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plowmanplow

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Everything posted by plowmanplow

  1. <sigh> The version of EE3 in that pack is THE LATEST VERSION. It has more functional blocks and items than any other/previous version of EE3.
  2. Finally figured it out!! You are making your modpack archive in RAR format and giving it a .zip extension. You MUST make the archive in ZIP format.
  3. Still a little short on information. Are you making a server from that modpack? (someone else's pack I might add... maybe they would be the better target for your questions?)
  4. What I meant was that I don't think you realize how much work is involved in assembling, testing and publishing a pack like this. I have made dozens of packs and done tech support on many hundreds of packs. I am reasonably familiar with the majority of mods used in most folks' packs. It would probably take me a couple hours to put this together, balance everything and then play test it on a couple different systems to verify that LAN mode was working as expected. If someone wants to commit that kind of time to doing this for you then I salute them. I suspect you will have trouble finding that person.
  5. You are missing CodeChickenCore, the dependency library for Not Enough Items. Your NotEnoughItems mod is out of date. You are missing CoFHCore, the dependency library for ThermalExpansion. You should download the latest 1.6.4 build of Forge Multipart and put it in mods1.6.4 Your Bomes O' Plenty mod is out of date enough to be incompatible with Thermal Expansion. Update BoP You have multiple block ID conflicts which need to be resolved. A full config folder should always be included in a modpack. In this case it is fatal since you will need those config files to resolve the ID conflicts.
  6. Nub: You might have success using my BareBonesPack as a starting point. Add this custom modpack: http://www.technicpack.net/modpack/details/barebonespack.271497 After adding that to your launcher simply edit the pack settings (small gear on the bottom left corner of the logo) and select the Forge version you wish to use. Launch the pack once and you will have a clean platform for developing your modpack.
  7. You are not going to be able to host the file in an internal network. In theory it would work for the client, but the Technic modpack interface will not allow you to post a modpack URL link that it cannot see.
  8. If you are having troubles please start a new thread. I do not feel comfortable having a irrelevant conversation in a sticky forum post.
  9. No links, no crash reports, no server or FML logs, no modpack links, no API URLs. How are we supposed to help? My magic 8-ball is all messed up
  10. Why are there two threads going from two different people for the same modpack?? '?do=embed' frameborder='0' data-embedContent>>
  11. Your modpack.jar is messed up. The modpack.jar is just the Forge univarsal binary renamed to modpack.jar. Don't extract it. Don't re-compress it. Just rename the download from Forge. Edit: It looks like you don't have bspkrsCore mod which is a required library of TreeCapitator.
  12. Heh, was just posting that When you want to test it, you can update your pack page and copy the API URL. Past it here: http://www.circlecraft.info/platform/ If you can click the download link and it immediately starts downloading you should be good to go. If it takes you to a webpage where you can click download, you don't have a direct link.
  13. You have an old version of Forge. Update to build #954. You have extracted the zip files into folders inside the mod folder. Never do that unless explicitly directed to by the author (which will never happen). Leave them as zip files. You have some Extremely old versions of some mods (Project Red for instance). Update your mods. Some of your mods have odd names indicating you have either gotten them from other modpacks (bad) or from somewhere other than the author's distribution channels (very, very bad).
  14. Without a link to your API URL and/or Technic Pack page we are going to be unable to help you.
  15. Oh, my. This belongs in Server Op Swap Shop. The bind port error is because you have an orphaned Java process still running. Bring up your task manager and kill it. The Index Out Of Bounds is because the highest worldgen block ID you can use is 4095.
  16. You need to provide more information than just "it didn't work". What exactly were you doing? The minium stone can only craft-transmute, not right click blocks in the world.
  17. I don't think you quite realize what you are asking for. You want someone to not only assemble a pack, but design it as well, then to balance it followed by playtesting it in LAN mode (which requires the use of at least two PCs). This is a ton of work.
  18. Your modpack download URL is broken.
  19. You have an ancient, unstable version of IC2 included. If you intend to include IC2 in your pack I highly recommend looking at this post:
  20. The modpack link you provided is not direct: https://www.dropbox.com/s/9huxfioahu2jxfc/modpack.zip should be https://dl.dropboxusercontent.com/s/9huxfioahu2jxfc/modpack.zip Your modpack only contains Forge. If this is what you intend then you should be good to go. If you are expecting mods to be included then they need to be inside the mods folder in your modpack archive.
  21. You haven't actually said what the problem is. What isn't working or acting as you expect? Please provide an API URL or a link to your Technic Pack page. This will help diagnose problems with your pack settings as well as the contents of the pack itself. Speaking of which: You have zipped up the ENTIRE contents of the modpack folder. This is bad for so many reasons, not the least of which is that it makes the modpack archive needlessly huge. Your pack should only contain the bin, config, and mods folders. Additionally, the bin folder should ONLY contain modpack.jar. Delete all the other files inside the bin folder. You have so many item ID conflicts that many of the mods simply will not function as expected. All of these need resolved. Search your ForgeModLoader client log for the word "CONFLICT" (without quotes).
  22. java.lang.NoClassDefFoundError: openmods/asm/VisitorHelper$TransformProvider You either have omitted the OpemModsLib mod when adding OpenBlocks or have mismatched versions. Get the correct, matching versions from here: http://openmods.info/
  23. The modpack URL in your pack settings is not a direct download URL. I've never seen anyone successfully use Mediafire as their host and do not recommend it. I use copy.com and it works fine when you take the share URL and add "?download=1" (without quotes).
  24. Having them WIP means nothing. This is just the state of the mod as it currently stands because it is unfinished. Everything works very well. This is the same version included in all of Technic's modpacks (and all of mine, actually). It is possible to craft or produce using the EE3 machines infused wood, bags, minium stones, chests, etc.
  25. The required folders in your modpack archive are all in a subfolder called "NewAgeCraft". All of the required folders must be at the top level of the archive. Your bin folder contains a file named "modpack.jar.zip". Remove this file. You have not included any config files in your pack. You need to include the full config folder with all mod configs in your modpack archive. In your case you don't seem to have any ID conflicts, but it is impossible to tune interactions between mods without configs. For example, Treecapitator doesn't work with Galacticraft axes in the default config. You have to add that yourself and include the configs in order for it to work in your pack.
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