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Everything posted by plowmanplow
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You have included some of ChickenBones' mods but not the required dependency library CodeChickenCore: Caused by: java.lang.NoClassDefFoundError: codechicken/core/launch/CodeChickenCorePlugin
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I take no offense. I do what I do to help and to for my own edification. As for a fix I have listed, in a fairly straight forward process, the best way forward for fixes and updates. Is there a particular step in the process which doesn't mesh?
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I wouldn't think that would be it. Pretty sure the stats are based on API calls for adding and version-checking a pack.
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And here I am doing it for free like a chump! Hehe, just kidding I'm sure it's just a figure of speech.
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A couple points to note: As of 3:44pm Eastern Standard time your download archive was precisely 26,661,934 bytes in size. As of 6:19pm Eastern Standard time your download archive was precisely 21,687,886 bytes in size, a difference of nearly 5M. CustomNPCs and DragonAPI mods were removed. Every statement I made concerning the initial download stands the same after going through the original modpack download. The updated modpack download has all the exact same issues. If you open your modpack download with any archive editing program the bin folder listed clearly has an uppercase B at the beginning. If you look inside the forgeversion.properties file in your modpack.jar file it clearly lists this: "forge.build.number=953". The most recent build is #965. If you open your modpack download and examine the mods folder it clearly lists a file named "ForgeMultipart-universal-1.6.4-1.0.0.250.jar" inside and not in a subfolder named "1.6.4". If your Thermal Expansion Mod.zip file contains both ThermalExpansion and CoFHCore mods then that file did not come from the author(s) and is highly suspect. The download links provided on the author's own website reference two distinct downloads: http://www.teamcofh.com/index.php?page=downloads . The current version of TE is 3.0.0.7, the version you have is 2.0.0b9e (beta). Renaming files is a perfectly valid thing to do. However, it will make it nearly impossible to keep track of what you have versus what is available from the authors and it makes folks who try to support custom modpacks exasperated and weary. As you can see, if you follow up on the details, every original point I made is valid for both versions of the pack you have provided. I do not state this to say "I told you so", but just to try to convey that if the concerns are not addressed it will be nearly impossible to complete a fully functional modpack.
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Modpack Crashes right when a specific world loads up.
plowmanplow replied to RaidanAidan's topic in Platform Pagoda
Other than a couple item ID conflicts the pack seems to work fine. If you are able to start other packs I would take up your issue with the modpack author. If you are not able to start other packs then I would suggest following up in the Tracker for the Launcher. -
2a. Remove all client-only mods such as Optifine, MobDismemberment, DamageIndicators, Minimaps, etc.
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Must reduce view distance to limit loaded chunks. Must restrict access to all types of chunk loaders and prevent them from operating when owners are offline. Must provide some form of block protections and restrict access to all blocks or mechanisms which can bypass those protections. Highly recommended to use Cauldron (formerly MCPC+) as it includes the capability to optimize many aspects of the server operation. Must have tweaked Java server process command line arguments to tweak operation. Just a few things to get you started.
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The balance comes in a few flavors. Balancing ore generation between mods. How much resources does each mod require? How much generation should happen so that a player could use all the mods that consume a particular ore without making it overly abundant if they choose to focus on one mod. Which type of ore should spawn (copper from four mods, etc.)? Where should it spawn? Balancing power generation and consumption. How much loss should happen when converting? How do blocks from different mods provide shortcuts for the tech trees of other mods? Not really a balance issue, but just configuring Immibis and Forge microblocks along with TreeCapitator can take hours. Fun stuff.
- 5 replies
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- New Modpack
- Technic
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Why did you start a new thread for this? In the future please don't do that. It makes providing support so much more challenging for us. You have OpenBlocks mod but not the dependency mod OpenModsLib. You have Metallurgy mod but not the depndency mod KeithyUtils. You have Modular Force Field Systems mod but not the dependency mod Resonant Engine. You have Modular Powersuits mod (also old) but not the dependency mod Numina. Get the latest versions of both. Mariculture has an enchantment ID conflict. It is safe to start with enchantment ID 121 and going up from there sequentially for all this mod's enchantment IDs. You have quite a few block ID conflicts in the default generated config files. As I mentioned previously it is imperative in a pack of this size that a full set of working config files be included in the modpack archive. You have a large number of item ID conflicts. This will not prevent the pack from starting but it will cause problems when trying to use items from the conflicting mods. These must be resolved. Check your ForgeModLoader client log. Making these changes allowed me to launch the pack and start a SSP world.
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Hmm. Trying to make a pack with that many huge mods (especially pixelmon) as your first pack is going to be an exercise in frustration. It will be so large that iteratively testing the pack will take a very long time. Each time you have to start the pack during testing it will take a long time to start. You have included a large number of what I would call "cornerstone" mods. These are mods you would build a whole pack around. Mods like Mekanism, IC2, GalactiCraft, Pixelmon, ThaumCraft and AM2 just to name a few. While it is possible to do that it will make balancing things much more difficult, especially if you include things like RotaryCraft or GregTech which are designed to be the "final say" in crafting and power. A pack of this size is going to be a labor of love. Expect to spend many tens of hours getting things working.
- 5 replies
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- New Modpack
- Technic
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Your pack has a "Bin" folder. This should be named "bin" (note the lower case . You have an old version of Forge. Get the latest Forge universal jar file to use as your modpack.jar. Forge Multipart belongs in "mods1.6.4". You have Thermal Expansion mod but not the dependency mod CoFHCore. Get the latest versions of both. I would normally continue to go through the rest of the pack. However, it is clear that you have not gotten the mods from their respective author's preferred distribution channels. They are "oddly" named, many lacking version numbers. Once you go through and get each mod from the correct location, try the pack locally so that you get a full set of config files created. Include those in your final pack. Come back here after doing that if you have problems.
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Your pack download link is not a direct URL. This: https://www.dropbox.com/s/89z7td25n6ncsyt/FeedThePoney.zip Should be: https://dl.dropboxusercontent.com/s/89z7td25n6ncsyt/FeedThePoney.zip Note the changes from "www" to "dl" and from "dropbox" to "dropboxusercontent". Now, about your pack: Your modpack.jar file is in RAR format. All archive files intended for use in the platform MUST be in ZIP format only. Better Dungeons/Chocolate Quest is installed improperly. Open the zip file and follow the instructions. You have NotEnoughItems and Ender Storage mods but are missing the dependency mod CodeChickenCore. Get the latest 1.6.4 versions of all ChickenBones' mods. You have both an extracted version of Damage Indicators and the zip file mod in your mods folder. Remove the extracted folder and refrain from extracting mods. You have Better Chests mod but are missing the dependency mod Aroma1997Core. You have MeteorCraft mod (which is ancient) but are missing the dependency mod DragonAPI. Get the latest versions of both mods. You have Nether Ores mod (and an old version to boot) but are missing the dependency mod PowerCrystalsCore. You have OpenBlocks mod (old version) but are missing the dependency mod OpenModsLib. Get the latest version of both. You have PortalGun mod but are missing the dependency mod iChunUtil. Get the latest version of both. You have Statues mod but are missing the dependency mod AutoUtils. Tropicraft mod is installed incorrectly and you have an old version. You are missing 5 of the 6 mods that make up Tropicraft. Get the mod from the author and follow his installation instructions. You have a 1.5.2 version of REIMinimap. Get the version for 1.6.4. You have Barrels mod for Forge/MC 1.5.1. Get the latest version for 1.6.4. You have GalactiCraft mod but neither of the other two mods that go with it. Get the latest 1.6.4 versions of all three. You have SecretRooms mod for an ancient version of Forge/MC. Get the latest 1.6.4 version. You have SaintsPack (Dubstep guns) installed improperly. The author has decided to make it almost impossible to download 1.6.4 versions of the pack so my suggestion is simply to remove it. There are a couple dozen block ID conflicts in the default generated config files. These must be fixed and the full config folder included in your modpack archive or the pack will never work. Always include all config files with a modpack. Almost all of these problems stems from not getting the mods from the correct locations. Never copy mods from other packs and never get them from anywhere but the mod author's preferred distribution channels.
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That's just it. The modpack.jar file is simply the Forge universal jar renamed to "modpack.jar". In theory one could make the changes to that file and it would work. Maybe. Experimentation will tell.
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The crash seems to be related to Artifice. The version in the pack you are using is Build #197. The latest build number is #243. There have been multiple crash fixes made between those two versions. Try upgrading and seeing if that fixes the problem.
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Okay. I have provided the exact procedures necessary to get the server working. Not sure what you aren't doing or what extra things you might be doing without more information.
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After looking through the author's posts on Optileaves it might be possible to put it into the modpack.jar and still have everything work as expected. The others will take similar research. Work through the author's posts and mod info to find out.
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Providing a link to the client pack page and/or the API URL would allow us to test the pack and isolate the problem. Also, NEI has useful server-side components and should be left in place on the server.
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All of your required folders (config, mods, etc.) are in a subfolder called "modpack". They need to be in the top level of your modpack archive. The only file in your bin folder is a file containing nested ZIP archives. The only file that should be in that folder is modpack.jar and that is only the Forge universal jar download renamed to modpack.jar. No need to extract it, re-compress it or anything. You have what looks to be a TON of adware/spyware/third-party packaged installers for mods instead of the actual mods in your "mods" folder. ONLY get your mods from the author's preferred distribution channels. Those locations are, more than 95% of the time, at least initially found at either minecraftforum.net or curse.com. You really just need to start over. Find out who makes the mods you want and get them from their respective authors. Get the correct modpack.jar file set up and come back if you are still having problems.
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FML/AtomicScience says i don't have CalclaviaCore when i do
plowmanplow replied to MCMaster87's topic in Platform Pagoda
Without links to your Technic pack page and/or API URL it is impossible to render further assistance. -
Please contact the mod author.
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You don't have Java properly installed. Remove/uninstall all instances of Java and install the latest Java 7 JRE from Oracle.
- 2 replies
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- Big Dig
- troubleshoot
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