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plowmanplow

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Everything posted by plowmanplow

  1. Yeah, only a small fraction of the client only mods will survive being in the /mods/ folder on a server. Most of them do not make any attempt to properly proxy their client calls.
  2. @Munaus: I guess that's what I get for slacking off. Your post count surpassed mine
  3. Client: The file "/mods/_CodeChickenLib-1.7.10-1.1.1.93-universal.jar" should be removed. Why do you have the CoFH config folder (cofh) inside the /mods/ folder. This belongs in the /config/ folder. BetterBuildersWands looks like a Forge/MC 1.8.9 mod. You need the 1.7.10 version. Your Camping mod is not from a legitimate source. As is common when you don't get it directly from the author's preferred distribution channels, you have an ancient version of this mod. You have the Camping mod, but not the required dependency mod RikMuldsCore Your BuildCraft mod is out of date. You should be using the "Latest" versions of ChickenBones mods, not the "recommended" versions. Your Flan's mod is out of date and not compatible with the weapon pack versions you have. Your Hats mod is not from a legitimate source. Your iChunUtil mod is not from a legitimate source. Your Modular Powersuits mod is not from a legitimate source. You have MapWriter for Forge/MC 1.8.9. You need the 1.7.10 version. Your IvToolkit mod is not from a legitimate source. Your Not Enough Items mod is not from a legitimate source. Your Numina mod is not from a legitimate source. You have a lot of work to do before you are ready to consider building a server.
  4. Just curious, assuming it's just exposing the mods on the server, how does this deal with client only mods like minimaps, HUDs, WECUI, lighting, shaders, etc.?
  5. It states that you are missing required library files. Did you download and install (as per the instructions) the libraries ZIP file?
  6. It states that you are missing required library files. Did you download and install (as per the instructions) the libraries ZIP file? Shame on you for hijacking another person's thread.
  7. Correct. Just like you have to make the "bin", "config", and "mods" folders, if you intend to use Flan's you also have to make a "Flan" folder in the same location. It is that folder into which you place your weapons packs.
  8. Change your DropBox URL: Change "www" to "dl" Change "dropbox" to "dropboxusercontent" Remove "?dl=0" Increment your pack version number
  9. Resource packs do not belong in modpack archives. Your pack has ballooned by over 100meg by adding that texture pack. If you want to offer a texture pack, provide a download link on your platform pack page, don't put it in the modpack archive. Your OptiFine is still out of date. At least some of your CoFH mods are still fatally out of date. Your WTFCaveBiomes mod is fatally incompatible with your WTFCore mod and must be updated. You are missing the TextureGeneratorLib mod which the WTFCaveBiomes CurseForge page clearly states is required. I will ask one last time. Why are you not following instructions from here or following the directions of the mod authors for their mods?
  10. <shudder>IIS</shudder> Alright, now that we have gotten over the prelims: Do you have PHP configured properly on the box? Do you have composer configured properly on the box? Do you have the site's document root (or whatever IIS calls that) set to the solder/public/ folder?
  11. Keep in mind that what you are asking for is for a web company, that is in the business of making money, to give you potentially hundreds of gigs of bandwidth for free. The days of free, UNLIMITED cloud hosting with direct links are fading fast. That being said, I was able to make a free http://www.weebly.com account and use that to host a modpack on the platform. This pack. weebly is supposedly unlimited bandwidth and up to 500M of storage, which should be enough for any modpack, but given that you wouldn't be a paying customer YMMV (your mileage may vary).
  12. So, you would like us to give you fish instead of teaching you how to fish? If you can't be bothered to perform the most straight forward of actions in order to get your own pack working I'm not sure we can help you. Flan's Mod is set up in this manner: The Flan's Mod JAR file goes in /mods/ in your modpack archive. The Flan's weapon packs go in /Flan/ in your modpack archive. Edit: From the looks of that image you provided, you have some work to do before attempting to make a server. There are outdated mods, mods with odd (not-from-authors) names, etc. The first step in making a server is fully debugging the client modpack. Always provide the client pack API URL or a link to the pack's platform page when requesting custom modpack assistance (even if it's for a server on that pack).
  13. Almost all mods that are client only clearly state that information in the posts/threads/curseforge pages/etc. Here are a few points that typically indicate a client only mod: If the mod only displays information in a HUD (Heads Up Display/On Screen Display) such as armor durability, debuffs, target info, minimaps, etc. then it is likely a client only mod. If the mod only changes the way the world is displayed, but not the data that is sent to the server or seen by other players, such as mob dismemberment, shaders, etc., then it is likely a client only mod. If the mod only changes the way the graphics are rendered on your client, such as Dynamic Lights, colored lighting, optimizations like OptiFine or FPS Tweaks, etc., then it is likely a client only mod. If you are getting errors in your server log where a mod is being injected that talk about "world" or "client" or "GUI/display", then it is likely a client only mod.
  14. Your Modular Force Field System mod is not from a legitimate source. Additionally, MFFS requires Resonant Engine mod. However, Calclavia no longer develops/supports his mods and I do not believe any of them are available legitimately. You would be better off finding another solution. (RFTools maybe?) LiteLoader belongs in the /mods/1.7.10/ folder. ICBM mod requires VoltzEngine. Modular Powersuits requires Numina. You should be including the deploaded mods (CodeChickenLib, ForgeMultipart, CodingLib) in /mods/1.7.10/. While the pack will not work without the changes enumerated above, I was able to add your pack to the Launcher and attempt to start it. Your dropbox links are working fine. Make sure you are incrementing the pack version number any time you change the pack data or metadata.
  15. That is happening because (for some unknown reason) the configs are different between the client and server for the Legends pack. You are perfectly safe to do a "/fml confirm" and let that complete.
  16. You probably want to be using Thermos at this point: https://github.com/TCPR/Thermos/
  17. Engineer's Toolbox works great for this.
  18. Not sure how this fell off the radar. I didn't get a notification of a reply. If you still need assistance, I'll try to keep up with this thread.
  19. You should be using Forge 1.7.10-1614 Not Enough Items is fatally out of date. You should change your dropbox URL in this manner: 1) Replace "www" with "dl". 2) Replace "dropbox" with "dropboxusercontent". 3) Remove the "?dl=1". Try that out and see if it improves the situation.
  20. You have no config files (well, only one) in a pack with many mods. This is always bad and often causes issues. For instance, the default configs for your pack have a Biome ID conflict with Twilight Forest. Always include a full compliment of config files. I am able to launch your pack and start an SSP world. Please provide a pastebin link to your client pack or Technic Launcher logs.
  21. I'll second JaariAtmc's request for the API URL or a link to your platform pack page. Your modpack.jar file is ancient. If you are attempting to build a 1.6.4 modpack you should be using the latest Forge for 1.6.4 (965). You have Mo Creatures mod but not the required dependency mod CustomMobSpawner. You have one mod in your mods folder but many config files. Is this intended? Why are you trying to build a 1.6.4 modpack? (curious)
  22. Always provide the FML client log and/or a Crash Report in a pastebin link when experiencing errors. Always provide the API URL or a link to the Platform modpack page when requesting custom modpack assistance. A bit of sleuthing indicates that this may be your modpack: http://www.technicpack.net/modpack/dat-pack-for-dat-server.817942 Your modpack archive contains no config files. A full compliment of config files should always be included in any complete modpack. Config files are generated when the mod is first loaded into Forge and should be customized in your development environment prior to coping them into your modpack archive staging area. CoFHLib is intended for use only by mod developers and does not belong in your modpack archive. MDK is the Mekanism Development Kit and is inteded for use only by mod developers. It does not belong in your modpack archive. Your Tinkers' Construct mod is fatally out of date and is not compatible with the current version of Forge. An update is available.
  23. You will need to use a recent build of KCauldron or Thermos. Cauldron development has been halted for quite some time. Always use a pastebin service since attachments to posts do not work.
  24. Your /bin/ folder contains too many files. The /bin/ folder should only contain the modpack.jar file. Your Master Chef mod is still painfully out of date and from an illegitimate source. Why have you not fixed this? Your WTFCore is multiple versions out of date and has a known issue with Mystcraft. All your CoFH mods are still out of date. ProjectE is out of date with known critical issues. Your OptiFine is out of date with known issues with the current version of Forge for 1.7.10. I was able to launch your client pack in my dev environment (BareBonesPack) with no changes to the /mods/ or /config/ folders. I was able to start a Forge 1614 server by removing the two client only mods: JourneyMap and OptiFine. I was then able to connect to that server using your client. Why are you not following my instructions? How can you expect to improve your pack if you ask for my assistance and do not follow my guidance?
  25. Config files are generated by the mods the first time they are injected into Forge. This is a compelling reason to build your pack in a development environment like my BareBonesPack . The configs will be generated as you work and can be edited as needed before assembling your final modpack archive. Some of your mods still contain "(1)". Why have you not fixed this? Your Explosives++ mod is from an illegitimate source. Any time you get a mod from somewhere other than the author's preferred distribution channel you run the risk of getting sketchy results. In this case the mod is horribly old (1.2a vs. 1.7b). Any mod with a name in the format "ModName-Mod-1.7.10.jar" is highly suspect (except AtomicStryker's mods provided you get them from his website). The errors you reference in the in-thread paste (as opposed to a proper pastebin) are of no consequence. You should be using the Chisel 2 mod, not Chisel. LegacyJavaFixer should not be in the pack. This is where I stop for now. Even in 1.7.10, you can't expect to throw 70+ mods into a folder and expect them to work properly. They might (well, they might not crash), but it's not the correct way to go about things. At this point you need to start with a dev environment and methodically build up the pack.
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