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Everything posted by plowmanplow
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Dimensional Doors empty world
plowmanplow replied to Connor2weirdness's topic in Tekkit Lite Discussion
Hmm, that is what I said (or tried to). SMP = server. -
Custom Modpack launches as Vanilla Minecrfat
plowmanplow replied to xVarox's topic in Platform Pagoda
You have Openblocks but not the dependency mod OpemModsLib. You have two versions of Reliquary installed. Remove the older one. You have ArsMagica 2 but not the dependency mod AnimationAPI. You have Chisel installed but not the dependency mod AutoUtils. You have included no config files. The config folder in your modpack is not just a place holder. It is meant to hold all the config files for you mods that get generated the first time they get injected into Forge/MC during local testing. -
Those mods have to be removed from the server. As I have mentioned multiple times, they are "client only" mods which only need to be on the client and will cause a crash if installed on the server. Look in your ForgeModLoader-client-0.log file for the word "CONFLICT" (without quotes). You can ignore the Mystcraft conflicts, but the rest of them need to be addressed.
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Client only mods which must be removed (from your current pack): ArmorStatusHUD StatusEffectHUD DamageIndicators NEIAddons Zan's Minimap Mods which must be removed from your pack (unneeded and crashing): CalclaviaCore You need to upgrade to the latest 1.6.4 version of MobiusCore: http://minecraft.curseforge.com/mc-mods/76734-mobiuscore/files You still have a large number of item ID conflicts which must be resolved.
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Dimensional Doors empty world
plowmanplow replied to Connor2weirdness's topic in Tekkit Lite Discussion
The version of DD which is in Tekkit Lite has "issues", especially in conjuction with SMP. This is why everyone disables/removes it. -
Hmm, the only thing I have created related to Tekkit Lite is an updated custom modpack for 1.6.4 that I feel could be the spiritual successor to Tekkit Lite. It's called JCLite. I am not affiliated with the Technic group themselves. I am also the person who assembled the Sphax patch for Tekkit Lite that most folks use, but that's not super relevant.
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Most mods don't work while on own server
plowmanplow replied to M3GANFX's topic in Attack of the B-Team
Issues like this belong in the AoBT Tracker. That being said, you are probably starting the minecraft_server JAR instead of the BTeam.jar. -
Use spoiler tags for large copy/paste sections: You are running out of memory: java.lang.OutOfMemoryError: Java heap space You are currently only allocating 512M to the launcher: JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx7168m -XX:MaxPermSize=256m -Xmx512M Take note that you have specified two entries for "-Xmx". One of them is at 7G and the other, final, used option is 512M. You need to figure out how that other option is being set (environment varialbes? registry entries? Java settings?) and remove the 512M option. Also, you never want or need to allocate 7G of RAM to the launcher. 3G will run most packs, even large ones, with an HD texture pack. Anything over 4G is simply wasteful and counterproductive (to at least 5 nines of probability).
- 3 replies
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- Technic crash
- Crash
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(and 1 more)
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Yes. The folder should be named "Flan" (note the capital F)
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http://www.technicpack.net/tekkit Add or remove any mods you wish.
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You need to remove Damage Indicators and REIMinimap. Those are client only mods and won't work on a server. There may be other mods that are client only. Those are the two obvious ones I saw.
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my mod pack wont download to the launcher
plowmanplow replied to sapphirepinkrose21's topic in Tekkit Discussion
Please specify to what "it" might be referring. If you mean "How would I make an existing Dropbox file shared to the public?" (see what I did there?) you just use the interface inside Dropbox to share the file and get a public URL. -
When requesting help, always provide a link to the Technic Pack page or API URL for the modpack you are using.
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"Restart" means to first stop your server and then start it back up. "Reset" means to set things back to where it was when first created.
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What you experienced is an item ID conflict. The solution isn't to delete mods. In your modpack folder under .technicmodpacks you will find a file named ForgeModLoader-client-0.log. Search inside this file for the word CONFLICT and it will show you exactly which mods have item ID conflicts. You just need to change the item IDs (in the Mo' Creatures config file) to an unused number. You can get a complete list of used and unused IDs by opening your inventory in game, clicking the "Options" button in the bottom left of your screen, click "Tools", set the block/item ID option to All and dump the IDs. You will get a CSV file in your .technicmodpacks<your modpack>dumps folder which will have a full list of IDs used by your client. Keep in mind that most mods have their item IDs up-shifted by 256 from what is listed in the config files when looking at the contents of the CSV file.
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The contents of your modpack archive are in a subfolder called "modpack". All required folders (bin, config, mods) must be at the top level of the folder structure inside your modpack archive. Your binmodpack.jar file is in RAR format. All archives intended for use by the platform must be in ZIP format. Your binmodpack.jar file is the Forge installer. The modpack.jar file is simply the Forge universal binary JAR file renamed to be "modpack.jar". Don't extract it. Don't change its format. Forge/MC 1.6.4 does not use a coremods folder in any way. All mods belong inside the mods folder. You have no config files in your modpack. The config files get created automatically the first time the mods get injected into Forge/MC. Once you have your pack working locally you will have a full config folder. Include this in your modpack archive.
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my mod pack wont download to the launcher
plowmanplow replied to sapphirepinkrose21's topic in Tekkit Discussion
Your modpack download URL is private. Your modpack download URL does not reference a specific file. Your modpack download URL is not a "direct" link. -
You are getting an out of memory error (heap space). This is the memory line from your report: Memory: 82191752 bytes (78 MB) / 493355008 bytes (470 MB) up to 493355008 bytes (470 MB) This is your JVM flags line: JVM Flags: 4 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512m -XX:MaxPermSize=128m -Xmx512M You are quite clearly only allocating 512M to the launcher: -Xmx512m
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It happens sometimes when Technic's servers get overloaded. Not much we can do about that.
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Why does Random things mod not work for technic?
plowmanplow replied to Block_Blazer's topic in Platform Pagoda
Something is messed up in your modpack.jar file as it does not extract properly. Re-download Forge #965, rename it to modpack.jar and replace your current file. Other than that, I'm able to start and use your pack just fine with Random Things installed. -
Why does Random things mod not work for technic?
plowmanplow replied to Block_Blazer's topic in Platform Pagoda
Random Things mod works fine when used by itself. You obviously have a conflict of some sort with other mods, or have included the wrong version of Random Things for your chosen version of Forge. Since you have neglected to include anything that will help us diagnose your problem we are unable to help you. Things which might help: Links to your Technic pack page or API URL. Forge Mod Loader client log Crash report -
Your binmodpack.jar file is actually named "modpack..jar" (note the extra period). This must be fixed. You have some improperly included files in your mods folder. Some of them are Windows shortcuts to other locations instead of the actual mod file. This won't work. Place the zip or jar files directly into the mods folder. Do not extract them. (Oceancraft, Morph, Cars and Drives) You have a Starminer_1.6.4 folder with two jar files inside your mods folder. This is likely "bad". Follow the author's installation instructions. The mod (singly, not both jars) needs to be in the mods folder. You have NEI but not the dependency mod CodeChickenCore. It looks like you are trying to include Oceancraft in your pack. Keep in mind that this mods has NO config file and can be frustrating to get installed in packs because you have to change other mods' config files to work around it. You need to update your ProjectRed mods to the last 1.6.4 version. I should have explained more clearly about the config files. The first time each mod gets injected into Forge/MC (except the horribly coded Oceancraft mod <shudder>) it should create a config file in your modpack folder under .technicmodpacks. You will use those files to tweak configurations, balance mod interactions, and to fix ID conflicts. Once your pack is working correctly you will include the full config folder in your modpack archive. Fix these issues and come back if you still have troubles.
- 20 replies
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Help! My modpack loads vanilla minecraft
plowmanplow replied to TheShadow1212's topic in Platform Pagoda
The contents of your modpack archive are in a subfolder called "mods". All the required folders (bin, config, mods) must be at the top level of the folder structure inside your archive. Your modpack archive should have three folders: bin, config, mods. The bin folder should only contain a file named "modpack.jar" which is simply the Forge universal binary JAR file renamed to be modpack.jar. The config folder should contain all the config files for your mods. These files get generated the first time each mod gets injected into Forge/MC which happens during local testing of your pack before you publish it. The mods folder should contain all your mods. You have a bad version of IC2. If you intend to use IC2 in your 1.6.4 pack you need to look here: Your Millenaire mod is not installed correctly. Always follow the mod author's instructions. Your Thaumcraft mod is painfully out of date. Reading this may help you in acquiring mods: -
No. Having multiple versions (like the primary packs, Tekkit, BTeam, etc.) requires the use of the Solder API which is beyond the scope of this thread. It's basically, "If you have to ask, you aren't ready."
- 5 replies
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- update modpack
- update
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(and 3 more)
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All the config files will get created when the pack launches the first time. Once you have everything working properly locally simply include that full config folder in your modpack archive.
- 20 replies