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plowmanplow

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Everything posted by plowmanplow

  1. I don't know what to tell you. I added your API URL to my Launcher and started the pack. Everything worked as expected. Try removing the pack from your launcher and re-adding it.
  2. Then you have something else going on with your Java installation. I just did a copy/paste with the command exactly from from your original post in this thread and it worked fine. Edit: Wait, are we talking Heap or Permgen? If the latter then you likely need to add this parameter to your command line: -XX:PermSize=128m or -XX:PermSize=256m I don't run a Tekkit server so I'm not sure if it needs 128m or 256m.
  3. Oh, this is hosted? I don't mind taking a look at it, but just looking at the directory structure and contents may or may not help. I do not want you to pay anything for my help. I do this for fun and to give back to the community. I don't make mods, but if I can help folks get things up and running well and ease some frustrations then I feel I'm contributing. PM me any details you wish. Obviously I'm just some dude on the internet from your perspective, but I am confident that the folks on this forum and the members of my large-ish collection of servers would vouch for me if they could.
  4. Using my test installation your pack contents seem well structured and I am able to use them to start the client. You need to uncheck the box on your pack settings page labeled "Force Directory Change". Do that and I'll try adding your pack directly to my launcher.
  5. Red Power hasn't been updated past Forge/MC 1.4.7. If you are talking about ProjectRed (the spiritual successor) it gets installed just like any other mod. Drop the jar files into your mods folder and use crash reports and the Forge Mod Loader client log to diagnose any problems which arise.
  6. @stop mocking me0: As I mentioned before, try using the latest 64bit Java 7 JRE instead of the Java 6 version you are currently using. If that doesn't fix things maybe it's an outdated mod or a mod for a different version of Forge/MC.
  7. http://files.minecraftforge.net/Cauldron/ 1.1098.04.15
  8. It sounds like you don't have the 64bit Java environment installed. Try uninstalling any Java listed in your Programs list in the control panel and then downloading and installing the latest build of Java 7 JRE 64bit and try again.
  9. Assuming you are running Technic's Tekkit (main) pack I would recommend setting the memory to no less than 1536M and preferably 2G. You may have better luck using the latest Java 7 64bit JRE for your OS. I don't run anything on a Mac, but this "may" be something firewall related as it is possible that it is treating the script-started service differently than if you just "run" the Tekkit.jar file. This is just educated speculation.
  10. Waila is fine to leave in the server as it is possible to restrict what the client can change with the server-side config. You don't list DamageIndicators as being removed. This is a client only mod and should be removed from the server. Those are the only two discrepancies I can see. I started with your client pack, copied over the mods and config folders, removed the mods I listed and it works as expected. Just to test, I went through the whole process of setting up a server again and ONLY removed the items I originally listed and was able to get the server started. An item of note: I am using the latest Cauldron build for Forge build #1098 as that was the closest option to your client Forge version of Build #1097. If you use a different build YMMV. I would suggest updating to the latest Cauldron and using the same Build # of Forge as your client modpack.jar.
  11. The contents of your modpack are still in a subfolder called "TheSwampStrikesBack1.0.0". You need to go INTO that folder, select the folders "bin", "Chocolate", "config", and "mods" (leave out coremods, it is superfluous) and zip those up in an archive. Your bin folder contains a modpack.jar file, but it looks like you renamed the minecraft.jar instead of the Forge universal binary jar file. Do not include minecraft.jar, only include modpack.jar and that being the Forge universal jar renamed to modpack.jar.
  12. Wow, good times. This was one of the most challenging modpacks I have tried to debug. Thanks for the challenge! Client only mods which need to be disabled on the server: ArmorStatusHUD DamageIndicators StatusEffectHUD ArrowCam Blocks3D DynamicLights NEIAddons (server may start with this, but it is not needed) VoxelMap ZoomMod Mods that have "problems": ExtremeFarming: This mod is doing something "bad" with the API. It is either not proxying something correctly to separate the render portion of the mod from the core block/item functionality or is just generally FUBAR. Server will not start and throws a Render error with only this mod installed. RemoteIO or ExtraUtilities: These mods will work in the pack if you only have one, but there is a conflict where ExtraUtilities is trying to register something referencing RemoteIO and it fails fatally. You will need to pick one of these mods and ditch the other one. I was able to start a server and connect with your unaltered client by following these points. However, it looks like you have not included any config files in your client pack. Even though the ID conflict isses are (mostly) resolved with 1.7 it is still important to include configs. Many mods have important options for balance and mod interaction which you may (probably?) want to tweak and the only way to ensure everything is properly synced with the client and server is to include the configs.
  13. Please post up a link to the Technic pack page or API URL for the pack. The Crash Report often doesn't provide enough context for the crash by itself so looking at the pack will make debugging much easier. On a side note, how many players are you expecting to have on the server? You have allocated 24G of RAM to the server. Unless you plan on having 30 or 40 concurrent players this is massive overkill. MC servers (and clients) will often perform worse if you give them too much RAM allocation.
  14. Disconsented has hit the nail right on the head, I suspect. Your operating system and other miscellaneous stuff you have running requires memory in addition to whatever you allocate to the launcher. If you can set it to 3G then you have 64bit Java, but your PC doesn't have enough ram to go any higher. The Launcher won't let you allocate so much ram that the OS would be completely starved for memory, and your client would run like crap anyway if it did.
  15. Make sure you are using your account information from Mojang to log into the launcher, NOT the account information you use to log into the forums here on technicpack.net.
  16. You have provided basically zero information anyone could use to help you. You haven't even specified the context of your problem. In the immortal words of #5, "Need more input, Stephanie!"
  17. Are you saying that it works when you just "run" the Tekkit.jar file or that the above script works as long as you don't have the starting/max memory arguments on the command line in the script? If you just type "java -version" in a shell terminal what do you get as the result? How much memory is in your system?
  18. For copy.com: add ?download=1 For dropbox: add ?dl=1 I tested your dropbox link with that and it worked fine.
  19. I did say it was "usually" red, not "always" red.
  20. I have little experience with Tekkit Classic specifically, but this is how I interpret the information in your log (which should have been put in a pastebin): 2014-06-19 23:51:19 [SEVERE] java.util.zip.ZipException: Not in GZIP format This error, which is repeated multiple times indicates that the server is unable to read/load a file it is expecting to be in GZIP format. This can be because of a corruption or similar problem. This error is immediately followed by: 2014-06-19 23:51:19 [SEVERE] java.lang.NullPointerException 2014-06-19 23:51:19 [SEVERE] at codechicken.wirelessredstone.core.RedstoneEther.setDimensionTransmitterCount(RedstoneEther.java:1484) This implies that there is a problem with the information used to persist ChickenBones' Wireless Redstone mod's information. The two problems are probably related. Maybe you'll have better luck finding a solution searching for information related to those two issues.
  21. If, at the end of this, you still can't get things working correctly I'll put up some links. However, you are so close and I think a bit more exposition might help support my philosophy of "teach a man to fish". Forge uses a version numbering scheme similar to other major products: MAJOR-MINOR-PATCH/UPDATE. Major version numbers refer to changes which are incompatible with existing APIs and code. Minor version numbers refer to significant package changes but still maintaining overall API/code compatibility. Patch/Update changes refer to simple updates that work with existing API/code and which do not make significant changes... think "patches/fixes". In the case of Forge there is a final number referring to the automatically generated build number which increases every time a build is made. Since the client and server for Forge/MC must use the exact same (or sometimes close) build number MCPC+ just references that. In your case the number is #738, however, the full version is 7.8.1.738. However, since Dynmap should work with any build of Forge as long as the version number is the same it only lists the primary part of the version number which is 7.8.1. While Hexxit is built with Forge 7.8.1.737 it will connect just fine to the MCPC+ 738 server (I tested this).
  22. Not exactly. Pay particular attention to the second bullet point. This is precisely and exclusively what should be contained in your modpack archive. Nothing more, nothing less. As for the name of the final modpack archive ZIP file it can be anything you want. That being said, I do recommend a few conventions: Make the name of your modpack archive something relevant. In your case I would do something like SwampStrikesBack-MA-MI-UP.zip (the last bit I'll explain next) In the first bullet the MA, MI and UP are this: Major version number, Minor version number, Update number. Major versions are for things like complete modpack re-creations or major Forge version increases (from 1.6.4 to 1.7.2 for example). Minor versions are for adding or removing mods to the pack. Updates are for version updates of existing mods or config file changes. So, for the first version of your pack it might be SwampStrikesBack-1.0.0.zip. If you added a new mod it would be SwampStrikesBack-1.1.0.zip. If you then updated one of the mods it would be SwampStrikesBack-1.1.1.zip. If you update one of the components of the version number the subsequent numbers revert to zero so if you removed a mod from the pack it would be called SwampStrikesBack-1.2.0.zip.
  23. The notes at the top of that page instruct you as to which build you need for which version of Forge/MC. The Dynmap developer has current versions for Forge/MC 1.5.2 on his minecraftforum thread.
  24. Hexxit is 1.5.2. MCPC+ Legacy for that version is here: http://ci.md-5.net/job/MCPC-Plus-Legacy/
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