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Everything posted by plowmanplow
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Without a link to the pack page or API URL you are referring to it is impossible to help.
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The contents of your modpack are in a subfolder called "minecraft.MODPACK". All of the required folders (bin, Chocolate, config, mods) must be at the top level of the folder structure in your modpack archive. Your modpack should be about 55Meg. Because of the way this has been assembled your modpack archive is 350Meg. You have zipped up the entire client folder as your modpack archive. This is "bad". Your modpack should contain four folders: bin, Chocolate, config, mods. The bin folder, which you are missing completely, should ONLY contain a file called "modpack.jar". That modpack.jar file is simply the correct version of the Forge universal binary jar renamed to modpack.jar. You have left the file "BetterDungeons1-6-4_2091.zip" in your mods folder. This is the installation zip for BetterDungeons/ChocolateQuest and should be removed. You have an ancient version of Galacticraft with known crashes which can be fatal to a modpack. You have Build #978 where the current version is Build #1080: http://ci.micdoodle8.com/job/Galacticraft/ Making these changes allowed me to start your pack successfully.
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What is causeing the screen conflicts?
plowmanplow replied to GateArgonus's topic in Platform Pagoda
You have a conflict where two or more mods are trying to use the same keyboard key. Open your in-game settings and go to Controls. Look for the key in question for the mod in question and assign it to an unused key. Usually they key will show up as red if there is a conflict. -
Google is always your friend when looking for mods. The details of how and where will be discussed below. Here are a couple (incomplete) lists maintained by the community: http://bot.notenoughmods.com/ http://modlist.mcf.li/version Important notes about searching for and downloading mods: You should always download mods directly from the mod author's preferred distribution channels. For every legitimate/official location a mod can be found there are a dozen other sites which have scraped that content and offer mod downloads (or worse, "installers" for the mods which are conduits for adware/malware/viruses/etc.) but are usually accompanied by incorrect mod information or are woefully outdated. I have seen sites claiming to have 1.7 2 version of mods which the author hasn't updated at all and are offering downloads which turn out to be for 1.2.5. Shady. When searching for mods there are a few places that 99%+ of mods can be found: minecraftforum.net curse.com Github Build servers (usually Jenkins) The author's own website. If you do a search and you find links to places other than the list above you are likely not getting things from the source. Any author who has the perspicacity to create and maintain a dedicated web site for their mods will also likely have a thread at minecraftforum or a distribution channel at curse. A mod can often be found with a simple Google search of "<modname> mod" or "minecraftforum <modname> mod". For example, if you wanted to find Mekanism by Aiden C. Brady the first hit on a Google search for "mekanism mod" gets you what you are looking for. Another point is that you should know your mod authors. There are a few mods (like NEI, ChickenChunks, Waila, REIMinimap, Zan's) which are included in nearly every modpack that is made. Many authors have more than one mod they maintain so it is good to know that ChickenBones makes NEI, EnderStorage, ChickenChunks and a few other mods. This can help you refine your searches on Google: "chickenbones mods 1.6.4". One last point to be made here. Never copy mods from another modpack unless absolutely necessary (and it seldom is). Many mods have one or more dependency mod which are required (CodeChickenCore for NEI) or have an installation process that exceeds just copying a single JAR or ZIP into your mods folder (like Tropicraft or ChocolateQuest).
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Too true. The MCPC+ project has been renamed to Cauldron and has a new dedicated website for both 1.6.4 and 1.7.2 versions: Website: http://cauldron.minecraftforge.net/ Cauldron 1.6.4/1.7.21.7.10: http://files.minecraftforge.net/Cauldron/ MCPC+ 1.5.2: http://ci.md-5.net/job/MCPC-Plus-Legacy/ Please note that most versions now require the use of the installer in order to get the libraries and minecraft_server.jar as they no longer automatically get those on first startup.
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You are free to close-source your mod if you wish, but I wouldn't choose to go that route. A more open license is both friendlier to the community and provides a way for someone to carry on when you leave or abandon the project (which you eventually will). All mods which alter game content must be both on the client and server. You would just want to compile against the recommended version of Forge for the version of MC you are making the mod.
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Try updating to the latest version of Java 7 for your OS.
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Please provide a link to your Technic pack page and/or API URL.
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@sixtyninetest: I believe you are missing some fundamentals here. When it says "shutting down internal server" it basically means the game has crashed. For quite some time now the client runs an "internal" server for you to play on. This is inherent in the client. If things are crashing you need to seek help for the specific issues reported in your crash reports files.
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Do you mean that you are trying to run a custom modpack and it's not working? Or that you are trying to run one of the built-in packs (Tekkit, BTeam, etc.)? With all packs? The answer to those questions will determine the best place to direct you for assistance.
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This belongs in the Tracker for the launcher: http://forums.technicpack.net/tracker/project-1-technic-launcher/
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Heh, no worries. After you go through that process 400-500 times it gets to be second nature.
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Get NBTExplorer: http://www.minecraftforum.net/topic/840677-nbtexplorer-nbt-editor-for-windows-and-mac/ Edit the level.dat file. In the Data tree, change the SpawnX, SpawnY, SpawnZ values to be what you want. This must be done while the server is not running.
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As I mentioned, Forge Multipart goes in "mods1.6.4" not the "mods" folder. You have left the Red Power mod in your pack. This MUST be removed, as I mentioned in the last post. You have added Project Red, but somehow gotten an old version of the mod. The downloads available from the project's website are much newer. They are listed as "dev" builds (they are red), but you MUST be using those as they have some critical fixes from the version you have: http://projectredwiki.com/wiki/Version_archive#Downloads You still have not included any config files in your pack. This needs to be done. The default configs have a number of conflicts between ProjectRed and Factorization.
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Don't bump your posts. You bumped your own post within a minute of the original post. Not cool. That error message is telling you that your client is missing a mod which is on the server. The client MUST have all mods that are installed on the server, and be of the same version or it cannot connect.
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It still works, you just have to use the version of MCPC+/Cauldron for the version of Forge/MC you are using. If you pack (I'm assuming Hexxit is based on 1.5.2?) is using a particular build of Forge for MC 1.5.2 then you have to use the MCPC+/Cauldron build with the same version of Forge and MC.
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As long as you are using a valid download URL for the pack, and are updating the version number of the pack in the pack settings it should offer the update when the Launcher gets restarted.
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Custom Server: No Such Item with ID XXXX
plowmanplow replied to Aprixius's topic in Server Op Swap Shop
You are using an ancient version of MCPC+ with a known Spigot bug which is causing that crash. Get the latest version of Cauldron (MCPC+ changed its name to Cauldron): http://ci.md-5.net/job/CauldronLegacy/- 8 replies
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It's the one with the little blue and red coffee cup on the icon. You would be well served by turning on "always show file extensions" for your folders. Google can help with that.
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It gets created the first time the server starts.
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As of Forge/MC 1.6+ there is no (practical) distinction between a "core" mod and a regular mod. They both get installed in the same location. The "mods" folder. For quite some time now both client and server use the same mods. The exception to this are client only mods. These are mods that only change things in the GUI, the way things get rendered on the screen, etc. Examples: Minimap Mods, Damage Indicators, NotEnoughKeys, Animated Player. The client can have whatever mods you want when connecting to a server. However, only the mods that are on the server will function. Additionally, most mods allow you to change settings which the client cannot override. Examples of this would be power conversion rates, mob spawning, ore spawning, explosion strengths. In addition to mods, most public servers use a server process which provides a plugin API for things like permissions, restrictions, protections, etc. The most common is Cauldron (formerly known as MCPC+). It implements the Bukkit API and can run Bukkit plugins: Bukkit
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The change to CC where all individual mods must implement the CC api for their bundled cables (ProjectRed, MFR, RedLogic, etc.) can really break a lot of builds. Unfortunately, many other mods have switched to CC 1.6 and so there is a rather large lack of unified support for all things CC related. A major challenge.
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Please post a link to your Technic Pack page or API URL.
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Try updating to the latest build of Cauldron. There have been a ton of fixes for 1.6.4 since MCPC+ Build #251 that you are using. Might help, might not, but that will eliminate that as a possibility.
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Having Trouble with a Custom Modpack
plowmanplow replied to MinecraftWolf99's topic in Platform Pagoda
Yes, there is an Optifine version for 1.7.2. However, it isn't compatible with a number of mods and the author seems to have little interest in updating the 1.7.2 version. Give it a shot and see how it works for you.