients which I could change, but the result never changed even thought it should have according to the ingredient put into the machine/recipe. It was more of a "look, you can put all that into the recipe or machine and you end up with this block...which looks of course differently for each stuff you put in, but I could not be bothered to show the different results as well". Maybe that is the same issue here? I do not know...
  18. No offense, but...if you do not know how to update a modpack, then I have my doubts you are ready for TechnicSolder. I might be very wrong though You need a place to put the ZIP which represents your modpack. Now, you surely have one already, because you have already a version up and running. Name the new version differently as the first one, upload it at the same place and then go to the web interface....change the URL for the pack and the version number! That should basically do it....good luck
  19. I agree with Curunir. 1.7 based modpacks seem now more in reach than ever, that is true. But why not wrap up things on the 1.6.4 basis first? There is hurry to get into 1.7.x, because there are still some mods out there which are more in alpha rather than beta or stable. I for one would love to see at least one, maybe even another, 1.2.x Tekkit based on 1.6.4 before hitting the next level (which surely will involve a lot of work).
  20. Sorry for beating a dead horse...or thread in this case...as well, but... Actually...I'd suggest you change the ID of the mod that you want to add. The mods from the existing modpacks work (as far as I understand it is the original Tekkit Lite). So why change something that works? Isn't it wiser to change the config file of the mod you are adding? So everything stays the same except for a new mod and a new config which does not and did not interfere with every other config which already existed? but well...that is probaly just me
  21. What? Only 99.9% That is....actually very bad! I would want four or even five nines! And only "solid" security? I want more than just "solid", I want exquisite security. Honestly....24/7 monitoring is a thing that you put in your advert? I'd call that actually "a given" or "the absolute bare minimum which is expected the very second you turn on a server for me". So, basically...it is just another dedicated hosting service with no feature that makes it actually better or unique to any other hosting service in this world. Welcome to the forum, by the way
  22. This was covered sooo many times in this forums. Sooooo many times. Please correct if I am wrong, but...when Tekkit (the actual one right now, based on minecraft 1.5.2 and 1.6.4 respectively) was put together, IC2 was not under development and was considered abandoned. It did not work with those newer versions of minecraft. This was surely one of the reasons it was not included in Tekkit. IC2 is gone and with it all its possibilities. The other mods that took its place (TE and MFR) are not exact replacements, and they will never be (or should be IMHO). Now, you say you are missing stuff? Well, of course you do. IC2 is not there anymore. If you want to play with a newer version of Tekkit I am afraid you just have to deal with this. Learn new, accept the changes. If you do not want to do that...make your own modpack. I did...I wanted some mods gone and some added, it takes some time, but it is possible...at least for the most part. If you do not want to do that either....take Tekkit Lite or Tekkit Classic and play with it. Nothing stops you. They still exist and run. Pretty easy. If neither of those options suit you, then...well...what else can be done? Is the only option really to ask that all of IC2 should be compensated? Hardly, IMO. Now, let me get back to you on that wall of text... 1) Power You want it easy by having unlimited power (even if it is not as much) by simply placing a block....well, sorry. Does not work anymore. You actually have to automate things which are mid- and end-game things. It is very easy to get power early game with steam dynamos. And you can even semi-automate them, at least to a certain degree rather early. We still have nuclear reactors....! 2) Machines Yes, you can not "update" the machines of TE and MFR as much as in IC2. You are right. That is gone. You may "upgrade" the MFR stuff to a certain degree (and Steves Carts, etc.), but not the TE machines. However, you have several tiers as well...leadstone, hardened and redstone. Trust me, if you build big enough you will see a difference (and need that difference) of those tiers. You can not provide enough power to a dozen machines with a leadstone, you need more. Upgrading to different tiers are very much possible and there! 3) Power items I fail to see how MPS is not what you are asking for...it is not a quantum armor, but not really early game either. You need another choice next to the quantum suite that...well, is better? more expensive? Yes, the some tools are gone....you are right. Some were added (redstone arsenal?). However, I do understand you there. IC2 offered some nice tools. Then again....my three options still persist 4) Frame motors Sorry, you lost me there...my bad As for EE3...yes, I would also love to see it canned. I agree with you here. However, that would make it absolutely hell to obtain certain things, because ender pearls are needed rather often. There are surely solutions (eg. mob essence and then slaying ender men), however, it would make it very difficult. So, yes...I personally use it for getting ender pearls at the beginning. But that is not really an invasive mod (anymore), so using is your own choice rather than not. Well, so much for my opinion
  23. Hi DrHolliday Please do NOT use any "Tekkit Classic" wikis when using "Tekkit". "Tekkit Classic" is a modpack which is based on a very much older minecraft version and uses a lot of mods which are not in Tekkit anymore. One of them is IC2, yes. "Tekkit Lite" is newer than "Tekkit Classic", but still older than "Tekkit". You may be luckier finding some information in wikis which are for "Tekkit Lite". The best choice is using wikis of the respective mod or for "Tekkit". A possible answer to your question: You have the usual minecraft tools (eg. wooden, stone, iron, golden, diamond pickaxe). You have some other metals (such as invar) from which you can do some tools. There is the redstone arsenal which allows you to make tools which use energy to work. You have a mod included that allows you to make a suit (Modular Powersuit) which can have several types of tools included. However, there is no diamond drill anymore (such as in IC2). As for Energy, as bochen415 already mentioned, you only need RF (redstone flux) which can be obtained by using Thermal Expansion dynamos or Big Reactors. There are still some options to make MJ power, however, that would only work on certain machines. You are way better off using RF exclusively (which does automatically transform into the needed types of power once connected with a conduit).
  24. @Jakalth: No worries, thank you very much anyway for your input @Silmenume Thanks, I will look into that at some point. However, I have never tinkered with computercraft so far and there are other mods on the to do list which have priority @Curunir Yes, TE4 might be different. Then again we are all still on TE3 with Tekkit 1.2.x (and with my little modpack as well), so this is where my questions headed at the moment. However, you are right, there might be solutions to that built in at some point. Possible solution or rather workaround: I have not found a real elegant solution (without extra cells, which poses another issue -> see '?do=embed' frameborder='0' data-embedContent>>). However, as a workaround to my particular issue I did the following: There was one single fluiduct line doing to a liquid router which then separated sewage and mob essence. Now, with the mob essence not being used as nearly as much as it was produced it hogged up the pipelines and the sewage was not being transported as good as it could have. Now, I made two different fluiduct pipelines (which annoyling can not touch each other and because of that uses a lot of space). One of them for mob essence and one for sewage exclusively. The sewers which take up both liquids have now a liquid router directly attached and two fluiducts (which in turn go into one of the main pipelines which have only sewage or mob essence). With that the mob essence still clogs up all the pipes, but that does not matter as the pipes are used only for mob essence and the sewage can flow freely in its own infrastructure Once the issues with extra cells are resolved I am sure there might be a solution there (or in the future with TE itself and new blocks/items).
  25. You can with itemduct, yes. However, you can not with fluiducts. So what Silmenume said was correct in my opinion (and as I stated in the post before). There is no dense mode (or vaccum mode for that matter) with fluiducts.
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