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Everything posted by plowmanplow
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Client Crash: Slot 1260 is already occupied
plowmanplow replied to Silverseppel's topic in Platform Pagoda
This is a block ID conflict. Each block in the game has a unique ID number associated with it. The error message you posted says that Forge Multipart and Resonant Induction are both trying to use the ID 1260. You need to change one of them to use an different, unused number. -
Web Displays Can't Add A Mod To The Pack D:
plowmanplow replied to Soft_Squishy's topic in Platform Pagoda
The author goes into detailed manual installation instructions right in the post you linked. That being said, you are going to shoot yourself in the foot if you try to do this. The WebDisplays mod requires the client be using 32bit Java. Nobody in their right mind would be using 32bit Java for Forge/MC if they had another option, especially with a pack the size of yours. Add to that the fact that I'm not even sure you CAN (easily) change the Launcher to force 32bit Java. This might be a non-starter. -
That's my pack. I'll add update the available Forge versions for 1.7.2 today.
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If you are making a modpack you should ONLY be obtaining your mods directly from each mod author's preferred distribution channels. What that means is that you should NOT be copying mods from other packs, getting them from "installers" or from random sites around the internet. Here are a few points: You should know the names of the author and/or the maintainer of every mod in your pack. This will help you make sure that you are getting the mod from the right place, that you have the correct installation procedures and that you have the most up to date version available. For instance. The Mekanism mod is maintained by Aidan C. Brady. If you do a google search for "mekanism mod" the first link is to a post on minecraftforum.com (MCF). The vast majority of mods have posts on MCF by the author or maintainer of the mod. You might be redirected to another site but it is a very place to start. If you follow the link from the previous search you will see that the original poster in that MCF thread is aidancbrady and contains very relevant and current information about the mod. You should have browser bookmarks to the relevant pages for every single mod in your pack to make it easier to keep up with the state of things. You should familiarize yourself with some of the problems that other people might have had with the mods you are including. Look through the support posts, issue trackers, etc. for the mod (see first bullet point) to see what kinds of things you might see when there are problems with the mod. This will better prepare you for dealing with odd mod interactions, mod updates and other in-game issues/challenges you might run into. Familiarize yourself with the history of the mods you are including. If you wish to include a mod which hasn't had an update in six months it would be good to know if that is because the mod is simple and stable, or if it is due to the author disappearing. There might be forks (other people taking over a code base or starting from where the original author left off) or continuations which the first thread you find with a google search does not show. BE WARY of sites which claim to have newer versions of your mods than what the original author/maintainer talks about. These are often scams or outright malicious attempts to infect your computer.
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This should probably be in the Tracker instead of the custom modpack forum.
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Insulated Copper Cable loses 1 EU every 5 blocks. If you go less than 5 blocks you lose nothing. 2x Insulated Gold Cable loses 1 EU every 2.5 blocks. If you go 2 blocks or less you lose nothing. Assume that it's going to rain at least 10% of the daytime on average so a MV array will give you something like 28 EU/t averaged out over time. You say that you are losing 4 EU/t to machine sustainment so that leaves you with 24 EU/t. Just from the screen shots it looks like you might be losing a fair amount to cable loss, but you'd have to be using a lot to add up to 24 EU/t. That being said, it wouldn't take much use of the machines at all to eat up the slack there.
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You'll want to switch to using MCPC+ as your server JAR instead of the Tekkit.jar file that comes with the server pack in order to add support for Bukkit plugins: http://ci.md-5.net/job/MCPC-Plus-164/ Bukkit plugins which help with banning items or restricting them to ranks and creating player owned protected areas: BanItem, TekkitCustomizer GriefPrevention, Factions, Towny PermissionsEx/ModifyWorld There are many other plugins the enumeration of which lies outside the scope of this board.
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If you do a search for "chickenbones mods" the very first link is for the author's MCF post. In that post, the very first spoiler button is for the download links.
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A bit of snark for a slow Tuesday: Not providing any log files or crash reports. Calling a modpack a "mudpack". Not following up with the pack author(s). Not providing any system/platform information. Joking aside, please provide the information listed in the above bullet points.
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Server Crash! Personal Custom modpack HELP!
plowmanplow replied to iLegendx98's topic in Platform Pagoda
Glad you got it back up and running, and did so in a methodical, logical manner no less. -
You have included OpenBlocks mod but not the dependency mod OpenModsLib. You have included Dimensional Anchors mod but not the dependency mod Immibis Core. You have included Nether Ores mod but not the dependency mod PowerCrystalsCore. You mentioned trying to add NotEnoughItems mod. NEI requires the dependency mod CodeChickenCore. Each of these mods clearly states on the author's sites/posts that the dependency mod is required when adding them to your installation. Make sure you are getting your mods only from the author's preferred distribution channels.
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It's been so long since I last went through this that I figured if you were still having problems it might be useful to go through your current modpack archive and see the state of things: You have an extra file in the bin folder called "1.6.4-Forg39.11.1.965.json". This should be removed. Your modpack.jar is WAY too big. It also throws an error when I try to open it with WinZip. Remember, the modpack.jar file is JUST the Forge universal binary JAR file reanamed to "modpack.jar". Nothing else, nothing more (except in very specific, uncommon circumstances). It looks like none of the mod updates we have discussed previously have happened. You have two wildly different versions of Universal Electricity installed (2.2.1.183 and 3.1.0.96). Remove one of them. I'm not trying to badger you, but it seems that you ask for help, I respond with precisely what needs to be fixed/updated but you don't follow through with the fixes. Then you change something else and have a new/different problem followed by me suggesting fixes/updates which are again not followed. Start small. Work with what you have and get it working, at least to the point that you can get the pack to launch. After that is working well you can see about updating mods. Once everything is up to date you can see about adding additional mods. Trying to resolve a dozen problems at once doesn't seem to be working very well.
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Thermal Expansion Redstone Energy Conduits will auto-convert to MJ for output. They WILL NOT convert from MJ on input. They only "carry" RF. If you want to transfer MJ you will either need to convert it (Portable Jim's fork of Power Converters works great) or use BC power pipes (or Mekanism Universal Cable or any number of other transport mekanisms depending on which mods you have installed).
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This may belong in one of the trackers. It is very challenging to debug a problem with no log files, crash reports or other pertinent information.
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Server Crash! Personal Custom modpack HELP!
plowmanplow replied to iLegendx98's topic in Platform Pagoda
The problem with Gregtech is that is attempts to overwrite/overload a ton of other stuff. Combine that with "190+ mods" including RotaryCraft and you have yourself a recipe for disaster. That being said, I didn't see any obvious client-only mods in the mod list (just looked once) so my guess would be either the aforementioned challenge or some API mismatch. Also, post links to your Technic pack page and/or API URL for more assistance. -
Have you looked at the Youtube video listed in that spreadsheet? Might be a good place to start.
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I took the liberty of re-indexing all the item IDs for Metallurgy and EE3 and updating ThaumCraft. The server pack was just totally screwed up so I fixed that too: MedicraftRedux: https://copy.com/qy7i3JLj4biY MedicraftRedux-server: https://copy.com/uOV2YPDvvxno
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Wow. That pack is a piece of dookie. Major problems: Pack is including a ton of extra, unneeded stuff. The bin folder should only contain modpack.jar, not minecraft.jar and all the other stuff. The lib folder shouldn't be there at all. There are a LOT of item ID conflicts. I don't know how anyone ever got the client and server working with that many item ID conflicts. If you really want to use this pack for your client and server you are going to need to create your own pack and fix these problems THEN make a server for it.
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An item of note: Worldgen can be VERY painful on system resources. If you get no or little lag when folks are just working in their bases and a lot when folks are rapidly moving around (flying, porting, etc.) then worldgen could be a source of lag. Warmroast can, as previously mentioned, really help to isolate the source. P.S. 1400th post, woohoo
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Pack download: https://copy.com/cuQuFTZYgAH1?download=1 (make sure you host this yourself as I usually delete old files after a while) Mods: bspkrsCore/TreeCapitator Damage Indicators AnimationAPI/AnimatedPlayer CodeChickenCore/NotEnoughItems (with addons/plugins) Equivalent Exchange 3 Inventory Tweaks Optifine MobiusCore/Waila The extra mods were added for convenience. Feel free to remove them.
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If you are using someone else's modpack and server then it is usually up to them to fix things. You might have more luck contacting the author(s) directly. That being said, it seems to be a simple ID synchronization issue between the client and server. Try shutting down the server, remove the config folder from the server, copy the config folder from the client pack over to the server and restart the server. If you are able to connect then that was the problem. However, I would suggest going through each config file and doing a comparison between the client and original server configs to see if any changes concerning worldgen, balance, integration, etc. have been made. While the IDs should always be the same between client and server there are a number of serverside only settings which are often changed for balance and integration purposes.
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Having multiple posts about the same modpack/problems is counterproductive.
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You have a very old version of Forge as your modpack.jar. Update to the latest 1.6.4 build (965). You have the 1.6.2 version of REIMinimap. Get the 1.6.4 version. The default config files have some ID conflicts. These will need to be resolved. Always include a full set of config files in your modpack archive. These get generated when you are testing your pack and edited when you need to fix conflicts or balance/tweak mods against each other. From your log file: 2014-05-26 18:20:51 [SEVERE] [ForgeModLoader] Unable to read the jar file CodeChickenCore 0.9.0.9.jar - ignoring This means that the file is corrupted/damaged. You'll need to download the file from the author's preferred distribution channels again.
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The author's website clearly lists the correct download for 1.6.4 here: http://flansmod.com/download
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@stop mocking me0: The link he provided is quite sufficient to test the pack. I wrote a little web page you can use to easily break out the required information. Simply paste an API URL here: http://www.circlecraft.info/platform/ @FCPWiz: Unless you are using something like Flan's or Chocolate Quest which require a separate folder, your pack should only contain the following folders: bin, config, mods Your bin folder has extraneous stuff in it. Remove everything but modpack.jar. You have extracted some mods into your mods folder. Always follow the author's installation instructions but by and large you should never do that. Just drop the downloaded files into the mods folder. You might have better luck using something like Chrome or Firefox to download the mods. Make these changes and if you are still having problems just come on back.