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plowmanplow

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Everything posted by plowmanplow

  1. You are having a problem with your chosen version of IC2. If you planning on including IC2 for 1.6.4 I highly recommend looking at this post:
  2. Make a folder for your server. We'll refer to that as SERVER. Copy the config and mods folders (and other top level folders specific to your pack like Chocolate or Flan if you have them) to SERVER. Remove any client only mods from SERVER/mods (like ArmorStatusHUD, Minimaps, AnimatedPlayer, Optifine, etc.) Download the Forge installer jar and install server to SERVER: http://files.minecraftforge.net/ Create a batch/script file to launch the forge universal jar file from SERVER. Use the scripts from one of the Technic server packs (or other info on these forums) as a reference.
  3. Correct, using Mediafire is "bad". Use Dropbox or copy.com for dropbox: just share a particular file and add "?dl=1" (without quotes) to the URL for copy.com: just share a particular file and add "?download=1" (without quotes) to the URL.
  4. @swainEXE: Someone in the thread you started asked for a link to your Technic pack page and/or platform API URL. This is going to be required for anyone to help you. Also, don't start multiple threads. Just continue the first one you started and respond to the people trying to help you.
  5. FPS lag is almost never directly related to the modpack itself. Most of the time it is due to your PC not being beefy enough (RAM/CPU) or not having decent video hardware (laptop, integrated graphics, etc.) Your modpack archive is a zip of the entire client folder. Never do this. The file is almost three times larger that it needs to be because you have done this. For your pack, only include the bin, config and mods folders. The bin folder should ONLY contain modpack.jar. Don't include the modsVoxelMods foder and contents. If this folder/file is in your pack you will overwrite players's configs every time the pack is updated.
  6. Your current modpack download URL in your pack settings is pointing at a file that is not public. {"result":"error","error_code":"1008","error_string":"Authorization mis-match"}
  7. In the "with flan's" modpack archive: The binmodpack.jar file has been created in RAR format. All archive files intended for use by the platform must be in ZIP format. That being said, there is seldom any reason to mess with the Forge universal binary jar file. Just download that and rename it to modpack.jar. That would surely cause the error you are seeing. However, there may or may not be other problems. The rest of the pack is so huge I'm not going to mess with it and just assume that as far as block and item ID conflicts (include the Flan's weapon packs) you know what you are doing.
  8. Yes, look for the field named "dimension" and set it to 0 (zero).
  9. Since everything works fine for me when I use YOUR pack, I really don't know what else to say. An item of note. I'm testing this with the latest build of Cauldron for 1.6.4, not the basic Forge jar: http://files.minecraftforge.net/Cauldron/
  10. Those are normal messages. Glad it's working!
  11. I'm not going to go through all that. It's totally unnecessary. I re-downloaded your client pack and set the server up again. Since you have removed DynamicLights all you have to do is remove CustomLANPorts and ArmorStatusHUD and you are good to go. What server are you using? What's failing? What does your crash report or FMLServer log look like?
  12. The client will crash if there is a block conflict. There may or may not be an IDConflicts.txt file generated depending on the mods in question. When there is an item ID conflict the client will usually go ahead and start. However, what has happened is that the item from one mod has "overwritten" an item from another mod. This manifests with symptoms like breaking a machine and getting something unexpected back as an item, or trying to craft something and getting something completely different than expected. Because of this it is possible for large portions of conflicting mods to be completely unusable. How does one find this? The ForgeModLoader client log in the modpack's top level folder will contain the word "CONFLICT" (without quotes). Some conflicts are inevitable, but most are "bad" and need to be addressed. The conflicting mods and IDs will be clearly listed in the FML client log.
  13. I didn't update any of them, I was just making a (strong) recommendation. All I did was create the server and copy over your folders, then remove those three mods. Started just fine.
  14. Your Galacticraft version is absolutely ancient. I would highly recommend updating: http://ci.micdoodle8.com/job/Galacticraft/ Your IC2 version is out of date and has known problems. I recommend starting here if you plan to include IC2: Actually, many of your mods are somewhat to extremely out of date. Might want to address that. Disabling the following mods allowed me to start a server with your pack: ArmorStatusHUD CustomLANPort DynamicLights
  15. Try making a full backup of your server and then renaming the world folder or remove it. If the server starts fine then, as this error suggests: java.lang.RuntimeException: java.util.zip.ZipException: Not in GZIP format one of the files for your world has become corrupted. If it still doesn't start then one of the mods themselves may be corrupted.
  16. The pastbin has been removed. Please post up a link to your modpack.
  17. Without a link to your client pack we will be hard pressed to help you.
  18. FPS, probably not so much, provided users have enough RAM in their PCs. Load times will just be what they are. GregTech is crazy that way.
  19. Unless you implement the Solder API you cannot do that. You would need to set up another modpack for testing purposes, or use my BareBonesPack which has many versions of Forge to choose from for a test pack environment.
  20. You are including a version of Thaumic Tinkerer for Forge/MC 1.7.2. The last build of TT which works with 1.6.4 is this one: http://jenkins.nekokittygames.com:8080/job/Thaumic%20Tinkerer/207/ Something is jacked up with your version of Galacticraft and supporting mods. Get the latest version here and try again: http://ci.micdoodle8.com/job/Galacticraft/ You got the wrong version of Advanced Solar Panels from the IC2 forum post I referenced. You got 3.3.8 and you need 3.4.7. You have a messed up or incorrect mod version for Falling Meteors Mod. Get the 2.11.2 version here: http://www.curse.com/mc-mods/minecraft/falling-meteors-mod#t1:other-downloads There is something up with the Barrels mod in recent builds. Possibly related to Thaumcraft and the author's efforts to update to 1.7.2. My recommendation would be to switch to something like JABBA until this gets resolved (or permanently since JABBA seems like a more feature rich mod). Your Immibis' mods don't match. Since Immibis Core and Microblocks are oddly named I will assume that this is due to you not getting them all directly from the author's download site. Don't do this. Always get them directly from the author, and always sync up versions of mods from the same author which use a common core. The default generated configs have a number of block ID conflicts which will need to be resolved. You have item id conflicts between: BetterFurnaces & BetterDungeons After some (way too much) time I isolated that you have a very old version of DragonAPI which was including a version of the Thaumcraft API that was out of date with the version of Thaumcraft you included. Always always get matching/updated versions of your mods directly from the authors to prevent this. You don't have a full set of config files in your modpack archive. This is "bad". I think that is everything I had to do to get things working. My mind is a little melted after a couple hours of debugging. Give these a shot and see where it gets you. Keep in mind that the whole reason for using the BareBonesPack is so that you can find these things out yourself by examining the FML client logs.
  21. The Galacticraft aluminum wire infinite energy thing was due to miscalculations about energy network state with multiple wire connection points. This bug has been fixed in more recent versions of the mod (specifically it is fixed in the version included in your pack). Since you have Thermal Expansion simply use the Creative Energy Cell for unlimited/infinite energy.
  22. I would recommend using my BareBonesPack modpack. This will allow you to have a "clean" Forge install which can be started in the launcher on which you can build your modpack. Additional information on the BareBonespack is on the description page of the pack.
  23. If you are going to cheat by using an exploit of bugged code like this you might as well just spawn in a creative energy cell from Thermal Expansion.
  24. You have item ID conflicts between: Farlanders & Natura, GregTech & ForbiddenMagic, Metallurgy & itself It might be wise to make a note somewhere on your pack page that the client will need to be set to at least 3G and preferably 4G or the pack will never work. This thing is massive. As for your "hang". It works fine for me other than the item ID conflicts mentioned above. Yes, it takes a long time to start, but that is because of GregTech and Rotarycraft, both of which MASSIVELY change things. The bigger your pack (world-changing mods) the longer it will take to load.
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