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plowmanplow

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Everything posted by plowmanplow

  1. Client: You have included Forge build #953 as your modpack.jar file. Update to the latest/last 1.6.4 Build #965. Forge Multipart mod goes in mods1.6.4. Create a 1.6.4 folder and move the mod into there. You have included a very old version of CodeChickenCore. Update to the latest 1.6.4 version (0.9.0.9). You have an ancient version of ProjectRed with known critical bugs. Update to the latest 1.6.4 version. When intending to create a server for your modpack it is critical that any automated ID "fixing" mod be removed from the pack after all conflicts are resolved. If not, you run a high risk of having conflicts between client and server. You have not included a full set of config files in your modpack. By some miracle your pack doesn't have any block or item ID conflicts, but I assure you that this is quite rare for a 1.6.4 pack with more than a handful of mods even with IDFixMinus installed. Even when there are no ID conflicts the mod files are required to balance the mods against each other (ore generation, power production and conversion, TreeCapitator if you use it, microblock setup) and to tweak settings for mods. Always, always include a full set of configs. This is vital when planning on making a server for a modpack so that you can be 100% sure you have the exact same configs between the client and server. Look at any of the modpacks maintaned by the Technic group. If they are doing something (like including a full set of configs) you should be doing that as well. Server: Your server does not have the same version of Forge as your client. Once you update your client this should not be a problem. When creating a server it is critical that the configs between client and server be synchronized. The only way to ensure that is to include the configs from the client to the server or vice versa. Your Run1.bat has a period at the end of the line right beside nogui. Remove that. Making these changes allowed me to start your client pack successfully and to connect to the server.
  2. Hmm, let me try again: You have included some of ChickenBones' (a minecraft mod author) mods but not the required dependency library CodeChickenCore (a mod by ChickenBones which is required by all his other mods). Get this.
  3. I would guess this is pretty low on the priority list. Wouldn't count on it getting addresses in any material way.
  4. The contents of your modpack are inside a subfolder. This won't work. The required folders (bin, config, mods) must be at the top level of the folder structure inside your modpack archive ZIP. Yours are inside a folder named "SolidSquad Modpack".
  5. If you are getting this: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft and this: NoClassDefFoundError: reifnsk/minimap/ReiMinimap Then you have a client only mod left in your mods folder and it looks like ReiMinimap.
  6. There is an REI Minimap for pretty much everything all the way up to current MC.
  7. Ahh. That error is because you have left REIMinimap in your mods folder on the server. All client only mods (like REIMinimap, Damage Indicators, MobDismemberment, Optifine, etc.) must be removed from the server.
  8. The implication is that you are starting the "minecraft_server.jar" file as your server instead of the TekkitLite.jar (or the MCPC+ jar if you are using that).
  9. Oh, snap. Yeah, I missed seeing that IDFix was installed. What that yields is REALLY weird error messages and I have never seen a large pack successfully use IDFix to get things actually working. My recommendation would be to follow the methods I mentioned above and to remove IDFix altogether. Just do it manually. You'll end up with better results.
  10. Wow, yeah, I'm not going to download a 1.7G (yes folks, that's gigabytes) pack to test things (although I kind of curious where the bloat is coming from). Take a look in your Mystcraft config to see what is being assigned to 4072 and make sure nothing is conflicting. If need be you can disable Mystcraft temporarily and dump your IDs to see what's going into that ID number and go from there. Edit: Alright, just because I'm so curious I am downloading the pack now. I'm only going to do that once so hopefully the problem is pretty straight forward. Hmm, you have just zipped the entire client folder up. This won't work as a modpack in the platform (or will cause problems and be needlessly huge). I did see what looks like an actual modpack archive in your cache folder but not sure if that is "up to date" with what is in the big zip. Given that, I won't dwell on the hugeness of the current file since you clearly know the "right" way to assemble a modpack archive. At what point did this pack work? The reason I ask that question is that I have disabled a large number of mods while continually trying to start the pack to no success? What were the last mods added, and in what order? With a pack this large it is imperative that you start with a working pack (even if that means starting "empty" with only forge) and adding mods carefully and methodically until you get where you want to be. Adding a ton of mods at once gets you where you are now which is so many conflicts between mods that it is nearly impossible to run the source of the trouble to ground.
  11. So make an updated pack. That's the beauty of the Platform. Being able to easily make custom packs is a never ending source of fun.
  12. No, you should just post the link to your API URL or Technic pack page here. Nobody gives a shiny rat's behind about "private" or not. If you absolutely insist on not posting it here, then just PM me the URL to download the modpack. However, this makes it more difficult to keep track of things in the long run so I'd rather you didn't.
  13. This is the correct, expected behavior for Redstone Engines. They will not connect to conductive pipes at all. This is by design. Use a better engine.
  14. 4360 EU/t = 1744 MJ/t Since the max transfer per Energy Tesseract channel is 200 MJ/t that would require 9 tessearcts on different channels to manage all the power. Make sure you change your ThermalExpansion config settings or you will be losing about 350 MJ/t which is over 870 EU/t.
  15. One of the steps for "making" a modpack is "testing" the modpack. If you have not been able to playtest your pack yet then it's not complete. At a bare minimum the structure and contents of your modpack archive should look like this and be in ZIP format: bin - modpack.jar config - all the config files for the included mods mods - the mods in your pack The "modpack.jar" file is just the correct version of the Forge universal binary downloaded from here and renamed to "modpack.jar": http://files.minecraftforge.net/
  16. If you have a backup of the saves folder for that world, yes. Otherwise, it is unlikely.
  17. At the very top of this page is a link to the "Tracker". Search for similar issues under the AoBT section. If you don't find anything you should make a new post with this problem there.
  18. (might not want to "sign" your posts, it is against the rules) Link to Github Solder API respository and instructions: https://github.com/TechnicPack/TechnicSolder Some possibly helpful info: '?do=embed' frameborder='0' data-embedContent>> '?do=embed' frameborder='0' data-embedContent>> How are folks supposed to know about this? Really, just the way you did. Solder is not for the faint of heart or the inexperienced. It has no "official" support. I do have an instance of Solder running for my packs so I might be able to help you if you get stuck. Well, that and 20+ years of Linux admin work
  19. @Stop mocking me0: Well assembled pack. No conflicts. I would make a couple suggestions, but they are only that. The pack requires ForgeMultipart, which it will download automatically and place into the mods1.6.4 folder. However, it only gets the minimum required version (in this case #244) and there is an update available (#250). I would recommend including the full contents of the mods1.6.4 folder in your pack archive. You have not customized the microblocks.cfg file at all to include blocks from mods that are not detected automatically. While this is not required it is a nice touch and provides for a much richer play and building experience. It does take some time which is why most folks skip this step.
  20. Yes, it sounds like you are running the "minecraft_server.jar" file as the server process instead of Forge or Cauldron (MCPC+).
  21. When referencing a specific jar with "-jar" the target file must be in the current folder or must be referenced with a valid path. So, if you had the TechnicLauncher.jar file in a subdirectory called ".Desktop" in your home directory the correct syntax would be: java -jar ~/.Desktop/TechnicLauncher.jar
  22. Hmmm, he about a link to your pack? Might make life easier.
  23. Is it the exact same error? Please re-quote.
  24. If you are to the point of trying to script your pack management with curl it might be time to switch to the Solder API.
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