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plowmanplow

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Everything posted by plowmanplow

  1. Look in the config folder. All the mods should have files in there.
  2. Go here: http://www.minecraftforum.net/topic/1543523-dynmap-dynamic-web-based-maps-for-minecraft/ Make sure you are specifically getting the ones listed for Forge and 1.6.4.
  3. Keep in mind that tesseracts and Redstone Energy Conduit connections lose a TON of power in the default config settings (in the Tekkit Lite version of TE). This can be reduced and/or eliminated by changing the default values. Also, keep in mind that the max possible transfer of MJ through a tesseract is 200 MJ/t and is hard coded. You can set it lower than that but setting the config value higher does absolutely nothing. If you want/need more power than that you'll have to use more channels.
  4. Looks like a block ID conflict maybe. Use NEI to dump a full list of all block IDs and find an open range to switch the offending Mystcraft IDs to.
  5. Please provide more details. Which version of Dynmap? Which "type" (Bukkit Plugin or Forge Mod)? How do you have your setup configured? Is this all the time or only during a force render?
  6. Those are block ID conflicts. Each line listed in that file lists a conflict for a specific block ID between two mods. You can change the ID in either of the two mods to resolve the conflict using one of the "open" IDs listed at the bottom.
  7. Is there some context for the question/problem? NEI works like any other mod on the server. You wouldn't want/need to include any of the plugins/addons for NEI but the mod itself just works (normally)
  8. O.o On the very link you just posted is a line that say: For legacy builds please click here. If you click that it will list versions for Forge/MC 1.6.4.
  9. The technic launcher doesn't really "install" and therefore does not need a package. It is just a jar file which you execute. From the command line (or a desktop link you make) you would run: java -jar TechnicLauncher.jar
  10. Yes, when you download mods that are dependent on each other you must always get the current/synced versions of each. If you intend to add ChickenBones' mods it would come from here and look like so: http://www.chickenbones.craftsaddle.org/Files/New_Versions/links.php CodeChickenCore 0.9.0.9 ChickenChunks 1.3.3.4 EnderStorage 1.4.3.6
  11. You are looking here, yes? http://projectredwiki.com/wiki/Version_archive#Downloads
  12. Don't bump your posts. Very bad form. You are using a "private" link to your pack. This will not work with the platform. Your copy.com link should look something like this: https://copy.com/ZwSOTPiZKbOJ?download=1 This is just a public share link with "?download=1" on the end.
  13. UnsupportedClassVersionError: mrtjp/projectred/compatibility/CompatibilityCorePlugin Why are you trying to include an absolutely ancient version of Project Red. You have included 1.6.4-4.3.2.26 when the latest version is 1.6.4-4.3.7.32. This is causing (at least one) problem.
  14. OreSpawn has a conflict with something. I see this in almost every large pack when someone tries to add OreSpawn. For better information than that you will need to hit up the OreSpawn folks.
  15. I run seven servers and have never charged anyone for anything at all. No biggie.
  16. You cut off the part of the crash report that would have let us help you. That error message means that you have not removed one or more client-only mods. It is impossible to tell which without the full crash report or a link to your pack.
  17. Your modpack archive download URL must be a direct link. I use copy.com for my needs. Just add "?download=1" (without quotes) to any public share URL from them.
  18. There is a link there referencing Legacy Builds. That should have 1.6.4.
  19. Aside from using the nvidia control panel to force the javaw.exe process to use graphics card specific settings it is almost impossible to guess.
  20. You should not be distributing minecraft.jar. Remove it from your bin folder. Forge/MC 1.6.4 does not use a coremods folder in any way. All mods belong in the mods folder. No exceptions. It looks like you have extracted some mods into your mods folder. Don't do that. You have the Mekanism Development Kit in your mods folder. This is unnecessary and should be removed. Your ProjectRed is very out of date and has known crash/bug issues. You have the UE API in your mods folder. This is unnecessary and should be removed. If you are going to include IndustrialCraft I recommend looking at this thread. You'll want IC2Fixes at a minimum: You have a few item ID conflicts. Check your ForgeModLoader client log. As for the crash, I see that all the time with folks adding OreSpawn (the net.minecraft.network.packet.Packet24MobSpawn crash). This is specifically related to a conflict between mods for mob spawning. Since you have mostly standard mods I would focus on the less common ones: MCHeli, Defense/Emasher, RivalRebels, etc. I would start by making sure all the mods are at the most recent versions and or dev builds when doing final testing.
  21. Please provide a link to your Technic pack page and/or API URL when requesting assistance. That being said, that error is commonly caused by having a mod for a different version of MC (older or newer).
  22. Heh, yeah, this one took a while. Long enough that I kept all the work I did
  23. It might help for me to relate the process I use for building a pack. Solder is not necessary at all. It does provide some benefits (multiple builds, more efficient downloads to clients, etc.), but it way outside the scope of this and can be safely ignored. Start with my BareBonesPack ( http://www.technicpack.net/modpack/details/barebonespack.271497 ). Add it to your launcher, open the pack settings and select the version of Forge/MC you want. Launch the pack one time and then exit. You now have a "clean" platform for building a modpack. We will call the BareBonesPack folder BBP and it is located in %APPDATA%.technicmodpacksbarebonespack. One at a time, or in logical groups (like a mod with it's dependencies or mods that "go together") add mods to BBPmods and start the pack. This will create the configs and you can then check the ForgeModLoader client log in BBP for errors if it crashes back to the launcher or for item ID conflicts if it starts. Doing things this way will ensure that you won't have a dozen different things wrong at once and will be less confusing when resolving issues. After you have all the mods in you wish to add, and all the item ID conflicts have been resolved you can take a few minutes to tweak things like TreeCapitator configs (if you use that mod), microblock configs, and any other tweaks like ore generation or power balance between mods using their respective config files. Once you have the pack working and operating the way you want you can copy out the config and mods folders to a new folder somewhere. We will call that new folder PACK. Make a folder inside of PACK called "bin" and copy the modpack.jar from BBPbin to PACKbin. If you have included mods that have top level folders (mods like Chocolate Quest or Flan's) you will need to copy those folders to PACK as well. Select all of the folders inside of PACK and create an archive file in ZIP format using the program of your choosing (WinZIP, 7zip, etc.). This is now your newly created modpack file that should work 100% since you have already fully tested it. I would highly recommend that you use a version number scheme in the file name. Something like modpack-MA.MI.UP.zip where MA is for major updates like going from Forge/MC 1.6.4 to 1.7.2, MI is for things like adding new mods or removing existing mods, and UP is for updates like upgrading an existing mod or tweaking config files. For instance, you could start with modpack-1.0.0.zip and if you upgrade Logistics Pipes from Build #109 to Build #121 (and maybe a few other mods at the same time) you would make the updated name modpack-1.0.1.zip. Following thees guidelines should server you quite well.
  24. You should have a "libraries" folder in your main server folder. If you do not, or think that the contents may not be there, you can download them here: https://copy.com/qLsTvZfUUkkb
  25. I've been seeing a lot of posts like this for that modpack. Someone really needs to get hold of the author.
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