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plowmanplow

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Everything posted by plowmanplow

  1. Looks like an entity related crash possibly involving AM2.
  2. You are building a 1.6.4 pack but have included Forge for 1.7.2. Get the latest/last 1.6.4 version (Build #965). You still have PowerCrystalsCore-1.1.8-10.jar. Your bspkrsCore mod has an odd name and is an old version. The implication here is that you did not get that mod from the author's site/threads. Your Calclavia mods are out of date and mismatched. To install MFFS go here and follow the instructions: calclavia.com/download/?name=Modular%20Force%20Field%20System&r=http%3A%2F%2Fcalclavia.com%2Fjenkins%2Fjobs%2FModular%20Force%20Field%20System%2Fbuilds%2F91%2Farchive%2Foutput%2FModular-Force-Field-System-3.6.3.91-core.jar You still have the same long list of block ID conflicts. This is because you are not including any config files in your pack! Your pack WILL NOT work without a full compliment of config files in which the block and item ID conflicts have been resolved. You are closer. Keep at it.
  3. Here's a 64x Sphax texture pack for your modpack: https://copy.com/Q9kj1mY1YlOU?download=1 Because of SGCraft, Tinker's, Mekanism and IC2 the texture pack is over 110meg It looks great though! A suggestion: Permitting users to access the Essentials /mail command. Can be quite handy. Edit: Also, your pack still has some item ID conflicts which will likely cause issues down the road if they aren't fixed. Check the FML client log.
  4. Post a link to your Technic pack page or API URL. Should have asked for that a long time ago.
  5. This problem is coming from OreSpawn. OreSpawn has some kind of conflict with another mod regarding entity spawning/generation. I've seen this many times and is what I call the "OreSpawn Packet24 crash". You might have some luck following up with the OreSpawn authors, but otherwise you will need to remove this mod from your pack.
  6. Questions of this sort belong here: http://forums.technicpack.net/tracker/project-1-technic-launcher/
  7. You have the AM2 API installed. This is unnecessary and should be removed. You have Better Dungeons installed improperly. Open the zip file and follow the instructions. Always follow the installation instructions provided by the mod author. You have NotEnoughItems installed but not the dependency mod CodeChickenCore. You have OpenBlocks installed but not the dependency mod OpenModsLib. You have ArmorStatusHUD installed but not the dependency mod bspkrsCore. You have Enchiridion for Forge/MC 1.7.2. Get the 1.6.4 version. You have Metallurgy installed but not the dependency mod KeithyUtils. You have Backpack mod for Forge/MC 1.7.2. Get the 1.6.x+ version. Mariculture has an enchantment ID conflict. ------------- DivineRPG has a conflict with another mod. Likely an API version issue. If you wish to include this mod you will need to follow up with the DivineRPG folks. Additionally, the Wiki clearly states that the mod belongs in mods1.6.4. You have no config files in your modpack archive. It is imperative that a full compliment of config files be included in any modpack. It is clear that you have not tested this pack locally during the assembly process. One cannot expect to toss 30+ mods at once into a modpack and expect to work, especially when the mod author's instructions have been so completely disregarded. Build your pack methodically. Start with just Forge and make sure that works. Then add in mods singly or in logical groups (think mods with dependencies or multi-file mods like ProjectRed) and then test. If it works (while checking your FML client log for CONFLICT) just rinse and repeat until you have the pack where you want it. You would then be able to include your now working configs in your pack. Fix these issues and come back here if you still have troubles.
  8. This issue probably belongs in the Tracker for AoTB.
  9. This issue belongs in the Tracker for the Launcher.
  10. You have included TeamCoFH's mods (CoFHCore, RedstoneArsenal, ThermalExpansion) which are for Forge/MC 1.6.4. You will need to remove those. You have included an IC2 Experimental version for Forge/MC 1.7.10. The last version for 1.7.2 was this one (I believe): http://ic2api.player.to:8080/job/IC2_experimental/484/
  11. Not sure if you are saying you need additional information or not. I'm fairly sure I've left pretty specific details on everything that needs fixed.
  12. That error report is too truncated to be useful. Please provide a link to your Technic pack page or the API URL.
  13. Client: Don't include the Hats folder. It gets created when the pack starts. Any time you intend to use a modpack with a server you need to remove IDFixMinus. Leaving it in highly increases the likelihood of ID mismatches between client and server. Remove this and start your pack. Check the ForgeModLoader client log for "CONFLICT" (without quotes). Resolve any you can and then reassemble your pack with the fixed config files included. You have a "bad" version of IC2. If you intend to use IC2 in your pack you need to check out this post: Your MMMPS and Numina mods may be mismatched. Get the latest matching versions here: http://build.technicpack.net/view/MachineMuse/job/ModularPowersuits/ Fix those, update your pack download and let me know afterwards. The only obvious client-only mod I see is Zan's MInimap, but I'll do a full run through after you get it "fixed".
  14. The "correct" way to build your pack is to test it as you go. Each mod will generate a config file inside the config folder in your test environment. Those are the files you would include after you finish testing.
  15. java.lang.ArrayIndexOutOfBoundsException: 32006 32006 is bigger than 31743
  16. Not really sure how to respond to this. Your pack is reasonably large and completely jacked up. I am fairly experienced at this and it would probably take me a couple hours to get everything fixed, conflicts resolved, and balanced. You have your work cut out for you.
  17. I'll audit the pack (hopefully in the next 24 hours) to make sure it's 100% good to go. If not, I'll give you things you need to fix in the client. After it's 100% It takes like 2 minutes to make the pack so I'll either give you explicit instructions specific to your pack or just make it and give you a link. Client pack: Your bin folder should ONLY contain the modpack.jar file. Remove all that other stuff. The "flan" folder should be "Flan" (note the capital F). You have item ID conflicts between: Flan's & Crayfish Furniture Mod Your pack has IDFixMinus in it. You should never include this in a pack which is intended to be used with/on a server. IDFixMInus should "fix" your configs (although it obviously misses some things) and then be removed. Having it in your pack when trying to use a server will often end with ID mismatches between server and client. You need to remove MDK (Mekanism Development Kit) and Universal Electricity API. You really need to fix those item IDs. The Flan folder will only be an issue if someone on a Mac or Linux PC try to use your pack. Will update this with the server stuff once I get that far. In the meantime go ahead and fix those issues. Edit: Okay, I've got the server figured out. Removing those two APIs and MapWriter (client only) lets it start up fine, but there may be a block ID conflict. Not sure why that didn't show up in the client. At any rate, once you've fixed all the above issues and have a new download just let me know and I'll whip up the server.
  18. java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient You have a client-only mod in your mods folder. At first glance: Damage Indicators (maybe, I know 1.6+ is client only, not sure about 1.5-) ArmorBar Mod BackTools Mod BuffBar (maybe) MapWriter Regardless, that's what is causing the issue.
  19. From your crash report: (what you have) FML: MCP v7.51 FML v5.2.2.684 Minecraft Forge 7.8.0.684 68 mods loaded, 68 mods active From your FML server log (console): (what you need) The mod SoulShards (Soul Shards) requires mod versions [Forge@[7.8.0.716,]] to be available
  20. That error means you have a client-only mod in your server mods folder. In this case that is (at least) Zan's Minimap mod. Remove that.
  21. Item IDs must be <= 31743
  22. Heh, had I wanted you to get the installer I would have suggested getting the "installer" instead of specifically stating (multiple times) to get the "universal" binary.
  23. Two months = extremely old. Speaking from experience, it is almost never "exactly the same issue". Always, always start your own thread. If you think you are having a similar issue as someone else then put a link to that thread in your own post. Tacking on the end of a post that is LONG resolved or discarded doesn't help you, and it makes it a lot harder to provide consistent support. Without the links I mentioned (in your own thread) we are still unable to help.
  24. Update Forge to #965. Only include the bin, Chocolate, config, and mods folders. The other ones get created when the pack starts and needlessly bloat your modpack archive/download. I highly recommend against including the options.txt file. If you do then every time the pack updates you will overwrite everyone's local client settings. I highly recommend against including the modsVoxelMods folder. If you do then every time the pack updates you will overwrite everyone's local minimap settings. I used my BareBonesPack to test this and it started just fine. However, when I tried to create a world I got this error: java.lang.ClassCastException: com.piggywiggy3.movillages.handlers.MapGenVillageEventHandler cannot be cast to biomesoplenty.worldgen.structure.BOPMapGenVillage When I added the pack directly to my launcher it does indeed fail during the zip extraction process. This usually indicates that one the Java ZIP library doesn't like one of the filenames inside your archive. I didn't see anything obviously bad, but that is almost surely what is going on. Try re-zipping everything correctly as noted above. Aside from that I would normally go through the pack and give an analysis. Since I can't start it I can't really do that all I can suggest is that you have a number of item ID conflicts which really should be resolved. Check your ForgeModLoader client log in your local test environment. A couple items I would mention: You have the dubious honor of having the largest modpack of any I have every seen or tried to help with, and I have helped with many hundreds. My condolences on ever getting things balanced and working well together unless this has been very carefully assembled by adding a couple mods at a time and working as you build up.
  25. You are closer at least. Your modpack.jar is actually named "modpack.jar.jar", but it is the correct file. Do a Google search for "windows show file extensions" and follow the instructions to ensure you don't make this mistake in the future. Your config file should not be empty. It should contain all the config files for the mods in your pack. If you have an empty config folder then you aren't done yet.
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