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Everything posted by plowmanplow
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Technic pack won't load worlds (old launcher) and tekkit 2
plowmanplow replied to Aci H's topic in Platform Pagoda
That... makes no sense. There was never anything called "Tekkit 2". Tekkit (Now called Tekkit Classic) was a 1.2.5 pack. Tekkit Lite is a 1.4.7 pack Tekkit (called Tekkit Main in the slug) is a 1.6.4 pack. -
This is similar to going to the doctor and saying, "Doc, I don't feel good." and then providing no additional information or permitting him to examine you. Provide console logs, error logs, crash reports, debug output, server packs or something that we might be able to use to help you.
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Your full log shows fatal errors with multiple plugins including Essentials, PlayerInventory and Factions. You need to follow up with the authors/threads for those particular plugins to make sure you are getting the correct, working versions for your version of the Bukkit API.
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Tekkit Main =/= Tekkit Classic. Which version are you trying to start with? If the former then Forge/MC 1.6+ does not use a coremods folder in any way. Your modpack should only contain these folders: bin, config, coremods (if Forge/MC <= 1.5.x), and mods. If you have something like Chocolate Quest or Flan's installed you would also need to include those top level folders. The bin folder should ONLY contain modpack.jar which is simply the correct Forge universal jar renamed to "modpack.jar.
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Always provide a link to your Technic pack page or API URL when requesting assistance for a custom modpack. You have either A) renamed many of the mods you downloaded to remove the version numbers provided by the author, or not gotten your mods directly from the mod author's preferred distribution channels. If it is "A", don't do that. Go back and re-download them and leave the file names intact. If it is "B", you need to read this post:
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'Please contact the modpack author' - custom modpack.
plowmanplow replied to Badstormer's topic in Platform Pagoda
You have zipped up the entire client folder as your modpack archive. You should only be including the bin, config, and mods folders. Additionally, the bin folder should ONLY contain modpack.jar so you should remove all other files/folders in the bin folder. Repackage your modpack in that format and try again. If you are still having problems come back here. -
You just need to make sure you are getting versions of those plugins that are made for 1.5.2. Current (1.7.9) builds of plugins will almost surely not work in a 1.5.2 Bukkit environment.
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Find out what "dedicated graphics hardware" is in your laptop and make sure you have the latest drivers from the GPU manufacturer.
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This is what I am confused about. You currently have Forge in your pack, correctly I might add. The modpack.jar file in the bin folder is simply the Forge universal jar file renamed to be "modpack.jar". As for item ID conflicts, open your ForgeModLoader client log and search for the word "CONFLICT" (without quotes). Some may be unresolvable (Iguana Tweaks does "odd/bad" things) but most should be. Flan's often conflicts with itself which will require you to extract the weapon packs and change the IDs inside the text files from the weapon pack. The pack does eventually start for me and I am able to create and enter a SSP world. Keep in mind that your pack is quite large and you need to be allocating 3G to the launcher to have any hope of running it successfully.
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Your modpack has a staggering number of item ID conflicts. These will almost surely cause problems when trying to use any of the mods which are conflicting and cause a ton of problems for trying to set up a server. Your modpack does actually start so I'm not sure exactly what you are asking for at this point. Your original post is a bit rambling.
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Yes. Just start with the Tekkit Classic modpack and change what you want.
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Technic Pack launcher slow to launch any mod pack
plowmanplow replied to mattdust's topic in Platform Pagoda
You will get better help using the Tracker ( http://forums.technicpack.net/tracker/ ) for the specific pack or the Launcher. -
Technic pack won't load worlds (old launcher) and tekkit 2
plowmanplow replied to Aci H's topic in Platform Pagoda
You are being very vague in your requests. Every modpack made and maintained by the Technic group has a tracker. -
Launcher How do i set java parameters for launcher?
plowmanplow replied to Block_Blazer's topic in Platform Pagoda
Edit the "version.json" file in your modpack.jar. -
Without your crash reports, FML client logs, technic pack page or API URL it would be total guesswork to try and offer assistance.
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For blocks, if it says that those ranges are open you are safe to use an ID in that range (but only once). For items, once you get into the client and start a SSP world, open your inventory, go to options (bottom left), click Tools and dump ALL item/block IDs. This will give you a CSV file with all the used and available IDs you can use.
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Allocating more than 3G to the client is just wasteful and likely counter productive (Java can be "odd" with memory management). Make sure you have the latest and correct drivers. Try using Optifine. There are other threads that go into more detail.
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If you mean which Technic pack then you are probably thinking of the Tekkit (tekkitmain) pack.
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@JoeljoelTolz: Next time just post large files like that on a file sharing service. Splitting it up across multiple spoilers is a PITA. As for your pack, you have a 1.6.4 pack with a 1.7.10 version of IC2. If you intend on including IC2 in your 1.6.4 pack you need to look at this post:
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Optifine works very poorly with modded MC/Forge in 1.7.2. Remove that and see if things start working.
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Without a link to your Technic Pack page or API URL it will be difficult to help you.
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Those mods should work fine together: You might want to add "NEI Addons" and "NEI Plugins" to enhance NEI. If you want to work with bees I would recommend adding Binnie Mods which adds Extra Bees, and Thaumic Bees. If you are adding Tinker's Construct, Tinker's Mechworks is a nice addon. I would recommend adding Waila. This makes developing and using the pack much easier. I would add Carpenter's Blocks for some added construction options.
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You need to use the Tracker for the Launcher.
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Server build for your modpack as of 2014-07-06 10:00pm Eastern Standard Time: https://copy.com/eK6pLRzHdysd If you add/change any mods (except client only mods, always leave those out) you can just update them in the mods/config folders to keep in sync with your modpack.