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Everything posted by plowmanplow
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First custom mod pack - Forge MultiPart problem
plowmanplow replied to Rab397's topic in Platform Pagoda
Forge Multipart belongs in mods1.6.4, not in the mods folder. You should also remove the "multiple copies of same file during download" (3) from the file name. You need to be examining your ForgeModLoader client log. It shows the following error 2014-07-14 08:15:00 [INFO] [STDOUT] java.lang.NoClassDefFoundError: clashsoft/mods/morefood/food/Food You have the MoreFood mod installed but not the ClashSoftLib dependency mod. Make sure you are following the mod author's installation procedures. Don't install the Calclavia's API downloads. Those files are only for mod developers. The current builds of Calclavia's mods (the version you have) has a malfunctioning Resonant Induction Electrical mod. This mod doesn't work when the only thing installed is Calclavia's mods so it is surely his problem. You can either temporarily remove just that mod or wait for a working update. (This problem is common with Calclavia's mods. The "correct/working" versions are often a moving target.) You have a block ID conflict between Resonant Induction and Resonant Engine. Simply removing the configs and letting them regenerate will fix the conflict. You have multiple item ID conflicts between a few different mods. These must all be fixed. Examine your ForgeModLoader client log for the word CONFLICT. -
Need working BTeam.jar with cauldron installed
plowmanplow replied to acsdog's topic in Server Op Swap Shop
You just need to use the Cauldron installer: http://files.minecraftforge.net/Cauldron/ -
Something is "wrong" with the More Food mod. It looks like it might not be properly proxying some client code, but I'm not familiar enough with the mod or ClashSoftLib library to know for sure. You might need to follow up with the author. Superheroes Unlimited is not properly proxying the client only calls and will not work in SMP. It must be removed. The following Client Only mods must be removed: ArmorStatusHUD StatusEffectHUD DamageIndicators NEIAddons Zan's Minimap Addressing these issues allowed me to start a server with your pack.
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First custom mod pack - Forge MultiPart problem
plowmanplow replied to Rab397's topic in Platform Pagoda
What makes you think this is an issue with Forge Multipart? When requesting help for a custom modpack, always provide links to your Technic Pack page or API URL. Also, a crash report goes a long way (in a spoiler tag or a pastebin). -
How can I update ForgeMod through Technic?
plowmanplow replied to Timepool's topic in Platform Pagoda
The required file "modpack.jar" in the bin folder is simply your chosen version of the Forge universal binary JAR file renamed to be "modpack.jar". -
Not really sure what you are proposing here. Are you suggesting fixing a couple of the mods inside the Tekkit Lite modpack but keeping the pack at 1.4.7? If so, go right ahead and do it. Make a custom modpack with your changes. If you mean update past 1.4.7 then that's another story altogether.
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Ahh, it is the file named "ForgeModLoader-server-0.log" in your server folder.
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That should not be the source of a crash. Permanent Generation was removed in Java 8 and parameters used to adjust it will be ignored if used on a command line. However, this should not cause a crash. The crash is probably coming from something else.
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Upload your ForgeModLoader client log to something like dropbox or copy.com.
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Crash While Testing Mods On Forge Please Help
plowmanplow replied to Soft_Squishy's topic in Platform Pagoda
One of your world files may also be corrupted. The only reasonable way to fix this is to roll back to a previous working backup. -
You don't run "minecraft_server.1.6.4.jar" you run the "forge-blah-blah.jar".
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removing necromany from bteam on aserver
plowmanplow replied to DarkFire13's topic in Server Op Swap Shop
If you remove a mod the only thing that should happen is that any item or block from that mod will be removed from the world. Nothing should crash or corrupt. A server would simply remove the mod from the mods folder and restart the server. -
Uhh, the same way you have your modpack hosted?
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TEKKIT LITE IS CRASHING PLEASE HELP!!!!!
plowmanplow replied to impossibear798's topic in Tekkit Lite Discussion
The file configforge.cfg has become corrupted. There may be other files with similar problems but it will stop after the first fatal error. Replace that file with the original file from the server download and try again.- 5 replies
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- tekkitlite
- tekkit lite
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(and 4 more)
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Your modpack.jar is in RAR archive format. All archives intended for use in the platform must be in ZIP format. The modpack.jar file is simply the Forge universal binary JAR file renamed to "modpack.jar". Nothing else needs to be done to it except in very rare circumstances. You have Thaumic Tinkerer for Forge/MC 1.7.2. Get the 1.6.4 version. You have Modular Powersuit Addons but not Modular Powersuits or Numina on which it depends. You should update ProjectRed to fix some known crash issues. You really need to be including a full compliment of config files in your modpack archive.
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Provide a FML client log on a file hosting service. I am able to launch things just fine and start a SSP world.
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This belongs in the Platform Pagoda forum. Hopefully an industrious moderator will move it. Your pack: Your modpack.zip file should be named modpack.jar. No exceptions. Your modpack.zip file is actually in RAR format. All archives intended for use in the platform must be in ZIP format only. The contents of your modpack.zip file are not correct. The modpack.jar file is simply the Forge universal binary JAR file renamed to "modpack.jar". Don't mess with it unless you have a specific (unusual) reason to do so. Many of your mods are painfully out of date with known crash or stability problems: CodeChickenCore, Galacticraft, MineFactoryReloaded, ProjectRed, Mekanism, Buildcraft, etc. You have mods for different versions of Forge/MC in your pack. Your version of IC2 is for Forge/MC 1.4.7. Modular Power Suit Addons is for Forge/MC 1.5.1. These are only two examples, there are others. If you intend to use IC2 in your pack I highly recommend reading this post: You have included no config files in your modpack archive. With this many mods that will likely be fatal. You need to be testing your modpack locally before trying to publish it. This will allow you to generate all the config files so they may be included in your modpack. You can use something like my BareBonesPack as a base platform for building your pack locally before assembling it and publishing your own. Reading this will likely help you: You seem to have a mishmash of mods in your pack. I highly recommend reading this post for a better way to obtain your mods:
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Always provide a link to your Technic pack page or API URL when requesting help. This is the pertinent error: 2014-07-11 11:13:18 [Allvarlig] [ForgeModLoader] The mod iChunUtil (iChunUtil) requires mod versions [Forge@[9.10.0.810,)] to be available This states that the version of Forge included in your pack does not meet the requrements for the version of iChunUtil you have installed. The names of your mod files seem "odd". For instance, iChun's Trail Mix mod is named "Trail-Mix-Mod-1.6.2.zip" but that is not the name of the file you get when you download it from the author's website. You might benefit from this:
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The contents of your modpack archive are in a subfolder. All of the required folders (bin, config, mods, etc.) must be at the top of the folder structure inside your modpack archive. Fix that and come back if you still have troubles.
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@imamthecoolest: Please provide a link to your Technic pack page or API URL. That crash report does not provide enough information. @Hazzer_EFC: Don't hijack someone else's thread asking for help. Start a new thread, explain precisely what the problem is and provide links to your latest crash report as well as your Technic pack page or API URL.
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Why do folks hardly ever provide a link to their Technic pack page or API URL when asking for assistance with their pack? Okay, I'm calmer now. Please provide that information.
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Crash While Testing Mods On Forge Please Help
plowmanplow replied to Soft_Squishy's topic in Platform Pagoda
Looks like you have a corrupted config file: java.lang.RuntimeException: Unknown character ' ' in 'D:/.technic/modpacks/the-magical-factory/config/DynamicLights_entityClasses.cfg:1' -
Try removing those and holler if it doesn't work.
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Launcher How do i set java parameters for launcher?
plowmanplow replied to Block_Blazer's topic in Platform Pagoda
For example, if you wanted to increase the PermSize allocation for the client you would make a change like this: "minecraftArguments": "--username ${auth_player_name} --session ${auth_session} --version ${version_name} --gameDir ${game_directory} --assetsDir ${game_assets} --tweakClass cpw.mods.fml.common.launcher.FMLTweaker", becomes "minecraftArguments": "--username ${auth_player_name} --session ${auth_session} --version ${version_name} --gameDir ${game_directory} --assetsDir ${game_assets} -XX:MaxPermSize=256m --tweakClass cpw.mods.fml.common.launcher.FMLTweaker", -
There's no point in me providing a server setup for your pack. Your pack works "out of the box" as a server. Do the following: Download the Forge installer and install the server into a folder. We'll refer to that folder as SERVER. Copy your config and mods folders to SERVER That's it. That is all you need to start your server locally. What I mean when you say you need to request assistance from your hosting provider is a response to the question "What folder/location specifically must my server JAR file be placed in order for it to be found when I put the filename in the interface you provide." I'm not asking or expecting them to support the contents of a custom modpack. However, they surely should be telling you how to use their interface or at least where things should be referenced/placed.